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> ##### Magic Or Not > > With the most two recent subclasses added in TCoE we finally have a system for making psionics. But this still doesn't answer the eternal question. Do you consider Psionics magical? Asked for the purpose of detect magic and antimagic fields. This supplement works either way. However, for the purpose of balance, I do not consider them magical. > > I believe that psionics give off their own colored hue when detected, but are below the full power of magic at all times. The powers would work in antimagic fields. The point of the system I have created is to make sure that at no time are psionics as powerful as spells. Of course any full level individual with a lot of psionics will be more powerful than a wizard in an antimagic field, but hopefully psionics will only be a bit more powerful than the martial classes. > > For objects requiring spellcasting, full psionic casters are counted as 2/3rd casters. ### Die Cost If a psionic has a Die Cost but the description says that you may not use the feature again until you finish a short or long rest (or a different length of time), you may expend the number Psionic Energy Dice listed in the Die Cost to regain a use. ### Level Minimum Each psionic has a level minimum, the minimum you must meet in order to use it. This is simply level total and is not effected by multiclassing. ## Feats ### Psionic Adept Your time spent in meditation has allowed you to access the power of your mind. You gain the following benefits: * You gain a number of Psionic Dice equal to half your proficiency bonus (rounded up). The dice are added to to any Psionic Dice you have from another source. Otherwise, the dice are are d4's. You regain one expended Psionic Die at the end of a short rest, and all at the end of a long rest. * You learn two Psionics. ### Psionic Combantant You've trained your inner strength to match your physical prowess. You gain the following benefits: * Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20. * You gain a psionic die (this die is added to any Psionic Dice from another source). The die is a d4. You regain this die at the end of a long rest, once it's expended. * You learn **Psionic Weapon** or **Psionic Ammunition**. You also learn one other psionic of your choice. ### Psion's Mind Your focus and power has opened your mind. You gain the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain a psionic die (this die is added to any Psionic Dice from another source). The die is a d4. You regain this die at the end of a long rest, once it's expended. * You learn Psionic Sliver and one other psionic of your choice. You may use Psionic Sliver once without expending a Psionic Die. Once you do so, you may not do so again until you finish a long rest. ### Psion Initiate *Prerequisite: A feature that gives you Psionic Dice* ___ Studying your psionic prowess, you've pushed yourself beyond. You learn four psionics. ### Splinter Touched When psionics are used, they inately fracture the world around them. This has, in some way, changed your inner self; granting the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You learn Outstretched Consciousness or Aura Reading, as well as one other psionic of your choice. You may activate these once per day, using a d4 for the psionic die size (if you do not have one). \pagebreak ### Psionics The following is a list of all the Psionics you can learn. Some feats or classes give you specific abilities, some earlier than others. You use your Psionic dice to fuel these abilities and always use your Intelligence modifier for all skills. ##### Telekinetic Movement. ___ - *Level-5 Minimum* - **Activation Time:** 1 action - **Range:** 30 feet - **Die Cost:** 1 Die You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest. ##### Protective Field. ___ - *Level-3 Minimum* - **Activation Time:** 1 reaction, which you take when you or another creature you can see within range takes damage - **Range:** 30 feet - **Die Cost:** 1 Die When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. ##### Psionic Strike. ___ - *Level-5 Minimum* - **Activation Time:** Free - **Range:** None - **Die Cost:** 1 Die You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. ##### Psi-Powered Leap. ___ - *Level-9 Minimum* - **Activation Time:** 1 bonus action - **Range:** Self - **Die Cost:** 1 Die As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest. ##### Psi-Rise. ___ - *Level-3 Minimum* - **Activation Time:** 5 ft of movement - **Range:** Self - **Die Cost:** None If you are prone, you may use 5 ft of movement to float back to your feet. ##### Telekinetic Thrust. ___ - *Level-9 Minimum* - **Activation Time:** Free - **Range:** None - **Die Cost:** None When you deal damage to a target with your an attack that uses a psionic feature, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. ##### Psi-Bolstered Knack. ___ - *Level-5 Minimum* - **Activation Time:** Free - **Range:** Self - **Die Cost:** 1 Die When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds. ##### Psychic Whispers. ___ - *Level-5 Minimum* - **Activation Time:** 1 Action - **Range:** Sight - **Die Cost:** 1 Die You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, expend, and roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. ##### Homing Strikes. ___ - *Level-9 Minimum* - **Activation Time:** Free - **Range:** Self - **Die Cost:** 1 Die If you make an attack roll with a psionic weapon and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die. \pagebreak ##### Psychic Teleportation. ___ - *Level-9 Minimum* - **Activation Time:** 1 bonus action - **Range:** 10 x Roll - **Die Cost:** 1 Die As a bonus action, you expend one Psionic Energy die and roll it, and throw psionic weapon with the thrown property at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes. ##### Psionic Enhancement. ___ - *Level-5 Minimum* - **Activation Time:** 1 bonus action - **Range:** Self - **Die Cost:** 1 Die As a bonus action you can expend one Psionic Energy die, roll the die, and gain temporary hit points equal to the number rolled + your Intelligence modifier (minimum of 0) + twice your Proficiency Bonus. ##### Slice Mind. ___ - *Level-9 Minimum* - **Activation Time:** Free - **Range:** Self - **Die Cost:** 1 Die When you hit a creature with an attack that uses a psionic feature, you can expend one Psionic Die and force the target to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, the creature takes one Psionic Die of psychic damage and is frightened of you or stunned until the start of your next turn. On a successful save, the creature isn't frightened or stunned and is immune to this effect for 24 hours. ##### Psionic Trap. ___ - *Level-9 Minimum* - **Activation Time:** 1 action - **Range:** 30 feet - **Die Cost:** 1 Die As an action you expend one use of your Psionic Dice and create an invisible psionic trap in a 5 foot cube within 30 feet. When a creature passes through it, it must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Roll a number of Psionic Dice equal to 1 + half your proficiency bonus rounded down. The creature takes psychic damage eqal to the amount rolled on a failure, and half on a success. Creatures with truesight can see the trap as a small mote of light, and easily pass by it without expending any extra movement. The trap disappears when a creature passes through it or after 8 hours. Once you take this action, you can't do so again until you finish a short or long rest. \columnbreak ##### Aura Reading. ___ - *Level-7 Minimum* - **Activation Time:** 1 action - **Range:** Self - **Die Cost:** 1 Die As an action you expend and roll one Psionic Dice. For a number of minutes equal to the number rolled you can read auras of people around you. If you can see a creature, you can tell what mood it is in and read one Personality Trait, a Bond, Ideal, or Flaw of a creature you can see (DM's Choice). You have advantage on Insight Checks on creatures you can see. ##### Inner Power. ___ - *Level-1 Minimum* - **Activation Time:** 1 minute - **Range:** Self - **Die Cost:** None After 1 minute spent in meditation, you may enhance one of your Psionic Dice. This enhanced die increases by one scale (d4 to d6, d6 to d8, etc.). If the die is a d12 it increases to 2d6, although it still counts as one Psionic Die. You may only have one Psionic Die enhanced this way at once, and you loose it at the end of a long rest. You may only meditate to enhance a Psionic Die to once per day. ##### Psionic Cast. ___ - *Level-11 Minimum* - **Activation Time:** Free - **Range:** 60 feet - **Die Cost:** None You may telekinetically hold Tiny or Small objects around you. As an attack action, you can send the objects floating around you at someone within 60 feet. Make an attack roll Intelligence Modifier + Proficiency Bonus. Upon a hit, you deal one roll of your psionic die + your Intelligence Modifier of bludgeoning damage. ##### Outstretched Consciousness. ___ - *Level-7 Minimum* - **Activation Time:** 1 minute - **Range:** Self - **Die Cost:** 4 Die You spend 1 hour in meditation to stretch your mind out into the vast cosmos, seeking answer an answer to a single question concerning a specific goal, event, or activity to occur within 7 days. The GM shows a truthful reply. The answer may be a small vision, a distant sound, or an omen. The information discovered doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. Once you use this ability, you may not use it again until you take a long rest. If you use the ability two or more times before 7 days, there is a cumulative 25 percent chance for use after the first that you get a random reading. The GM makes this roll in secret. \pagebreak ##### Psi Wall. ___ - *Level-15 Minimum* - **Activation Time:** 1 action - **Range:** 120 feet - **Die Cost:** 5 Dice You weave together a wall of hard light from the consciousnesses of the world. A shimmering wall of psyonic glass appears at a point you choose within 120 feet. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 1 inch thick. The wall refracts line of sight and lasts for 1 minute. It emits bright light out to 10 feet and dim light for an additional 5 feet. When the wall appears, each creature within its area must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Roll a number of Psionic Dice equal to your proficiency bonus. On a failed save, the creatures take the amount rolled of psychic damage, or half as much damage on a successful save. As a bonus action on your turn you may dismiss the wall. Once you use this ability you may not use it again until you finish a long rest. ##### Psionic Weapon. ___ - *Level-1 Minimum* - **Activation Time:** 1 action - **Range:** Self - **Die Cost:** None You weave together psychic energy to create a melee weapon. This weapon deals psychic damage or regular damage (your choice) and is destroyed after 1 minute if not being held by you. You may destroy it as a bonus action. ##### Psionic Ammunition. ___ - *Level-1 Minimum* - **Activation Time:** Free - **Range:** Self - **Die Cost:** None You weave together psychic energy to create ammunition for a ranged weapon. This weapon deals psychic damage and cannot be enhanced by spells or magical weapons. ##### Psionic Shatter. ___ - *Level-3 Minimum* - **Activation Time:** Free - **Range:** Self - **Die Cost:** 1 Die You shatter a weapon made of psychic energy or an attack that uses a Psionic Weapon or Psychic Blades feature. Expend and roll a Psionic Die. The weapon shatters creature takes piercing damage equal to the number rolled. The weapon is broken and no longer exists. \columnbreak ##### Psionic Veil. ___ - *Level-7 Minimum* - **Activation Time:** 1 action - **Range:** 30 feet - **Die Cost:** 1 Die You make yourself and whatever you are carrying when the spell is cast invisible to one creature of your choice within 30 feet. A creature cannot see your subtle interactions on the world, like footprints or hand smudges. However, it can see an object float if you are to pick something up, and can deduce that something invisible is around it. On your following turns, you may use your action to replicate this effect on another creature within 30 feet. You may have a number of creatures effected equal to your proficiency bonus. Once you use this feature you cannot use it again until you finish a short or long rest. ##### Psionic Sliver. ___ - *Level-1 Minimum* - **Activation Time:** 1 action - **Range:** 60 feet - **Die Cost:** 1 Die You drive a disorienting spike of psychic energy into the mind of one creature you can see within 60 feet. The target must succeed on an Intelligence saving throw. On a failure, you expend a psionic die and the target takes one roll of your psionic die psychic damage and subtracts one roll of your psionic die from the next saving throw it makes before the end of your next turn. If a creature succeeds on its save, you do not expend a Psionic Die.