The Psion

by Aweskwl

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The Psion

The D&D multiverse is filled with supernatural forces, some of which emanate from the realms of the gods, others permeate the cosmos, and still others arise from the mind. That latter force—the power of the mind—is called psi or psionic power. Creatures such as mind flayers and githyanki wield psionic power, both to channel the magic of spells and to create other extraordinary phenomena.

These creatures are all psions, followers of a strange and mysterious form of power. Psions shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Psions are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, and seize control of the physical world and bend it to their will.

Prerequisites

In order to advance as a psion, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Intelligence 15. Mastery over one's mind requires intense study and knowledge.

  • Character level 5th. Only powerful minds can truly master psionics, and you must be a 5th-level character before you can gain levels in the psion prestige class.

  • Awaken your mind. In order to use the mind to its full potential, you must unlock its reality-warping capabilities. This can be done by being born into a psionically gifted race, such as the Gith, reading a tome filled with ancient eldritch knowledge, or by surviving a confrontation with an aberrant mind-influencing force, such as the Illithid.

  • Find a mentor. You must find an NPC psion willing to tutor you in the ways of psionics. You cannot gain more levels in this prestige class than your mentor has. You might need to seek out additional mentors with higher mastery over the mind in order to reach 5th level in this prestige class.

The Psion
Level Features Psionic Talent Die
1st Psionics, Philosophy d4
2nd Psychic Experimentation d6
3rd Psionic Discipline d8
4th Psychic Experimentation d10
5th Psionic Discipline d12

Prestige Class Features

As a psion, you gain the following prestige class features.

Hit Points

Hit Dice: 1d8 per psion level
Hit Points per Level: 1d8 (or 5) + your Constitution modifier per psion level

Proficiencies

Armor: None
Weapons: None
Tools: None

Saving Throws: None
Skills: Insight

Equipment

The psion prestige class does not grant any special equipment.

































This homebrew prestige class uses the prestige class rules described in the Unearthed Arcana, Prestige Classes and Rune Magic. It is also largely derived from the Unearthed Arcana, The Mystic Class.

Psionics

Psionic Talent die

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d4.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 2nd level (d6), 3rd level (d8), 4th level (d10) and 5th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Psionic Ability

Some of your psionic abilities can manifest magical effects similar to those made by arcane and divine spellcasting. You use your Intelligence whenever a spell's effect refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psionically manifested ability or spell, and when making an attack roll with one.

Psionic Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Psionic attack modifier = your proficiency bonus +

your Intelligence modifier

Occult Philosophy

The powers granted to someone through psionics are plentiful, to gain a better understanding of these abilities, you turn to one of three occult philosophies. At 1st level, you choose to an occult philosophy to study:

Strength of Arms. A philosophy revolving around extending one's psionic abilities outward to be used offensively.

Strength of Body. A philosophy prioritizing the augmentation of one's physical capabilities using psionics.

Strength of Mind. A philosophy focusing on the manipulation of one's own mind, as well as others.

Psionic Disciplines

Each of these occult philosophies are practiced through psionic disciplines. A psionic discipline is a rigid set of mental exercises that allows a psion to manifest psionic power. A psion masters only a few disciplines at a time.

At 1st level, you choose a psionic discipline that falls under your occult philosophy. Additional disciplines under your occult philosophy can be chosen at 3rd level and 5th level.

Psychic Experimentation

Your mastery over your psionic abilities grows past your teachings.

At 2nd level, you choose a psionic discipline that does not fall under your occult philosophy. An additional discipline can be chosen in this way at 5th level.https://64.media.tumblr.com/3719c393d7cb4175dd755a1f13f2f304/tumblr_inline_oa03hlpxdO1qdq19t_400.jpg

Psionic Disciplines

Disciplines are the heart of a psion’s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects. Psionic disciplines were each organized into the three occult philosophies. However, a psion can still practice disciplines from outside their chosen philosophy.

Using a Discipline

Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and minimum Psionic Talent die size, if any. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.

The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.

Effect Options and Psionic Talent Die

A discipline provides different options for how to use it. Each effect option has a name, and the minimum size of Psionic Talent die required to use it appears in parentheses after its name. If your Psionic Talent die is not of that size, you can’t use the option.

Each option notes specific information about its effect, including any action required to use it and its range.

Components

Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.

Duration

An effect option in a discipline specifies how long its effect lasts.

Instantaneous. If no duration is specified, the effect of the option is instantaneous.

Concentration. Some options require concentration to maintain their effects. This requirement is noted with “concentration” after the option’s minimum Psionic Talent die size. The “concentration” notation is followed by the maximum duration of the concentration. For example, if an option says “concentration, 1 min.,” you can concentrate on its effect for up to 1 minute.

Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.

Targets and Areas of Effect

Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.

Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.

Disciplines by Philosophy

Each psionic discipline is associated with an occult philosophy. The following lists organize the disciplines by those orders.

Strength of Arms

Nomadic Arrow
Psionic Weapon
Psychokinesis

Strength of Body

Brute Force
Celerity
Iron Durability

Strength of Mind

Master of Emotions
Telepathic Contact
Third Eye

Discipline Descriptions

The disciplines are presented here in alphabetical order.

Brute Force

Strength of Body Discipline
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.

Boosted Strength. By using your psychic abilities you gain new strength, you have advantage on Strength (Athletics) checks.

Psionic Thrust (d4). As part of the Attack action, you can forego one attack to force a creature within 5 feet of you to make a Strength saving throw, then roll your Psionic Talent die. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally, and then the target takes bludgeoning damage equal to half the number you rolled.

Iron Hide (d6). When you make a Strength saving throw, you can roll your Psionic Talent die, you gain a bonus to that Strength saving throw equal to half the number you rolled.

Feat of Strength (d8). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. When you take this bonus action, your Psionic Talent die decreases by one die size.

Knock Back (d10). When you hit a target with a melee attack, you can activate this ability as a reaction, then roll your Psionic Talent die. The target must succeed on a Strength saving throw or be knocked away from you a number of feet equal to five times the number you rolled. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes bludgeoning damage equal to the number you rolled.

Iron Resistance (d12; concentration, 1 min). As an action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. When you take this action, your Psionic Talent die decreases by one die size.

Celerity

Strength of Body Discipline
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Swiftness. Your walking speed increases by 10 feet.

Rapid Step (d4). As a bonus action, roll your Psionic Talent die, then increase your walking speed by a number of feet equal to five times the number you rolled until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense (d6). As a bonus action, you take the Dodge action. When you take this bonus action, your Psionic Talent die decreases by one die size.

Instant Response (d8). As a reaction when you make a Dexterity saving throw, roll your Psionic Talent die, you gain a bonus to that saving throw equal to the number you rolled.

Mighty Leap (d10). As part of your movement, roll your Psionic Talent die, you jump in any direction a number of feet up to 5 times the number you rolled.

Surge of Speed (d12). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. When you take this bonus action, your Psionic Talent die decreases by one die size.

Iron Durability

Strength of Body Discipline
You sheath your body in psychic energy, allowing you to shrug off attacks that would cripple weaker creatures.

Psionic Barrier. A psionic field covers your body, you gain a +1 bonus to AC.

Iron Hide (d4). As a reaction when you are hit by an attack, roll your Psionic Talent die, you gain a bonus to AC equal to half the number you rolled. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide (d6). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. When you take this bonus action, your Psionic Talent die decreases by one die size.

Protective Field (d8). When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you extend your psionic field of telekinetic force.

    Psychic Backlash (d10). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker, then roll your Psionic Talent die. If the attack still hits you, the attacker takes psychic damage equal to the number you rolled.

Inertial Armor (d12) As an action, you sheathe yourself in an intangible field of psionic force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. When you take this action, your Psionic Talent die decreases by one die size.

Master of Emotion

Strength of Mind Philosophy
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Mantle of Awe. You gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Crown of Rage (d4). As an action, roll your Psionic Talent die, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take a number of psychic damage equal to the number you rolled, and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.

Mantle of Joy (d6). As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns. When you take this bonus action, your Psionic Talent die decreases by one die size.

Crown of Despair (d8; concentration, 10 min.). As an action you can force a creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. When you take this action, your Psionic Talent die decreases by one die size.

Mantle of Fear (d10; concentration, 1 min.). As an action, choose up to 3 creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll your Psionic Talent die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.

Mantle of Courage (d12; concentration, 1 round). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action. When you take this action, your Psionic Talent die decreases by one die size.

Nomadic Arrow

Strength of Arms Discipline
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.

True Shot. Any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.

Speed Dart (d4). As a bonus action, you imbue one ranged weapon you hold with psionic power. Roll your Psionic Talent die, the next attack you make with the imbued weapon that hits before the end of the turn deals extra psychic damage equal to the number you rolled.

Seeking Missile (d6). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. When you take this reaction, your Psionic Talent die decreases by one die size.

Faithful Archer (d8; concentration, 1 min.). As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. When you take this bonus action, your Psionic Talent die decreases by one die size.

Redirect Missile (d10). As a reaction when a missile from a ranged weapon attack misses you, you can telekinetically redirect that missile, make a ranged attack (range 20 feet/60 feet) using your psionic ability and you make this attack with proficiency. If the attack hits, roll your Psionic Talent die, the attack deals psychic damage equal to the number you rolled.

Steady Shot (d12). When you make an attack roll with a ranged weapon, roll your Psionic Talent die, then add half of the number you rolled to the attack roll.

Psionic Weapon

Strength of Arms Discipline
You have learned how to channel psionic energy into your attacks, lending them devastating power.

Guiding Hand. By extending your psionic energies into your hands you find a new mastery over weaponry. You gain proficiency in all melee weapons, and you can use your psionic ability instead of Strength for the attack and damage rolls of melee attacks using those weapon.

Psychic Blade (d4). As a bonus action, roll your Psionic Talent die and choose one melee weapon you’re holding or your unarmed strike to focus your psionic energies into. When you attack with it, its damage is psychic and magical, rather than its normal damage type. This lasts for a number of rounds equal to the number you rolled or until you use this option again.

Lethal Strike (d6). As a bonus action, you imbue a melee weapon you’re holding or your unarmed strike with psychic energy for a devastating strike. Roll your Psionic Talent die the next time you hit with it before the end of your turn, it deals extra psychic damage equal to the number you rolled.

    Ethereal Weapon (d8). As a bonus action, you temporarily transform one melee weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.

Create Weapon (d10). As an action, you can create a melee weapon made of pure psionic energy in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage and deals psychic damage.

Your psionic weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this option again, if you dismiss the weapon (no action required), or if you die.

When you take this action, your Psionic Talent die decreases by one die size.

Augment Weapon (d12; concentration, 10 min.). As a bonus action, touch one melee weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls. When you take this bonus action, your Psionic Talent die decreases by one die size.

Psychokinesis

Strength of Arms Discipline
You extend your influence beyond your physical form to manipulate objects and unleash salvos of psionic energy at your enemies.

Telekinesis. You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.

This talent allows you to open an unlocked door, pour out a beer stein, and so on.

The object falls to the ground at the end of your turn if you leave it suspended in midair.

Push (d4). As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, roll your Psionic Talent die, and the target must succeed on a Strength saving throw or be moved toward you or away from you a number of feet equal to 5 times the number you rolled. A creature can willingly fail this save.

Grasp (d6; concentration, 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus.

While a target is grappled in this manner, you create one of the following effects as an action:

  • Crush. Roll your Psionic Talent die, the target takes that much bludgeoning bludgeoning damage.

  • Drag. Roll your Psionic Talent die, you move the target up to a number of feet equal to 5 times the number you rolled. You can move it in the air and hold it there. It falls if the grapple ends.

Psionic Blast (d8). As an action, choose one creature you can see within 60 feet of you, then roll your Psionic Talent die, that creature takes psychic damage equal to the number you rolled.

Move (d10). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place, then decrease your Psionic Talent die by at least one die size. The object can’t be larger than 20 feet on a side, and its maximum weight depends on the number of die sizes you decreased your Psionic Talent die, as shown below.

As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.

Psionic Talent Die Decreases Maximum Weight Bludgeoning Damage
1 25 lbs. 2d6
2 50 lbs. 4d6
3 250 lbs. 6d6
4 500 lbs. 7d6
5 1,000 lbs. 8d6

Psychic Blast (d12). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. When you take this action, your Psionic Talent die decreases by one die size.

Telepathic Contact

Strength of Mind Philosophy
You reach into a creature’s mind to uncover information, plant ideas within it, or use its thoughts against it.

Telepathy. You can telepathically speak to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Exacting Query (d4). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw, then roll your Psionic Talent die. On a failed save, the target truthfully answers a number of questions you ask it via telepathy equal to half the number you rolled (minimum 1). On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

    Occluded Mind (d6). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw, then roll your Psionic Talent die. On a failed save, the target believes one statement of your choice for a number of minutes that you communicate to it via telepathy equal to the number you rolled. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Psychic Grip (d8; concentration, 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. When you take this action, your Psionic Talent die decreases by one die size.

Phantom Foe (d10; concentration, 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and then at the start of each of its turns, roll your Psionic Talent die, it takes a number of psychic damage equal to the number you rolled. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Domination (d12; concentration, 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. When you take this action, your Psionic Talent die decreases by one die size.

Third Eye

Strength of Mind Philosophy
You create a third, psychic eye in your mind, it channels thoughts and knowledge, greatly enhancing your senses.

Precognition. You have advantage on initiative rolls.

View Aura (d4). As an action, you study one creature’s aura. Roll your Psionic Talent die, while you can see the target, you learn if it’s under the effect of any magical or psionic effects and its basic emotional state for a number of minutes equal to the number you rolled. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Peircing Sight (d6). As a bonus action, roll your Psionic Talent die, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you for a number of rounds equal to the number you rolled.

Assess Foe (d8). As a bonus action, you analyze the aura of one creature you see. Roll your Psionic Talent die and compare the result to the table below to see what you can learn about that creature, if you have more than one option, only choose one. This discipline can only be used against a creature once.

Roll      Analysis
1-3 Resistances
4-6 Immunities or Resistances
7-9 Immunities, Resistances, or Vulnerabilities
10-12 Immunities, Resistances, Vulnerabilities, Current Hit Point Total

Truesight (d10; concentration, 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends. When you take this action, your Psionic Talent die decreases by one die size.

Wandering Eye (d12; concentration, 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. When you take this action, your Psionic Talent die decreases by one die size.

Credits:

Art for Pg. 1: WillOBrien
Art for Pg. 6: Wayne Reynolds
Base Template: SwordMeow

 

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