Psionics Expanded

by Ilemhoref

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Psionics expanded

psionics

This section provides rules and definitions for using psionic powers and playing psionic characters. In addition it contains description of psionic practitioners, their place in the world and the story of how they discovered their powers.



The psionic energy dice

The psionic energy dice represents the well of psionic power in the character and different psionic powers affect the psionic energy dice pool in different ways. A character has a maximum of psionic energy dice equal to twice their proficiency bonus. Psionic powers usually call for the expending of the psionic dice, making some of the dice unavailable, others call for rolling a psionic die.
As a character's power increases, so does the number and size of its psionic energy dice.
Psionic disciplines. Psionic powers are many and different, they represent how a trained mind can affect reality directly. A lot of the time they are related to clairvoyance, telekinesis, psychoportation, psychometabolism or metacreation. Many psionic powers extend your normal senses and abilities. Psionic disciplines represent a characters arsenal of psionic powers, each discipline has 4 tiers of understanding a psionic practitioner can master.
The psionics listed in this document are just a fraction of the possible disciplines that exist, and new ones can be discovered, practiced and mastered by clever enough psionic practitioners.

Investment

Some psionic powers require a steady flow of psionic energy that isn't allowed to be interrupted. When you are using a psionic power that requires investment it lasts until you stop investing into it.
Investment ends if:

  • You choose to end it, you can do it at anytime.
  • You are incapacitated or killed.
  • You expend a psionic die as part of another psionic power
  • You use a psionic power that requires investment.

Are psionics magic?

Magic is the ability to control external energy that infuses the world through words, gestures and materials. On the other hand, psionics is the ability to shape internal energy with the mind and have it effect the world.

Since psionics and magic are two different things, psionics work where magic cannot and vice versa, but they still interact with the effects of each other.

For example, Jasmine the psion turns themself invisible using psionic shroud. Ell the elf wizard casts detect invisibility and sees jasmine, but when he tries to dispell Jasmines invisibility he cannot because the invisibility is a psionic effect.

Another big difference between psionics and magic is the dependency on movements, incantations and materials. While some of them are required to cast different spells, psionics use only thoughts to cause an effect.

What does it mean to use psionics?

The first thing a psionic practitioner, learns is to recognize their internal energy. Everyone is filled with internal energy but few are the ones who become aware of it, and fewer that learn how to manipulate it.
First the psion notices their internal energy at times of emotional extremes, whether they be highs or lows. Grief, intense joy, numbing heartache or complete focus, at times as such it is easy to notice the internal energy.

After the practitioner finds their internal energy, they notice the unrhythmic ebb and flow of the energy. How it rises and dampens throughout the day, they understand how to draw the energy. Convince it to focus on a small area.
Once the energy is focused, the practitioner can manipulate it, use it to effect themself, others or the world.

Manipulation of the internal energy is done by visualizing the effect. The clearer the visualization the more energy pours from the practitioner.
The natural ebb and flow of the internal energy makes the magnitude of psionic effects not totally predictable.

Psionics in the world

While most D&D campaigns feature a medieval themes, cultures and set pieces. Psionic characters normally appear in the literary world of science fiction.
Therefore, you are free from preconceived notions on how psionics fit in your world.
Here are some ways for integrating psionics in a fantasy world.

In one world, psionic abilities are rare, rarer than magical abilities. There are no schools for psionics, the closest thing are masters looking for students, but the students must already demonstrate some psionic ability.
most can't tell the difference between psionics to magic and only psionic practitioners and scholars of magic even know that there is a difference.

In another world, psionics are known and feared. most people understand that psionics can do a lot of what magic can but without the incantations, making psionics into a silent threat. Thus, psionic practitioners usually live in psionic communities that take practitioners that were exiled.
practitioners are sought after by kingdoms for espionage and defense and are bound by magic to their king.

Part I

Classes and subclasses

Psion

The bridge collapses under the well dressed rabbitfolk and their companion. As they fall they briefly touch, leaving a glowing mark on the companion and both shortly appear safely on the other side.
A robed gnome marches into the city hall. With his eyes he forces the guards to kneel before him. And a flick of his wrist commands his thralls to kick out the mayor.

Psions use the power of their mind to reshape reality, whether directly or through changing the minds of others. They strive to unite every aspect of their self into a powerful whole.

Discipline and Enlightenment

Psionic energy derives from within. It comes from the harmony between mind, body and soul that is achieved through arduous training. The psion is enlightened in relaxation and exhaustion, understanding that his body and mind are a part of a bigger whole.
They don't study or prey for their powers, they are carried within, available to the psion as long as their psionic energy is not depleted.

Creating a Psion

The most important question about a psion's story is how they found their power? Was it through strenuous meditation? Was it enlightenment as a response to a crisis? Are psionic abilities part of your culture? Do you understand your powers?
What made you travel the world for adventure, was it a taste to test your skills? A hunger to become known as a hero? A curiosity to see the world?

QUICK BUILD

You can make a psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Hermit background.

Psion
Level Proficiency
Bonus
Features Psionic
dice pool
Die
size
Psionic
Disciplines
1st +2 Psionic Power, Psionic Tradition 4 d6
2nd +2 Psionic Replenishment, Psionic disciplines 4 d6 1
3rd +2 Psionic Tradition Feature 4 d6 1
4th +2 Ability Score Improvement 4 d6 2
5th +3 6 d8 3
6th +3 Mental Determination 6 d8 4
7th +3 Psionic Tradition Feature 6 d8 4
8th +3 Ability Score Improvement 6 d8 5
9th +4 Sharp Memory 8 d8 6
10th +4 Mind over Matter 8 d8 7
11th +4 8 d10 8
12th +4 Ability Score Improvement 8 d10 9
13th +5 Split Mind 10 d10 10
14th +5 Last Resort 10 d10 11
15th +5 Psionic Tradition Feature 10 d10 11
16th +5 Ability Score Improvement 10 d10 12
17th +6 12 d12 13
18th +6 Ascended Body 12 d12 14
19th +6 Ability Score Improvement 12 d12 15
20th +6 Psionic Tradition Feature 12 d12 15

Class features

As a psion you gain the following class features.

Hit points.

Hit Dice: 1d6 per psion level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st

Proficiencies.

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Tools: None.

Saving Throws: Constitution, Intelligence.

Skills: Choose two from Deception, History, Insight, Investigation, Intimidation, Medicine, Nature, Persuasion, and Religion.

Equipment.

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger

  • (a) a dungeoneer’s pack, and a book of lore, (b) a priest's pack and a book of lore, or (c) a scholar's pack.

Psionic Tradition

1st-level Psion feature
You trained mostly in following a specific psionic discipline, choosing from; Kineticist, Empath, Nomad
Your choice grants you features at 1st level and again at 3rd, 7th, 15th, and 20th level.

Psionic Power

1st-level Psion feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Your psionic powers come from a mastery of your own mind. When setting the save DC for a psionic ability and when making an attack roll with one.

Save DC = 8 + your proficiency bonus + your Intelligence modifier
Attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Talent Options.

You can use your psionic energy die in the following ways:

  • Aura reading. As an action, choose a creature you can see within 30 feet of you, then expend one Psionic Energy die. For a minute you can read their auras, showing you their current mood, whne you make insight checks against the target you can add a psionic energy die.
  • Call to Mind. If you fail an Intelligence ability check, you can expend and roll your Psionic Energy die and add the number rolled to the check, potentially turning failure into success.
  • Psionic Assault. As an action you can expend 2 Psionic Energy dice to tug on the psyche of a number of creatures up to your Intelligence modifier (minimum 1) within 30 ft of you. Each creature must make an Intelligence save. A creature takes 2d8 psychic damage on a failed save, or half on a successful one.
  • Psionic sense as an action you can expend a psionic die to sense all psionic practitioners and psionic influences in a 30 ft radius for 10 minutes.
  • Telekinetic Manipulation. You can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, with your mind within 15 ft. Using this ability you can’t attack, activate magic items, or carry more than 10 pounds.
  • Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Psi Replenishment.

2nd-level Psion feature
As a bonus action, you can calm your mind for a moment and regain a psionic energy die. You can use this feature a number of times equal to your Intelligence modifier, you regain spent uses on long rest.

Psionic Disciplines.

2nd-level Psion feature
In your self studies, and mastery of your own mind you have found different ways to extend your thoughts and affect reality. The psion table shows how many Psionic disciplines you know, to learn a new discipline tier you need to learn the previous tiers of the discipline and meet the prerequisites.

Additionally, when you gain a psionic discipline you can choose one of the psionic disciplines that you know and replace it with another.

Ability Score Improvement

4th-level, 8th-level, 12th-level, 16th-level, 19th-level Psion feature
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Mental Determination.

6th-level Psion feature
Your control over the well of power that resides in you grows. Whenever you roll your psionic energy die, you can treat a d8 roll of 3 or lower as a 4.
This ability changes as your psionic energy die progresses, becoming a d10 (4 or lower as a 5) on 11th level, and a d12 (5 or lower as a 6) on 17th level.

Sharp Memory.

9th-level Psion feature
Through your studies and mental training your memory grows in power. You can accurately recall anything you have seen or heard within the past month.

Mind over Matter.

10th-level Psion feature
You can draw on your psionic powers to withstand outer interferences. As a reaction when you make a Strength, Dexterity or Constitution save, you may expend and roll a Psionic Energy Die, adding the number rolled to the saving throw. You may use this ability after seeing your roll, but before the DM announces the result.

Split mind

13th-level Psion feature
When you use an action to invest into a psionic power, you can invest into an additional power. When you do this you gain the effects of both powers and when your investment ends it ends on both.
You can use this feature once per long rest.

Last Resort

13th-level Psion feature
You learned how to lean on your vitality to use more of your psionic powers. As a bonus action, you can spend all your remaining hit dice to regain a number of psionic die equal to half the amount of hit dice spent. You can use this feature once per long rest.

Psionic meltdown

14th-level Psion feature
You learned how to release the restraints on your well of power. As an action, you can unleash a torrent of psionic energy in a 60 foot cone emanating from you. You expend all your psionic energy dice and each creature in the area must make an Intelligence saving throw. A creature takes 5d10 psychic damage and an additional number of d10s equal to half of the psionic energy dice expended (minimum 1), on a failed saving throw or half as much on a successful one. You can use this feature once per long rest.

Ascended Body.

18th-level Psion feature
Your mind views the eternal, and your body adapts to its vision. You do not age and you become immune to disease and poison.

Psionic Traditions


Kineticist

Psions that dedicate themselves to improving their telekinetic powers, are known as Kineticists. As they train, their strength of mind is growing, learning to lift heavier and heavier objects until they can lift themselves.

Enhanced Telekinesis

1st-level Kineticist feature
Your telekinetic control increases, allowing you to lift objects with weight summing up to 15 times your Intelligence score in pounds with your Telekinetic Manipulation. Additionally the range for your Telekinetic manipulation increases to 3o ft.

Kinetic projectiles. You learn how to use your telekinetic powers to strike your enemies by throwing kinetically enhanced projectiles. As an action you throw a kinetic projectile at a target within the range of your telekinetic manipulation. It is a psionic ranged attack, it deals 1d8 + Intelligence modifier force damage. The number of projectiles you can throw increases with your level. 2 at 5th level, 3 at 11th level, 4 at 17th

Kinetic Absorption.

3rd-level Kineticist feature
You learn how to convert the kinetic energy of attacks into a psionic energy. When a creature you can see hits you or a creature within 10 feet of you with a weapon attack, you can use your reaction to use the psi replenishment feature and roll a psionic energy die and reducing the damage by the number rolled + your Intelligence modifier + your psion level.

Grip of Iron

7th-level Kineticist feature
Your control over the kinetic field grows, allowing you to affect creatures with your Telekinetic Manipulation. As an action you can make a psionic attack to attempt to grapple, shove or pull creatures within your Telekinetic Manipulation range.
Additionally, the lift capabilities of your Telekinetic Manipulation feature are doubled.

Psychokinesis

15th-level Kineticist feature
You can use your bonus action to lift one Large or smaller creature that you previously grappled and move it up to 30 feet anywhere within your telekinetic field. As long as the creature is grappled it can stay there until it escapes the grapple or you choose to drop it on your turn using your bonus action for this ability.
Additionally, your control over moving bodies manifests as a control over your own. You gain a 30 ft. flying (hover) speed.

Master of Kinesis

20th-level Kineticist feature
You are a paragon of psychokinesis. The weight you can lift with your telekinesis is up to 30 times your Intelligence score in pounds, and the range increases to 60 ft.
Additionally, you can as an action invest into Master of Kinesis. While invested:

  • Your flying speed increases to 60 ft.
  • The weight you can lift with your telekinesis is up to 60 times your Intelligence score in pounds.
  • you can lift a number of creatures with psychokinesis up to your Intelligence modifier.
  • When you take the Kinetic projectiles action, you can take it again as a bonus action.

Empath

Empaths focus on controlling the emotions of others. Using their psionic powers to mute emotions and enhance them. Psions who study empathy learn how to see the emotions of others and some of their thought through their auras

Aura Influencing

1st-level Empath feature
You have learned how to read the emotions of others. When you use the Aura Reading option of your psionic talent, you don't expend a Psionic Energy die and you can read the auras of a number of creatures up to your Intelligence modifier and to read their surface thoughts.

Terror flash. As an action you flood the psyche of another creature that you can see within 60 ft. with primal fear. It must succeed a Wisdom save or take 1d6 psychic damage and the target is Frightened until the end of its next turn. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Psionic speech If you fail a Deception, an Intimidation or a Persuasion skill check, you can expend and roll your Psionic Energy die and add the number rolled to the check, potentially turning failure into success.

Psyche pulling

3rd-level Empath feature
You learn how to take the sense of self from others to fill your power reserves. As an action you can take the sense of self from a humanoid that isn’t hostile towards you, using the psi replenishment feature , for a minute the creature is charmed. While it is charmed you have advantage on all charisma checks against that creature and it considers you as a close friend from long ago.

Calming pulse

7th-level Empath feature
You can, as an action you can expend a psionic energy die to send a pulse of calming thoughts to all humanoids within a 20 ft. radius. All humanoids in the area must succeed a Charisma save; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw all effects causing it to be charmed or frightened are suppressed, and their emotions calm down making it easier to reason with it. The effect lasts for a minute.

if you know a creature’s current mood it has a disadvantage on the saving throw as you tailor the effect to each creature.

Wave of excitation

15th-level Empath feature
As an action you can Invest your psionic energy dice into Wave of Excitation. While you are invested in Wave of Excitation all humanoids within 30 ft. radius of you must succeed a Charisma save or be charmed. While charmed they succumb to an emotion of your choosing. The affected creatures are compelled to act according to the emotion.

if you know a creature’s current mood it has a disadvantage on the saving throw as you tailor the effect to each creature.

Examples

  • Boldness: Encouraging creatures to shout hidden truths and act out their greatest victories
  • Doubt: Makes creatures hesitate, mistrusting their ability to escape their current difficulties
  • Fear: Overwhelming creatures with dread and urging them to give voice to their deepest fears
  • Hatred: Provokes creatures to scream and destroy things
  • Inspiration: Causing creatures to create works of art on the spot and obsess over them
  • Joy: Inspiring creatures to dance, relax, and sing
  • Love: Encourages creatures to confess their love to others and endlessly list their favorite things
  • Sorrow: Overwhelms creatures with sobbing and confessions of regret

Master of Empathy

20th-level Empath feature
You are a paragon of empathy. Your proficiency bonus is doubled for any ability check you make that uses Deception, Intimidation, Persuasion against creatures that aren't immune to charm.
Additionally, you know the current mood, surface thoughts and deepest desires and fears of all creatures that you can see.

Nomad

Psions following the tradition of Nomads, specialize in psychoportation the art of transporting creatures with the powers of the mind. They move around, traveling through different planes as easily as some take a single step.

Flicker

1st-level Nomad feature
You know that your path is in forging your own. You understand how to use the ethereal plane to travel between places and how to excess it with your mind.

Flicker. As an action you can transport yourself, causing you to appear in a nearby unoccupied space. The maximum distance you can travel this way is equal to 5 times your proficiency bonus ft.

Ethereal pull. . As an action you try to pull a creature from their place using the forces of the mind, the creature must make a charisma saving throw or take 1d6 psychic damage and you can cause the creature to appear in an unoccupied space within 5ft of its location . The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Linked Portation

3rd-level Nomad feature
You’ve learned how to tie between you and others. As an action you use the Psi replenishment feature and link between you and a creature. When you use a psionic ability to move yourself, you can also move a linked creature. To link a creature you need to touch it, if it's unwilling the creature can resist the link with a successful Charisma saving throw and does so with advantage if you or your companions are fighting it. The link lasts for a minute, unwilling creature can repeat the saving throw after every time move it with a psionic ability.

Jaunt

7th-level Nomad feature
You have learned how to jaunt, moving between far locations with the power of your mind.
as an action you can expend 2 psionic energy dice to transport yourself to an unoccupied spot within 500 feet. you can expend additional psionic energy dice, to extend the range by another 500 feet. you can expend a number of psionic dice up to your intelligence modifier.

if you try to jaunt to an occupied space the jaunt fails and you take 4d6 force damage.

Long travel

15th-level Nomad feature
You have mastered jaunting, when you jaunt you can travel to any location on your plane, or if you are holding an item from another plane you can jaunt to this plane.

Master of psychoportation

20th-level Nomad feature
As a master of psychoportation, when you move willingly you can appear at a space within 60 ft. of you instead of moving. and when you are moved unwillingly you can reappear at your original location if it’s unoccupied.

Additionally, you don’t need to expend a psionic energy die to jaunt, and you can jaunt to any other plane without an item from it.

Battlemind

A smirking, tired human stands between his enemies and allies. They focus for a fraction of a second and energy exudes out of them. Filling allies with vigour and enemies with fear.
A towering goliath clad in heavy armour, wielding an ax blocks the road. They start to float as a translucent figure more than twice their size appears around them.

Unlike Psions who first learn to master their psionic powers, Battleminds are trained fighters who found their psionic energy in the midst of a battle, an inner calmness to contrast the chaotic surroundings.

Battle Psionics

Battle minds combine mastery of weapons and psionics. Each specialize in different weapons and psionic powers.
A uniting aspect of Battleminds psionic powers is their psionically enhanced blows and glimpsing into the future predicting their foes next move.

Creating a Battlemind

To create a Battlemind you need to answer two questions. The first, why and where did you gain our martial training, were you a soldier? a knight's squire? did you learn on the streets or were you chasing a steady job as a town guard?

The second is when and how your psionic powers emerged. Were you defending the weak? Standing up to a corrupt lord? Was it at times of low morale, or did victorious joy unlocked something within you?

QUICK BUILD

You can make a Battlemind quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should go to Intelligence, and your third highest into Constitution. Second choose the Soldier background.

Battlemind
Level Proficiency
Bonus
Features Psionic
dice pool
Die
size
Psionic
Disciplines
1st +2 Psionic Power 4 d6
2nd +2 Psionic Art, Fighting Style 4 d6
3rd +2 Psionic Discipline, Psi Replenishment 4 d6 1
4th +2 Ability Score Improvement 4 d6 1
5th +3 Extra Attack 6 d8 2
6th +3 Psionic Art Feature 6 d8 2
7th +3 Battle Precognition 6 d8 3
8th +3 Ability Score Improvement 6 d8 3
9th +4 Psi-fueled Attack 8 d8 4
10th +4 Psionic Art Feature 8 d8 4
11th +4 8 d10 5
12th +4 Ability Score Improvement 8 d10 5
13th +5 Forced Understanding 10 d10 5
14th +5 Psionic Art Feature 10 d10 6
15th +5 Psionic Sense 10 d10 6
16th +5 Ability Score Improvement 10 d10 6
17th +6 12 d12 7
18th +6 Improved Psychic Strike 12 d12 7
19th +6 Ability Score Improvement 12 d12 7
20th +6 Psionic Art Feature 12 d12 7

Class features

As a battlemind you gain the following class features.

Hit points.

Hit Dice: 1d10 per battlemind level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per battlemind level after 1st

Proficiencies.


Armor: All armor, shields.
Weapons: Simple weapons, martial weapons.
Tools: None.

Saving Throws: Intelligence, Dexterity.

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival.

Equipment.

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor.

  • (a) a martial weapon and a shield, (b) two martial weapons or (c) a simple weapon, a ranged martial weapon and 20 ammunition.

  • (a) a Explorer’s pack or (b) a Monster Hunters pack

Psionic Power

1st-level Battlemind feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Your psionic powers come from a mastery of your own mind. When setting the save DC for a psionic ability and when making an attack roll with one.


Save DC = 8 + your proficiency bonus + your Intelligence modifier
Attack modifier = your proficiency bonus + your Intelligence modifier


Psionic Talent Options.

You can use your psionic energy die in the following ways:

  • Psychic Strike. You imbue your strikes with psionic energy, attacking the mind as well as the body of your enemies. When you hit a creature with a weapon attack you can expend and roll a Psionic Energy die to deal psychic damage to the target, in addition to the weapon's damage. The extra damage is equal to the number rolled on the Psionic Energy dice.
  • Speed of Thought. When you roll initiative, you can expend and roll a Psionic Energy die, adding the number rolled to your initiative.

Fighting Style

2nd-level Battlemind feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Psionic Art

2nd-level Battlemind feature
Learning a unique technique of using your psionic powers in battle you begin to specialize, choosing from: Battle Avatar, Empathic Projection.

Psi Replenishment.

3rd-level Battlemind feature
As a bonus action, you can calm your mind for a moment and regain a psionic energy die. You can use this feature a number of times equal to your Intelligence modifier, you regain spent uses on long rest.

Psionic Disciplines.

3rd-level Battlemind feature
In your self studies, and mastery of your own mind you have found different ways to extend your thoughts and affect reality. The psion table shows how many Psionic disciplines you know, to learn a new discipline you need to learn the previous powers of the discipline chain and meet the prerequisites.
Additionally, when you gain a psionic discipline you can choose one of the psionic disciplines that you know and replace it with another.

Trained Psionics

3rd-level Battlemind feature
Your control over your psionics power grows, and you learn the following psionic powers:

  • Psionic Defense. As a reaction to getting hit by an attack, you can expand a Psionic Energy die. Until the start of your next turn every time an attack roll against you is rolled, roll a Psionic Energy die and subtract the number rolled from the result. This effect the triggering attack.
  • Telekinetic Manipulation. You can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, with your mind within 15 ft. Using this ability you can’t attack, activate magic items, or carry more than 10 pounds.
  • Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Ability Score Improvement

4th-level, 8th-level, 12th-level, 16th-level, 19th-level Battlemind feature
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

5th-level Battlemind feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Precognition

7th-level Battlemind feature
Your psionic senses prepare you for battle at anytime. You have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Psi-fueled Attack

9th-level Battlemind feature
If you expend at least 1 Psionic Energy die as part of an action, you can make one attack as a bonus action before the end of the turn.

Forced Understanding

13th-level Battlemind feature
You learn how to psionically tear a creatures strengths and weaknesses from its mind. As an action you can expend a Psionic Energy die and choose a creature within 60 ft. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities, what they are and what saves it is proficient in.

Psionic Sense

15th-level Battlemind feature
as an action you can expend a psionic die to sense all psionic practitioners and psionic influences in a 30 ft radius for 10 minutes.

Improved Psychic Strike

18th-level Battlemind feature
You can expend and roll up to 3 Psionic Energy dice when using Psychic Strike.
Additionally, you can expend Psionic Energy die to use Psychic Strike while Invested without ending the Investment.

Psionic Arts


Art of the Battle Avatar

Practitioners of the art of the battle avatar are known for their amazing power to project their inner self and use its strength. Using their newly found strength to bolster themself in fights and making themself a target for their enemies.

Battle Avatar

2nd-level Art of the battle Avatar feature
As a bonus action you can expend a number of Psionic Energy dice up to your Proficiency bonus, conjuring an avatar around you made of psionic energy. You gain 10 temp HP per Psionic Energy die you expend. While the avatar is active you count as being one size larger and the reach of your melee attacks increases by 5 feet. The avatar deactivates after a minute.

Beckoning Strike

6th-level Art of the battle Avatar feature
While your avatar is activated, as an action you can expend and roll a psionic energy die to unleash a burst of power from your avatar. Each creature in a 20ft. cone must make an Intelligence saving throw. A creature takes psychic damage equal to the number rolled and until the start of your next turn it can't make an attack unless you are a target. If it succeeds on the saving throw it takes half as much damage and suffers no additional effects.

Strength of Mind

10th-level Art of the battle Avatar feature
As an action you can expend a Psionic Energy die to triple your carrying capacity for 1 hour.

Enormous Avatar

14th-level Art of the battle Avatar feature
When you expend 3 or more Psionic Energy dice to activate Battle Avatar you grow an additional size, and your reach is increased by an additional 5 feet.
Additionally, when your Battle Avatar is active you add a Psionic Energy die to grapple checks.

Bolstered Avatar

20th-level Art of the battle Avatar feature
When you activate your Battle Avatar you gain 20 temp HP per expended Psionic Energy die and it lasts until you dismiss it as a bonus action.
Additionally, while your Battle Avatar is active you can as a bonus action expend a Psionic Energy die to regain 10 hit points.

Art of the Empathic Projection

You have found how to use the inner storm of emotions during a fight to your advantage. Slamming despair and defeat into your enemies and bolstering your allies with euphoria and victory.

Phobia Pulse

2nd-level Art of the Empathic Projection feature
As an action you can expend and roll a Psionic Energy die to send a pulse of terror around you. All creatures within 5 ft. of you must make a Wisdom saving throw. a creature takes psychic damage equal to the number rolled and become Frightened of you until the start of your next turn on a failed save, or take half as much damage and isn't frightened on a successful one.

Visions of Victory

6th-level Art of the Empathic Projection feature
As an action you can expend 2 Psionic Energy dice to fill an ally within 30 ft with visions of victory. The target adds a Psionic Energy die to its next attack roll and damage roll.

Empathic Sense

10th-level Art of the Empathic Projection feature
As an action you can expend a Psionic Energy die to read the current mood of all creatures within 30 ft. of you.

Euphoric Inspiration

14th-level Art of the Empathic Projection feature
You learn to channel all your positive feelings to an ally, giving them unnatural speed. As an action, you can expend a Psionic Energy die, choose an ally within 30 ft. it gains an additional action on its next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Paralyzing Despair

20th-level Art of the Empathic Projection feature
As an action you can try to paralyze a creature with thoughts of doom, expending 2 Psionic Energy dice per creature. You must be able to see the creatures and they must be within 60 ft. of you, each creature must make a Wisdom saving throw or be paralyzed until the end of your next turn.

Barbarian

Path of the steel ego

The mind is more powerful than the body, and none demonstrate this principal more than you. using your psionic abilities to turn your skin to steel. You're resilient mind is filling you and your allies with confidence and flood the mind of your enemies with the feeling of imminent defeat.

Psionic Power

3rd-level Path of the Steel Ego feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Your psionic powers come from a mastery of your own mind. When setting the save DC for a psionic ability and when making an attack roll with one.


Save DC = 8 + your proficiency bonus + your Intelligence modifier

Attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Talent Options.

You can use your psionic energy die in the following ways:

  • Wrought Skin. When you enter a rage, you can expend a psionic energy die to harden your skin. For a minute you gain resistance to all damage types except acid damage.
  • Bastion of Iron will. While you're raging, as a reaction to you or an ally within 10 ft. failing a saving throw against a charm or a fear effect. You can expend and roll a psionic energy die and add it to their save.

Indomitable Iron

6th-level Path of the Steel Ego feature
You have learned additional ways to use your psionic powers, detailed below:

  • Steel Clash. When you are raging, you can as a bonus action expend a psionic energy die to send a shock wave forcing all creatures within 5 ft. of you to succeed in a Strength saving throw or fall prone.
  • Iron control. When an effect causes you to move unwillingly, or knocks you prone. You can as a reaction expend a psionic energy die to stay standing in your place.

Steel mind

10th-level Path of the Steel Ego feature
you are immune to charm and fear effects.
Additionally, you learn the following psionic power:

  • Thundering critical. Whenever you score a critical hit, you can expend 3 Psionic Energy dice, rolling them and dealing thunder damage to all other creatures within 10ft. equal to the number rolled plus your Intelligence modifier.

Aspect of the Metal Guardian

14th-level Path of the Steel Ego feature
Your skin turns to metal. You have resistance to all damage except acid damage and immunity to non magical slashing and piercing.

Fighter

Winged Weapon Master

You have found an inner well of power within you, mastering your psionic ability to enhance your battle capabilities. Shaping the way you fight with enhanced reflexes and controlling your weapons with sheer will power.

Psionic Power

3rd-level Winged Weapon Master feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Your psionic powers come from a mastery of your own mind. When setting the save DC for a psionic ability and when making an attack roll with one.


Save DC = 8 + your proficiency bonus + your Intelligence modifier

Attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Talent Options.
You can use your psionic energy die in the following ways:

  • Remote Attack. As a bonus action you can expend a Psionic Energy die to send your weapon to an unoccupied space within 30 ft. of you. Until the end of your turn you can attack using the weapon as if you were in its space, but you must use your own senses. At the end of your turn your weapon returns to you.
  • Speed of Thought. When you roll initiative, you can expend and roll a Psionic Energy die, adding the number rolled to your initiative.
  • Telekinetic Manipulation. You can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, with your mind within 15 ft. Using this ability you can’t attack, activate magic items, or carry more than 10 pounds.

Winged Weapon

7th-level Winged Weapon Master feature
As an action you can expend 2 Psionic Energy dice to telekinetically control your weapon and to send your weapon to an unoccupied space within 30 ft. of you. The weapon floats in that space for a minute. While this effect is active, you can attack and make opportunity attacks using the weapon as if you were in its space with part or all of your attacks. As a bonus action on your turn, you can move the weapon up to 30 ft.
Additionally, you can as a bonus action expend a Psionic Energy die to make one attack with your winged weapon.

Psionic Reflexes

10th-level Winged Weapon Master feature
When you make an attack of opportunity, you can expend a Psionic Energy die. When you do so you can take an additional reaction until the start of your next turn.
After using this feature you can't do so again until you finish a short or long rest.

Winged Weapon Mastery

15th-level Winged Weapon Master feature
When using Winged Weapon, you can expend an additional 2 Psionic Energy dice to control two weapons this way. When using the bonus action to move the weapons, you can move both, and when using the bonus action to make additional attacks you can make one attack with each.

Weapon Storm

18th-level Winged Weapon Master feature
As an action you can expend 3 Psionic Energy dice to make a flurry of attacks, All creatures within 15 ft of you, or 10 ft from your weapons must make a dexterity saving throw. A creature takes 6d6 damage on a failed save, or half as much damage on a successful one. The damage type is the same as your weapons.

Psionic Monk

Monks are masters of inner energy, usually represented by Qi. Mastery of inner energy is also the power of psionics. This section offer alternative features to the monk in order to make it a Psionic class. The psionic monk alternative features should be taken together.

Psionic Power

1st-level Monk feature which replaces the Martial Arts and the Ki features
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Your psionic powers come from a mastery of your own mind. When setting the save DC for a psionic ability and when making an attack roll with one.


Save DC = 8 + your proficiency bonus + your Intelligence modifier

Attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Talent Options.

You can use your psionic energy die in the following ways:

  • Inner Strength. You can use Dexterity for the attack and damage rolls of your unarmed strikes or monk weapons. Additionally you can roll a Psionic energy die in place of the normal damage of your unarmed strike or monk weapon.
  • Martial Arts. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Ki cost of features is translated to psionic energy dice according to the table

Ki cost Psionic energy dice
1-3 1
4-7 2
8-11 3

features that call to spend Ki point in a range for bonus, instead expend and roll a psionic energy die

Mindful defense

1st-level Monk feature which replaces the Unarmored defense feature
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Psi Replenishment.

2nd-level Monk feature
As a bonus action, you can calm your mind for a moment and restore a number of your psionic energy dice equal to your proficiency bonus. You then can’t use Psi Replenishment again until you finish a long rest.

Natural techniques

9th-level Monk feature
Your training of basic techniques allow you to to them easily. When you use Patient Defense or Step of the Wind you do not need to expend a psionic energy die.

Psionic monk notes

Some of the features of monk subclasses call to spend up to a number of ki points for different effects. The easy solution is to convert it to expend and roll a psionoic energy die, but in those cases the maximum could get much higher. Currently I don't have a good solution for this aspect of the monk. Other monk features call to use Wisdom modifier, for the Psionic monk they use Intelligence modifier.

Part II

Psionic Disciplines

Psionic Disciplines

Slickness

Curiosity

Skate. As a bonus action you reduce the friction of an object causing it to glide across the floor. The object can be pushed and pulled as if it weighs half as much, and other creatures trying to pick it up must succeed a Dexterity saving throw. This effect lasts for a minute.

Devotion

Prerequisite: 5th level psionic practitioner
When you use Skate, the object it can be pushed and pulled as if it weighs nothing.
Additionally, you can expend a psionic energy die to effect a creature with Skate. The creature can add a roll of your psionic energy die to rolls to resist or escape grapple and the creatures speed is increased by 10 ft.

Science

Prerequisite: 11th level psionic practitioner
You control your own friction with proficiency. You can use a bonus action to disengage or dash, and your speed is increased by 10 ft. Additionally you add a roll of your psionic energy die to rolls to resist or escape grapple.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
your control over friction is complete. Your movement speed is increased by 30 ft. and you gain swimming and climbing speeds equal to your movement speed. Additionally you are immune to the grappled and restrained conditions.

Bestial mind

Curiosity

You can telepathically talk to animals within 30 ft.
Sense Link. As an action you can expend a Psionic energy die to see, hear, smell and all other senses through a willing beast within 30 ft. Instead of through your body, during this time you are blinded and deaf. This lasts until an hour has passed or you use an action to return to your senses.

Devotion

Prerequisite: 5th level psionic practitioner
You have a bestial companion that obeys your telepathic commands. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The companion is a beast that is no larger than large and that has a challenge rating as high as your proficiency bonus divided by 4, rounded down.
If the companion die, you can spend 8 hours in the wild to find a new one.

Science

Prerequisite: 11th level psionic practitioner
Control Beast. As an action you can expend a Psionic energy die and invest to attempt to take total and precise control of a beast within 30 ft. It must succeed on a Wisdom saving throw or be charmed by you. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
The creature is under your control and you can verbally command it to take actions on your turn (no action required from you), if no command is issued, the beast no actions. While the creature is under your control, you can expend your reaction to make it to use its own reaction.
If a beast receives damage while under your control, it can reroll the saving throw, breaking out of the effect on a success.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You can have 2 bestial companions and they can be a beast with a challenge rating as high as 2.
Additionally, when you use Control Beast, you can expend and roll a psionic energy die to and effect additional targets equal to the number rolled.
Your psionic powers that effect only humanoids can also effect animals, and the range for all bestial mind powers doubles.


Psychometry

Curiosity

Object Reading. As an action you can expend and roll a psionic energy die and touch an object to learn a number of facts about its history equal to the number rolled, and all magical capabilities if there are any.

Devotion

Prerequisite: 5th level psionic practitioner
Creature Reading. As an action you can expend and roll a psionic energy die and touch a creature to learn a number of facts about its history equal to the number rolled. If the creature is unwilling it can succeed in a wisdom saving throw to resist this effect.

Science

Prerequisite: 11th level psionic practitioner
When you use a psychometry psionic power, you can also learn facts about its future.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
When you use a Psychometry power, not only you learn the facts but you can also see the object and it's surrounding for the past week.













Manipulation

Curiosity

Charm. As an action you can expend a psionic energy die to attempt and charm a humanoid that you can see. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for an hour or until you or your companions do anything harmful to it.
While the humanoid is charmed it regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.

Devotion

Prerequisite: 5th level psionic practitioner
Command. As an action you speak a one word command and expend a psionic energy die. A number of humanoids that can understand you equal your Intelligence modifier must succeed on a Wisdom saving throw or follow the command on their next turn. This effect ends if your command is directly harmful to the targets.

Science

Prerequisite: 11th level psionic practitioner
Control person. As an action you can expend 2 psionic energy dice and invest to attempt and dominate a humanoid that you can see. It must succeed on a Wisdom saving throw or be charmed by you until the investment ends. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the humanoid is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

If a humanoid receives damage while under your control, it can reroll the saving throw, breaking out of the effect on a success.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
When you use a Manipulation psionic power, you can expend and roll an additional psionic energy die to affect an additional number of targets equal to the number rolled.

Polymathy

Curiosity

Choose a psionic tradition different to your own. You learn the 1st level feature of that tradition.

Devotion

Prerequisite: 5th level psionic practitioner
You learn the 3rd level feature of that tradition.

Science

Prerequisite: 11th level psionic practitioner
You learn the 7th level feature of that tradition.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You learn the 15th level feature of that tradition.

Etherealization

Curiosity

Mind's Eye. You can see normally in non-magical darkness and into the ethereal plane, to a distance of 60 ft.

Devotion

Prerequisite: 5th level psionic practitioner
Etherealization. As an action you can invest into this discipline, allowing you to effect objects and creatures in the ethereal plane or if you are in the ethereal plane to effect objects and creatures from the plane connected to your ethereal location

Science

Prerequisite: 11th level psionic practitioner
Ethereal Travel, As an action you can expend a psionic energy die to travel to the ethereal plane or return to the plane you originated from.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You are always under the effect of Etherealization . Additionally you do not need to expend psionic energy dice when using Ethereal Travel.

Mind Space

Curiosity

Mind Pocket. As an action you can store an object in an extradimensional space or take an object out of it. The ethereal storage has a volume of 64 cubic feet and you can only store objects that you can carry. you can take objects out of the extradimensional as a bonus action.

Devotion

Prerequisite: 5th level psionic practitioner
Mind Space. You can, as an action expend a psionic die to create a portal to an extradimensional space. The extradimensional space is habitable to you, is a sphere up to 100 ft radius. The extradimensional space can look as you wish but objects from the space can't leave it. The portal lasts for an hour, when it closes all creatures in the extradimensional space are expelled.

Science

Prerequisite: 11th level psionic practitioner
As a bonus action, you can expend 3 psionic energy dice to invest into Mind Space. When you do so, you can leave the portal open for as long as your invested into Mind Space. Additionally, you can share your memories with creatures in the extradimensional space through physical objects.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You don't need to expend psionic energy dice to Invest into Mind Space.

Aggression

Curiosity

You only expend one psionic energy die to use the Psionic Assault power.
If you don't know the Psionic Assault power you learn it:

Psionic Assault. As an action you can expend 2 Psionic Energy dice to tug on the psyche of a number of creatures up to your Intelligence modifier (minimum 1) within 30 ft of you. Each creature must make an Intelligence save. A creature takes 2d8 psychic damage on a failed save, or half on a successful one.

Devotion

Prerequisite: 5th level psionic practitioner
Your Psionic Assault power deals 4d8 psychic damage.

Science

Prerequisite: 11th level psionic practitioner
When using the Psionic Assault power, you can expend 2 additional psionic energy dice to effect additional targets up to your Intelligence modifier.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You can use the Psionic Assault power without expending a psionic power energy die.

Anti-Psionics

Curiosity

When you're targeted by a psionic power you know its effect and can substitute the saving throw with an Intelligence saving throw.
When you are targeted by an effect produced from psionic powers which does not force a saving throw nor an attack roll, you may instead roll an Intelligence saving throw. On a success, you are not effected.
Additionally, when you succeed on a saving throw to resist a psionic effect, you learn the location of the psionic practitioner who created it if he is within 30 feet of you, or its direction.

Devotion

Prerequisite: 5th level psionic practitioner
Psionic Dispersion as an action you can expend 3 Psionic Energy Dice to try to end all psionic effects on an object or a willing creature. When you do so you roll a d20 and a psionic energy die against the effects save DC, if you succeed you end the effect.

Science

Prerequisite: 11th level psionic practitioner
Psionic Veil As an action you can expend and roll 2 Psionic energy dice to hide a target from psionic powers. You touch a willing creature and a number of hours equal to the sum of the numbers rolled psionic powers can't sense it, read his thoughts and emotions, or learn about its past or future.
Additionally, when you use Psionic Dispersion you only need to expend 2 Psionic Energy Dice.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
Psionic Severance You can try to terminate a creatures psionic ability. You can use this power once a week. To do so you need to touch the creature for 10 minutes and expend 10 Psionic Energy Dice. The creature must succeed an Intelligence Saving throw or lose all its psionic abilities.
Additionally, you are always under the effect of Psionic Sense

Hunt

Curiosity

Memorize Signature. As an action, you can expend a psionic energy die to commit a creatures psionic signature to your mind. As long as a creatures signature is memorized you know its exact location within 15 ft. of you and you recognize it through illusions and other ways to hide it or change its appearance. You can memorize the signature of one creature at any given time.

Devotion

Prerequisite: 5th level psionic practitioner
Psionic probe. As an action you can expend a Psionic Energy die to invest into psionic probe, informing you of the memorized signature direction while you are invested. The effect fails if the signature is on a different plane of existence.
Creatures whose signatures you memorized count as a familiar creatures for the purposes of psionic powers.

Science

Prerequisite: 11th level psionic practitioner
You can expend an additional Psionic Energy die to memorize the signature of creature from a body part, lock of hair, bit of nail or from a garment of the target. Additionally, you know the exact location of the signature if its within 120 ft. of you.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You can memorize a number of signatures equal to your intelligence modifier (minimum of 1). Additionally you always know the direction of signatures you memorized, and if it's on a different plane you know which plane.

Farseeing

Curiosity

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
See invisibility. As an action you can expend a Psionic Energy die. For an hour, you see invisible creatures and objects as if they were visible.

Devotion

Prerequisite: 5th level psionic practitioner
Farseeing. You can take 10 minutes and expend 2 Psionic Energy dice to invest into farseeing. While you are invested in farseeing you are blinded and instead see as if you are standing in a familiar location. you can try and see the surroundings of a familiar creature, the creature can resist this effect with a successful Intelligence saving throw.

Science

Prerequisite: 11th level psionic practitioner
The location you see with far seeing doesn't have to be familiar to you and can be a place that was only described to you.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You are immune to the blinded condition, and you have true sight for a distance of 120 ft. Additionally, when you invest into Farseeing you can see from a number of locations equal to your Intelligence modifier (minimum of 1).

Pyrokinesis

Curiosity

When you use a psionic power that deals psychic or force damage, you can turn it to fire damage. When you do this, if the power calls for a saving throw it changes to a Dexterity saving throw.
Pyrokinesis. As an action you can manipulate non-magical flames within 60 ft. and no larger than 5 ft. cube. You can extinguish them, expand them by 5 ft., and double or halve the bright light and dim light they cast.

Devotion

Prerequisite: 5th level psionic practitioner
Fiery Assault. As an action you can expend and roll 3 Psionic Energy Dice to summon a fiery blast. You shape the blast from 4 10ft cubes that must touch each other. Each creature in the blast takes fire damage equal to twice the number rolled or half if they succeed in a Dexterity saving throw.

Science

Prerequisite: 11th level psionic practitioner
Rays of flame. As an action you can expend and roll 3 Psionic Energy Dice to shoot 5 burning rays at your opponents. The rays can target creatures within 30 ft. of you, and multiple rays can target the same creature. Make a psionic attack against for each ray. On a hit a target takes fire damage equal to the number rolled.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You are immune to fire damage.
Fire Mantle As an action you can expend 2 Psionic energy dice to invest into Fire mantle. While invested into this power you are surrounded by fire:

  • you shed bright light in a 30 ft. radius and dim light for additional 30 ft.
  • Any creature that ends its turn within 5 ft of you takes 2d6 fire damage.
  • As an action you can shoot a 15ft cone of flames extending from you. Each creature in the area must make a dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one.
  • While invested into Fire mantle you can expend psionic energy dice on psionic effects that cause fire damage without ending the investment.

Shadow

Curiosity

Psionic Shroud As an action you can expend 2 Psionic Energy dice and invest. While invested into Psionic shroud you and all objects you carry or wear are invisible. This power ends if the target attacks, uses a psionic power or casts a spell.
Encrypt. When you use a psionic power, you can expend an additional Psionic Energy die to encrypt the powers psionic signature. When you do so, other psionic practitioners can neither recognize the effect of the power, nor the signature of the practitioner.

Devotion

Prerequisite: 5th level psionic practitioner
When investing into Psionic shroud you can expend additional Psionic Energy die to effect an additional willing creature that you are touching, you can expend additional psionic energy dice up to your intelligence modifier (minimum of 1).

Science

Prerequisite: 11th level psionic practitioner
Creatures effected by your psionic shroud are undetectable through hearing, smelling and touch in addition to sight, they automatically succeed in stealth checks against creatures that can't see invisible creatures and can walk through solid objects.
additionally, oyu can use psionic powers without ending psionic shroud.

Paradigm

Prerequisite: 17th level psionic practitioner, you don't know any other paradigm
You don't need to expend psionic energy dice to invest into psionic shroud.
Additionally, you can attack and cast spells without ending psionic shroud.

PART III

Psionic Monsters

Mind Flayers

The mind flayer, being a psionic monster should be changed to fit the psionics in your campaign. The changes in the Mind flayer stat block are as follows:

  • Added psionic resistance
  • At-will casting of detect thoughts was replaced by the Mind reading ability.
  • At-will casting of levitation was replaced by 15 ft. (hover) speed.
  • Once per day casting of plane shift was replaced by the Planar travel action.
  • Once per day casting of dominate monster was replaced by the Enthrall ability.


Mind Flayer

Medium aberration, lawful evil


  • Armor Class 15 (Breastplate)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft. fly 15 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws INT +7, WIS +6, CHA +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Deep Speech, Telepathy 120 ft., Undercommon
  • Challenge 7 (2,900 XP)

Psionic and Magical Resistance. The mind flayer has advantage on saving throws against psionics, spells and other magical effects.

Mind Reading The mind flayer psionically knows the current mood and surface thoughts of all creatures it can see within 60 ft.


Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The mind flayer emits psionic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enthrall (1/day). As an action the mind flayer can try to take control of another creatures mind. A creature that the mind flayer sees within 60 ft. of him is charmed. At the end of each of the charmed target's turns, the target must make a DC 15 Wisdom saving throw. If the target succeeds on three of those saving throws, it is no longer charmed and the effect ends. If the target fails three of these saves, the target is under the direct and precise control of the mind flayer. The mind flayer can have no more than 4 thralls simultaneously

Planar Travel (1/day). As an action the Mind flayer can walk into a different plane of existence. To a specific target location or to a random location on that plane.

Art credits

All art courtesty of Wizards of the Coast via their Fan Content Policy
Cover: Scour All Possibilities - Mitchell Malloy.
P3: Teferi’s Protege - Bram Sels
P7: Siani, Eye of the Storm - Heonhwa Choe
P8: Drown in Sorrow - Noah Bradley
P9: Kwain, Itinerant Meddler - Lucas Graciano
P13: Treefolk Umbra - Zack Stella
P14: Basri's Solidarity - Paul Scott Canavan
P18: Clear the Mind - David Palumbo
P19: Umara Mystic - Bryan Sola
P20: Failed Inspection - Matt Stewart
P24: Crystalline Nautilus - Brad Rigney