Psionics Expanded

by Ilemhoref

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Psionics Expanded

psionics

This section provides rules and keywords definitions for my way of using psionic powers and playing psionic characters.



The psionic energy dice

The unifying mechanic for psionic characters is the psionic die. It was introduced in an unearthed arcana and I found it interesting as a mechanic. The psionic energy die represents the well of psionic power in the character and different psionic powers affect the psionic energy die in different ways. A character has a maximum of psionic energy dice of his proficiency bonus times 2.

Dice’s Size. As a character's power increases, so does the number 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 energy dice Effects

Most of the psionic powers affect or affected by the psionic energy dice, the relationship between the psionic powers to the psionic energy die can be described using the following keywords:

  • Dependent. Dependent powers are powers that don’t call for a roll of your Psionic Energy Die and still cannot be used if all your psionic energy dice are unavailable, but can be used if they are invested in a psionic power.
  • Investing. Some powers require your constant concentration, When you invest all your psionic energy dice become unavailable until you use an action to make it available again.
  • Exhausting. Powers that are Exhausting turn your all psionic energy dice unavailable.

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.

Design notes
  • I like the psionic energy die, It should use it.
  • The Psion is a master of his self, perfected mind; it should feature abilities to control the die.
  • Each tradition should have a reliable way to regain the dice.
  • The psion should use INT as the main stat
  • No spells, differentiation through an invocation like system.
  • Investing psionic energy die.

The 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 shortly appear safely on the other side.
A robed gnome marches into the city hall, with his eyes causing the worker to kneel before him. With a flick of his wrist he 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 1
5th +3 6 d8 2
6th +3 Mental Determination 6 d8 2
7th +3 Psionic Tradition Feature 6 d8 3
8th +3 Ability Score Improvement 6 d8 3
9th +4 8 d8 4
10th +4 Mind over Matter 8 d8 4
11th +4 Psionic Reserves 8 d10 4
12th +4 Ability Score Improvement 8 d10 4
13th +5 10 d10 5
14th +5 Last Resort 10 d10 5
15th +5 Psionic Tradition Feature 10 d10 6
16th +5 Ability Score Improvement 10 d10 6
17th +6 12 d12 7
18th +6 Ascended Body 12 d12 7
19th +6 Ability Score Improvement 12 d12 7
20th +6 Psionic Tradition Feature 12 d12 7

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: Choose one type of artisan’s tools.

Saving Throws: Constitution, Intelligence.

Skills: Choose two from History, Insight, Investigation, Medicine, Nature, 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 or (b) a priest's pack

  • Book of lore

Psionic Tradition

1st-level Psion feature
You trained mostly in following a specific psionic discipline, choosing from; Kineticist, Empath,
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:

  • Call to Mind. If you fail an Intelligence ability check, you can roll your psionic energy die and add the number rolled to the check, potentially turning failure into success.
  • Telekinetic Manipulation. Dependent. Within 30 ft. 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. Using this ability you can’t attack, activate magic items, or carry more than 10 pounds.
  • Aura reading. As an action, choose a creature you can see within 30 feet of you, then expand and roll one Psionic Energy die. For a number of minutes equal to the number rolled you can read their auras, showing you their current mood.
  • Psionic Assault. As an action you can expend a Psionic Energy Die to tug on the psyche of a number of creatures up to your Intelligence modifier, each creature must make an Intelligence save. A creature takes 2d8 psychic damage on a failed save, or half on a successful one.

Psi Replenishment.

2nd-level Psion 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.

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. You learn a Psionic discipline of your choice. Your discipline options are detailed at the end of the class description. When you gain certain psion levels, you learn additional disciplines of your choice, as shown in the disciplines Known column of the Psion table. You gain another one at 5th, 7th, 9th, 12th, 15th and 18th level
Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline that you could learn at that level.
If a psionic discipline has prerequisites, you must meet them to learn it. You can learn the discipline at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class..

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. 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.

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 save, you may add a psionic energy die roll to the saving throw. You may use this ability after seeing your roll, but before the DM announces the result.

Psionic Reserves.

11th-level Psion feature
You found ways to use your powers without needing the well of power. You can use class features that are marked as Dependant even if your psionic energy die is unavailable.

Last Resort

14th-level Psion feature
Exhausting
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. Each creature in the area must make an Intelligence saving throw. A creature takes 6d10 psychic damage and an additional number of d10s equal to half of the psionic energy dice exhausted, on a failed saving throw or half as much on a successful one

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 Psionic Talent option.

Kinetic projectiles. Dependent. 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 regain a Psionic Energy Die, rolling it and reducing the damage by the number rolled + your Intelligence modifier + your psion level. You can use this feature a number of times equal to your Intelligence modifier, you regain spent uses on long rest.

Grip of Iron

7th-level Kineticist feature
Your control over the kinetic field grows, allowing you to affect creatures with your Telekinetic Manipulation. On your turn, you can use your action to attempt to grapple, shove or pull creatures within your Telekinetic Manipulation range, using your Intelligence modifier instead of Strength.
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.
Once on each of your turns, immediately after you deal damage to a target with a kinetic projectile you can roll your psionic energy die and deal additional force damage to the target equal to the number rolled

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 lift multiple Large or smaller creatures equal to your Intelligence ability modifier (minimum of 1). As well as the flying (hover) speed you can give yourself from Psychokinesis is increased to 60 ft.

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 can read the auras of a number of creatures up to your Intelligence modifier and to read their surface thoughts.

Terror flash. Dependent. 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 can’t take reactions until the start of its next turn. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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 and regain a Psionic Energy Die, rolling it, for a number of minutes equal to the number rolled you have advantage on all charisma checks against that creature and it considers you as a close friend from long ago. You can use this feature a number of times equal to your Intelligence modifier, you regain spent uses on long rest.

Calming pulse

7th-level Empath feature
You can, as an action 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 his emotions calm down making it easier to reason with it. The effect lasts for a number of minutes equal to the number rolled your psionic energy die.

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 a bonus action you can Invest your psionic energy dice into Wave of Excitation. While your psionic energy dice are invested in Wave of Excitation all humanoids within 30 ft. radius of you must succeed a Charisma save or 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. As you master manipulating the emotions of others with words
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 the number rolled on your Psionic Energy Die ft.

Ethereal pull. Dependent. As an action you try to pull a creature from his 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 regain a psionic die and link between you and a willing creature for a minute. When you use a psionic ability to move yourself, you can also move a linked creature. You can use this feature a number of times equal to your Intelligence modifier, you regain spent uses on long rest.

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 expand a psionic energy die to transport yourself to an unoccupied spot within 500 feet. you can expand additional psionic energy dice, to extend the range by another 500 feet. you can expand 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.

Psionic Disciplines

Second vision

Investing
Tapping into the psionic power, you can view the near future, you can use a your bonus action to invest your psionic energy dice, giving you a blink into the future attacks of your opponents.
While the psionic energy dice are Invested into second vision you can add your Intelligence modifier to dexterity saves and Initiative, additionally you can use the dodge action as a bonus action.

Bestial Mind

Dependent
You can telepathically talk to animals within 30 ft.
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.

Telepathy

Dependent
You can speak telepathically to creatures who share a language with you within 60 ft.,the creatures can respond telepathically when speaking this way.. If you already have telepathic abilities the range is doubled.

Beast Tamer

Prerequisite: 7th level
As an action you can expend a Psionic energy die to attempt to take total and precise control of a beast within 15 ft. It must succeed on a Wisdom saving throw or be charmed by you for up to 1 minute. 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.

Kinetic Sense

Prerequisite: Psychokinesis feature.
Dependent. You know the location of any creature you can affect with your telekinetic sense. You gain blindsight with the range of your telekinetic manipulation.

Combat Intuition

Prerequisite: Kinetic Absorption feature.
Investing.
You can as a bonus action to Invest your psionic energy dice into this power. While your psionic energy dice are Invested this way, you gain a +1 bonus to AC and can take the Disengage action as a bonus action.

Split mind

Prerequisite: 15th level.
Investing.
Whenever you use a bonus action in order to Invest your psionic energy die into any power, you may choose to Invest in another power that requires a bonus action.
While using this ability, when you choose to end your investment in one power using your action, you must end it on both powers. After using this power, you must finish a long rest before using it again.

Skate

Dependent.
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. If the object is footwear, a creature wearing it adds 10 ft. to its movement. The duration equal to a roll of your psionic energy die number of rounds.

Mind’s Eye

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

Clear Head

Prerequisite: 9th level.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened. You are immune to charm or fear effects for a number of rounds equal to a roll of your psionic energy die.

Ethereal Storage

Dependent.
As an action you can store an object in an interdimensional 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.

Mind palace

Prerequisite: 9th level.
Investing
As a bonus action, you can expend 3 psionic energy dice to invest into Mind palace, creating a portal representation of your mind. The area is up to a radius of 100 ft. The representation of your mind can have any object, but they cannot leave the area, and it must have physical representation of your memories.

Dabbler

Prerequisite: 5th level
Choose a psionic tradition, you learn the 1-st level feature of that tradition.
You can choose this discipline multiple times, each time you must choose a different tradition.

Polymath

Prerequisite: 13th level and the dabbler discipline
Choose a psionic tradition that you chose for the dabbler discipline, you learn the 7th-level feature of that tradition.

You can choose this discipline multiple times, each time you must choose a different tradition.

Psychometry

As an action you can expand a psionic energy die and touch an object to learn its history, and magical capabilities if there are any.

Psychoscopy

Prerequisite: 5th level
As an action you can expand a psionic energy die and touch a creature to learn its history. If the creature is unwilling it can succeed in a wisdom saving throw to resist this effect.

Wayfind

dependent.
Your sharpened senses allow you to always know which way is north and the number of hours till the next sunrise or sunset. additionally you can’t become lost except by magical means.

Guide

Prerequisite: Linked Portation feature
When you link to a creature, it lasts until you take a long rest.
Additionally, you can link to objects that occupy a space smaller than 10 ft by 10 ft cube.

Forceful Jaunt

Prerequisite: Jaunt feature
You can expand 2 additional psionic energy dice to try jaunting another creature, if the creature is unwilling he can succeed a Charisma saving throw to resist.

Charm

As an action you can expand 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.

Dominate

Prerequisite: 9th level.
As an action you can expand 3 psionic energy dice to attampet and dominate a humanoid that you can see. It must succeed on a Wisdom saving throw or be charmed by you for an hour. 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.

Barbarian

Path of the steel ego

The mind is more powerful than the body, and none demonstrate this principal more than you. sing your psionic abilities to turn your skin to steel. You're resilient mind is filling you and your allies with confidance 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.

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:

  • Metallic Skin. When you enter a rage, you can expand a psionic energy die to harden your skin. For a minute your Armor Class equals 10 + your Intelligence modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • 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 expand and roll a psionic energy die and add it to their save.
  • Mind Smash. Whenever you score a critical hit, you can expend one Psionic Energy die, rolling it and dealing psychic damage to the target and all enemies within 5ft. equal to the number rolled plus your Intelligence modifier.

Psi Replenishment.

3rd-level Path of the Steel Ego 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.

Indomitable Iron

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

  • Steel defense. Dependent. When you are raging, you gain temporary hit points equal to your Constitution modifier at the start of your turn.
  • Iron control. When an effect causes you to move unwillingly, or knocks you prone. You can as a reaction expand a psionic energy die to stay standing in your place.

Steel mind

10th-level Path of the Steel Ego feature
You have resistance to psychic damage, and you are immune to charm and fear effects.

Aspect of the Metal Guardian

14th-level Path of the Steel Ego feature
While you are raging, your skin turns to metal. You have resistance to all damage except acid damage and immunity to slashing and piercing. And your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Additionally, you can as a bonus action spend 2 psionic energy dice to send a shock wave forcing all creatures within 10 ft. of you to succeed in a Strength saving throw or fall prone.

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 expand 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 expand 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 expand 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.


Art credits

All art courtesty of Wizards of the Coast via their Fan Content Policy
Cover: Scour All Possibilities - Mitchell Malloy.
P2: Teferi’s Protege - Bram Sels
P6: Siani, Eye of the Storm - Heonhwa Choe
P7: Drown in Sorrow - Noah Bradley
P8: Kwain, Itinerant Meddler - Lucas Graciano
P9: Umara Mystic - Bryan Sola
P10: Sublime Epiphany - Lindsey Look