Psion - a D&D 5e class

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Psion

D&D 5e Class

Psion

Psions are the masters of the mind and the boundless psionic power locked within it. The line between thinking and doing, for a psion, can be very thin, and requires a formidable level of discipline and control. Meditation, self-reflection, and introspection are the cornerstones of the psion's focus and mastery of their art, leading to many practitioners being seen as quiet, stoic, and even harsh.

While rogues rely on guile and stealth, fighters rely on strength of arms, clerics on their faith and will, and wizards the magical energies of the world around them, psions rely on their mind and the resevoir of power within themselves. Their gifts can take many forms - from unmistakably flashy, to undetectably subtle - but they all display the users' mastery of mind over matter.

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Personal Discovery

The study of psionics is a deeply individual process. No two students of the art have the same experience, or the same method for unlocking the mind's potential. Unlike wizards, or clerics, there aren't libraries of scholarly writings, nor convocations of likewise-gifted vessels of power. Mastery of the mind involves peering inward, examaning the inner power within the user, and taming it in ways that can be manifested to the outer world.

Creating a Psion

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Quick Build

You can make a psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the acolyte background. Third, choose the Shock and Biolumenesence talents, along with the Aura Sight and Id Insinuation powers.

PSION
Psion
Level Proficiency Bonus Psionic Die Features Talents Known Powers Known
1st +2 d4 Psionics, psionic die 2 2
2nd +2 d4 Chakra focus 2 3
3rd +2 d6 Psionic discipline, discipline feature 3 3
4th +2 d6 Ability Score Improvement 3 4
5th +3 d6 - 3 4
6th +3 d8 Chakra focus 3 4
7th +3 d8 - 3 5
8th +3 d8 Ability Score Improvement 4 5
9th +4 d8 Discipline feature 4 5
10th +4 d10 Chakra focus 4 5
11th +4 d10 - 4 6
12th +4 d10 Attune 4 6
13th +5 d10 - 5 6
14th +5 d10 Chakra focus 5 6
15th +5 d10 Discipline feature 5 7
16th +5 d12 Ability Score Improvement 5 7
17th +6 d12 - 5 7
18th +6 d12 - 5 7
19th +6 d12 Ability Score Improvement 5 8
20th +6 d12 Psychogenic Form 5 8

Class Features

As a Psion, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Psion level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per Psion level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Persuasion
PSION

Equipment

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

  • (a) a quarterstaff or (b) a shortsword
  • (a) a shortbow and 20 arrows or (b) a simple weapon
  • (a) a scholar's pack or (b) an explorer's pack

Psionic Die

You have a Psionic Die, which is a d4. This die is used to fuel certain psionic abilities you have access to.

Your psionic die increases in size as you gain levels, according to the class feature chart.

When you use your Psionic die, if the roll is 1 or 2, you reduce the size of the die by 1 size. If your die is a d4, and you roll a 1 or 2, you are no longer able to use your Psionic dice or abilities that require it. At any time when you roll a 1 or 2 on your Psionic Die, you may expend a Hit Die instead of reducing the size of your Psionic Die or losing your ability to use it.

When you complete a short rest, your psionic die increases by one size, up to the original size, plus an extra increase for each hit die expended during the short rest.

Psionics

Psionic Talents

At 1st level, you learn 2 Psionic Talents. Chosen from the list of Psionic Talents in in the Psionics chapter. Using Talents does not require rolling your psionic die, nor do they become unavailable when your psionic die is exhausted. You learn additional psionic talents of your choice at higher levels, as shown in the Talents Known column of the Psion table

For the purposes of action use, and using multiple psionic abilities, Talents are functionally the same as Cantrips.

Psionic Powers

The Psion Table shows you how many Psionic Powers you know, from the list of powers in the Psionics chapter. Basically spells, requires psionic die.

Psionic Ability

Intelligence is your psionic ability for your Psion powers, since you learn your spells through dedicated study and meditation. You use your Intelligence whenever a power refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion power you use and when making an attack roll with one.

Psionic Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Psionic attack modifier = your proficiency bonus +

your Intelligence modifier

Focused Chakra

Part of mastery of the mind is mastery of the body, and the nodes of power within it. Understanding and mastering these nodes, or chakras, leads to greater abilities with psionics.

Starting at 2nd level, at the end of a short or long rest you may focus one of your chakras and gain enhanced abilities from it. Each chakra has unique bonuses from focusing, as well as a special ability when you release that focus. In addition, each chakra is favoured by a particular type of psionics. When using a psionic ability of that type, your psionic die reduces in size only when you roll a 1, rather than 1 or 2, if you have that chakra focused.

At 6th, 10th, and 14th level, you learn to focus an additional chakra when you finish a short or long rest.

PSION

Psionic Discipline

At 3rd level, you pick which Discipline of psionic power you follow - the Order of the Astral Mind, the Order of the Unleashed Mind, or the Order of the Crystalline Mind.

Attune

At 12th level, you learn to attune your mind with that of your allies. When you finish a short or long rest, you can select a number of willing creatures, up to your proficiency bonus, and create a telepathic link with them. As long as you and the attuned allies are within 5 miles, you can communicate telepathically. This attunement lasts up to 8 hours, or until you or the ally choose to end the connection. Any attuned creature can communicate in this way with any other ally attuned to you.

Psychogenic Form

At 20th level you gain greater mastery of your psionic powers. Your physical form is merely a transient vessel for your psychic power and is no longer chained to it.

If you take damage that would reduce you to 0 hit points, your body dissipates in a flash of psychic energy. You reincorporate 1d4 hours later at a random location within a 5 mile radius, as though you completed a long rest. You may use this ability once, and regain use of this ability after completing your next long rest.

Chakras

Crown Chakra


  • Type: Metapsionics

While you have the Crown chakra focused, you have a +1 on all saves against psionic and magical abilities.


You can release this focus to activate a psionic talent you do not know. The type of action releasing this chakra uses corresponds to the action necessary to activate the talent.

Mind Chakra


  • Type: Telepathy

While you have this chakra focused, your psionic save DC increases by 1, for abilities with Intelligence, Wisdom, or Charisma saves.


You can release this focus as a reaction, and gain advantage on all Intelligence, Wisdom, and Charisma saves until the start of your next turn.

Throat Chakra


  • Type: Clairsentience

While you have your Throat chakra focused, you can add your Intelligence ability modifier to initiative rolls and Insight checks.


You can release this focus as an action on your turn. Roll a d20. As a reaction you can replace any one roll within the next minute with the result of that roll.

Heart Chakra


  • Type: Psychokinesis

While you have your Heart chakra focused, you gain temporary hit points at the end of a short rest, including the rest during which you initially focus this chakra. Roll a number of d4s equal to your proficiency bonus and total them for the amount of temporary hit points you gain.


You can release your focus as a bonus action on your turn and spend a Hit Die, regaining a number of hit points equal to the roll.

Navel Chakra


  • Type: Psychometabolism

While you focus your Navel chakra, you have advantage on saving throws against poison and disease.


You can release your focus as a bonus action to end one condition or effect on you.

Spine Chakra


  • Type: Psychoportation

While you have your Spine chakra focused, you can use your Intelligence modifier in place of your normal ability score modifier for Athletics and Acrobatics checks.


As a bonus action on your turn, you can release this focus. You Teleport up to 30 feet to an unoccupied space that you can see.

PSION

Psionic Disciplines

Order of the Astral Mind

Followers of the Order of the Astral Mind devote their psionic studies to discipline, focus, and perfecting their minds and bodies to master hand-to-hand combat, rather than more esoteric forms of psionics.

Spiritual Body

Starting at 3rd level, when you have any chakra focused, you can manifest your astral form sheathing your physical form. Manifesting this form requires an action on your turn. While manifesting in this way, you are unable to use psionic powers, and can only use talents that target yourself.

While sheathed in your astral body, you may add your proficiency bonus to your AC. You can make melee attack rolls with your Intelligence modifier in place of Strength or Dexterity, and once per turn you may add a roll of your psionic die to the damage of a melee weapon attack as psychic damage.

Your Spiritual Body last up to 1 minute. You may use this ability once, and regain use of it after completing a short or long rest.

Empowered Strike

Starting at 3rd level, you can expend your focus to channel psychic power into your attacks. While you are manifesting your astral form, you can release one of your focused chakras as part of an attack action and, instead of the normal effect releasing it would grant you, add 2d8 psychic damage to your attack. You may choose to do this after rolling to hit.

Alacrity

Your astral manifestation grows more powerful at 9th level. Multiple spectral arms emerge from the spiritual body, enabling additional attacks. While you are manifesting your astral body, you can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, you gain an additional use of Spiritual Body and your Empowered Strike damage increases to 3d8.

Level 15 feature

Starting at 15th level, while you are manifesting your astral form, your physical body melts away, leaving only your spiritual body. While manifesting it, you are resistant to all damage except force and psychic damage, and you are immune to non-magical piercing, slashing, and bludgeoning damage.

You gain an additional use of Spiritual Body and your Empowered Strikes increase to 4d8 damage.

Order of the Unleashed Mind

Devotees to the Order of the Unleashed Mind work to unchain the limits of their physical body. They eschew the rigorous discipline and meditations of the Transcendent psion, letting their power run wild and barely contained. The mortal form is only a temporary vessel for the unchained psyche of the masters of this Order.

Mindtether

At 3rd level, when you affect another creature with a psionic ability, you can choose to tether your psyche to it. You may also create a tether to a willing ally as an action. While you are tethered to a creature, you are aware of its general location - distance and direction - negating any penalties for darkness or blindness, and giving you advantage on any Perception checks to find them if hidden. You are also considered adjacent to the creature, if that creature is an enemy, regardless of your actual distance, for the purposes of Rogue sneak attack, touch-range psionic abilities with a single target, or (optional) flanking rules.

You can only maintain one tether at a time, and you lose contact with the target's mind if they move beyond 1 mile. Your tether ends if you or they die, or if you take a long rest. You may also end a tether any time as a free action. At 7th level you can maintain tethers to 2 creatures, and at 14th level you can maintain 3 tethers.

Phrenic Burst

At 3rd level, you learn to channel raw psychic power through your psychic tethers to harm your foes. Once per round, when you deal damage to a creature you have marked with your Mindtether ability, you inflict additional damage equal to a roll of your psionic die.

Tethered Transference

Starting at 9th level, you master the skill of releasing your mind from its material shell. You may appear as a ghostly image in a square adjacent to any creature you are tethered to. While manifesting your psyche in this way, your body is incapacitated. You may return to your body at any time as a free action.

While in this form, you are completely intangible and you may not move from adjacent to the creature you are tethered with. You may speak, and are fully visible to everyone capable of seeing the space you occupy. You are capable of passing through solid materials, and enemy spaces, so long as you remain adjacent to your tethered creature.

WHile in this form you are immune to non-magical piercing, bludgeoning, and slashing damage. You are also resistant to Poison, Acid, Fire, Cold, Radiant, Necrotic, Lightning, Thunder, Force, and magical Piercing, Slashing, and Bludgeoning damage. Your psychic form has half of your current hit points at the time of manifestation, and when those hit points are depleted your psychic form dissipates and you return to your body. If you are forced back to your body this way, you suffer 1d10 psychic damage.

As a bonus action, while psychically manifesting, you may move your form adjacent to a different creature you have tethered to.

Binding Tethers

Starting at 15th level, you can use your psychic tethers to exert control over others. As an action on your turn you may compel a creature you have tethered to act instead. The target must use whatever action you specify, though you are unable to compel them to use magic or psionic abilities. Any compelled act that would cause harm to the target itself allows them to make a Wisdom save against your psionic save DC, with a success meaning they do not complete the action and they may choose to end the tether.

PSIONIC DISCIPLINES

Order of the Crystalline Mind

Crystalline Focus

You have an crystal or other sort of natural mineral that serves as a focus for your psionic abilities. As long as you have this focus either worn or carried you may apply your proficiency bonus to psionic DCs or attack rolls. If you ever lose your focus, you can reform a new focus at the end of a long rest. The focus is otherwise mundane.

In place of one of your chakras, you may focus your energies in your focus item. Choose a type of psionics - telepathy, telekinesis, psychometabolism, psychoportation, clairsentience, or metapsionics - that it benefits. When using a psionic ability of that type, your psionic die reduces in size only when you roll a 1, rather than 1 or 2.

While thus focused, as an action, you imbue one of your psionic talents or powers into the item. Any time you use the imbued ability it has either a +1 to the save DC or +1 to the psionic attack roll. You may only use the imbued ability while the item is in your possession.

As an action, any other person holding the item may use the psionic ability imbued in it as though they were the user of the power, with your psionic attack bonus or save DC. If a psionic die must be rolled when using the ability, you roll your psionic die. When the power is used in this way, your focus is released.

Prismatic Mind

Starting at 3rd level, you learn to gather the supernatural energies around you to recharge your own. When you successfully save against a spell or psionic ability, or when a spell or psionic attack misses you, you can roll your psionic die. If you roll the maximun on that die, you may increase the size of your psionic die by one size, up to a maximum of it's normal starting size (ie d8 at 6th level). If your psionic die has been exhausted, roll a d4, and if you roll a 4, you regain a d4 psionic die.

Faceted Psyche

Who you are and who you appear to be is just a manifestation of the psyche through one crystal facet. When you reach 12th level, your talents allow you to shift who you are to the world around you.

When you affect another person with one of your psionic abilities, you can take an imprint of them - their mind and body - if they fail a Charisma save against your psionic save DC. You can only maintain one psychic imprint at a time, and lose your imprint at the end of a long rest.

As an action, you transform your Appearance. Your form changes to mimic exactly that of your imprint, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your Statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. As well, you learn the general events of that creature's last 24 hours before imprinting. This change lasts 1 hour, or until you end it as a free action. You can use this ability once, and regain use of it after a long rest.

Crystalline Insight

Starting at 15th level, while you have an item focused with your Crystalline Focus feature, you can use any of your psionic abilities as though you were in the space your focus item occupies. You may change the ability you have imbued in the item as a bonus action, and do not need to be in possession of the item to do so, nor do you lose your proficiency bonus if the item is intact but not in your possession.

As a free action, you may shift your perception between your physical body and the focused item. You can see, hear, and smell as though you occupied the space your item occupies, in a 360 degree radius. If the item is destroyed while you are perceiving through it, your perception snaps back to your physical body and causes 1d6 psychic damage. While perceiving through the item your body is unable to perceive on its own, though you may still act through it.


Artist Credits

Jaime Jones

Clint Cearley

Alex Negera

PSIONIC DISCIPLINES

Psionics

Psionics Dice

When you use your Psionic die, if the roll is 1 or 2, you reduce the size of the die by 1 size. If your die is a d4, and you roll a 1 or 2, you are no longer able to use your Psionic dice or abilities that require it. At any time when you roll a 1 or 2 on your Psionic Die, you may expend a Hit Die instead of reducing the size of your Psionic Die or losing your ability to use it.

Your psionic die resets to its original size at the end of a long rest. It also increases at the end of a short rest by 1 size for each hit die you spend during the rest.

Any time you use a psionic ability, regardless of the result of the roll being factored into the ability's function, you must roll your psionic die.

Wild Talents

As a psionic wild talent, you have a psionic die, which is a d4.

You can roll on the Wild Talent table below. Alternately, if your DM allows, you can pick any of the options aside from Greater Talent.

Wild Talent
d20 Wild Psionics
1-5 Psionic Enhancement
6-10 Psionic Resistance
11-15 Psionic Talent
16-17 Psionic Power
18-19 Psionic Empathy
20 Greater Talent

Psionic Enhancement

As a free action when you make any Strength, Dexterity, or Constitution skill check, you can roll your psionic die and add it to the total. You may choose to do this after the initial check is rolled but before the check is resolved.

Psionic Resistance

As a free action when you make any saving throw (except death saves), you can roll your psionic die and add it to the total. You may choose to do this after the initial save is rolled but before the save is resolved.

Empathy

As a free action when you make any Insight, Persuasion, Deception, or Intimidation check, you can roll your psionic die and add it to the total. You may choose to do this after the initial check is rolled but before the check is resolved. You are naturally talented handling animals due to your inherent psionic ability, and have Advantage on all Animal Handling checks.

Psionic Talent

You have one Psionic Talent you can use. Roll on the table below to determine what Talent you know; alternately your DM may allow you to pick one.

Psionic Talents
d100 Talent
1-7 Ego Whip
8-14 Shock
15-21 Bioluminescence
22-28 Focused Mind
29-35 Shared Senses
36-42 Discordant Voices
43-49 Focused Mind
50-56 Project Force
57-63 Geolocation
64-70 Gravity Distortion
71-77 Chameleon
78-84 Phobia
85-91 Danger Sense
92-94 Psionic Enhancement
95-96 Psionic Resistance
97-98 Psionic Empathy
98-99 Roll again twice
100 Psionic Power

Psionic Power

You have one Psionic Power you can use. Roll on the table below to determine what Power you know; alternately your DM may allow you to pick one.

d100 Power
01-03 Roll on the Psionic Talent table
97-99 Pick any one Power
100 Roll again twice

Greater Talent

You have one Psionic Talent and one Psionic Power that you can use. Roll once on each table for Talent and Power; alternately your DM may allow you to choose one of each.

Psionic Talents

Ego Whip

Telepathy


  • Casting Time: 1 action
  • Range: 15 feet
  • Duration: Instant

An etheral strand of psychic energy lashes out from your hand to bind your enemies and wrack them with pain.


Maked a ranged spell attack against one creature within range. On a successful attack, the target takes 1d6 psychic damage and the next attack against the target has advantage.


The talent's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6).

PSIONICS

Shock

Psychokinesis


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instant

Exciting the air between you and your target, you generate an arc of lightning to strike your opponent.


One target within range must succeed on a Dexterity saving throw or take 1d8 + your intelligence score lightning damage.


The talent's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Biolumenescence

Psychometabolism


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 hour

One of your extremities sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Completely covering the body part with something opaque blocks the light. You can end the effect as a bonus action.

Focused Mind

Metapsionics


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Instant

Focusing your psionic energies, you amplify your mind's reach.


The next psionic power you use has its range doubled. A power with the range of touch now has a range of 10 feet.

Shared Senses

Clairsentience


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

With a touch, you link your mind and body with another creature.


Until this talent ends, you and the target can experience one of the other's senses as you would your own. Decide which sense you can share when you activate this talent.

Discordant Voices

Telepathy


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instant

You intrude on the mind of your target, filling its head with terrifying voices.


The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage and becomes frightened until the end of its next turn.


The talent's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6).

Project Force

Psychokinesis


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instant

You slam a ball of invisible telekinetic force into your target.


Make a ranged spell attack against one target within range. On a hit, the target takes 1d8 force damage and is pushed away from your position 5 feet.


The talent's damage and push distance increases by 1d8 and 5 feet when you reach 5th level (2d8, 10 feet), 11th level (3d8, 15 feet), and 17th level (4d8, 20 feet).

Geolocation

Clairsentience


  • Casting Time: 1 action
  • Range: 15 feet
  • Duration: Instant

You focus your mind and energies to know your position in the universe.


You know which direction is north, as well as the distance and direction to the nearest location or landmark you are familiar with.

Gravity Distortion

Psychoportation


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instant

Until the end of your turn, you can move normally across any surface as if it were the ground, regardless of its orientation - such as walls or ceilings. If you end your turn without returning to the ground, you immediately fall and take damage as appropriate.

Chameleon

Psychometabolism


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute

You, or the creature you touch, have the ability to blend into the environment by altering their colouration. Until this talent ends, the target has advantage on Stealth checks.

Phobia

Telepathy


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instant

Choose one creature in range. That creature must make a Wisdom save or be frightened of any one creature or item you can see. The affected creature can make a save at the end of each of its turns to end the effect.

PSIONICS

Danger Sense

Clairsentience


  • Casting Time: Reaction
  • Range: Self
  • Duration: Up to 1 minute

When you roll initiative, you can activate this talent. Add the roll of your psionic die to your initiative roll. While this talent is active, you can use your reaction to give an enemy disadvantage on an attack. You can choose to use this reaction after the enemy has rolled to attack. Using your reaction in this way ends Danger Sense.

Psionic Powers

Psychometry

Clairsentience


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instant

You touch an item and can learn about previous owners or handlers. Roll an Insight (Intelligence) check. You are considered proficient with this check, even if you are not otherwise, and add the roll of your psionic die to the roll. The results of the attempt depend on the roll.

Pieces of information learned from the examination can include the race, gender, name, age, or general description of a previous handler, time since last handled, number of previous owners or handlers.

Roll Information
0-12 No information gained
13-16 1 piece of information
17-19 2 pieces of information
20-21 3 pieces of information
22 4 pieces of information
23+ +1 piece for each number abover 23

Combat Mind

Clairsentience


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

While this power is active, you have proficiency in all simple and martial weapons, you have a +1 to your AC, your movement speed is increased by 5 feet, and once per round you can add 1d6 psychic damage to a melee weapon attack. At 7th level, your AC bonus increases to +2 and your speed increases by 10 feet, and at 16th level the AC bonus increases to +3 and your speed increases by 15 feet.

Precognition

Clairsentience


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 round

Until the end of your next turn, you may add or subtract the roll of your psionic die from any one d20 roll made by yourself or anyone you can see.


  • Level 5 - You may apply the die roll to 2 separate rolls
  • Level 11 - You may apply the die roll to 3 separate rolls
  • Level 17 - You may apply the die roll to 4 separate rolls

Telekinesis

Psychokinesis


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you use this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.


Creature. You can try to move a Medium or smaller creature. Make an ability check with your Intelligence contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.


On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.


Object. You can try to move an object that weighs up to 300 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power. If the object is worn or carried by a creature, you must make an ability check with your Intelligence contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.


You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.


At 7th level, your telekinetic strength increases to lift 700 pounds, or creatures up to Large size. At 15th level you can lift 1500 pounds, and creatures up to Huge size.

PSIONICS

Death Field

Psychometabolism


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

When you use this power, you create a field of deadly psychic energy that saps the lifeforce from enemies within it. You create a sphere with a radius up to the size determined by your level on the chart below, in increments of 5 feet. On the turn you use this power, and as an action each turn following, you can target one enemy within the radius. That target must make a Constitution saving thrown or take 1d6 + your intelligence modifier necrotic damage and gain a level of exhaustion. On a successful save, they take half damage and no exhaustion.

Psion Level Max Radius Damage
1 5 feet 1d6
4 10 feet 2d6
8 10 feet 3d6
12 15 feet 4d6
16 15 feet 5d6

Animate Shadow

Psychometabolism


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You psionically unleash your shadow in an unoccupied space you can see within 15 feet of you. This shadow is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another shadow, or until you're incapacitated.


Your echo has AC 14 + your proficiency bonus, hit points equal to your level plus the roll of your psionic die, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.


When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. Your shadow can make unarmed attacks using your Intelligence modifier in place of Strength or Dexterity, doing 1d6 + your intelligence modifier. The shadow's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6).


When a creature that you can see within 5 feet of your shadow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the shadow's space.

Aura Sight

Clairsentience


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instant

Opening your mind's eye, you can perceive the auras of those around you, learning what is hidden to the naked eye. Choose a number of creatures equal to your proficiency bonus. You see the number of magic and psionic effects on them, their hit point total, and general emotional state.

Domination

Telepathy


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: 1 round

You speak a short - one to two sentence - command to a number of creatures up to the roll of your psionic die you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The command to all creatures must be the same. The spell has no Effect if the target is Undead, or if your command is directly harmful to it. The affected creature or creatures must complete the action to the best of its ability on its turn.

Invisibility

Telepathy


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You reach into onlookers' minds and erase your visual presence from their perception. You become invisible. You may choose to include a number of observers up to the roll of your psionic die who can see you. Anyone that can sense your presence through other means - for example, the sound of your footsteps, may make an Intelligence save to ignore the effects of this power.

Psychic Static

Telepathy


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 1 minute

Pick a point within 60 feet; when you use this power, you create a sphere of disruptive psychic energy with a 20 foot radius. Anyone, including yourself, attempting to use psionics or magic in the area of effect must make an Intelligence saving throw, those who fail are unable to use those abilities until the start of their next turn and take 1d6 + your Intelligence modifier psychic damage. The action used to attempt using a psionic or magic ability is not wasted and they can choose an alternate action.

PSIONICS

Id Insinuation

Telepathy


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 1 minute

Tendrils of invisible psionic energy lash out and wrap themselves around your enemy's mind, painfully working their way inside. The target must make a Wisdom save. The target takes 2d8 psychic damage. On a successful save, the target takes half damage; on a failed save they take full damage and are stunned until the end of their next turn.


If they fail the save, as an action on each of your turns you may inflict additional conditions on the target. The target makes an additional save against each new effect as you inflict them, and they last until the end of the target's next turn. The effects available depend on your Psion level:

Level Damage Conditions
4 +2d8 Blindness
8 +2d8 Restrained
12 +2d8 Prone
16 +2d8 Paralyzed

Dimension Door

Psychoportation


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instant

The range of this power is 10 feet per level you have in Psion. Wild Talent users can teleport 10 feet times the roll of your psionic die. You can roll before deciding where your destination point is. You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 30 feet".


You can bring along objects as long as their weight doesn’t exceed what you can carry. After 7th level, you can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.


If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Anti-Mind Shell

Metapsionics


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, 1 minute

When you use this power, you or one creature you can see within range is sheathed in psionic energy, designed to disrupt outside supernatural influence.

Psychic Vampire

Metapsionics


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1 minute

You deal 3d6 necrotic damage to the target, and they must make an Intelligence save. On a successful save, they take half damage. On a failed save, they take full damage and for the next minute, the next psionic power you use you may roll your psionic die twice and choose the higher result. Your psionic die only reduces if you roll a 1 or 2 on both dice.


The damage from this power increases when you reach higher levels as a Psion. At 6th level it increases to 5d6, at 12th level it increases to 7d6, and at 18th level it increases to 9d6.

Gird

Metapsionics


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 minute

When you activate this power, you harden your mind and the psionic energies you control against disruption. You add the roll of your psionic die when activating this power to any Concentration checks until this power ends.


As a reaction, you can end this power and gain advantage on a single concentration check in addition to the bonus to your roll.

Displacement

Psychoportation


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute

While you use this power, it projects an Illusion that makes you appear to be standing in a place near your actual location, granting you a bonus to your AC equal to your psionic die roll. If you take damage, the power ends. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.

Time Shift

Psychoportation


  • Casting Time: Special
  • Range: Special
  • Duration: Instant

When you activate this power, choose one of two effects: either forwards or backwards in time.


  • Forwards. You blink out of the space you are standing in. You reappear in the same space a number of rounds later, up to the roll of your psionic die, which you must specify when you use the power. You may use a forward time shift as a reaction.
PSIONICS

  • Backwards. You rewind time for yourself or another creature you touch. You recover a number of hit points equal to your psionic die roll plus your Intelligence modifier. You may use a backwards time shift as an action.

Aura Cleanse

Metapsionics


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instant

Refocus

Metapsionics


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Instant

You can use the release ability on one chakra you have focused, without losing your focus on that chakra.

Inertial Barrier

Psychokinesis


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 hour

A thin field of telekinetic force forms around your body, absorbing the force of incoming attacks. Your AC becomes 10 + your Intelligence modifier + your Dexterity modifier. In addition, attackers have disadvantage on actions to grapple you. If an attacker is a creature with an automatic grapple as part of it's attack action, they instead must make a grappling check, without the disadvantage above.

Metamorphosis

Psychometabolism


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 hour

This spell transforms a creature that you touch into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than your proficiency bonus. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Detonate

Psychokinesis


  • Casting Time: 1 action
  • Range: 100 feet
  • Duration: Instant

Select a point you can see within range. You create an explosion of concussive force radiating out 15 feet in radius from that point. Roll a number of d8s of force damage equal to your proficiency bonus, and everyone within the radius must make a Dexterity saving throw. On a successful save, they take half damage; on a failed save they take full damage and are pushed a number of feet equal to 5 times the roll of your proficiency die away from the center of the explosion. Anyone that is unable to move the full distance due to a solid object blocking their path takes an extra 1d6 bludgeoning damage from the impact.

Agitation

Psychokinesis


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instant

You cause the components of your target to aggressively vibrate, literally shaking it apart. One object or creature must make a Strength saving throw. Roll a number of d4s equal to your proficiency bonus in force damage. On a successful save, the target takes half damage. On a failed save, the target takes full damage and it's speed is halved until the end of its next turn.

Objects can be targeted and take full damage without the benefit of a save.

Animal Affinity

Psychometabolism


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute

When you activate this power on yourself or another creature you touch, you choose one effect to apply to the target:


  • Armor. The target's skin hardens and takes the appearance of a chitinous exoskeleton. The target adds your proficiency bonus to their AC.
  • Weapons. The target's arms transform to resemble a fierce predator's claws. The claws are natural weapons, with a damage die equal in size to your psionic die.
  • Legs. The target's legs take the appearance of the powerful natural-runner legs of a great beast. The target adds 5 times your proficiency bonus to their movement speed.
  • Resilience. Roll 1d4 and multiply it by your proficiency bonus. The target gains that many temporary hit points.
PSIONICS
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