The Psion
As an aging human watched
his apprentice struggle to lift a
pebble with his mind, he thought of
his youth, and the years that it took
to unlock his own psionic gift. After
traveling the world he had found that
true enlightenment came from within,
and he had retreated to the cave he now
called home. As the end of his own life
was drawing near, he had taken his own
apprentice, the young woman struggling
before him now, to pass on all his skill.
Chosen at birth due to her innate ability,
the young elf had been molded into a perfect
assassin. As she held the baron firmly beneath
her, he let out a soft cry as her blade of psionic
energy pierced his heart. The next morning, that
baron's guards found him dead, though the cause
of his untimely demise would remain a mystery.
A young dwarf fled into the forest, consumed by horror
of what he'd done. For as long as he could remember, there was something within his mind that he struggled with. That morning, in a moment of weakness, he slipped, and a torrent of wild psionic power erupted from within. He had awoken in the rubble of his home to find his clan buried in the ruins.
All three of the mystics described above are Psions, those who can focus the psionic power of their mind to manipulate the creatures, objects, and forces that surround them.
Wondrous Inner Power
Whether through years of practice, or a once in a generation innate talent, Psions learn to manipulate the world with the wondrous power of their minds. Drawing upon the mystical power within, they can communicate without speaking, move objects, alter their physical bodies, and even manifest spells. Relying solely on mastery of their mind, Psions can perform feats thought impossible, even by the most erudite Wizards and devout Clerics. For Psions, it is a point of great pride that they can produce wonders without the help of external power.
Due to their potential, Psions are often misunderstood and feared by the common folk. If they don’t learn to control their power, their strange abilities can cause them to be shunned and hated by those around them. Most Psions reveal their power only when necessary, and are hesitant to trust others.
Master & Apprentice
If they are lucky, potential Psions are discovered by a master and taken away from their home to hone their psionic power in seclusion. No matter their philosophy on life, every Psion holds it as their sacred duty to one day take on an apprentice with the psionic gift and teach them to control their power, passing on everything they themselves have learned.
A Psion's master and how they are trained has great effect on the nature of their abilities. For some, their gift is honed through years of practice and meditation. Others are trained to use their mystic abilities to morph their bodies into deadly weapons. And for the rare few who are never discovered by a master, or attempt to stifle their power, they risk outbursts of
wild psionic energy that can have devastating effects.
Creating
Your Psion
When creating your Psion, consider how you discovered your psionic potential. Was it in a moment of pure emotion? Or did you realize your power through peaceful meditation? Did you have a mystic experience that awoke something inside of you? Whatever the experience, the first time a Psion realizes their potential has an impact on how they view their power.
Also, consider your psionic master. Did another Psion take you under their wing, teaching you to control your abilities as their apprentice? Or, did you learn to control this inner power on your own? How do you feel about your psionic gift? Is it a point of pride? Something to separate you from the common folk? Or, is it a curse only to be used in the direst situations?
Multiclassing and the Psion
If your group uses multiclassing, here's what you need to know if you take a level in the Psion class.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in the Psion class, or to take a level in another class if you are already a Psion.
Proficiencies. If Psion isn't your initial class, you gain proficiency with both light armor and simple weapons when you take your first Psion level.
Spellcasting. If you have the Spellcasting feature from another class, you can use the Psi Points from your Psionics feature to cast spells you know from that class, and you can use spell slots from other classes to cast any of your Psion Spells Known.








The Psion
| Level | PB | Features | Cantrips Known |
Psi Points |
Spells Known |
Mental Limit |
Mystic Talents |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Awakening, Psionics | 2 | 2 | 2 | 1st | ─ |
| 2nd | +2 | Mystic Talents, Psionic Recovery | 2 | 3 | 3 | 1st | 2 |
| 3rd | +2 | Awakening Feature | 2 | 4 | 4 | 2nd | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 5 | 2nd | 3 |
| 5th | +3 | ─ | 3 | 6 | 6 | 3rd | 4 |
| 6th | +3 | Awakening Feature | 3 | 7 | 7 | 3rd | 4 |
| 7th | +3 | ─ | 3 | 8 | 8 | 4th | 5 |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 9 | 4th | 5 |
| 9th | +4 | ─ | 3 | 10 | 10 | 5th | 6 |
| 10th | +4 | Consumptive Power | 4 | 11 | 10 | 5th | 6 |
| 11th | +4 | Interior Gate (6th-level) | 4 | 11 | 11 | 5th | 7 |
| 12th | +4 | Ability Score Improvement | 4 | 12 | 11 | 5th | 7 |
| 13th | +5 | Interior Gate (7th-level) | 4 | 12 | 12 | 5th | 8 |
| 14th | +5 | Awakening Feature | 4 | 13 | 12 | 5th | 8 |
| 15th | +5 | Interior Gate (8th-level) | 4 | 13 | 13 | 5th | 8 |
| 16th | +5 | Ability Score Improvement | 4 | 14 | 13 | 5th | 9 |
| 17th | +6 | Interior Gate (9th-level) | 4 | 14 | 14 | 5th | 9 |
| 18th | +6 | Awakening Feature | 4 | 15 | 14 | 5th | 9 |
| 19th | +6 | Ability Score Improvement | 4 | 16 | 15 | 5th | 10 |
| 20th | +6 | Limitless | 4 | 17 | 15 | 5th | 10 |
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: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion
Equipment
As a Psion, you start with the following equipment, in addition to the equipment granted by your background:
- leather armor and a quarterstaff
- (a) a light crossbow and 20 bolts or (b) a sling
- (a) two daggers or (b) any simple weapon
- (a) a scholar’s pack or (b) an explorer’s pack
Quick Build
You can make a Psion quickly by using these suggestions: First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose the message and mind thrust cantrips, along with the
1st-level spells command and dissonant whispers.
Awakening
Psionic ability, though it always comes from within, awakens in a mind depending on training, or lack thereof. At 1st level, choose an Awakening to represent your Psionic abilities:
| Empath | Outsider |
| Enlightened | Visionary |
| Immortal | Wilder |
Your Awakening grants you features at 1st, 3rd, 6th, 14th, and 18th level. Awakening features use your Spell save DC.
Psionics
Starting from 1st level, the psionic power you have awakened within your psyche allows you to manifest mystical spells:
Cantrips
At 1st level, you know two Psion Cantrips of your choice. You learn an additional Psion Cantrip at 4th level and 10th level, as shown in the Cantrips Known column of the Psion table.
Psionics & Magic
Though your magic is fueled by wondrous psionic power, your spells still count as spellcasting for the purposes of game features and other spells such as detect magic, counterspell, and antimagic field.
Psi Points
Your psionic power is represented by a pool of Psi Points, as shown by level on the Psion class table. To manifest a Psion spell you know, you must spend a number of Psi Points equal to the level you wish to manifest the spell (0 for Cantrips).
You regain all your Psi Points after each short or long rest.
Mental Limit
Your Psion level limits the maximum number of Psi Points you can expend at one time for any Psion spell or feature, as shown on the Mental Limit column of the Psion class table.
Spells Known of 1st-level & Up
At 1st level, know two 1st-level Psion Spells of your choice. The Spells Known column of the Psion class table indicates when you learn additional Psion spells of your choice which must be of a level equal to your Mental Limit, or lower.
Each time you gain a Psion level, you can replace a Psion spell you know with another Psion spell of your choice.
Awakening Spells
Each Awakening has a list of spells that you learn at certain Psion levels, as noted in your Awakening description. They count as Psion spells for you and they do not count against your total Spells Known. They cannot be replaced.
Spellcasting Ability
Intelligence is your spellcasting ability for your Psion spells. You use Intelligence when a spell refers to your spellcasting ability. You also use your Intelligence modifier when you set the saving throw DC or make an attack roll for a Psion spell.
Spell save DC = 8 + your Proficiency Bonus
+ your Intelligence modifier
Spell attack modifier = your Proficiency Bonus
+ your Intelligence modifier
Spellcasting Focus
Your mind is the spellcasting focus for your Psion spells. You must have a free hand to cast spells that require somatic or material components, and you must still provide any material components that are consumed or have a required gold cost.
Whenever you manifest a Psion spell you exhibit noticeable changes. Whether your eyes glow with the eldritch light of the Far Realm, or your body partially phases into the astral plane, creatures are aware that you are using your psionic abilities.
Spellcasting Restrictions
Due to the focus required to manifest your psionic spells, you cannot use your Psionics if you are wearing medium or heavy armor, or wielding a shield, unless a feature allows you to.
Mystic Talents
Each psionic mind manifests unique powers known as Mystic Talents. At 2nd level, you unlock two Mystic Talents that you meet the prerequisites for. At certain Psion levels, you unlock additional Talents, as shown in the Mystic Talents column of the Psion class table.
If a Talent grants you a Psion spell, it doesn't count against your Spells or Cantrips Known, and if you already know that spell, you instead learn another Psion spell of the same level.
When you gain a Psion level, you can replace one Mystic Talent with another that you could learn. You cannot replace a Talent that is the prerequiste for another Talent you know.
Psionic Recovery
Starting at 2nd level, you can use a bonus action on your turn to clear your mind and regenerate a number of expended Psi Points equal to your Intelligence modifier (minimum of 1).
Once you use this feature you must finish a long rest before you can do so again. When you reach 11th level in this class, you can use this feature twice between each long rest.



Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score by 2, or two ability scores by 1. You can't use this feature to increase an ability score over 20.
Consumptive Power
Starting at 10th level, whenever you would spend Psi Points, you can expend hit points instead. When you do, reduce both your current and maximum hit points by twice the number of Psi Points you are replacing. This reduction can't be lessened in any way, but all reductions are restored after a long rest.
Interior Gate
Even the wondrous mind of a Psion still has further limits to unlock, known as Interior Gates. At 11th level, you unlock the first of these Interior Gates and learn a 6th-level Psion Spell. It does not count against your total number of Spells Known. Once per long rest, you can manifest each Interior Gate spell you know at its lowest level, without expending Psi Points.
At certain Psion levels, you unlock more powerful Interior Gates, allowing you to learn and cast higher level Psion spells with the same limitations: at 13th level (7th-level spell), 15th level (8th-level spell), and finally at 17th level (9th-level spell).
When you gain a Psion level you can replace one Interior Gate spell with another Psion spell of the same level.
Limitless
At 20th level, your body is but a vessel for your fully awakened mind. You stop agning, and you gain Immunity to disease, the Poisoned condition, Poison damage, and any Psychic damage dealt by creatures with an Intelligence score lower than you.
Finally, so long as you are not Incapacitated, you regain one expended Psi Point at the start of each of your turns.
Psion Spell List
Below are the spells available to Psions, organized by spell level. They are found in the Player's Handbook, in Xanathar's Guide to Everything *, and Tasha's Cauldron of Everything **.
Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.
Cantrips (0 Level)
blade ward ll
friends ll
guidance ll
light
mage hand
magic stone
message
mind sliver **
mind thrust ll
minor illusion
mystic hammer ll
psionic strike ll
spare the dying
sword burst ll
thaumaturgy
toll the dead
true strike ll
1st Level
catapult *
cause fear *
charm person
command
comprehend languages
detect magic
disguise self
dissonant whispers
ethereal anchor ll
faerie fire
hideous laughter
id insinuation ll
identify
jump ll
magic missile
shield ll
sleep
2nd Level
blindness/deafness
blur
calm emotions
crown of madness
detect thoughts
enlarge/reduce
hold person
invisibility
levitate
locate creature ll
mind spike *
mind whip **
mirror image
misty step
mystic spear ll
phantasmal force
see invisibility
suggestion
3rd Level
blink
cerebral blast ll
clairvoyance
enemies abound *
fear
feign death
fly
haste
hypnotic pattern ll
intellect fortress **
life transference *
major image
nondetection
sending
slow
spectral passage ll
tongues
water walk
4th Level
arcane eye
charm monster *
compulsion
confusion
dominate creature ll
dimension door
ego scourge ll
freedom of movement
greater invisibility
phantasmal killer
resilient sphere
5th Level
arcane hand
dream
far step *
geas
hold monster
modify memory
psychic crush ll
scrying
skill empowerment *
synaptic static *
telekinesis
telepathic bond
wall of force ll
6th Level
arcane gate
astral blade ll
astral projection ll
eyebite
globe of invulnerability
mass suggestion
mental prison *
psionic oppression ll
scatter *
true seeing
7th Level
etherealness
forcecage ll
plane shift
project image
reverse gravity
sequester
teleport
time stop ll
8th Level
antimagic field
antipathy ll
feeblemind
maddening darkness *
mind blank
telepathy
9th Level
foresight
invulnerability *
psychic scream *
weird ll
Psion: Expanded Spell List
If your table adds spells from other sources, the Psion can learn any Enchantment spell available to the Sorcerer, Warlock, or Wizard, along with spells that deals Psychic or Force damage. You can add other thematic spells at the discretion of the DM.
Psionic Awakening
Choose the Psionic Awakening from the options below which best represents how your Psion first unlocked their abilities:
| Empath | Outsider |
| Enlightened | Visionary |
| Immortal | Wilder |
Empath
One thing that sets mortals above the beasts and monsters is their ability to experience emotions. A rare few are so in-tune with their emotions that they can use their intense feelings to unlock their latent psionic ability. Known as Empaths, these Psions are experts at controlling the emotions of others.
Empath Spells
1st-level Empath Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.
| Psion Level | Spell |
|---|---|
| 1st | charm person |
| 3rd | calm emotions |
| 5th | fear |
| 7th | dominate creature ll |
| 9th | modify memory |
Aura Sight
1st-level Empath Awakening feature
You can see and read the emotional auras of other creatures. You gain proficiency in Insight, and you can use Intelligence, in place of Wisdom, for any Insight checks you make.
As an action, you can decipher the aura of one creature you can see with 60 feet. You learn its most powerful surface-level emotion, for example; anger, anxiety, contentment, fear, or joy. A creature immune to Psionics, Divination magic, or having its thoughts read telepathically is immune to this feature.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you complete a long rest. If you have no uses remaining, you can spend
1 Psi Point to use this again.
Emotional Flood
3rd-level Empath Awakening feature
You assault your foes with powerful emotions. As an action, you can force a creature you can see within 30 feet to make a Charisma saving throw. On a failed save, you inflict one of the emotions below and it suffers the corresponding effects.
At certain levels, the number of damage dice dealt by these emotions increases: 5th level (2), 11th level (3), 17th level (4).
Despair. It takes 1d6 Psychic damage, and until the start of your next turn, its speed is halved and it can't take reactions.
Disgust. It takes 1d8 Psychic damage, and until the start of your next turn it can't move closer to a creature you choose.
Fury. The creature must use its reaction to make a melee attack against one target of its choice within range. If there are no targets in range, it takes 1d10 Psychic damage.
Mantle of Calm
6th-level Empath Awakening feature
You exude calming emotions in a 10-foot radius. Creatures of your choice within this Mantle are considered proficient in all Intelligence, Wisdom, and Charisma saving throws. Also, you can use Aura Sight on creatures within this Mantle without expending a use of the feature or Psi Points.
At certain Psion levels, the radius of your Mantle of Calm increases: at 14th level (20 feet) and 18th level (30 feet).
Empathic Control
14th-level Empath Awakening feature
You can emotionally overload the minds of other creatures. Whenever you cause a creature to be Charmed or Frightened, you can expend 1 (additional) Psi Point to enhance the effect for one creature. For as long as it is Charmed or Frightened by that effect, the target's speed is 0 and it is Incapacitated.
You also gain Immunity to being Charmed and Frightened.
Ascended Empath
18th-level Empath Awakening feature
You have awakened the full potential of your empathic power:
- Creatures Charmed by you will do anything within their power to defend you for the duration, regardless of any previous loyalties they may have had.
- Creatures Frightened by you are Stunned for the duration, so long as you are within
30 feet of it and the
target can see you.




Enlightened
Enlightened Psions meticulously hone their psionic potential through practice and dedication. Whether they studied under a great mystic or unlocked their power on their own over the course of years, they exercise a precise degree of control over their gift. Due to the years of training required to unlock their power, Enlightened Psions are known for their unrivaled dedication, nearly-limitless patience, and tenacity.
Enlightened Potential
1st-level Enlightened Awakening feature
You have honed your psionic power with
rigorous training, unlocking the potential
of your mind. You unlock the Telekinesis I
or the Telepathy I Mystic Talent from the
list at the end of this class.
When you gain the Mystic Talent feature at
2nd level, this additional Talent does not count
against your total number of Talents Known, but
it cannot be replaced when you gain a level.
Enlightened Spells
1st-level Enlightened Awakening feature
You learn new spells at the Psion levels noted in the table
below. They count as Psion spells for you, but they do not count against your total number of Psion Spells Known,
and they cannot be replaced when you gain a Psion level.
| Psion Level | Spell |
|---|---|
| 1st | catapult * |
| 3rd | levitate |
| 5th | spectral passage ll |
| 7th | resilient sphere |
| 9th | wall of force ll |
Mystical Precision
3rd-level Enlightened Awakening feature
Through intense dedication and practice, you have learned to utilize your psionic power in subtle ways, unnoticeable to the untrained eye. Whenever you manifest a Psion spell, you can expend 1 additional Psi Point to manifest it without providing the spell's Somatic or Verbal components, or manifesting any of the normal outward signs of your Psionics.
Focused Psionics
6th-level Enlightened Awakening feature
Your dedication and training have enhanced the potency of your psionic ability. Whenever you deal damage with a Psion spell or Mystic Talent, you can add your Intelligence modifier to one damage roll, if you do not already.
Telekinetic Flight
14th-level Enlightened Awakening feature
The psionic power of your mind has suffused every fiber of your physical form, allowing you to subvert the very laws of nature. You gain a flying speed equal to your walking speed. While flying in this way you can hover in place.
While you use this flight, the air around you
shimmers with ambient psionic power, and rocks, dirt, and other
small loose
objects rise from the ground to float around you.
Ascended Form
18th-level Enlightened Awakening feature
As a bonus action, you can take on an Ascended Form of pure psionic energy, granting you the following mystical benefits:
- You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that.
- You gain Resistance to all damage.
- Your flying speed becomes 60 feet, unless it was higher.
- You gain the benefits of the spectral passage ll spell, but
it does not require your concentration in this Form.
You can maintain your Ascended Form for 1 minute, but it ends early if you are Incapacitated or if you end it as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. When you have no uses left, you can expend 5 Psi Points to transform again.
Pure Psionic Power
In 5e, each class has a subclass choice that focuses on enhancing the class's standard abilities in place of adding new ones. For the Psion, the Enlightened fills this role, allowing you to play a classic Psionic hero with a focus on their pure psionic ability.






Immortal
Trained from birth to become masters of both body and mind, an Immortal is a deadly warrior. They use their psionic power to augment their physical abilities and perform great feats of athleticism and martial skill. Immortals spend years honing their signature abilities, making them ideal insurgents, spies, assassins, and bodyguards... for those who can afford them.
Immortal Spells
1st-level Immortal Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.
| Psion Level | Spell |
|---|---|
| 1st | jump ll |
| 3rd | blur |
| 5th | haste |
| 7th | death ward ll |
| 9th | mislead |
Esoteric Skill
1st-level Immortal Awakening feature
You can enhance your physical abilities
with psionic power. You gain proficieny in
Acrobatics, Athletics, Perception, Sleight of
Hand, or Stealth. Over the course of 1 hour, which
can be during a short or long rest, you can meditate to
replace this proficiency with another from the same list.
When you make an ability check with a skill from the list
above, you can spend 1 Psi Point and add your Intelligence modifier (minimum of +1) to your ability check.
Immortal Training
1st-level Immortal Awakening feature
Unlike most Psions, you have honed both body and mind. Your hit point maximum increases by 1, and increases by 1 again each time you gain a Psion level.
Also, as a bonus action, you can expend 1 Psi Point to
infuse one weapon you touch with Psionic power. Until your
finish a short or long rest, you are proficient with it, it deals Psychic damage in place of its normal damage, and you can use your Intelligence for its attack and damage rolls.
Immortal Will
3rd-level Immortal Awakening feature
You survive blows that would strike any other mortal dead. When you begin your turn at 0 hit points, but not dead, you can spend 1 Psi Point to stand up with 1 hit point.
Each subsequent time you use this feature before a long rest its Psi Point cost increases by 1. For example, the second time you use this ability before a long rest costs 2 Psi Points.
Extra Attack
6th-level Immortal Awakening feature
You can make two attacks as part of each Attack action, so long as both attacks are with an Immortal Training weapon or an unarmed strike. Moreover, when you use your action to manifest a Psion spell, you can make one Immortal Training
weapon attack or unarmed strike as a bonus action.
Phase Defense
14th-level Immortal Awakening feature
You can become ethereal to pass through deadly blows as if they were nothing. When you are hit by an attack, you can use your reaction to become momentarily ethereal. The triggering attack automatically misses you, and you can move up to half your speed without provoking opportunity attacks.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all uses after a short or long rest. If you have no uses, you can expend 1 Psi Point to use this reaction again.
Eternal Will
18th-level Immortal Awakening feature
Your wondrous psionic power makes you exceedingly hard to kill. So long as you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you regain hit
points to your Intelligence modifier.









Outsider
Your psionic power may not have been unlocked of your own volition. Outsiders are those whose mind has been twisted by incomprehensible alien entities. Some were touched by the strange light of the Far Realm. Others are the results of cruel experiments of aberrations from other eons. Whatever their origin, Outsider Psions can wield the overwhelming psionic power of aberrations, often at the cost of their own sanity.
Aberrant Form
1st-level Outsider Awakening feature
The unknowable presence within your mind will overtakes you when you are weak. When you have 0 Psi Points, you instantly mutate into your Aberrant Form, and remain in it until you regain at least 1 Psi Point. You can also expend
all remaining Psi Points as a bonus action to mutate.
In Aberrant Form you are horrifying to look upon, and you use the Aberrant Form stat block on this page. It uses your Proficiency Bonus (PB) and Intelligence modifier (INT).
You retain your ability scores, alignment, personality,
skill and saving throw proficiencies, and all features
and statistics not mentioned in the stat block. This
includes your Psionics and Mystic Talents.
Outsider Spells
1st-level Outsider Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.
| Psion Level | Spell |
|---|---|
| 1st | arms of hadar |
| 3rd | mind whip ** |
| 5th | hunger of hadar ll |
| 7th | conjure aberration ll |
| 9th | contact other plane |
Psionic Control
3rd-level Outsider Awakening feature
You can exert control over your alien power. You can use your bonus action to expend Psi Points to transform into Aberrant Form, and so long as you have at least 1 Psi Point remaining, you can use a bonus action to revert to your normal form.
Also, if you hit a creature with a Tentacle, you can spend 1 Psi Point to force it to make an Intelligence saving throw. On a failure, it is Incapacitated utnil the start of your next turn.
Otherworldly Strikes
6th-level Outsider Awakening feature
While in Aberrant Form, you can make two Tentacle attacks, instead of one, when you take the Attack action. Moreover, if you use an action to manifest a Psion spell in Aberrant Form you can make one Tentacle attack as a bonus action.
The Tentacle attacks you can make when with the Attack action increases again at 11th level (3) and at 17th level (4).
Eldritch Rift
14th-level Outsider Awakening feature
Your alien power allows you to move through gaps in reality. Immediately after you spend Psi Points, you can teleport to
an unoccupied space you can see within 30 feet.
Aberrant Form
Aberration (Shapechanger)
- AC 10 + PB + INT (natural armor)
- Speed 30 ft., climb 30 ft., swim 30 ft.
- Languages Deep Speech. You still understand the languages you know, but cannot speak them.
Traits
Aberrant Vigor. When you transform into Aberrant Form, you gain 10 temporary hit points for every Psi Point you spent to initiate this transformation. If you transform as a result of falling to 0 Psi Points, you gain none.
Alien Grip. You can climb on sheer surfaces, including upside down on ceilings, without an ability check.
Actions
Tentacle. Melee Spell Attack: reach 10 ft., one target. Hit: (1d8 +INT) Psychic damage, and the target cannot take reactions until the start of your next turn.
Beyond the Veil
18th-level Outsider Awakening feature
You can reveal the horrors that lurk beyond this reality. As an action, you can force one creature you can see within 60 feet to make a Charisma saving throw. On a failure, it disappears until the start of your next turn, at which point it reappears in its space (or the closest unoccupied space) and takes 10d12 Psychic damage. On a success, it is immune to this effect for 24 hours. Aberrations automatically succeed on this save.
You can use this feature once per short or long rest at no cost, after that, you must spend 5 Psi Points to use it again.






Visionary
Visionaries control their wondrous power by projecting it into the world, creating semi-solid objects of psionic force. Unlike other Psions who can manipulate the world by thought alone, Visionaries must imagine physical objects to affect the world.
Psionic Projection
1st-level Visionary Awakening feature
You project your powers into the world as creations of pure psionic force. As an action, you can create an exact copy of a Tiny (or smaller) non-magical, inanimate object that you have seen before. It forms in your hand or in an unoccupied space you can see within 10 feet. The Projection is a solid opaque object, and it is clearly a magical creation of psionic force.
Projections have an Armor Class equal to your Intelligence score, and hit points depending on size, as shown in the table below. They last indefinitely, but are destroyed if reduced to 0 hit points, if you use your action to dismiss it, or if you create another Psionic Projection.
When you use this feature you can expend Psi Points to create larger objects with more hit points, as shown below:
| Psi Points | Size | Hit Points |
|---|---|---|
| None | Tiny | Psion level |
| 1 | Small | 10 + Psion level |
| 2 | Medium | 20 + Psion level |
| 3 | Large | 30 + Psion level |
| 5 | Huge | 50 + Psion level |
Visionary Spells
1st-level Visionary Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.
| Psion Level | Spell |
|---|---|
| 1st | silent image |
| 3rd | shadow blade * |
| 5th | major image |
| 7th | hallucinatory terrain |
| 9th | creation |
Deadly Projections
3rd-level Visionary Awakening feature
You can weaponize your Projections for use in combat. When you create a Psionic Projection, you can launch it at a target that you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failure, it takes 2d8 Force damage.
If you spend Psi Points on this Projection, the target takes additional 2d8 Force damage per Psi Point on a failure, and half as much damage on a success.
Success or failure, your Projection is destroyed on impact.
Projected Defense
6th-level Visionary Awakening feature
The speed at which you create your Projections has grown, and allows you to use them for your defense. When you are targeted by an attack you can see, you can use your reaction to create a defensive Psionic Projection of appropriate size between you and your attacker. Your Projection becomes the target of the attack in your place.
If the triggering attack destroys your Projection, you take any remaining damage as if the attack automatically hit you.
Greater Vision
14th-level Visionary Awakening feature
Your Visionary power and ability to maintain Projections has grown. The Psi Point cost of creating a Psionic Projection is reduced by 1 (to a minimum of 0 Psi Points). Also, whenever you create a Psionic Projection, you can spend one additional Psi Point to grant your Projection Resistance to non-magical Bludgeoning, Piercing, and Slashing damage.
Finally, you can have up to three Psionic Projections at one time. When you create a fourth Projection, you must choose one of your Psionic Projections to be instantly destroyed.
Visionary Journey
18th-level Visionary Awakening feature
You can project your consciousness into the world, and leave your body behind. You learn the astral projection ll spell, but it does not count against your Spells Known.
Once per long rest, you can use an action to cast this spell, targeting only yourself, without expending Psi Points or the normal Material component. If you do so, your Astral Form appears in an unoccupied space within 5 feet of your body. Your Astral Form and body share one pool of Psi Points, and your body cannot short or long rest while you use this spell.
When you have no uses of this feature left, you can expend 5 Psi Points to cast astral projection in this way again.







Wilder
The most volatile Psions, Wilders never truly learn to control their mental abilities. They often unlock their psionic powers unexpectedly as a result of a traumatic event, or they violently erupt after years of attempted restraint. Wilders are as erratic as they are powerful, and by the time their power manifests, it is too late to control the torrent of psionic power within them.
Inscrutable Psyche
1st-level Wilder Awakening feature
Your mind is a chaotic and dangerous psionic storm. When a creature attempts to read your mind, communicate with you telepathically, or forces you to make an Intelligence, Wisdom, or Charisma saving throw it takes Psychic damage equal to your Intelligence modifier (minimum of 1).
Any time a creature takes this damage, you can spend Psi Points to increase the damage by 2d8 per Psi Point spent.
Wild Psionics
1st-level Wilder Awakening feature
The chaotic nature of your mind can produce unpredictable psionic phenomena. Immediately after you expend 1 or more Psi Points, roll a d6. If the result is equal to the number of Psi Points you spent, a Psionic Surge from the table on the next page manifests alongside your effect.
Roll d100 on the Psionic Surge table to determine the type of Psionic Surge that takes place. If a spell manifests, you are the target or center of that spell and the spell's effects persist
on their own even they normally require concentration.
Wilder Spells
1st-level Wilder Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.
| Psion Level | Spell |
|---|---|
| 1st | hideous laughter |
| 3rd | crown of madness |
| 5th | cerebral blast ll |
| 7th | confusion |
| 9th | synaptic static * |
Psionic Eruption
3rd-level Wilder Awakening feature
When you are hit by an attack or fail a saving throw, you can use a reaction to expend Psi Points, forcing creatures within 10 feet to make an Intelligence saving throw. They take 2d8 Psychic damage per Psi Point spent on a failure, and half as much damage on a success.
At certain Psion levels, the radius of your Psionic Eruption increases: at 14th level (20 feet) and at 18th level (30 feet).
Psychic Storm
6th-level Wilder Awakening feature
The chaotic storm within your mind empowers your psionics. Whenever you manifest a Psion spell that deals damage, you gain a 1d8 bonus to one damage roll of that spell.



Psionic Surge Table
| d100 | Surge | d100 | Surge |
|---|---|---|---|
| 01-02 | Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls. |
51-53 | Up to three creatures of your choice you can see within 30 feet take 4d10 psychic damage. |
| 03-05 | You manifest magic missile at 5th-level targeting random creatures in range. |
54-56 | You regain all expended Hit Dice. |
| 06-08 | You are the target of a levitate spell. | 57-59 | Your Strength score becomes 4 for 1 minute. |
| 09-11 | You teleport to a random unoccupied space you can see within 60 feet. |
60-62 | You are the target of a sleep spell cast at a level equal to the number of Psi Points that triggered this Surge. |
| 12-14 | You can speak only in Deep Speech for the next 10 minutes. |
63-65 | For 1 minute, you can see into the Ethereal Plane out to a 30-foot radius. |
| 15-17 | You gain 1d20 temporary hit points. | 66-68 | You are the target of a grease spell. |
| 18-20 | You leave footprints that glow with an otherworldly light for the next hour. |
69-71 | You are Frightened by the nearest creature until the end of your next turn. |
| 21-23 | You gain the benefits of the jump ll spell. | 72-74 | You are the target of a hypnotic pattern ll spell. |
| 24-26 | You manifest disguise self, taking on the appearance of the nearest humanoid. |
75-77 | You regain expended Psi Points equal to your Intelligence modifier. |
| 27-29 | You float 1d10 inches off the ground for the next hour. |
78-80 | For 1 minute, you regain 1 Psi Point at the start of each of your turns. |
| 30-32 | Your skin is translucent for 1 minute. | 81-83 | You can immediately take one extra action. |
| 33-35 | You are the target of a confusion spell. | 84-86 | You are the target of a blur spell. |
| 36-38 | You loose all distinctive features and appear as an average member of your race. |
87-89 | A fly spell manifests on a random creature within 60 feet of you. |
| 39-41 | You emit bright light in out to a 10-foot radius for 1 minute. |
90-92 | The first spell you manifest in the next miniute deals maximum possible damage. |
| 42-44 | You briefly see a fond childhood memory of a random creature within 60 feet. |
93-95 | For 1 minute, you can teleport up to 20 feet to an unoccupied space you can see as a bonus action. |
| 45-47 | You know every spell on the Psion spell list for the next minute. |
96-98 | You are the target of an invisibility spell. |
| 48-50 | You gain Resistance to all damage for 1 minute. |
99-00 | You regain all expended Psi Points. |
Mental Torrent
14th-level Wilder Awakening feature
The whirlwind of power within your mind hinders thoughts of those near you. When you force a creature within 20 feet to make an Intelligence, Wisdom, or Charisma saving throw, it has disadvantage on its initial roll.
At 18th level, this feature affects creatures within 30 feet.
Controlled Surge
14th-level Wilder Awakening feature
You have some limited control over your inner psionic ability. Whenever you trigger a Psionic Surge, you roll twice on the Psionic Surge table and choose which effect takes place.
Also, when you use Psionic Eruption, only creatures of
your choice must make the Intelligence saving throw.
Unleashed Wilder
18th-level Wilder Awakening feture
Your unshackled power is potentially limitless. When you roll damage for a Psion spell and roll the highest possible result on any of the damage dice, you roll that die again, and add its result to the total damage roll. You continue to do so until you do not roll the highest possible result on that die.
Wilders & Adventuring
Before playing a Wilder Psion, make sure to discuss the possible side effects of your Wild Psionics with your DM and the players at your table. Just because you enjoy the chaos does not mean everyone will!




Mystic Talents
Below are the Mystic Talents available to a Psion. If a Talent has a prerequisite, like your Psion level or another Talent, you can learn it at the same time you meet the prerequisites.
Celerity
Psions who unlock a Celerity Talent use the awakened power of their minds to move at blinding speeds, enhance reflexes, and overcome any obstacles that may stand in their way.
Celerity I
Your speed increases by 10 feet, and you can take the Dash or Disengage action as a bonus action on each of your turns.
Celerity II
Prerequisite: 5th-level Psion, Celerity I
Your speed increases by an additional 5 feet. Whenever you take the Dash or Disengage action, you ignore the effects of difficult terrain, and you can move across liquids and along vertical surfaces without falling until the end of your turn.
Celerity III
Prerequisite: 11th-level Psion, Celerity I, II
Your speed increases by an additional 5 feet. Whenever you take the Dash or Disengage action, you can become invisible until you stop moving, or until the end of your turn.
Celerity IV
Prerequisite: 16th-level Psion, Celerity I, II, III
You have unlocked the full potential of your Celerity Talent. You can take a second action on each of your turns, but it can only be used to take the Dash, Disengage, or Dodge actions.
Iron Durability
Psions who unlock the Iron Durability Talent use awakened mental abilities to enhance and harden their physical forms.
Iron Durability I
When you are not wearing armor, your Armor Class equals 10 + your Constitution modifier + your Intelligence modifier. You can benefit from this Talent if you are wielding a shield.
Iron Durability II
Prerequisite: 5th-level Psion, Iron Durability I
As a bonus action on each of your turns, you can infuse your body with psionic vitality to gain temporary hit points equal to your Intelligence modifier (minimum of 1).
Iron Durability III
Prerequisite: 11th-level Psion, Iron Durability I, II
When you take damage from a source you can see, you can use a reaction to expend 3 Psi Points and gain Resistance to that type of damage. This Resistance lasts until you use this feature to gain Resistance to another type of damage.
Iron Durability IV
Prerequisite: 16th-level Psion, Iron Durability I, II, III
You unlocked the full potential of your Iron Durability Talent. You gain Resistance to Bludgeoning, Piercing, and Slashing damage, and whenever you take damage you reduce it by an amount equal to your Intelligence modifier (minimum of 1).
Metamorphosis
Psions who unlock the Metamorphosis Talent use awakened powers of the mind to manipulate their body size and shape.
Metamorphosis I
You learn the psionic strike ll Cantrip. Whenever you make an unarmed strike, manifest psionic strike, or make a Strength check, you can use your Intelligence in place of Strength.
Metamorphosis II
Prerequisite: 5th-level Psion, Metamorphosis I
As a bonus action, you can spend 2 Psi Points to change your size, becoming Large or Tiny, gaining the respective benefits.
This transformation lasts for 1 minute, but it ends early if you are Incapacitated or use a bonus action to end it. You can spend 1 Psi Point at the end of the transformation (no action required) to extend the duration by 1 additional minute.
Large. You grow to become Large. Your height and weight increase to match, and you gain temporary hit points equal to your Intelligence score. Your melee attacks deal a bonus 1d4 damage, and you have advantage on all Strength checks and saving throws, even if you replace Strength with Intelligence.
Tiny. You shrink to become Tiny. Your height and weight decrease to match. You can move through gaps as narrow as 6-inches without squeezing, and you gain a bonus to Stealth checks equal to your Intelligence modifier (minimum of +1).
Metamorphosis III
Prerequisite: 11th-level Psion, Metamorphosis I, II
You learn the polymorph ll spell, but you can only manifest it on yourself, and its casting time is a bonus action.
When you manifest the polymorph spell, you retain your mental ability scores and the ability to use your Awakening features, Psionics, and any Mystic Talents your new form is capable of using based on its physiology.
Metamorphosis IV
Prerequisite: 16th-level Psion, Metamorphosis I, II, III
You unlock the full power of your Metamorphosis Talent. As a bonus action you can spend 5 Psi Points to change your size, becoming Huge or Diminutive, gaining the benefits below.
This transformation lasts for 1 minute, but it ends early if you are Incapacitated or use a bonus action to end it. You can spend 1 Psi Point at the end of the transformation (no action required) to extend the duration by 1 additional minute.
Huge. You become Huge. Your height and weight increase to match, and you gain temporary hit points equal to double your Intelligence score. Your melee attacks deal a bonus 2d6 damage, and you have advantage on all Strength checks and saving throws, even if you replace Strength with Intelligence
Diminutive. You shrink to become Diminutive, and your weight decreases to match. You can no longer make weapon attacks, but you add your Psion level to all Stealth checks.
New Size: Diminutive
Diminutive is a new size category for creatures and objects smaller than Tiny. Diminutive creatures and objects include everything that is smaller than 1 by 1 inch space; like insects and the smallest vermin.
Precognition
Psions who unlock the Precognition Talent use the awakened power of their minds to gain flashes of insight into the future.
Precognition I
You cannot be Surprised unless you are Unconscious, asleep, or Incapacitated, and you gain a bonus to your initiative rolls equal to your Intelligence modifier (minimum of +1).
Precognition II
Prerequisite: 5th-level Psion, Precognition I
When you are hit by an attack you can see, you can use your reaction to add 1d4 to your Armor Class against that attack.
Precognition III
Prerequisite: 11th-level Psion, Precognition I, II
As a bonus action, you can enter a heightened precognitive state which you must concentrate on as if concentrating on a spell. For the duration, whenever you make an ability check, attack roll, or saving throw, you gain a 1d4 bonus to the roll.
Precognition IV
Prerequisite: 16th-level Psion, Precognition I, II, III
You have unlocked the full power of your Precognition Talent. When you roll initiative you can use a reaction to take a turn before any other creature acts. This turn can only be used to take one action, one bonus action, or move up to your speed without provoking opportunity attacks.
Finally, while you are in your heightened precognitive state you gain an additional reaction that you can take each round, but you can only use one of your reactions per each trigger.
Restoration
A rare ability, Psions who unlock the Restoration Talent use the awakened power of the mind to restore and regenerate.
As you unlock Restoration abilities, you can use multiple on the same target at one time, so long as you pay the costs.
Restoration I
You have a Restoration Pool of healing power equal to five times your Psion level. As an action, you can touch a creature and channel power from this pool to restore a number of hit points up to the maximum amount left in your Pool.
You cannot heal Undead or Constructs. Your Restoration Pool regains all expended uses after you finish a long rest.
Restoration II
Prerequisite: 5th-level Psion, Restoration I
As an action, you can touch a creature and spend 5 points of your Restoration Pool to end a Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
Restoration III
Prerequisite: 11th-level Psion,
Restoration I and Restoration II
As an action, you can touch a creature that has died within the last minute and expend 10 points from your Restoration Pool to bring it back to life with 1 hit point. This ability has no effect on creatures that die of old age or natural causes.
Restoration IV
Prerequisite: 16th-level Psion, Restoration I, II, III
You have unlocked the full power of your Restoration Talent. Your Restoration features can be used on any creature that you can see within 120 feet.
You can also expend 10 points of your Restoration Pool to
end the Petrified condition, remove a level of Exhaustion,
or a reduction to an ability score or hit point maximum.





Telekinesis
Often considered the purest Talent a Psion can master, those who unlock the Telekinesis Talent use the awakened power of their mind to move objects and creatures with their thoughts.
Telekinesis I
You learn the mage hand Cantrip, and when you manifest it, you do not need to provide its Verbal or Somatic component, and the mage hand is invisible.
Your mage hand is capable of anything your hand would be capable of, including Shoves, Grapples, and using Tools, but it can't attack. It uses your Intelligence, in place of the abilty score you would normally use for actions, and the hand can push, pull, drag, or lift objects weighing up to 100 pounds.
Telekinesis II
Prerequisite: 5th-level Psion, Telekinesis I
You can now manifest and control your mage hand with an action or bonus action (but not both on the same turn).
The mage hand can wield one-handed weapons and attack, using your Intelligence for its attack and damage rolls. It can push, pull, drag, or lift objects weighing up to 500 pounds.
Telekinesis III
Prerequisite: 11th-level Psion, Telekinesis I, II
You learn the telekinesis spell. When you manifest it, you do not need to provide its Verbal or Somatic components, and it lasts as long as you can maintain your concentration.
Telekinesis IV
Prerequisite: 16th-level Psion, Telekinesis I, II, III
You have unlocked the full potential of the Telekinesis Talent. You can cast telekinesis at will, without expending Psi Points.
Finally, when you make an ability check with mage hand or
telekinesis, you can spend 1 Psi Point to gain advantage.
Telepathy
Psions who unlock the Telepathy Talent use the awakened power of their mind to mentally communicate with others and can weaponize this power to mentally attack their foes.
Telepathy I
You can telepathically communicate with any creature you can see within 60 feet. You do not need to share a language, but the target must speak at least one language to respond. You can only communicate with one creature at a time.
When you manifest a Psion spell, you can use Telepathy to fulfill the Verbal component for one of the spell's targets, so long as it meets the requirements for your Telepathy above.
Telepathy II
Prerequisite: 5th-level Psion, Telepathy I
The range of your Telepathy is now 1,000 feet. As an action, you can form a telepathic network linking you to a number of creatures equal to your Intelligence modifier, so long as they are eligible for Telepathy I. Creatures within this web can all communicate telepathically while within 1,000 feet of you.
Telepathy III
Prerequisite: 11th-level Psion, Telepathy I, II
The range of your Telepathy is now 1 mile, but to establish
a telepathic connection with a creature you cannot see, you must have previously connected telepathically with them.
Telepathy IV
Prerequisite: 16th-level Psion, Telepathy I, II, III
You have unlocked the full potential of your Telepathy Talent. Your Telepathy can be used at any range. Whenever another creature within your telepathic network is forced to make a saving throw you can use your reaction to spend 1 Psi Point and add your Intelligence modifier to the result of its roll.




The Psion
Unlock the wondrous power that lies dormant within your mind with this psionic class for 5e! Focus your mystic abilities with six Awakenings and twenty-eight Mystic Talents to master.
Version 2.4.1 - Created by /u/laserllama
Last Updated: October 11th, 2026
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