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The Psion
\pagebreak # Psion
A hunting party of elves move in perfect synchronicity, their eyes flashing vibrant blue as they mentally commune with one another. They dart forward as one, blades ready to strike, guided by one member's keen gaze.
A lone half-orc stands up from his seat at the bar, beer dripping off him. He turns with a snarl towards his attacker and begins swelling in size as a shadowy spectral entity uncoils from the Astral Plane around him.
A warlord stands smirking over the gnomish girl in front of him, blood dripping from the axe used to fell her. It doesn't last long as a blast of concussive force sends the warlord reeling back, and the girl stands once more, summoning a warhammer of pure psionic energy.
Psions are born with unique powers, bestowed upon them via birthrights that tend to be carefully cultivated by families or religious orders, or else discovered purely by happenstance. All beings are born with trace amounts of psionic energy within them, but only Psions can harvest and make use of that energy to its full potential.
## Developing Minds
Fully developed Psions are a rarity in the world, due to the intense effort and training it takes to control even a modicum of psionic power. A Psion who doesn't receive tutelage in controlling their abilities often doesn't survive their power's activation, their minds buckling under the immense weight of their own power. Solitude, or working with a small group of similarly empowered people, is often the best means of developing a Psion's power. Being isolated from other sentient creatures lets a developing Psion build up the mental walls needed to block out the intrusive thoughts of other minds. Without such walls, a Psion's thoughts begin to meld with the minds around them, and they can find their own sense of identity being eroded, or even fully overwritten. \columnbreak ## Hermetic Nomads
Psionic masters play a pivotal role in helping nascent Psions develop, as they are able to extend their own mental walls to shield their charge's mind. Because of this, masters often take up a nomadic role, wandering the world in search of newly awoken Psions to train, and have these pupils follow them into the wilds for training. Typically, a master will have only one pupil at a time, due to the effort required to protect their charge, but in some cases they will have a small handful of students working under them. Instances of multiple psion masters working together to teach a larger group are rare, but not unheard of.
## Creating a Psion
The most important question to consider when creating a Psion is their power's origin. As a starting character, you’ll choose a Birthright that ties to a burgeoning hivemind, auto-physiological control, a parasitic entity, chaotic psionics, or an elemental power. The exact source and nature of your power is for you to decide. Is there a history of this power in your family, or did a traumatic event awaken your latent power?
How do you feel about the psionic abilities you now find yourself wielding? Do you love them, or are they a bitter curse you'd do anything to rid yourself of? To what degree do you find them having influenced your life?
> #### Quick Build > You can make a Psion quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose the Sage background. Third, choose the *Mage Armor* and *Shield* spells.
\pagebreakNum ## The Psion Table
##### Psion | Level | Proficiency Bonus | Features | Psionic Die | Disciplines Known | Cantrips | 1st | 2nd | 3rd | 4th | 5th | |:-----:|:-----------------:|:---------|:-----------:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Psionic Birthright feature,
Spellcasting | — | — | 2 | 2 | — | — | — | — | | 2nd | +2 | Psionic Power,
Psionic Disciplines | d6 | 2 | 2 | 2 | — | — | — | — | | 3rd | +2 | — | d6 | 2 | 2 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | d6 | 2 | 2 | 3 | — | — | — | — | | 5th | +3 | — | d8 | 3 | 2 | 4 | 2 | — | — | — | | 6th | +3 | Psionic Birthright feature | d8 | 3 | 2 | 4 | 2 | — | — | — | | 7th | +3 | — | d8 | 4 | 2 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | d8 | 4 | 2 | 4 | 3 | — | — | — | | 9th | +4 | Consumptive Power | d8 | 5 | 2 | 4 | 3 | 2 | — | — | | 10th | +4 | Psionic Birthright feature | d8 | 5 | 3 | 4 | 3 | 2 | — | — | | 11th | +4 | Psionic Mastery | d10 | 5 | 3 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | d10 | 6 | 3 | 4 | 3 | 3 | — | — | | 13th | +5 | Consumptive Power (2 uses) | d10 | 6 | 3 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Psionic Birthright feature | d10 | 6 | 4 | 4 | 3 | 3| 1 | — | | 15th | +5 | — | d10 | 7 | 4 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | d10 | 7 | 4 | 4 | 3 | 3 | 2 | — | | 17th | +6 | Consumptive Power (3 uses) | d12 | 7 | 4 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Psionic Mastery (2) | d12 | 8 | 4 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | d12 | 8 | 4 | 4 | 3 | 3 | 3| 2 | | 20th | +6 | Enlightened Mind | d12 | 8 | 4 | 4 | 3 | 3 | 3| 2 |
## Class Features As a Psion, you gain the following class features:
#### Hit Points ___ - **Hit Dice:** 1d6 per Psion level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Psion level after 1st
#### Proficiencies ___ - **Armor:** Light armor. - **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - **Tools:** None. ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose 3 from Arcana, History, Insight, Investigation, Medicine, Perception, and Religion. \columnbreak #### Equipment You start with the following items, plus anything provided by your background. * (a) a light crossbow and 20 bolts, or (b) a sling * (a) any simple weapon, or (b) a martial weapon (if proficient) * (a) a scholar's pack, or (b) an explorer's pack * Leather armor and 2 daggers
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
#### Multiclassing **Ability Score Minimum:** Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies:
**Armor:** light armor
**Skills:** Choose 1 from Arcana, History, Insight, Investigation, Medicine, Perception, and Religion.
\pagebreakNum ## Spellcasting You are a student of psionics, adept at casting spells that alter one's connection to and perception of the world around them. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the list at the back of this document for the [Psion spell list](#p21).
#### Spell Slots The Psion table shows how many spell slots you have to cast your Psion spells of 1st level and higher. To cast one of these Psion spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
#### Preparing and Casting Spells The Psion table shows how many spell slots you have to cast your Psion spells. To cast one of your Psion spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Psion spells that are available for you to cast, choosing from the Psion spell list. When you do so, choose a number of Psion spells equal to your Intelligence modifier + half your Psion level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. \columnbreak
For example, if you are a 5th-level Psion, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *Command*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Psion spells requires time spent meditating and channeling your thoughts into a new form: at least 1 minute per spell level for each spell on your list.
#### Spellcasting Ability Intelligence is your spellcasting ability for your Psion spells, since the power of your mind to manipulate the world around you. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psion spell you cast and when making an attack roll with one. * **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier * **Spell attack modifier** = your proficiency bonus + your Intelligence modifier
#### Spellcasting Focus Your physical body counts as a psionic focus, which you can use as a spellcasting focus for your Psion spells.
\pagebreakNum ## Psionic Birthright At 1st level, choose a Psionic birthright, which represents your innate connection to a type of psionic power that you possess, from the list of available birthrights.
Your choice grants you features when you choose it at 1st level and again at 6th, 10th, and 14th level. * [Augmentor](#p6) * [Hivemind](#p8) * [Immortal](#p9) * [Nomad](#p10) * [Parasite](#p11) * [Seer](#p12) * [Wilder](#p13) * [Wu Jen](#p15)
## Psionic Power At 2nd level, you have connected with the wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, listed under the **Psionic Disciplines** feature.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a Bonus Action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
## Psionic Disciplines As you have plumbed the depths of your power, you have cultivated a series of techniques you can use. Also at 2nd level, you gain two Psionic Disciplines of your choice. A list of the available options can be found at the back of this document on the [Psionic Disciplines page](#p16). When you gain certain Psion levels, you gain additional Disciplines of your choice, as shown in the Disciplines Known column of the Psion table.
Additionally, when you gain a level in this class, you can choose one of the Disciplines you know and replace it with another discipline that you could learn at that level. \columnbreak
If a Psionic Discipline has prerequisites, you must meet them to learn it. You can learn the discipline at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
## Consumptive Power At 9th level, you gain the power to push your mind beyond its normal limits, at the cost of your own well-being. When you activate one of your Psionic Disciplines, you can forgo rolling your Psionic Energy die and instead use the highest number possible on the die. For example, instead of rolling 1d8, you can choose to make the roll an 8. When you use this feature, you suffer psychic damage equal to the number chosen.
Once you use this feature, you can’t use it again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
## Psionic Mastery At 11th level, you have mastered the use of several techniques that you've learned. Choose 1 of your Psionic Disciplines. For that discipline, activating it does not consume a Psionic Energy die.
You can change which disciplines benefit from this effect by spending 8 hours in meditation.
At 18th level, you can choose 2 Psionic Disciplines to benefit from this effect.
## Enlightened Mind When you reach 20th level, your mastery of psionics has allowed you to transcend your mind's normal limits, which grants you the following benefits: * Your Intelligence score increases by 2. Your maximum Intelligence score is now 22. * You are immune to Psychic damage. * If a creature tries to read your thoughts, sense your emotions, or perceive you through magical scrying sensors, you can force the target to make an Intelligence saving throw against your spell save DC. On a failed save, the effect ends as the target is stunned until the start of its next turn, and you learn the distance and direction of the target.
\pagebreakNum
\columnbreak ## Psionic Birthright: Augmentor
### Engineered Psionics When you develop this Birthright at 1st level, you've learned how to use your brilliant mind to construct devices to help improve your psionic abilities. When your Spellcasting feature lets you learn or replace a Psion cantrip or a Psion spell of 1st level or higher, you can choose the new spell from the Artificer spell list or the Psion spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Psion spell for you.
### Intuit Purpose Also at 1st level, you also learn the *Identify* spell, which counts as a Psion spell for you, and does not count against the number of spells you can prepare each day. When you cast this spell, you ignore any material component of the spell.
### Psionic Amplifier At 6th level, you have designed a construct to help focus your psionic abilities. You determine its appearance, or generate it randomly by rolling on the Amplifier Tool table. ###### Amplifier Tool table | d6 | Loot | |:---:|:-----------:| | 1 | A Belt | | 2 | A Gauntlet or Bracer | | 3 | A Crystalline Orb | | 4 | An Amulet or Necklace | | 5 | A Circlet | | 6 | A Helm or Mask |
While your Amplifier tool is on your person, when you would force another creature to make a saving throw against a Psion spell or Psionic Discipline, you can activate this feature to give them disadvantage on the saving throw. You can use invoke this feature a number of times equal to half your Proficiency Bonus, rounded down, and regain all expended uses after finishing a long rest.
If your Amplifier is lost, damaged, or destroyed, you can construct a new one over the course of a long rest.
\pagebreakNum
### Metallurgic Mind Starting at 10th level, you've made great strides at channeling your psionics into arcane constructions. As a Bonus Action, choose one of your magic items and you may expend one Psionic Energy die. If you do, roll the die, and the item chose recovers a number of expended charges equal to the number rolled up to its maximum. \columnbreak
### Adaptive Aura Beginning at 14th level, your psionic senses have adapted to your artifacts such that they've become an extension of you. You can now attune to a number of magic items equal to your Intelligence modifier (minimum of one), and ignore all class, race, and level requirements of magic items you're attuned too.
\pagebreakNum
## Psionic Birthright: Hivemind
### Telepathic Bond When you develop this Birthright at 1st level, you gain the ability to connect your mind with others. Over the course of a long rest, you can forge a bond with a number of willing Humanoids that you can see within 30ft equal to half your Proficiency Bonus, rounded down. Bonds made this way lasts until the start of the next long rest, or you are reduced to 0 Hit Points and lose consciousness or die. While you and a bonded creature are within 1 mile of each other, you can each speak telepathically and be heard by any other bonded creature.
You can also use an Action to temporarily diminish your senses and view through the sense of the creature you've bonded with. For the duration, you are Blinded and Deafened, but can see and hear through what the bonded creature senses, gaining the benefits of any Special Senses that they have. You can end this at any time, no action required.
### Sensate At 6th level, your burgeoning hivemind allows you to briefly intermingle your senses with others'. When you activate one of your Psionic Disciplines, or cast a spell, you can do so as though you were standing in the space of any creature you're bonded with that has at least 1 Hit Point and isn't Unconscious. \columnbreak
### Boundless Mind Starting at 10th level, your mind has grown beyond its previous limitations. When you cast a Psion spell that requires concentration while you are already maintaining concentration on another Psion spell, you can invoke this feature. If you do, you can maintain concentration on both spells for the full duration. While concentrating on both spells this way, you only need to make one concentration check when you suffer damage, but you make the check with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
### Sympathetic Network Beginning at 14th level, you can intervene to assist the other members of your hive when they face danger in your name. Whenever a creature you're bonded with using your Telepathic Bond feature would be reduced to 0 Hit Points and rendered Unconscious, you can use your Reaction and expend one Psionic Energy die. If you do, roll the die, and the target's Hit Points are reduced to the number rolled plus their Constitution modifier.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses after finishing a long rest. \pagebreakNum ## Psionic Birthright: Immortal
### Bonus Proficiencies When you develop this Birthright at 1st level, you gain proficiency with martial weapons and can use them as a spellcasting focus for your Psion spells. You also gain proficiency in your choice of Acrobatics or Athletics.
### Immortal Resilience You have learned to concentrate your psionics on strengthening your physical form. At 1st level, your Hit Point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Dismiss Death At 10th level, your control over your metabolism lets you hold on even in the direst of circumstances. When you are reduced to 0 Hit Points, you can expend one Psionic Energy die. If you do, roll the die and creatures of your choice within 5ft of you are pushed away from you a number of feet equal to the number rolled plus your Intelligence modifier (minimum of 1). You are reduced to 1 Hit Point instead.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year.
### Psionic Body Beginning at 14th level, the psionic energy suffusing your body lets you filter out harmful elements. Any critical hits scored against you counts as a normal hit instead, and any effects triggered by a critical hit are cancelled.
Additionally, when you activate one of your Psionic Disciplines, you gain resistance to all damage until the start of your next turn.
\pagebreakNum ## Psionic Birthright: Nomad
### Sense Gateway When you attain this birthright at 1st level, you learn how to tune your psychic senses to sense the presence of planar gateways. As an Action, you can sense the distance, direction, and intended destination of any planar portals within 1 mile of you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
### Mutable Knowledge Also at 1st level, whenever you finish a short or long rest, choose two languages you don't already know and two skills that you don't already have proficiency in. You learn how to speak, read, and write in those languages, and gain proficiency in those skills. You forget those languages and lose your proficiency in those sills when you choose a different option using this feature.
### Open Rift Starting at 6th level, you learn how to focus your psionics in such a way as to open a rift in space. As an Action, choose an unoccupied space you can see within 30ft of you and expend one Psionic Energy die. If you do, for the next 1 minute a portal appears in the space you have chosen. \columnbreak While the portal is active, any allied creature in range of it can choose to have their ranged attacks come from the portals space. If they do, the attack's range is doubled, and may add your Psionic Energy die to one damage roll made this way a turn.
### Escape Vector At 10th level, you learn how to instinctively respond to danger. When you are hit with an attack, but before damage is dealt, you can use your Reaction and choose another willing creature you can see within 60ft of you. If you do, you and the chosen creature teleport to each others space, and the chosen creature suffers the attack instead.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.
### Rending Vortex Beginning at 14th level, the portals you can open are stronger. While your Open Rift feature is active, the portal now creates a 30ft radius sphere of difficult terrain. The first time each turn a creature enters or starts its turn in that radius, it must succeed on a Strength saving throw, or suffer Force damage equal to one roll of your Psionic Energy die and be pulled 10ft towards the centre. On a successful save, a creature suffers half as much damage and isn't pulled.
\pagebreakNum ## Psionic Birthright: Parasite
### Parasitic Form When you attain this birthright at 1st level, your psionic powers stem from an entity that lives within you, and you can draw on its strength in dire straits. You can invoke this feature as a Bonus Action, immediately transforming into your Parasitic Form, the cosmetic appearance of which you can determine. You remain transformed for the next 1 minute. While transformed, you gain the following benefits: * Your Armor Class becomes equal to your Intelligence score. * You gain temporary Hit Points becomes equal to twice your Psion level for the duration of the transformation. * When you take the Attack action, you can make a melee spell attack against a target within range, dealing 1d6 slashing damage plus your Intelligence modifier on a hit. * As a Bonus action, you can expend one spell slot to regain 1d6 hit points per level of the spell slot expended.
Once you have transformed this way, you cannot do so again until you have finished a short or long rest. \columnbreak ### Extra Attack At 6th level, you can attack twice, instead of once, whenever you take the Attack action in your Parasitic Form on your turn.
### Aberrant Strikes Also at 6th level, your attacks in Parasitic Form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
### Stirred Sleeper Beginning at 10th level, you can use your psionic powers to purposefully awaken the creature sharing your body. When you transform into your Parasitic Form, you can expend one Psionic Energy die as part of the same Bonus Action. If you do, your Parasitic Form gains the following additional benefits: * Your size increases by one category. * When you take the Attack action in your Parasitic Form, the damage die is equal to the Psionic Energy die expended to activate this transformation and deals psychic damage in place of its normal damage. * When you expend a spell slot to regain Hit Points, you roll your Psionic Energy die per level of spell slot expended to determine the number of Hit Points regained.
Transforming this way still consumes your use of the Parasitic Form feature.
### Symbiotic Host Beginning at 14th level, you and the creature sharing your body have reached a mutually beneficial agreement. Your creature type becomes Aberration in addition to its other types.
Additionally, you can allow the entity sharing your body to feed on the minds of the recently deceased. Using the body of a creature that was slain in the last 1 hour, you can drain its psychic energy over the course of 10 minutes. At the completion of the feeding, you don't need to eat or drink for 24 hours, and you regain a number of expended Psionic Energy die equal to your Intelligence modifier (minimum of 1). Once you have used this feature, you cannot do again until you've completed a long rest.
\pagebreakNum
## Psionic Birthright: Seer
### Prophetic Visions When you attain this birthright at 1st level, your mind is frequented by images of events to be. You can focus these hazy images into a rough shape and share them with other creatures. As an Action, you can perform one of the following Actions: * **Calamitous Vision:** Choose a creature you can see within 30ft. For the next 1 minute, the target is haunted by your shared vision of its demise. While under this effect, the next time the target would suffer damage, the target gains vulnerability to all of that damage, ending this effect. * **Miraclous Vision:** Choose a creature you can see within 30ft. For the next 1 minute, the target is embolded by your shared visions of its prosperity. While under this effect, the next time the target would suffer damage, the target gains immunity to all of that damage, ending this effect
Once you use this feature, you cannot do so again until after you have completed a short or long rest.
### Prescient Presence Starting at 6th level, your precognitive powers mean you can no longer be caught unawares. You cannot be surprised, even while Unconscious, and add your Proficiency Bonus to initiative rolls.
Additionally, attack rolls against you cannot benefit from advantage. \columnbreak
### Rapid Revelations At 10th level, you've learned how to keep your focus on both the present and the future simultaneously. When you cast a Divination spell using a spell slot, you gain a bonus to the next ability check, attack roll, or saving throw you make before the end of your next turn. The bonus is equal to level of the spell slot expended this way.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses after finishing a long rest.
### Defy Destiny Beginning at 14th level, your psionic powers have developed to the point where you can influence more concretely how future events will play out. As a Bonus Action, expend one Psionic Energy die. If you do, for the next 1 minute, or until you lose concentration (as if you were concentrating on a spell), all attacks made within 30ft of you gain the following benefits: * When an allied creature of your choice would make an attack, you can use your Reaction to grant that creature a bonus to attack and damage rolls equal to one roll of your Psionic Energy die. * When a hostile creature of your choice would make an attack, you can use your Reaction to grant that creature a penalty to attack and damage rolls equal to one roll of your Psionic Energy die.
Once you use this feature, you cannot do so again until you have completed a long rest.
\pagebreakNum ## Psionic Birthright: Wilder
### Wild Psionics When you develop this birthright at 1st level, your psionic powers roil uncontrollable, causing surges of power. When you cast a spell of 1st level or higher that uses a spell slot, roll a d20. If you roll below 1 + the level of the spell slot expended this way, roll percentile dice on the Psionic Surge Table, the effect of which occurs immediately. A Psionic Surge effect can only occur once per turn.
If the effect would cast a spell normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
If you rolled above the threshold for a Psionic Surge, the threshold for all subsequent Psionic Surge rolls increases by 1. This effect resets after you roll at least once on the Psionic Surge table, or complete a long rest.
### Chaos Burst Also at 1st level, you learn the *Chaos Bolt* spell, which doesn't count against your number of Psion spells known. You can cast it without consuming a spell slot a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher. \columnbreak ### Destructive Impulse At 6th level, the power crackling inside you yearns to be free. Whenever you activate one of your Psionic Disciplines, instead of expending a Psionic Energy die, you can choose to expend one of your Hit Dice instead. When you use a Hit Die this way, you forgo rolling, and instead use the maximum possible result, suffering psychic damage equal to the number chosen.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.
### Psionic Storm Starting at 10th level, what you lack in control, you more than make up for in power. Whenever the maximum possible number is used for a Psionic Energy die, you can re-roll the die and add the number rolled to the total. If you roll the highest result possible again, you roll that die again, and continue until you roll less then the highest result.
### Tempered Surge Beginning at 14th level, you have learned to mitigate the worst of your powers fallout. After rolling on the Psionic Surge table, you may roll one Psionic Energy die. If you do, you can increase or decrease the percentile die by the number rolled on your Psionics die, up to its minimum or maximum possible result. Doing this does not expend a use of your Psionic Energy die.
\pagebreakNum ###### Psionic Surge Table | d100 | Surge Effect | |:-----:|:------| | 01-02 | Roll on this table at the start of each of your turns for the next 1 minute, ignoring this result on subsequent rolls. | | 03-04 | You cast *Levitate* on yourself, which does not require concentration to maintain. | | 05-06 | You shrink 1d6 inches in height. You gradually return to your original height over the course of 1 day. | | 07-08 | You are immune to intoxication for the next 5d6 days. | | 09-10 | For the next 1 minute, you can communicate only in Deep Speech. | | 11-12 | You have advantage on Strength checks and saves for the next 1 hour. | | 13-14 | For the next 1 hour, you are frightened of the first Humanoid creature you see. | | 15-16 | You are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to *Magic Missile.* | | 17-18 | You are resistant to all damage types for 1 minute. | | 19-20 | You are surrounded by faint, ethereal music for 1 minute. | | 21-22 | Up to three creatures you choose within 30ft of you take 4d10 lightning damage. | | 23-24 | Your skin turns a vibrant shade of blue. A *Remove Curse* spell can end this effect. | | 25-26 | You emanate light in a 30-foot radius for 1 minute. | | 27-28 | The next spell you cast within the next minute that does damage, the damage is minimized. | | 29-30 | All silver you are carrying is now copper. | | 31-32 | You gain tremorsense with a range of 30ft for 1 minute. | | 33-34 | You cast *Confusion* centered on yourself, which does not require concentration to maintain. | | 35-36 | You gain a -2 penalty to your AC for 1 minute. | | 37-38 | You transform into a marble statue of yourself for the next 1 minute. You are petrified for the duration. | | 39-40 | In an unoccupied space within 5ft of you, 3d6 silver pieces appear. | | 41-42 | You and all creatures within 20ft of you are knocked prone. | | 43-44 | Illusory butterflies and flower petals flutter in the air around you in a 10ft radius for 1 minute. | | 45-46 | You and all creatures within 30ft of you gain vulnerability to piercing damage for 1 minute. | | 47-48 | You are surrounded by a faint, offensive odor for 1 minute. You gain disadvantage on all Charisma checks. | | 49-50 | You cast *Grease* centered on yourself. |
| d100 | Surge Effect | |:-----:|:-----------| | 51-52 | All gold you are carrying is now silver. | | 53-54 | You gain darkvision with a radius of 60ft for the next 1 minute. | | 55-56 | Your hair falls out but grows back within 24 hours. | | 57-58 | You are at the center of a *Fog Cloud* spell which lasts for 1 minute. | | 59-60 | You regain one spell slot of the lowest level you possess. | | 61-62 | For 2d6 hours, any object you touch has a faint pink glow for the next 1 minute. | | 63-64 | Your Wisdom is decreased by 2 for 1 hour. | | 65-66 | Each creature within 30ft of you takes 1d10 necrotic damage. You gain temporary Hit Points equal to the damage dealt this way. | | 67-68 | You gain the effects of the *Blur* spell for 1 minute, which does not require concentration to maintain. | | 69-70 | For the next 1 hour, you are charmed by the first Humanoid creature you can see. | | 71-72 | Your eyes glow red for 1 minute. | | 73-74 | You gain the ability to breath water for 1 day. | | 75-76 | 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60ft of you and are frightened of you. They vanish after 1 minute. | | 77-78 | All food and drink within 30 feet of you is purified. | | 79-80 | You become invisible for the next 1 minute. | | 81-82 | You can take one additional action immediately. | | 83-84 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | | 85-86 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | | 87-88 | You lose the ability to smell for 1 hour. | | 89-90 | The next spell you cast within the next minute that does damage, the damage is maximized. | | 91-92 | All creatures within 60ft of you regain 2d8 Hit Points. | | 93-94 | You teleport up to 30ft to an unoccupied space you can see. | | 95-96 | If you die within the next minute, you come back to life as if by the *Reincarnate* spell. | | 97-98 | You grow 1d6 inches in height. You gradually return to your original height over the course of 1 day. | | 99-00 | You regain all expended Psionic Energy die |
\pagebreakNum
## Psionic Birthright: Wu Jen
### Wu Jen Magic When you develop this birthright at 1st level, you gain an instinctive connection to one of the five primal elements: Air, Earth, Fire, Water, or Wood. Your connection to this primal element grants you access to a cantrip and spells when you reach certain levels in this class, as shown on the Wu Jen Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the Psion spell list, the spell is nonetheless a Psion spell for you. ###### Wu Jen Spells table | Psion Level | Air Spells | Earth Spells | Fire
Spells | Water
Spells | Wood
Spells | |:------------:|:----------:|:------------:|:----------------:|:-----------------:|:-----------------:| | Cantrip | Gust | Mold Earth | Control Flames | Shape Water | Druidcraft | | 1st | Feather Fall | Earth Tremor | Burning Hands | Create or Destroy Water | Entangle | | 5th | Gust of Wind | Earthbind | Flame
Blade | Snilloc's Snowball Swarm | Barkskin | | 9th | Fly | Erupting Earth | Melf's Minute Meteors | Wall of
Water | Plant Growth | | 13th | Storm Sphere | Stone Shape | Wall of
Fire | Control
Water | Grasping Vine | | 17th | Control Winds | Wall of Stone | Immolation | Maelstrom | Wrath of Nature | \columnbreak ### Hermit's Study Also at 1st level, you gain proficiency with three skills of your choice.
### Erudite Intuition At 6th level, thanks to diligent studying, you have become a savant at certain skills. When you would make a d20 roll for an ability check in which you are proficient, you can expend a use of this feature to treat a d20 roll of 9 or lower as a 10.
You use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
### Arcane Spellwright Starting at 10th level, when a hostile creature succeeds on a saving throw against one of your spells, you can expend one Psionic Energy die. If you do, roll the die, and if you rolled above the level of the spell slot expended, you don't lose that spell slot.
### One with the Elements Beginning at 14th level, your creature type becomes Elemental in addition to its other types. You also resistance to a type of damage and access to an Elemental spell based on your chosen element, listed in the Elemental Attunement table below.
###### Elemental Attunement table | Element | Resistance | Elemental Spell | |:--------:|:-----------|:----------------| | Air | Thunder | Investiture of Wind | | Earth | Bludgeoning | Investiture of Stone | | Fire | Fire | Investiture of Flame | | Water | Cold | Investiture of Ice | | Wood | Piercing | Wall of Thorns |
You can cast your Elemental spell once without expending a spell slot. You must finish a long rest before you can do so again.
\pagebreakNum ## Psionic Disciplines
### Augmentor Disciplines ##### Mental Molding *Prerequisite: Augmentor Birthright*
When you would make an ability check with a tool, you may choose to expend one Psionic Energy die. If you do, roll the die, and you gain a bonus to the check equal to the number rolled plus your Intelligence modifier instead of any other bonuses.
##### Psionic Replication *Prerequisite: Augmentor Birthright, Level 5*
You have learned how to replicate magic items out of pure psionic energy. When you finish a long rest, you may choose to expend one Psionic Energy die. If you do, roll the die, and consult the Item Replication table. You gain one magic item of your choice of the rarity level rolled until you finish a long rest. ###### Item Replication table | Psionic Die result | Item Rarity | |:------------------:|:------------:| | 1-4 | Common | | 5-8 | Uncommon | 9+ | Rare |
##### Psyshock *Prerequisite: Augmentor Birthright, 5th Level*
You've learned how to temporarily stun your enemies using a mixture of psionics and artifice. As an Action, choose another creature you can see within 60ft of you and expend one Psionic Energy die. Roll the die, and the target must succeed on a Constitution saving throw against your spell save DC. On a failed save, the target suffers psychic damage equal to the number rolled and is Stunned until the end of your next turn. On a successful save, the target suffers half as much damage and isn't stunned. \columnbreak
### Hivemind Disciplines ##### Discern the Otherworldly *Prerequisite: Hivemind Birthright*
You've spent so much time living partially in other minds that you can easily detect the presence of otherworldly beings, even ones hidden behind carefully constructed illusions. As an Action, you can expend one Psionic Energy die to cast the *Detect Evil and Good* spell without spending a spell slot. When you do, roll your the die, and increase the radius of the spell by a number of feet equal to twice the number rolled.
When you use this discipline, it permeates all barriers in the radius.
##### Focused Strike *Prerequisite: Hivemind Birthright*
Sometime all you need to hit a target is another point of view, and you're more than happy to provide that. When another creature you can see within 60ft of your misses with an Attack roll, you can use your Reaction to expend one Psionic Energy die. If you do, roll the die, and the add the number rolled to that attack, potentially turning a miss into a hit.
##### Unassailable Mind *Prerequisite: Hivemind Birthright, 7th Level*
Your abilities give you unique insight into magic designed to alter ways of thinking, as well as how to foil such spells. When you or another creature you can see within 60ft would make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to expend one Psionic Energy die. If you do, roll it, and add the number rolled to their save.
\pagebreakNum
### Immortal Disciplines ##### Adrenal Surge *Prerequisite: Immortal Birthright*
You can use your psionic power to give yourself a temporary boost of speed. Once per turn, you can choose to expend one Psionic Energy die. If you do, roll the die, and you suffer psychic damage equal to the number rolled to take one additional Action. Damage dealt this way cannot be reduced or negated.
##### Manifest Mind *Prerequisite: Immortal Birthright*
You have learned to mold your thoughts into a tangible form. As a Bonus Action, expend one Psionic Energy die to create a weapon in which you are proficient. You can manifest up to two weapons so long as they both have the Light weapon property.
For the next 1 minute, the weapon appears in your hand, and you can attack with it using your Intelligence modifier and use your Psionic Dice to deal psychic damage in place of it's normal damage roll.
##### Metabolic Control *Prerequisite: Immortal Birthright, 5th Level*
You can harvest your own psychic energy to bolster your body's natural healing properties. As a Bonus Action, you can expend one Psionic Energy die. If you do, for the next 1 minute, or until you lose your concentration (as if you were concentrating on a spell), if you have at least 1 Hit Point, roll your the die at the start of your turn. You regain Hit Points up to your maximum equal to the number rolled. \columnbreak
### Nomad Disciplines ##### Kinetic Cannonball *Prerequisite: Nomad Birthright*
You've learned how to build up psionic energy while you move and expel it to deadly effect. As an Action, you can expend one Psionic Energy die. If you do, choose a creature you can see within 30ft of you, and move up to your speed towards it. The target and any other creatures of your choice in a 5ft radius of it must succeed on a Strength saving throw, or suffer psychic damage equal to one roll of your Psionic die and be knocked prone.
##### Fold Space *Prerequisite: Nomad Birthright*
You can use your psychic power to teleport yourself and others across distances. As an Bonus Action, you can expend one Psionic Energy die. If you do, choose a willing creature you can see within 30ft of you. Roll your Psionic die, and the target is teleported a number of feet equal to twice the number rolled plus your Intelligence modifier to an unoccupied space within range.
##### Realm Strider *Prerequisite: Nomad Birthright, 7th Level*
Your psychic senses are so in tune with the world around you that you can sense minute changes in the ground even from a distance. As an Action, you can expend one Psionic Energy die. If you do, roll the die, and for the next 10 minutes, or until you lose your concentration (as if you were concentrating on a spell), you gain Tremorsense out to a range equal to twice the number rolled plus your Intelligence modifier.
\pagebreakNum ### Parasite Disciplines ##### Frightening Presence *Prerequisite: Parasite Birthright*
Your psionic powers allow you to temporarily inspire fear in those that behold you. As an Action, you can expend one Psionic Energy die and choose another creature you can see within 60ft of you. The target must then make an Insight check contested by your Intimidation, which you make with a bonus equal to the number rolled on your Psionic Energy die. On a success, the target is frightened of you for the next 1 minute.
##### Lurker's Mantle *Prerequisite: Parasite Birthright, 5th Level*
Minute changes to your aura allow you to slip past others' detection unnoticed. As a Bonus Action, expend one Psionic Energy die. If you do, roll the die, and for the next 1 hour, or until you lose your concentration (as if you were concentrating on a spell), creatures have a penalty to all Investigation or Perception checks made to locate or track you equal to the number rolled.
##### Shredding Slash *Prerequisite: Parasite Birthright, 7th Level*
The psionic nature of the entity inhabiting you now infuses your attacks, leaving a lingering, debilitating essence that makes it easier for follow-up attacks. When you hit another creature with a melee attack, you can expend one Psionic Energy die. If you do, roll the die, and the target must succeed on a Constitution saving throw against your spell save DC, or have a penalty to its AC equal to half the number rolled (rounded up), until the end of your next turn. \columnbreak ### Seer Disciplines ##### Clairsentience *Prerequisite: Seer Birthright, 7th Level*
You've learned how to turn your psionics to see the hidden world around you. As an Action, you can expend one of your Psionic Energy die. If you do, roll the die, and for the next 10 minutes, or until you lose your concentration (as if you were concentrating on a spell), you gain Truesight out to a range equal to 10ft times the number rolled.
##### Precognitive Flash *Prerequisite: Seer Birthright*
Your psionic abilities warn of impending danger before it happens. When you or another creature you can see within 30ft makes a Dexterity saving throw, you can use your Reaction to expend one Psionic Energy die. If you do, roll the die and add the number rolled to that save.
##### Seer Savant *Prerequisite: Seer Birthright, 5th Level*
You've honed your precognitive powers such that hiding from your keen gaze is extremely difficult. When you cast a Divination spell at another creature, you can also expend one Psionic Energy die. If you do, roll the die, and the target has a penalty on that save equal to half the number rolled, rounded down.
\pagebreakNum ### Wilder Disciplines ##### Blast Wave *Prerequisite: Wilder Birthright*
In response to pain, your psionics flair instinctively outwards from you, leaving the area around you in disarray. As a Reaction when you suffer damage, expend one Psionic Energy die. If you do, roll it and each creature of your choice within 15ft of you must succeed on a Strength saving throw against your spell save DC. On a failed save, the target suffers psychic damage equal to the number rolled, and is knocked Prone.
##### Frame of Mind *Prerequisite: Wilder Birthright*
You have difficulty consciously controlling your psionics, but by channel your powers through your emotions you can make their effects more predictable. As a Bonus Action, expend one Psionic Energy die. If you do, roll a d4 on the Emotional Effects table. ###### Emotional Effects Table | d4 | Emotion | Effect | |:---:|:-----------:|:-----------:| | 1 | Fear | Until the start of your next turn, you gain a bonus to your Armor Class equal to one roll of your Psionic Energy die. | | 2 | Sadness | Until the start of your next turn, creatures of your choice within 30ft of you have a penalty to their movement speed equal to one roll of your Psionic Energy die. | | 3 | Anger | The next attack you make before the end of your next turn deals additional psychic damage equal to one roll of your Psionic Energy die. | | 4 | Joy | You gain a number of temporary Hit Points to one roll of your Psionic Energy die. |
##### Mental Fortitude *Prerequisite: Wilder Birthright, 5th Level*
Your power stems primarily from your emotions, and that can sometimes allow you to push past your rational limits. As a Bonus Action, you can expend one Psionic Energy die. If you do, for the next 1 minute, or until you lose your concentration (as if you were concentrating on a spell), whenever you would suffer damage, roll the die and reduce the damage taken by the number rolled. \columnbreak ### Wu Jen Disciplines ##### Arcanist's Appraisal *Prerequisite: Wu Jen Birthright, 9th Level*
Your innate aptitude for spellcraft gives you an appreciation for quality work, and the means to test spells to see if they meet your exacting standards. When a creature you can see within 60ft of you casts a spell, you can use your Reaction to expend one Psionic Energy die. If you do, you cast the *Counterspell* spell, but substitute your Psionic Energy die for your spellcasting ability modifier in the check.
##### Inner Eye *Prerequisite: Wu Jen Birthright*
Your psionic senses are so in tune with the world around you, that you can easily locate even the most hidden of spells. As an Action, you can expend one Psionic Energy die to cast the *Detect Magic* spell without spending a spell slot. When you do, roll the die, and increase the radius of the spell by a number of feet equal to twice the number rolled.
When you use this discipline, it permeates all barriers in the radius.
##### Strength of Mind *Prerequisite: Wu Jen Birthright*
Your dedicated studies have shown you that psionics can be used to bolster your arcane prowess. When you would deal damage with a spell, you can expend one Psionic Energy die. If you do, roll the die, and add the number rolled to one damage roll of any spell you cast.
\pagebreakNum ### General Disciplines ##### Brain Bolt You conjure up a beam of pure thought energy and drive it into your enemies' mind. As an Action, expend one Psionic Energy die and make a ranged spell attack against a creature you can see within 60ft. On a hit, roll the die and the target takes psychic to the number rolled plus your Intelligence modifier (minimum of 1).
This discipline creates more than one beam when you reach higher levels: two beams at 5th level, and three beams at 13th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
##### Disrupt Focus You can use your telepathic powers to fill the minds of others with deafening static. As an Action, choose another creature you can see within 60ft and expend one Psionic Energy die. Roll the die, and the target suffers psychic damage equal to the number rolled. If the target would make a concentration check, the DC is equal to your spell save DC instead of its normal amount.
##### Reflexive Shield Your ability to manipulate objects lets you defend yourself in a pinch. As a reaction when you would be hit by an Attack, you can expend one Psionic Energy die. If you do, roll it, and increase your Armor Class by the number rolled until the end of the turn.
##### Subtle Influence You knowledge of other minds lets you know exactly where to push to make things go your way. Whenever you make a Charisma check, you can expend one Psionic Energy die. If you do, roll it, and add it to the check. You must use this Disciple after seeing the d20 roll, but before the GM tells you the result.
##### Telekinetic Grasp You gain the ability to maneuver others around the battlefield, even against their will. As an Action, choose another creature you can see within 30ft of you and expend one Psionic Energy die. If you do, roll the die, and the target must succeed on a Strength saving throw against your spell save DC. On a failed save the target is pushed or pulled a number of feet equal to the number rolled plus your Intelligence modifier (minimum of 1) away from or towards you. A target can choose to fail this saving throw willingly.
##### Warmind Whenever you would make a Constitution saving throw to maintain concentration on one of your Psionic Disciplines or Psion spells, you can expend one Psionic Energy die. If you do, roll the die, and add the number rolled to the saving throw. You must use this Disciple after seeing the d20 roll, but before the GM tells you the result.
\pagebreakNum
## Psion Spells
##### Cantrips - Blade Ward - Encode Thoughts - Friends - Guidance - Mage Hand - Message - Mind Sliver - Minor Illusion - Resistance - Thaumaturgy - True Strike
##### 1st Level - Alarm - Bane - Beast Bond - Bless - Catapult - Cause Fear - Charm Person - Command - Comprehend Languages - Disguise Self - Dissonant Whispers - Heroism - Illusory Script - Mage Armor - Sanctuary - Shield - Silent Image - Silvery Barbs - Speak with Animals - Tasha's Hideous Laughter - Tenser's Floating Disk - Unseen Servant
##### 2nd Level - Augury - Beast Sense - Blindness/Deafness - Blur - Borrowed Knowledge - Calm Emotions - Crown of Madness - Detect Thoughts - Enthrall - Hold Person - Invisibility - Locate Animals or Plants - Locate Object - Mind Spike - Mirror Image - Phantasmal Force - Suggestion - Tasha's Mind Whip \columnbreak ##### 3rd Level - Antagonize - Catnap - Clairvoyance - Enemies Abound - Fear - Fly - Hypnotic Pattern - Intellect Fortress - Nondetection - Sending - Speak with Dead - Speak with Plants - Tongues
##### 4th Level - Arcane Eye - Charm Monster - Compulsion - Confusion - Divination - Dominate Beast - Greater Invisibility - Hallucinatory Terrain - Locate Creature - Phantasmal Killer - Raulothim's Psychic Lance \columnbreak ##### 5th Level - Awaken - Bigby's Hand - Contact Other Plane - Dominate Person - Dream - Geas - Hold Monster - Legend Lore - Mislead - Modify Memory - Rary's Telepathic Bond - Scrying - Seeming - Synaptic Static - Telekinesis - Wall of Force
\pagebreakNum # Artist Credits
"**Jace, Mirror Mage**" by Tyler Jacobson......................Cover
"**Hurkyl's Final Meditation**" by Nephelomancer............5
"**Saheeli, Sublime Artificer**" by Wesley Burt...................6
"**Illusionist's Bracers**" by Svetlin Velinov..........................7
"**Mass Manipulation**" by Anthony Palumbo.....................8
"**Kaya the Inexorable**" by Tyler Jacobson.........................9
"**Portal of Sanctuary**" by Randy Vargas..........................10
"**Watcher for Tomorrow**" by Tommy Arnold.................11
"**Braids, Arisen Nightmare**" by Heonwha Choe...........12
"**Disciple of the Ring**" by Clint Cearley............................13
"**Narset, Enlightened Exile**" by Marie Magny...............14
"**Pathfinder - Psychic Anthology**" by Forrest Imel......21