The Psion Class

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The Psion

The Psion

As the elderly human watched
his apprentice struggle to lift the
pebble with his mind, he thought back
to his youth, and the years of training it
had taken to unlock his own psionic gift.
After traveling the world he had realized
that true enlightenment was only found
within, and he retreated to the cave he
called home. As his remaining years had
grown fewer in number, he had taken the
young lad who now stood before him as an
apprentice to pass on all he had learned.

Selected at birth due to her psionic potential,
the young elf had been molded into the perfect
assassin. As held her latest mark firmly beneath
her, the baron let out a soft cry as a blade of pure
psionic energy pierced his heart. The next morning, the
baron's guards would find him dead, though the cause of
his untimely demise would forever remain a mystery.

The young dwarf fled into the forest, consumed with the terror of what he'd done. For as long as he could remember, there was something within his mind that h struggled to keep bottled up. That morning, in a moment of weakness, his focus slipped, and a torrent of wild psionic power erupted from within him. He had awoken in the rubble of his home to find his family buried in the ruins. Deep down, he had always known this power would break free. He would live his life as a hermit in the wild where he couldn’t harm anyone else.

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 first 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 mystical experience that awoke something asleep inside of you? Whatever your experience, the first time that a Psion realizes the true potential of their mind will have a lasting impact on how they view and wield their power.

Also, consider your psionic master. Did another Psion take you under their wing, teaching you to control your wondrous power as their apprentice? Or, did you learn to wield this mysterious inner power on your own? How do you feel about your psionic gift? Is it a point of great pride? Something that separates you from the commoners? Or, do you view your gift as a curse to be hidden and 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
Spells
Known
Mental
Limit
Mystic
Talents
1st +2 Psionics, Psionic Awakening 2 2 1st
2nd +2 Harmonious Recovery, Mystic Talents 2 3 1st 2
3rd +2 Awakening Feature 2 4 2nd 3
4th +2 Ability Score Improvement 3 5 2nd 3
5th +3 3 6 3rd 4
6th +3 Awakening Feature 3 7 3rd 4
7th +3 3 8 4th 5
8th +3 Ability Score Improvement 3 9 4th 5
9th +4 3 10 5th 6
10th +4 Consumptive Power 4 10 5th 6
11th +4 6th-level Interior Gate 4 11 5th 7
12th +4 Ability Score Improvement 4 11 5th 7
13th +5 7th-level Interior Gate 4 12 5th 8
14th +5 Awakening Feature 4 12 5th 8
15th +5 8th-level Interior Gate 4 13 5th 8
16th +5 Ability Score Improvement 4 13 5th 9
17th +6 9th-level Interior Gate 4 14 5th 9
18th +6 Awakening Feature 4 14 5th 9
19th +6 Ability Score Improvement 4 15 5th 10
20th +6 Limitless 4 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:

  • 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.

Psionics

You have awakened the wondrous psionic potential of your mind. Beginning at 1st level, this psionic power allows you to manifest spells. See the Player's Handbook for the rules of Spellcasting, and the Psion spell list at the end of this class.

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.

Psi Points

The psionic power of your mind is represented by a pool of Psi Points. You have a number of Psi Points equal to 1 + your Psion level. To manifest one of the Psion spells you know, you must expend a number of Psi Points equal to the level of the spell (0 for cantrips), and you regain all of your expended Psi Points each time you finish a short or long rest.

For example, as a 3rd level Psion, you can manifest the spell detect thoughts at 2nd-level by spending 2 Psi Points.

Mental Limit

Your Psion level limits the potency of spells you can manifest with your psionics. This limit is reflected in the Mental Limit column of the Psion Table. If a Psion class feature is limited by your Mental Limit, you can't expend more Psi Points than it would cost to manifest a spell of your Mental Limit level.

For example, a 5th level Psion is limited to learning and manifesting Psion spells of 3rd-level or lower.

Spells Known of 1st-level and Higher

At 1st level, you learn two 1st-level spells of your choice from the Psion spell list at the end of this class. The Spells Known column of the Psion table shows when you learn more Psion spells of your choice. Each of these spells must be of a level equal to your Mental Limit or lower, as shown on the Psion table. For instance, upon reaching 3rd level in this class, you can learn one new Psion spell of either 1st or 2nd-level.

When you gain a Psion level, you can replace one of your Psion Spells Known with another Psion spell of your choice.

Spellcasting Ability

Intelligence is your spellcasting ability for your Psion spells since your magic is drawn from the power of your mind. You use your 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.

When you manifest a spell with your psionics, you exhibit noticeable changes. Whether your eyes glow with the light of the otherworldly far realm, or your body partially phases into the astral plane, creatures are aware that you are using your
    psionics unless a feature says otherwise.

Psionic Awakening

Psionic ability, though it always comes from within, awakens within a mind depending on training, or lack thereof. At 1st level, choose a Psionic Awakening that best represents your Psion: Empath, Enlightened, Immortal, Outsider, or Wilder.

Your Psionic Awakening grants you features at 1st level, and again when you reach 3rd, 6th, 14th, and 18th levels.

Awakening Spells

Each Psionic Awakening has a list of spells that you learn at the Psion levels noted in your Awakening description. These Awakening Spells count as Psion spells for you. They do not count against your total number of Spells Known, and you cannot switch your Awakening spells when you gain a level.

Harmonious 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.

Mystic Talents

In the solace of training each psionic mind manifests unique powers known as Mystic Talents. At 2nd level, you learn two Mystic Talents of your choice from the list at the end of this class. As you gain Psion levels, you learn additional Talents, as shown in the Mystic talents column of the Psion Table.

Whenever you gain a level in this class, you can choose one of the Mystic Talents you know and replace it with another Talent of your choice for which you meet the prerequisites.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Consumptive Power

In times of great need, you can draw upon your
life force to manifest psionic power. Starting
at 10th level, whenever you would expend Psi
Points to manifest a Psion spell or use a Psion
feature, you can expend your hit points instead.
When you do, reduce your current and maximum
hit points by twice the number of Psi Points you
normally expend. This reduction cannot be lessened
in any way. A reduction to your maximum hit points from
this feature returns to normal when you finish a long rest.

Interior Gate

Even the awakened mind of a Psion still has further limits
to be unlocked, known as Interior Gates. At 11th level, you unlock the first of these Interior Gates within your mind,
which allows you to learn a 6th-level Psion spell of your
choice. You can manifest this spell once, at 6th-level,
without expending Psi Points. Once you do so, you
must finish a long rest before you can do so again.

At certain levels, you unlock increasingly more
powerful Interior Gates, allowing you to learn
and cast Psion spells of higher levels with the
same limitations. One 7th-level Psion spell at
13th level, one 8th-level Psion spell at 15th level,
and finally a 9th-level Psion spell when you reach 17th level.

When you gain a Psion level you can replace one Interior Gate spell with another Psion spell of the same level.

Limitless

Your body is but a simple vessel for your fully awakened mind. At 20th level, your psionic power suffuses your body, granting you resistance to bludgeoning, piercing, psychic, and slashing damage. You no longer age, you are immune to all disease, to poison damage, and to the poisoned condition.

Moreover, you have gained such control over your psionic abilities, that you can meditate and replenish your mental reserves even while performing other actions. You regain 1 expended Psi Point every minute when you are engaging in light activity, such as traveling at a normal place, eating and drinking, reading a book, or talking with another creature.

Psionic Awakening

Choose a Psionic Awakening that best represents how your Psion learned to manifest the mystical power of their mind: Empath, Enlightened, Immortal, Outsider, or 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 draw out their psionic potential. Known as Empaths, these
    Psions are experts at controlling the emotions of others.

Aura Sight

1st-level Empath feature
You can see emotional auras, ethereal colors that surround all creatures which can be used to read its current emotional state. You gain proficiency in Insight, and whenever you make a Wisdom (Insight) check you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).

As an action, you can expend 1 Psi Point to decipher the aura of a creature that you can see with 60 feet. You learn its most powerful surface-level emotion. For example, you might learn that a creature is excited, fearful, angry, sad, or content.

Whenever you make a Charisma check to interact with a creature whose aura you have read, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).

A creature that is hidden from psionics, divination magic, or having their mind read is immune to this feature.

Empath Spells

1st-level Empath feature
You learn the following spells at the Psion levels noted in the table below. These spells count as Psion spells for you, but they don't count against your total number of Spells Known.

Psion Level Spell
1st charm person
3rd calm emotions
5th fear
7th charm monster XGE
9th dominate person

Emotional Flood

3rd-level Empath feature
You use your empathic abilities to manipulate the emotional state of other creatures. As an action, you can inflict one of the following emotions on one creature within 30 feet:

Depress. The target must succeed on a Charisma saving throw or have its speed reduced by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet) and it cannot take reactions until the start of your next turn.

Elate. The target gains 1d4 temporary hit points. While these temporary hit points remain, the target has advantage on saving throws to resist being charmed or frightened.

Enrage. The target must succeed on a Charisma saving throw or immediately use its reaction to make a single melee attack against one target of its choice within range. If there are no targets within range it takes 1d6 psychic damage.

Mantle of Calm

6th-level Empath feature
You exude calming emotions in a 10-foot radius. When you
or a friendly creature within this range makes an Intelligence, Wisdom, or Charisma saving throw, it gains a bonus to its roll equal to your Intelligence modifier (minimum of +1).

Also, you can use your Aura Sight to decipher the aura of creatures within this Mantle without expending Psi Points.

Empathic Control

14th-level Empath feature
You can emotionally cripple the minds of other creatures. When you successfully charm or frighten a creature with a Psion spell, you can spend 1 additional Psi Point to enhance that effect for one target of the spell. For the duration of the effect, it is incapacitated and its speed is reduced to 0.

Also, you are immune to being charmed and frightened.

Ascended Empath

18th-level Empath feature
You have awakened the full potential of your innate empathic abilities. This power grants you the benefits listed below:

  • The range of your Mantle of Calm becomes 30 feet.
  • When you charm a creature with a Psion spell, it will
    do anything within its power to defend you for the duration, regardless of any previous loyalties.
  • When you frighten a creature with a Psion spell,
    it is stunned for the duration so long as you are
    within 30 feet of it and it 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 potential, Enlightened Psions are known for their unrivaled dedication, nearly-limitless patience, and impressive tenacity.

Third Eye

1st-level Enlightened feature
You have awakened the eye of your mind, known as the Third Eye, which grants you wondrous perceptive abilities. You gain proficiency in Perception, and whenever you make a Wisdom (Perception) check you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).

Your Third Eye also grants you enhanced sight in a 10-foot radius. Within this range you have blindsight and can see into the ethereal plane. As an action, you can expend Psi Points to increase the radius of your enhanced sight by 10 feet per Psi Point you expend (up to your Mental Limit) for 1 minute.

Enlightened Spells

1st-level Enlightened feature
You learn the following spells at the Psion levels noted in the table below. These spells count as Psion spells for you, but they don't count against your total number of Spells Known.

Psion Level Spell
1st catapult XGE
3rd levitate
5th slow
7th resilient sphere
9th wall of force

Mystical Precision

3rd-level Enlightened 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 any of the spell's normal somatic
                or verbal components, or manifesting the any of the
                  normal outward signs of your Psionics.

Focused Psionics

6th-level Enlightened feature
The precise control you exhibit over your psionic power
enhances the potency of effects you manifest. Whenever
you manifest a Psion spell or use a
Talent that deals bludgeoning, force,
piercing, or psychic damage, you can add
your Intelligence modifier (minimum of +1)
to one damage roll of that spell or Talent.

Telekinetic Flight

14th-level Enlightened feature
The psionic power of your mind has suffused every fiber
of your physical form, allowing you to subvert the 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 fly in this way, the air immediately around you shimmers with your psionic power, and rocks, dirt, and other small loose objects rise from the ground to float around you.

Ascended Form

18th-level Enlightened feature
You can briefly unleash your mind and take on an Ascended Form. As a bonus action, you can transform your physical body into pure psionic energy and gain the benefits below:

  • 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.
  • You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

You can remain in your Ascended Form for 1 minute. It ends early if you are incapacitated or you end it as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. If you have no uses of this feature remaining, you can expend 5 Psi Points to transform again.

Immortal

Raised from birth to master both body and mind, Immortal Psions are extremely difficult to kill. They use their psionic abilities to enhance their bodies and perform great feats of athleticism and martial skill. Immortals spend years honing their psionic combat abilities, making them ideal insurgents, assassins, and bodyguards, for those that can afford them.

Immortal Spells

1st-level Immortal feature
You learn the following spells at the Psion levels noted in the table below. These spells count as Psion spells for you, but they don't count against your total number of Spells Known.

Psion Level Spell
1st jump
3rd blur
5th haste
7th freedom of movement
9th mislead

Esoteric
Proficiency

1st-level Immortal feature
As an Immortal, you have trained to augment your physical abilities with psionic power. You gain proficiency in one skill of your choice from the following list: Acrobatics, Athletics, Perception, Sleight of Hand, or Stealth.

At the end of a long rest, you can replace this proficiency with another proficiency of your choice from the list above.

When you make an ability check that uses this proficiency, you can expend 1 Psi Point to use your Intelligence in place of the normal ability score you would use for that check.

Immortal Training

1st-level Immortal feature
Unlike most Psions, you have honed both body and mind for combat. You gain proficiency with all martial weapons.

Additionally, your hit point maximum increases by 1, and increases by 1 again each time you gain a Psion level.

Psionic Smite

3rd-level Immortal feature
You can empower your attacks with psionic energy. When you hit a creature with a melee attack, you can expend Psi Points to deal additional psychic damage to the target. For each Psi Point you expend (up to your Mental Limit) your attack deals an additional 1d6 psychic damage.

Extra Attack

6th-level Immortal feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can manifest one of your Psion cantrips in place of one of those attacks.

Immortal Will

14th-level Immortal feature
You have mastered the technique from which Immortals draw their name, and your mind can will you to survive blows that would normally kill you. When you are reduced to 0 hit points, but not killed outright, you can expend 5 Psi Points
to immediately regain hit points equal to your Intelligence modifier (minimum of 1) + your Psion level.

Phase Walk

18th-level Immortal feature
You can psionically phase through solid objects. When you take the Dash action, you can expend 1 Psi Point to enter
an ethereal state that lasts until the end of your current turn.

While in this ethereal state, you can move through solid objects and creatures as if they were difficult terrain. If you end your movement inside an object, you are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel.

Outsider

Your psionic power may not have been awoken of your own volition. Outsiders are Psions whose mind has been twisted by incomprehensible alien powers. Some were touched by the strange light of the Far Realm. Others are the results of cruel experiments of aberration from other worlds and times. Whatever their origin, Outsiders can wield the overwhelming psionic power of aberrations, often at the cost of their sanity.

Aberrant Form

1st-level Outsider feature
The unknowable presence within your mind will overtake you when you are weak. When you have 0 Psi Points remaining, you instantly mutate into your Aberrant Form. As an action, you can expend your remaining Psi Points to mutate at will.

The appearance of your Aberrant Form can vary based on the source of your otherworldly power but is horrid to look upon. While in Aberrant Form the following rules apply:

  • You can no longer concentrate on spells or abilities.
  • You gain temporary hit points equal to twice your
    Psion level. These temporary hit points are
    dispelled if you revert to your normal form.
  • Your hands mutate into writhing tentacles
    which count as simple melee weapons with
    the light property. You use your Intelligence
    modifier for your attack and damage
    rolls with the tentacles, and on hit,
    they deal 1d6 psychic damage.
  • If you hit a creature that is your size
    or smaller with a tentacle attack,
    you can choose to grapple the
    creature. The escape DC is
    equal to your Spell Save DC.
  • Your Armor Class equals 13 +
    your Intelligence modifier if
    it was not already higher.

You remain in your Aberrant
Form until you regain at least 1
Psi Point, or you are reduced
to 0 hit points.

Outsider Spells

1st-level Outsider feature
You learn the following spells at the Psion levels noted in the table below. These spells count as Psion spells for you, but they don't count against your total number of Spells Known.

Psion Level Spell
1st arms of hadar
3rd spider climb
5th hunger of hadar
7th summon aberration TCE
9th contact other plane

Alien Evolution

3rd-level Outsider feature
Your exposure to eldritch powers has changed you. You gain one feature of your choice from the options below. You gain another feature of your choice at 6th, 14th, and 18th level.

Amorphous. Your body is pliable, though you can maintain your shape and can use objects as normal. You can squeeze yourself through spaces and gaps as narrow as 1 inch wide.

Amphibian. You grow gills. You can breathe air and water, and you gain a swimming speed equal to your walking speed.

Arachnid. You grow serrated suckers or small hairs on your limbs. You gain a climbing speed equal to your walking speed, and you can climb on difficult surfaces, including upside down on       ceilings without making an ability check.

Armored.                  Your body is covered in viscous mucus or insectoid                       plates. So long as you aren't wearing armor or                              wielding a shield, you gain a +2 bonus                                       to your Armor Class.

Extra Attack

6th-level Outsider feature
You can attack twice, instead
of once, whenever you take the
Attack action while you are in
your Aberrant Form. Moreover,
you can manifest a Psion cantrip
in place of one of your attacks.

Psionic Control

6th-level Outsider feature
Your innate psionic power has grown,
allowing you to exert control over the
otherworldly power in your mind. You
can mutate into your Aberrant Form
as a bonus action on your turn.

As long as you have at least 1 Psi Point,
you can maintain your concentration on Psion
spells, features, and Talents, and you can use a
bonus action to revert back to your normal form.

Eldritch Rift

14th-level Outsider feature
Your otherworldly power allows you to move through cracks in reality itself. Immediately after you manifest a Psion spell of 1st-level or higher, you can teleport to an unoccupied space of your choice within 30 feet that you can see.

Glimpse Beyond the Veil

18th-level Outsider feature
You can reveal otherworldly horrors beyond this reality to lesser minds. As an action, you can force one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the target disappears through an otherworldly gateway into the aberrant void of darkness beyond the stars.

At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. If it is not an aberration, it takes 10d12 psychic damage. On a success, a creature is immune to this effect for 24 hours.

Once you use this feature you must finish a long rest before you can use it again. When you have no uses remaining you can expend 5 Psi Points to use it again.

Wilder

By far the most volatile Psions, Wilders are those who never truly learn to control the wondrous power of their mind. They often discover their psionic abilities unexpectedly as a result of a traumatic event or violently manifest their mystic power after years of attempting to contain it. Wilders are as erratic as they are powerful and rarely have psionic masters. By the time these uncontrolled abilities develop, it is often too late to gain control of the torrent of psionic power within them.

Inscrutable Mind

1st-level Wilder feature
The unpredictable storm that is your mind makes it difficult for others to dominate you. Whenever you are forced to make a saving throw to resist being charmed, frightened, or have your thoughts read, you have advantage on your roll.

Also, when you succeed on an Intelligence, Wisdom, or Charisma saving throw, you can spend 1 Psi Point and force the attacker to make an Intelligence saving throw. On a failed
    save, it takes psychic damage equal to your Psion level.

Wild
Psionics

1st-level Wilder feature
The untamed psionic power within
you can have unpredictable effects when unleashed. Immediately after you manifest a Psion spell of 1st-level or higher, roll a d8. If the result of the roll is equal to the number of Psi Points you spent to manifest that spell you manifest a Psionic Surge along with the normal effects of the spell.

Roll a d100 on the Psionic Surge table on the following page to determine the Psionic Surge effect that takes place.

Wilder Spells

1st-level Wilder feature
You learn the following spells at the Psion levels noted in the table below. These spells count as Psion spells for you, but they don't count against your total number of Spells Known.

Psion Level Spell
1st hideous laughter
3rd crown of madness
5th cerebral blast LL
7th confusion
9th synaptic static XGE

Psionic Burst

3rd-level Wilder feature
When you manifest a Psion spell, you can expend extra Psi Points (up to your Mental Limit) to unleash a burst of psionic energy around you. Creatures of your choice within 10 feet of you must succeed on an Intelligence saving throw or take 1d8 psychic damage per additional Psi Point you spent.

The radius of this feature increases as you gain levels in this class; at 14th level (15 feet) and at 18th level (30 feet).

Psionic Surge Table
d100 Surge d100 Surge
01-02 Roll on this table at the start of each
of your turns for the next minute, ignoring
this result on subsequent rolls.
51-53 Up to three creatures you choose
within 30 feet of you take
4d10 psychic damage.
03-05 You manifest magic missile at 5th-level 54-56 You regain all expended Hit Dice
06-08 You float 1d10 inches off the
ground for the next hour
57-59 Your Strength score becomes 4 for 1 minute
09-11 You teleport to a random unoccupied
space within 60 feet
60-62 You manifest sleep at the level of the spell that
triggered this surge targeting yourself
12-14 You can speak only in Deep Speech
for the next minute
63-65 You manifest confusion targeting yourself.
This spell does not require concentration.
15-17 You gain 1d20 temporary hit points 66-68 You manifest grease centered on yourself
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 Your jump distance is tripled for 1 minute 72-74 You resist all damage for the next minute.
24-26 You manifest disguise self, taking on the
appearance of the nearest humanoid.
75-77 You manifest hypnotic pattern centered on you.
This spell does not require concentration.
27-29 You manifest levitate on yourself.
This spell does not require concentration.
78-80 For the next minute, you regain 5 Psi
Points at the start of each of your turns.
30-32 Your skin becomes translucent for 1 minute 81-83 You can immediately take one extra action.
33-35 For the next minute, you can see into the
Ethereal Plane out to a 30-foot radius
84-86 You manifest blur targeting yourself
36-38 You loose all distinctive features and
appear as an average person of your race
87-89 You manifest fly on a random creature within
60 feet. It must concentrate on this effect.
39-41 You emit light in a 10-foot
radius for 1 minute
90-92 Maximize the damage of the next
spell you manifest within the next minute.
42-44 You briefly see a fond childhood memory
of a random creature within 60 feet
93-95 For the next minute, you can teleport
up to 20 feet as a bonus action.
45-47 You are proficient in all skills for 1 minute 96-98 You manifest invisibility targeting yourself. This
spell doesn't require your concentration
48-50 You regain expended Psi Points equal
to your Intelligence modifier
99-00 You regain all expended Psi Points

Mental Force

6th-level Wilder feature
The wild power of your mind empowers your psionic spells. Whenever you manifest a Psion spell that deals bludgeoning, force, piercing, or psychic damage, you can roll a d8 and add the result to one damage roll of that spell.

Mental Torrent

14th-level Wilder feature
The psionic power emanating from your mind hinders the thoughts of those near you. When you force a creature within 15 feet to make an Intelligence, Wisdom, or Charisma saving throw to resist the effects of one of your Psion spells, Talents, or features it has disadvantage on its initial roll.

In addition, when you damage a creature with a Psion spell while it is concentrating on a spell, it has disadvantage on its
    Constitution saving throw to maintain concentration.

Channeled Chaos

14th-level Wilder feature
You have gained a limited measure of control over your wild mental power. Whenever you trigger a Psionic Surge, you can roll twice on the Psionic Surge table above and choose which of the effects takes place.

Ascended Wilder

18th-level Wilder feture
Your uncontrolled psionic potential is limitless. When you roll damage for a Psion spell and roll the highest result possible on any of the damage dice for that spell, you can roll that die again, and add its result to the total damage roll of the spell.

If you roll the highest result possible again, you roll that die again and continue until you roll less than the highest result.

Finally, the range of your Mental Torrent feature increases to include creatures of your choice within 30 feet of you.

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.

If a Talent allows you to learn a cantrip, it doesn't count against your total number of Cantrips Known. If you already know that cantrip you learn a Psion cantrip of your choice.

Celerity

Psions who master Celerity use the mystical power of their mind to move at blinding speeds, enhance their reflexes, and overcome any obstacles that may stand in their way.

Celerity I

Your walking speed increases by 10 feet, and you can take the Dash action as a bonus action on your turn.

Celerity II

Prerequisite: 5th level Psion, Celerity I
Your walking speed increases by another 5 feet, and when you Dash, opportunity attacks against you have disadvantage.

Celerity III

Prerequisite: 11th level Psion, Celerity I, II
Your walking speed increases by an additional 5 feet. Also, when you Dash, you ignore the effects of all difficult terrain, and you can move along vertical surfaces and across liquids without falling during your movement on that turn.

Celerity IV

Prerequisite: 16th level Psion, Celerity I, II, III
When you make a Dexterity saving throw to take only half damage from a spell or effect, you instead take no damage
if you succeed on the save, and only half damage if you fail.

Also, when you make a Dexterity check or saving throw, you can use your Intelligence score, in place of Dexterity.

Iron Durability

Psions who master Iron Durability use the mystical power of their minds to enhance their physical forms. While they may appear normal, they are as durable and resilient as iron.

Iron Durability I

So long as you are not wearing armor or wielding a shield, your Armor Class is equal to 13 + your Intelligence modifier.

Iron Durability II

Prerequisite: 5th level Psion, Iron Durability I
As a bonus action, you can spend 1 Psi Point to grant yourself temporary hit points equal to your Intelligence modifier (minimum of 1 temporary hit point)

Iron Durability III

Prerequisite: 11th level Psion, Iron Durability I, II
Whenever you take damage, you can use your reaction to expend 3 Psi Points and gain resistance to the triggering damage type until the start of your next turn.

Iron Durability IV

Prerequisite: 16th level Psion, Iron Durability I, II, III
Whenever you make a saving throw you gain a bonus to your
    roll equal to your Intelligence modifier (minimum of +1).

Metamorphosis

Psions who master Metamorphosis use the mystical power of their mind to manipulate the size and shape of their bodies.

Transformations from this Talent last for 10 minutes, and you concentrate on them as if concentrating on a spell.

Metamorphosis I

You learn the psionic strike cantrip, and when you manifest psionic strike, you can use your Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls.

Metamorphosis II

Prerequisite: 5th level Psion, Metamorphosis I
As a bonus action you can expend 1 Psi Point to transform, becoming Large or Tiny, gaining the respective benefits:

Large. You gain temporary hit points equal to your Psion level + your Intelligence modifier, your reach increases by 5 feet, and your melee attacks deal 1d4 extra damage on hit.

Tiny. You have advantage on Dexterity (Stealth) checks and you can fit through 6-inch gaps without having to squeeze.

Metamorphosis III

Prerequisite: 11th level Psion, Metamorphosis I, II
As a bonus action you can spend 3 Psi Points to transform as if you had cast polymorph on yourself. While transformed in this way you retain your mental ability scores and personality.

Metamorphosis IV

Prerequisite: 16th level Psion, Metamorphosis I, II, III
As a bonus action you can expend 5 Psi Points to transform, becoming Huge or Diminutive, gaining the following benefits:

Huge. You gain temporary hit points equal to twice your Psion level + your Intelligence modifier, your reach increases by 10 feet, and your melee attacks deal 2d6 extra damage.

Diminutive. You gain a +10 bonus to Dexterity (Stealth) checks, attacks made against you have disadvantage, and you can fit through 1-inch gaps without squeezing. While you are Diminutive, you are too small to make weapon attacks.

Precognition

Psions who master Precognition use the mystical power of their minds to gain flashes of insight into the near future, and use these insights to better defend themselves from attacks.

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
As a reaction when you are hit by an attack, you can roll a d4 and add the result to your Armor Class against the triggering attack, potentially turning a hit into a miss.

Precognition III

Prerequisite: 11th level Psion, Precognition I, II
As a bonus action on your turn, you can spend 3 Psi Points
to enter a heightened precognitive state for 1 minute. While in this state, attacks targeting you cannot be made with advantage, and critical hits become normal hits. You must concentrate on this ability as if concentrating on a spell.

Precognition IV

Prerequisite: 16th level Psion, Precognition I, II, III
When you roll initiative you can take a special turn before any other creature acts. You can use one action, bonus action, or move your speed without provoking opportunity attacks.

Also, while you are in your heightened precognitive state, all attacks targeting you are made with disadvantage.

Restoration

A rare Talent among Psions, those who master Restoration uses the mystic power of the mind to stimulate the healing process in themselves and others through force of will.

Restoration I

You learn the spare the dying cantrip. It doesn't count
against your total number of Cantrips Known. When
you manifest spare the dying, it has a range of 30 feet.

Restoration II

Prerequisite: 5th level Psion, Restoration I
You have a pool of healing power that can restore a number of hit points equal to five times your Psion level. As an action, you can touch a creature and draw power from the pool to restore a number of hit points up to the maximum amount remaining in your pool. You can't heal undead or constructs. Your healing pool replenishes when you finish a long rest.

Restoration III

Prerequisite: 11th level Psion, Restoration I, II
As an action, you can touch a willing creature and expend 2 Psi Points to end one of the following conditions affecting it: blinded, charmed, deafened, frightened, poisoned, or stunned.

Restoration IV

Prerequisite: 16th level Psion, Restoration I, II, III
As an action, you can touch a creature that has died within the last minute and expend 3 Psi Points to immediately bring it back to life with 1 hit point. This ability has no effect on a creature that has died of old age or natural causes.

Telekinesis

Often considered the purest Talent a Psion can master, those who master Telekinesis use the mystical power of their mind to manipulate objects and creatures with only their thoughts.

Telekinesis I

You learn the mage hand cantrip, and when you manifest it you don't need to provide the verbal or somatic components. Your mage hand is invisible and can lift a number of pounds equal to 10 times your Intelligence modifier (minimum of 10).

Telekinesis II

Prerequisite: 5th level Psion, Telekinesis I
You can manifest two instances of mage hand at one time, so long as they remain within 30 feet of each other. Manifesting two mage hands at once requires your concentration.

Telekinesis III

Prerequisite: 11th level Psion, Telekinesis I, II
You learn telekinesis, but it doesn't count against your total number of Spells Known. If you already know this spell you learn another Psion spell of your choice. When you manifest
    it you don't need to provide verbal or somatic components.

Telekinesis IV

Prerequisite: 16th level Psion, Telekinesis I, II, III
You can cast telekinesis at will, without expending Psi Points.

Telepathy

Psions who master Telepathy use the mystical power of their minds to mentally communicate with other creatures. Some can even weaponize power to mentally attack their enemies.

Telepathy I

You can telepathically communicate with any creature you can see within 60 feet. You don’t 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.

Telepathy II

Prerequisite: 5th level Psion, Telepathy I
The range of your telepathy becomes 120 feet. As an action, you can form a telepathic network connecting yourself and a number of creatures equal to your Intelligence modifier for 1 hour. So long as these creatures are within the range of your telepathy they can mentally communicate with each other.

Telepathy III

Prerequisite: 11th level Psion, Telepathy I, II
The range of your telepathy becomes 1 mile. To establish a telepathic connection with a creature that you can't see you must have previously connected telepathically with them.

You can also telepathically fulfill the verbal component of any Psion spell you manifest. Targets telepathically hear the verbal components of the spell in your voice in their head.

Telepathy IV

Prerequisite: 16th level Psion, Telepathy I, II, III
The range of your telepathy is the entirety of the plane you are on. Also, you can form a telepathic network connecting yourself and a number of creatures equal to your Psion level.

If the total number of creatures in your telepathic network exceeds 1 + your Intelligence modifier, you must concentrate on the network as if you were concentrating on a spell.

Psion Spell List

Here is the list of spells you consult when you learn a new psion spell. The list is organized by spell level, not character level.
The spells listed below are from the Player's Handbook, Xanathar's Guide to Everything*, Tasha's Cauldron of Everything**,
and Fizban's Treasury of Dragons***.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0 Level)

blade ward
friends LL
guidance
light
mage hand
magic stone
message
mind sliver
mind thrust LL
minor illusion
psionic strike LL
spare the dying
sword burst
thaumaturgy
toll the dead
true strike LL

1st Level

alarm
catapult
cause fear
charm person
command
comprehend languages
detect magic
disguise self
dissonant whispers
expeditious retreat
faerie fire
hideous laughter
id insinuation LL
identify
jump
longstrider
magic missile
shield LL
silent image
sleep
unseen servant

2nd Level

arcane mischief ***
blindness/deafness
blur
calm emotions
crown of madness
detect thoughts
enlarge/reduce
hold person
invisibility
levitate
locate LL
mind spike
mind whip
mirror image
misty step
phantasmal force
see invisibility
suggestion
tower of iron will LL

3rd Level

blink
catnap
cerebral blast LL
clairvoyance
enemies abound
fear
feign death
fly
haste
hypnotic pattern
intellect fortress
life transference
major image
nondetection
sending
slow
tongues
water walk

4th Level

arcane eye
charm monster
compulsion
confusion
dimension door
ego scourge LL
freedom of movement
greater invisibility
hallucinatory terrain
phantasmal killer
psychic lance
***
resilient sphere

5th Level

arcane hand
dominate person
dream
far step
geas
hold monster
legend lore
mislead
modify memory
psychic crush LL
scrying
seeming
skill empowerment
synaptic static
telekinesis
telepathic bond
wall of force

6th Level

arcane gate
arcane transformation
eyebite
globe of invulnerability
irresistible dance

magic jar
mass suggestion
mental prison
platinum shield
***
psionic oppression LL
scatter
true seeing

7th Level

dream of the blue veil
etherealness
forcecage
mirage arcane
plane shift
power word: pain
project image
reverse gravity
sequester
teleport

8th Level

antimagic field
antipathy/sympathy
dominate monster
feeblemind
maddening darkness
mind blank
power word: stun
telepathy

9th Level

astral projection
foresight
imprisonment
invulnerability
power word: kill
psychic scream
time stop
weird

The Psion

Unlock the wondrous and strange power that
lies dormant within your mind. Includes seven Mystic Talents to develop and five Psionic Awakenings to reflect your Psions power:

Empath - Enlightened - Immortal
Outsider - Wilder

Version 2.2.0
Created by /u/laserllama

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