The Revised 5.24e Psion
| Level | Prof. Bonus | Features | Energy Die | # of Dice | Cantrips | Spells Prepared | # of Psionic Strength Spells | Slot Level | Psionic Disciplines |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Psionic Strength Spells, Psionic Power, Subtle Telekinesis | D6 | 4 | 2 | 4 | 1 | 1st | - |
| 2nd | +2 | Psionic Discplines, Psionic Meditation, Psionic Stances | D6 | 4 | 2 | 5 | 2 | 1st | 2 |
| 3rd | +2 | Psion Subclass | D6 | 4 | 2 | 6 | 2 | 2nd | 2 |
| 4th | +2 | Ability Score Improvement | D6 | 4 | 2 | 7 | 2 | 2nd | 2 |
| 5th | +3 | Psionic Restoration | D8 | 6 | 2 | 9 | 2 | 3rd | 3 |
| 6th | +3 | Subclass Feature | D8 | 6 | 2 | 10 | 2 | 3rd | 3 |
| 7th | +3 | Psionic Surge | D8 | 6 | 2 | 11 | 2 | 4th | 4 |
| 8th | +3 | Ability Score Improvement | D8 | 6 | 2 | 12 | 2 | 4th | 4 |
| 9th | +4 | Psionic Discipline | D8 | 8 | 2 | 14 | 2 | 5th | 5 |
| 10th | +4 | Subclass Feature | D8 | 8 | 3 | 15 | 2 | 5th | 5 |
| 11th | +4 | Mental Prowess (6th level) | D10 | 8 | 3 | 16 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement | D10 | 8 | 3 | 16 | 3 | 5th | 6 |
| 13th | +5 | Mental Prowess (7th level), Improved Psionic Restoration | D10 | 10 | 3 | 17 | 3 | 5th | 6 |
| 14th | +5 | Subclass Feature | D10 | 10 | 4 | 17 | 3 | 5th | 6 |
| 15th | +5 | Mental Prowess (8th level), Psionic Discipline | D10 | 10 | 4 | 18 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement | D10 | 10 | 4 | 18 | 3 | 5th | 7 |
| 17th | +6 | Mental Prowess (9th level) | D12 | 12 | 4 | 19 | 4 | 5th | 7 |
| 18th | +6 | Subclass Feature | D12 | 12 | 4 | 20 | 4 | 5th | 8 |
| 19th | +6 | Epic Boon | D12 | 12 | 4 | 21 | 4 | 5th | 8 |
| 20th | +6 | Epitome of Power | D12 | 12 | 4 | 22 | 4 | 5th | 8 |
Class Features
- As a Psion, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per Psion level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 4) + your
- Constitution modifier per Psion level after 1st.
Proficiencies
- Armor: None
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two skills from: Arcana, Deception, Insight
- Intimidation, Investigation, Medicine, Perception, Persuasion, Survival
Equipment
- You start with the following equipment, in addition to the
- equipment granted by your background:
- (a) A Spear,2 Daggers and a Light Crossbow with 20 bolts, a Case, a Dungeoneer's Pack and 6 GP
- (b) 50 GP
1st level: Psionic Strength Spells (PSS)
- You have learned how to channel magical energy using
- the power of your mind. See the Player’s Handbook for
- the rules on spellcasting. The information below details
- how you use those rules with Psion spells, which appear
- in the Psion spell list later in the class’s description.
- Cantrips: You know two Psion cantrips of your choice.
- Minor Illusion and Telekinetic Fling are recommended.
- Whenever you gain a Psion level, you can replace one of
- your cantrips from this feature with another Psion
- cantrip of your choice. When you reach Psion levels 10
- and 14, you learn another Psion cantrip of your choice,
- as shown in the Cantrips column of the Psion Features
- table.
- When you reach levels 10 and 14 in this class, you learn
- another Psion cantrip of your choice, as shown in the
- Cantrips column of the Psion table.
- Spell Slots: The Psion table shows how many Psionic
- Strength Spell slots (PSSs) you have to cast your Psion
- spells of levels 1–5. The table also shows the level of those
- slots, all of which are the same level. To cast one of those
- spells, you must expend a PSSs. You regain all expended
- Psionic Strength Spell slots (PSSs) when you finish a Short
- Rest or Long Rest.
- For example, when you’re a level 5 Psion, you have two
- level 3 PSSs. To cast the level 1 spell Detect Thoughts, you
- must spend one of those slots, and you cast it as a level 3
- spell.
- Prepared Spells of Level 1+: You prepare the list
- of spells of level 1 and higher that are available for you to
- cast with this feature. To start, choose four level 1 spells
- from the Psion spell list. Rather than choosing, you may
- start with Charm Person, Command, Dissonant Whispers,
- and Mage Armor are recommended.
- The number of spells on your list increases as you gain
- Psion levels, as shown in the Prepared Spells column of
- the Psion table. Whenever that number increases,
- choose additional spells from the Psion spell list until
- the number of spells on your list matches the number on
- the table. The chosen spells must be of a level no higher
- than what’s shown in the table’s Slot Level column for
- your level. When you reach level 6, for example, you learn
- a new Psion spell, which can be of level 1–3.
- If another Psion feature gives spells that you always
- have prepared, those spells don’t count against the
- number of spells on the list you prepare with this feature,
- but those spells otherwise follow the rules in this feature.
- Changing Your Prepared Spells: Whenever you gain a
- Psion level, you can replace one spell on your list with
- another Psion spell of an eligible level.
- Spellcasting Ability: Intelligence is the spellcasting ability
- for the spells you cast with your Psion features.
- Psionic Spellcasting: When you cast a Psion
- spell, that spell doesn’t require a Verbal or Material
- component, even if the spell includes “V” or “M” in its
- “Components” entry, except Material components that
- are consumed by the spell or have a cost specified in the
- spell.
1st level: Psionic Power
- You harbor a wellspring of psionic energy within yourself.
- This energy is represented by your Psionic Energy Dice.
- Your Psion level determines the die size and number of
- Psionic Energy Dice you have, as shown in the Energy Die
- and Number of Dice columns of the Psion Features table.
- Your Psionic Energy Dice are used to enhance or fuel
- certain Psion features. You start with two such features:
- Telekinetic Propel and Telepathic Connection, each of
- which is detailed below. Some of your powers expend the
- Psionic Energy Dice, as specified in a power’s description,
- and you can’t use a power if it requires you to use a die
- when all your Psionic Energy Dice are expended.
- You regain one expended Psionic Energy Die when you
- finish a Short Rest, and you regain all of them when you
- finish a Long Rest.
- Some features that use Psionic Energy Dice require your
- target to make a saving throw. The save DC equals the
- spell save DC from this class’s Psionic Strength Spell
- feature.
- Telekinetic Propel: As a Bonus Action, choose one Large
- or smaller creature other than you that you can see within
- 30 feet of yourself, and then roll one Psionic Energy Die.
- The target must succeed on a Strength saving throw or be
- pushed or pulled (your choice) up to a number of feet
- straight away from yourself equal to 5 times the number
- rolled. The die is expended only if the target fails the
- saving throw.
- Telepathic Connection: You have telepathy with a range
- of 5 feet. As a Bonus Action, you can expend one Psionic
- Energy Die and roll it. For a number of minutes equal to
- your Psion level, the range of your telepathy increases by
- a number of feet equal to 10 times the Maximum value of
- your expended Psionic Energy Die.
1st level: Subtle Telekinesis
- You know the Mage Hand cantrip. You can cast it without
- Somatic components, and you can make the spectral
- hand Invisible when you cast it.
2nd level: Psionic Disciplines
- You learn further psionic techniques that are fueled by
- your Psionic Energy Dice. You gain two disciplines of your
- choice, such as Expanded Awareness and Id Insinuation.
- Disciplines are described in the “Psionic Discipline
- Options” section later in this class’s description.
- Whenever you gain a Psion level, you can replace one of
- your Psionic Discipline options with one you don’t know.
- If a Psionic Disicipline has a prerequisite, you must meet it
- to learn that Discipline, and you can learn the Discipline at
- the same time that you meet its prerequisite. For
- example, if an Discipline requires you to be a Psion of
- level 5 or higher, you can select the Discipline once you
- reach level 5 in this class.
- When you gain certain Psion levels, you gain more
- Disciplines of your choice, as shown in the Psionic
- Disciplines column of the Psion table.
- You can’t pick the same Discipline more than once unless
- a Discipline’s description says otherwise.
2nd level: Psionic Meditation
- If all your Psionic Strength Spell slots are expended, you
- can enter a psionic trance for 1 minute, at the end of
- which you regain all Psionic Strength Spell slots. Once
- you use this feature, you can’t do so again until you finish
- a Long Rest.
2nd level: Psionic Stances
- You have honed your psionic powers to act as both a
- shield and a weapon in battle. As a Bonus Action, you can
- choose one of the following modes, granting you certain
- benefits for 1 minute or until you use this feature again:
- Attack Mode: Damage from your weapon attacks, Psion
- spells, and Psion features ignores Resistance to Psychic
- damage. In addition, when you roll damage for a spell,
- you can expend one Psionic Energy Die to reroll a number
- of damage dice up to your Intelligence modifier (minimum
- of one), and you must use the new rolls.
- Defense Mode: You have Resistance to Psychic damage.
- In addition, when you fail an Intelligence, Wisdom, or
- Charisma saving throw, you can take a Reaction to expend
- one Psionic Energy Die; roll the Psionic Energy Die and
- add the number rolled to the saving throw, potentially
- turning a failure into a success.
- You can use this feature twice, and you regain all
- expended uses when you finish a Long Rest.
Psion Subclasses
| Metamorph |
| Psi Warper |
| Psykinetic |
| Telepath |
3rd level: Psion Subclass
- You gain a Psion subclass of your choice: Metamorph
- , Psi Warper, Psykinetic, or Telepath. Subclasses are
- detailed after this class’s description.
- A subclass is a specialization that grants you special
- features at certain Psion levels. For the rest of your
- career, you gain each of your subclass’s features that are
- of your Psion level and lower.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Ranger table, you gain this feature again at levels 8, 12,
- 16, and at 19, an Epic Boon
5th level: Psionic Restoration
- When you finish a Short Rest, you can regain expended
- Psionic Energy Dice, but no more than a number equal to
- half your number of dice (round down). Once you use this
- feature, you can’t do so again until you finish a Long Rest.
7th level: Psionic Surge
- When you roll Initiative, you can expend one of your Hit
- Point Dice and regain one expended use of Psionic
- Modes. In addition, after you roll one or more Psionic
- Energy Dice, you can expend one of your Hit Point Dice
- and treat any roll of 1, 2, or 3 on those Psionic Energy Dice
- as a 4.
11th level: Mental Prowess
- Your journey to enlightnment gives you access to more
- powers. You can cast your Mental Prowess spell once
- without expending a spell slot, and you must finish a Long
- Rest before you can do so again.
- As shown on the Psion Table, you gain additiona Mental
- Prowess castings when you reach levels 13 (level 7 spell),
- 15 (level 8 spell), and 17 (level 9 spell). You regain all
- uses of your Mental Prowess when you finish a Long Rest.
- Whenever you gain a Psion level, you can replace one
- of your Mental Prowess spells with another Psion spell of
- the same level.
13th level: Improved Psionic Restoration
- You gain 1 more use of your Psionic Restoration feature.
- In addition, when you use your Psionic Restoration
- feature, you may recover up to 2 expended Hit Dice.
20th level: Epitome of Power
- Once per turn, when you expend one Psionic
- Energy Die and roll it for a Psion feature or Psionic
- Discipline, you can expend two of your Hit Point Dice to
- roll two additional Psionic Energy Dice and add the
- numbers rolled to the total.
- In addition, when you use your Psionic Meditation
- feature, you also regain your 6th and 7th level
- Mental Prowess castings back as well.
- Finally, when you finish a long rest, you may swap out
- 1 of your Psionic Disciplines and 1 of your Psionic
- Strength Spell Prepared spell choices.
Psion Subclasses
Metamorph
- Your mastery of psionic powers turns inward. Your own
- flesh becomes like clay to you, and youmold it to turn it
- into the perfect vessel of your psionic powers. Experience
- in manipulating your life energy also enables you to
- adjust the life force of friends and foes alike.
3rd level: Metamorph Spells
- When you reach a Psion level specified in the Metamorph
- Spells table, you thereafter always have the listed spells
- prepared.
| Psion Level | Spells |
|---|---|
| 3rd | Alter Self, Cure Wounds, Inflict Wounds, Lesser Restoration, Primal Savagery |
| 5th | Aura of Vitality, Haste |
| 7th | Polymorph, Stoneskin |
| 9th | Contagion, Mass Cure Wounds |
3rd level: Organic Weapons
- You can shape your limbs into weapons. Whenever you
- take the Attack action, make an Opportunity Attack,
- or cast Primal Savagery cantrip, you can reform your
- free hand into one of the following organic weapons:
- Bone Blade, Flesh Maul, or Viscera Launcher. Your limb
- immediately returns to its previous form after your
- Organic Weapon hits or misses its target.
- Whenever you attack with the weapon, you can use your
- Intelligence modifier for the attack and damage rolls
- instead of using Strength or Dexterity; and you can cause
- the weapon to deal Psychic damage or its normal damage
- type.
- Bone Blade: A blade made of bone springs from your
- forearm or extends from your hand. The blade counts as
- a Simple Melee weapon with the Finesse property, and it
- deals 1d8 Piercing damage on a hit. You have Advantage
- on the attack roll you make with the blade if at least one
- of your allies is within 5 feet of the target and the ally
- doesn’t have the Incapacitated condition.
- Flesh Maul: Your fist and forearm coalesce into a
- hardened mass of flesh and bone. The maul counts as a
- Simple Melee weapon and deals 1d10 Bludgeoning
- damage on a hit. A creature hit by the maul has
- Disadvantage on the next Strength or Constitution saving
- throw it makes before the start of its next turn.
- Viscera Launcher: Your hand and forearm transform into
- a crossbow made of muscle and sinew that fires bolts of
- bile. The launcher counts as a Simple Ranged weapon
- with a normal range of 30 feet and a long range of 90 feet,
- and it deals 1d6 Acid damage on a hit. Once on each of
- your turns when you hit a creature with an attack roll
- using the launcher, you can deal an extra 1d6 Acid
- damage to the target.
3rd level: Mutable Form
- As a Bonus Action, you can expend one Psionic Energy
- Die. For the next minute, your AC, if you choose, becomes
- your Intelligence modifier + your Dextirity modifier, as
- long as you are not wearing armor or a shield. In addition,
- you gain the following benefits.
- Reach Your reach increases by 5 feet.
- Speed: Your Speed increases by 5 feet.
- Touch: When you cast a spell that has a range of Touch and a casting time of an action, you can make the spell’s range 10 feet.
6th level: Extra Attack
- You can attack twice instead of once whenever you take
- the Attack action on your turn.
- In addition, you can cast one of your Psion cantrips that
- has a casting time of an action in place of one of those
- attacks.
Quickened Healing
- When you cast Cure Wounds, you can expend two Psionic
- Energy Dice to change the casting time to a Bonus Action
- for this casting. When you do, you can roll one Psionic
- Energy Die and add the number rolled to the total
- amount of Hit Points restored.
10th level: Improved Mutable Form
- When you use Mutable Form, the duration increases to 10
- minutes and you gain one of the following benefits of
- your choice, the effects of which last until Mutable Form
- ends.
- Stony Epidermis: You have Advantage on Constitution
- saving throws to maintain Concentration. In addition,
- choose one of the following damage types: Acid,
- Bludgeoning, Cold, Fire, Lightning, Piercing, Poison,
- Slashing, or Thunder. You gain Resistance to the chosen
- damage type.
- Superior Stride: While you aren’t wearing armor or
- shield, you can take the Dash action as a Bonus Action
- and you have a Climb Speed and Swim Speed equal to
- your Speed.
- Unnatural Flexibility: You gain a +2 bonus to AC
- as long as your aren't wearing armor or shield, and your
- body, along with any equipment you’re wearing or
- carrying, becomes pliable. You can move through any
- space as narrow as 1 inch, and you can spend 5 feet of
- movement to escape from nonmagical restraints or end
- the Grappled condition.
14th level: Life-Bending Weapons
- Once per turn when you hit a creature with your Organic
- Weapon, you can expend one Psionic Energy Die and roll
- it. Each creature of your choice in a 10 foot Emanation
- originating from you regains Hit Points equal the number
- rolled plus your Intelligence modifier. Additionally, the
- Creature hit takes Necrotic damage equal to the number
- rolled.
- In addition, when you hit a creature with your Life-
- Bending Weapons feature, they must make a Constitution
- saving throw or gain either of the Blinded, Frightened or
- Poisoned conditions.
18th level: Ultimate Form
- While using your Mutable Form you have resistance to
- Necrotic damage and your other features improve by the
- following:
- Reach Your reach increases by an additional 5 feet.
- Speed: Your Speed increases by an additional 10 feet.
- Touch: When you cast a spell that has a range of Touch and a casting time of an action, you can make the spell’s range 15 feet.
- When using your Improved Mutable Form feature, you
- gain all 3 options.
Psi Warper
- Psi Warpers tune their psionic powers to manipulating the
- space between objects. Capable of teleporting across the
- battlefield and creating vacuums in space, a Psi Warper is
- never in one place for too long.
3rd level: Psi Warper Spells
- You gain the Dimensional Anchor Cantrip. In addition,
- when you reach a Psion level specified in the Psi Warper
- Spells table, you thereafter always have the listed spells
- prepared.
| Psion Level | Spells |
|---|---|
| 3rd | Dimensional Anchor*, Expeditious Retreat, Feather Fall, Misty Step, Shatter |
| 5th | Blink, Haste |
| 7th | Banishment, Dimension Door |
| 9th | Steel Wind Strike, Teleportation Circle |
3rd level: Teleportation
- You can cast Misty Step without expending a spell slot,
- and you must finish a Long Rest before you can cast it in
- this way again. You can also restore your use of it by
- expending one Psionic Energy Die (no action required).
3rd level: Warp Propel
- When a target fails its saving throw against your
- Telekinetic Propel, instead of pushing it, you can teleport
- the target to an unoccupied space you can see within 30
- feet of you that is horizontal to you.
- In addition, you may use your Telekinetic Propel feature
- on yourself.
6th level: Warp Space
- When you cast Shatter, you can expend one Psionic
- Energy Die to modify the spell so that the radius of the
- spell’s Sphere becomes 20 feet. In addition, creatures that
- fail the saving throw against the spell are pulled straight
- toward the center of the Sphere, ending in an unoccupied
- space as close to center of the Sphere as possible. You
- deal additional Force damage to creatures that fail their
- saving throw equal your Psion level.
6th level: Teleporter Combatant
- Immediately after you teleport using an Action or Bonus
- Action, you can cast one of your Psion cantrips that has a
- casting time of an action as part of the same Action or
- Bonus Action.
- In addition, once per turn, when you deal damage to a
- creature with a Psion spell or Psion feature, their
- movement speed is reduced by 10 feet.
10th level: Duplicitous Target
- When a creature you can see makes an attack roll against
- you, you can take a Reaction to expend one Psionic
- Energy Die and choose a willing creature you can see
- within 30 feet of yourself that doesn’t have the
- Incapacitated condition. You and the willing creature
- teleport, swapping places with each other. The creature
- then becomes the target of the attack roll.
14th level: Mass Teleportation
- As a Magic action, you expend four Psionic Energy Dice
- and choose Huge or smaller creatures within 30 feet of
- yourself, up to a number of creatures equal to your
- Intelligence modifier (minimum of one creature). Each of
- the chosen creatures is teleported to an unoccupied
- space you can see within 150 feet of you. An unwilling
- creature that succeeds on a Wisdom saving throw against
- your spell save DC is unaffected.
18th level: Space-Time Continuum
- Once per turn, whenever you use Warp Propel feature on
- a target successfully, you may choose to have the target
- benefit from the Haste or Slow spell (your choice) until
- the end of their next turn.
- In addition, whenever you cast Misty Step, you can
- teleport another willing creature within 5 ft of you at
- the time of casting to also teleport up to 60ft, landing
- within 5 ft of you, or a space as close to 5ft from you.
Psykinetic
- A Psykinetic controls their psionic powers like a malleable
- force. They bend their telekinetic energies into sturdy
- barriers and strike with the force of a battering ram.
3rd level: Psykinetic Spells
- When you reach a Psion level specified in the Psykinetic
- Spells table, you thereafter always have the listed spells
- prepared.
| Psion Level | Spells |
|---|---|
| 3rd | Levitate, Shield, Spike Growth, Telekinetic Fling, Thunderwave |
| 5th | Slow, Telekinetic Crush |
| 7th | Otiluke’s Resilient Sphere, Stone Shape |
| 9th | Telekinesis, Wall of Force |
3rd level: Telekinetic Technique
- When you use your Telekinetic Propel, you can impose
- one of the following effects on that target.
- Boost The target’s Speed increases by 10 feet until the
- start of your next turn.
- Disorient The target can’t make Opportunity Attacks until
- the start of its next turn.
- Telekinetic Bolt: If the target fails the saving throw, it
- takes Force damage equal to the number rolled on the
- Psionic Energy Die.
3rd level: Telekinetic Combatant
- Whenever you cast Telekinetic Fling, the Material
- component for casting can be within 60 ft if unattended,
- unsecured, or on an allied creature.
- If you have a Mage Hand active, you may cast Telekinetic
- Fling using its position instead of your own. Mage Hand
- may last for 10 minute instead of 1 minute when you cast
- it.
6th level: Empowered Attack Mode
- While your Attack Mode is active, you gain a Fly Speed of
- 60 feet and can hover, and when you cast a Psion spell,
- you can add your Intelligence modifier to damage rolls of
- that spell. Your Psionic Stances last for 10 minutes instead
- of 1 minute.
6th level: Rebounding Shield
- When you cast Shield in response to being hit by an attack
- roll and cause the triggering attack to miss, you can
- expend one Psionic Energy Die to launch the force back at
- the attacker. The attacker makes a Dexterity saving throw.
- Roll two Psionic Energy Dice. On a failed save, the attacker
- takes Force damage equal to the amount rolled and you
- gain Temporary Hit Points equal to that amount. On a
- successful save, the attacker takes half as much damage
- only. If you used a Psionic Strength Spell slot for Shield,
- multiply the damage by 5 and temporary hit points gained
- by 5.
- You may expend 1 Psionic Energy Die or Hit Die to cast
- Shield instead of using a Psionic Strength Spell Slot.
10th level: Enhanced Telekinetic Crush
- When you cast Telekinetic Crush, you can expend one
- Psionic Energy Die to modify the spell so that whether a
- creature fails or succeeds on the saving throw against the
- spell, its Speed is halved until the start of your next turn.
- In addition, when you use Telekinetic Crush you may
- choose the creatures in the area to affect with the spell.
14th level: Heightened Telekinesis
- When you cast Telekinesis, you can expend four Psionic
- Energy Dice to modify the spell so that it doesn’t require
- Concentration. If you do so, the target Gargantuan
- creatures and objects.
18th level: Manipulataing Reality
- When you cast Force Wall, you may expend four Psionic
- Energy Dice to modify the spell effect in one of the
- following ways:
- The Hemispherical dome or Sphere can be up to 20 feet.
- You can make 20 10 ft by 10 ft panels.
- The panels do not need to be contiguous.
Telepath
- Telepaths are masters of mind magic. They use their
- psionic powers for all matters of the mind, whether they
- bolster the mental defenses of allies or probe the
- thoughts of others undetected. A telepath can be a
- bastion of psionic aid or a crafty manipulator.
3rd level: Telepath Spells
- When you reach a Psion level specified in the Telepath
- Spells table, you thereafter always have the listed spells
- prepared.
| Psion Level | Spells |
|---|---|
| 3rd | Bane, Command, Detect Thoughts, Mind Sliver, Mind Whip |
| 5th | Counterspell, Speak with Plants |
| 7th | Compulsion, Confusion |
| 9th | Awaken, Modify Memory |
3rd level: Mind Infiltrator
- When you cast Detect Thoughts, you can expend one
- Psionic Energy Dice to modify the spell so that the spell
- doesn’t require spell components or Concentration, and
- the target does not know you’re probing its mind if it fails
- the Wisdom saving throw.
- In addition, when your Mind Sliver Cantrip gains
- additional damage dice, you may instead trade d6s in
- damage to target additional creatures within range
- (minimum spell must do 1d6 damage).
3rd level: Telepathic Hub
- You have telepathy with a range of 10 feet. When you
- expend a Psionic Energy Die as part of using Telepathic
- Connection to increase the range of your telepathy, for
- the duration of the effect, you can simultaneously contact
- a number of creatures equal to 1 your Intelligence
- Modifier.
- Your Telepathic Connection last for a number of hours
- equal to your Psion level, instead of number of minutes.
6th level: Empowered Defense Mode
- While your Defense Mode is active, whenever you make a
- saving throw, you add 1d4 to the save. In addition, while
- your Defense mode is active, you can extend this benefit
- to creatures you are telepathically connected with using
- your Telepathic Connection.
6th level: Potent Thoughts
- All Psion spells you cast that require you to see the target
- can instead be used on the target as long as they are not
- Undead or a Construct and are not behind full cover and
- are within the Psion spells range.
- In addition, you may cast Psion spells using any creature
- you currently have a Telepathic Connection with as the
- long as you are on the same plane of existence. You may
- use Potent Thoughts through creatures u have a
- Telepathic Connection with.
10th level: Telepathic Bolstering
- You have telepathy out to 30 feet. When you or a creature
- you can see within range of your telepathy fails an ability
- check or misses with an attack roll, you can take a
- Reaction to expend one Psionic Energy Die, roll the die,
- and add the number rolled to the d20, potentially turning
- a failed check into a success or a miss into a hit. The
- Psionic Energy Die is expended only if the check
- succeeds or the attack hits.
14th level: Scramble Minds
- When you cast Confusion, you can expend four Psionic
- Energy Dice to modify the spell so that the radius of the
- spell’s Sphere becomes 30 feet. In addition, creatures
- under the effect of the spell roll two d10s, and you choose
- which roll determines their behavior on their turns.
18th level: Emotional Damage
- Whenever you cast a Psion spell or use a Psion feature
- that affect an enemy creature and deals damage, you may
- choose to expend 3 Psionic Energy Dice. If you do, you
- may choose at the start of those creatures next turn to
- force them to make a Charisma saving throw or take half
- as much Psychic damage again from the same spell or
- feature. If you currently have a Telepathic Connection
- with the creature they instead take all the damage on a
- failure or half as much on a success (1/4th the damage
- previously).
Disciplines
Ancient Secrets of Old
- Prerequisite: Level 5+ Psion, Discover Minor Knowledge
- You access untapped power from the Astral Plane.
- Whenever you successfully finish a Long Rest, you may
- access the following Psionic benefits:
- Discovered Knowledge: Choose one level 2 spell. The
- spell can be from any class’s spell list, and they must be a
- spell you don’t already have prepared. You have the
- chosen spell prepared, and it functions as Psion spell for
- you.
- Spell Slot: You gain one 2nd level spell slot. You can’t
- regain the expended slot from this feature until you finish
- a Long Rest unless you expend 1 Psionic Energy Dice to
- regain this slot (No Action required).
Biofeedback Alterations
- Prerequisite: Level 7+ Psion
- You can breathe underwater, and you gain a Swim Speed
- equal to your Speed. If you already have a Swim Speed,
- increase your Swim Speed by 30 feet.
- You can also cast Water Breathing and Spider Climb spells
- at will.
- When you cast Spider Climb you may expend 1 Psionic
- Energy Die to gain 1 of the following features. You may
- expend more than 1 Psionic Energy Die per casting, may
- only choose each option once.
- Natural: You may cast Spider Climb without concentration.
- Swarm: You may target a number of creatures with Spider Climb within 10 feet of you equal to your Intelligence modifier.
Biological Resilience
- Prerequisite: Level 9+ Psion
- You may cast Death Ward on yourself once per Long Rest
- without using a Psionic Strength Spell Slot unless you
- spend 4 Psionic Energy Dice to regain this feature (No
- action required)
- When you cast Death Ward, you may expend 1 to 3
- Psionic Energy Dice. You may target up to 1 additional
- creature other than yourself for each Psionic Energy Dice
- used.
Biological Restoration
- Prerequisite: Level 5+ Psion
- When you finish a Long Rest, you may carry over 2
- unexpended Psionic Energy Dice and 2 Unexpended Hit
- Dice into the next day. These Dice are expended before
- any others and disappear if you finish you next Long
- Rest.
- In addition, when you use Psionic Restoration, you may
- roll a Psionic Energy Die and add it to any Hit Dice healing
- to you and up to your Intelligence modifier number of
- other creatures within 30 ft of you when you finish your
- Short Rest.
Discover Minor Knowledge
- Prerequisite: None
- You access untapped power from the Astral Plane.
- Whenever you successfully finish a Long Rest, you may
- access the following Psionic benefits:
- Cantrips and Rituals: Choose three cantrips, and choose
- two level 1 spells. The cantrips and spells can be from any
- class’s spell list, and they must be spells you don’t already
- have prepared. You have the chosen spells prepared, and
- they function as Psion spells for you.
- Spell Slot: You gain a level 1 spell slot. You can’t regain
- the expend slot from this feature until you finish a Long
- Rest or Expend 1 Psionic Energy Die (no Action required).
Hovering Thoughts
- Prerequisite: Level 5+ Psion
- You can cast Levitate without expending a
- spell slot.
- You may also move horizontally or vertically (but not both
- at the same time) when using Levitate on yourself or
- others.
- In addition, when you cast levitate on yourself, you may
- expend a Psionic Energy die. This casting does not require
- Concentration.
Imaginary Friend
- Prerequisite: Level 2+ Psion
- You learn the Find Familiar spell and can cast it as an
- action without expending a spell slot or costly
- Components. When you cast the spell, you choose one of
- the normal forms for your familiar or one of the
- following special forms: imp, lantern archon,
- pseudodragon, quasit, skeleton, slaad tadpole, or sprite.
- Additionally, when you take the Attack action, you can
- forgo one of your own attacks to allow your familiar to
- make one attack of its own with its Reaction.
- When you cast Find Familiar, you may expend 2 Psionic
- Energy Dice. If you do, you may add the following features
- to any Familiar you summon with Find Familiar.
- Ethereal Sight: The Familiar can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
- Incorporeal Movement: The Familiar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Action: Mirror Image (1/Long rest) The Familiar may cast the Mirror Image spell on itself without the need for any components.
- Bonus Action: EtherealnessThe Familiar enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Influential Thinker
- Prerequisite: None
- When casting a Psion Spell, or using Psion feature, you
- may make an Influence, Search, or Study ability check with
- the same action.
- If you expended a Psionic Energy die for Psion spell or
- Psion feature, you may also add 1 roll of your Psionic
- Energy die to any Influence, Search, or Study action you
- take during that feature.
Magical Conduit
- Prerequisite: None
- You can cast the Detect Magic and Identify Spells at will.
- When you are casting a spell with a 1 minute or longer
- casting time, or ritually casting, you may expend 1 Psionic
- Energy die as you start castings so you are not considered
- to be concentrating while your busy casting the spell.
Master of Many Faces
- Prerequisite: None
- You can cast Disguise Self without expending a spell slot.
- If you expend a Psionic Energy Die when you cast Disguise
- self, you may target a number of other creature within 30
- feet of you equal to your Intelligence modifier.
Mental Armor
- Prerequisite: None
- You can cast Mage Armor on yourself without expending
- a spell slot.
- In addition, when you cast Mage Armor, you may expend
- up 1 Psionic Energy Die. If you ever start a turn without
- Temporary hit points for Mage Armor's duration, you may
- roll your Psionic Energy Die can gain that many
- Temporary hit points.
Mental Suberfuge
- Prerequisite: Level 5+ Psion
- You can cast Invisibility once per Long Rest without
- expending a Psionic Strength Spell slot, unless you
- expend 1 Psionic Energy Dice.
- You can cast Knock one per Short Rest without
- Expending a Psionic Strength Spell slot
Minds Eye
- Prerequisite: none
- You can see normally in Dim Light and Darkness—both
- magical and nonmagical— within 120 feet.
- When you use your Telepathic Connection feature, if you
- Expend an additional Psionic Energy die, for its
- duration, you may extend Minds Eye's benefit to every
- creature, excluding any creatures of your choice.
Minor Lessons of Miniscule Power
- Prerequisite: Level 2+ Psion
- You have received knowledge from an elder entity of the
- Astral Plane allowing you to gain one Origin feat of your
- choice, such as Skilled, that lacks prerequisites.
- Repeatable: You can gain this Discipline more than once.
- Each time you do so, you must select a different eligible
- Origin feat.
Overchannel Body
- Prerequisite: level 5+
- When you have Expended all Psionic Energy Dice, you
- may still use Psionic Energy feature but Expend Hit Dice
- instead. When you do those Psionic Energy Dice are d6's
- instead of their normal value. You may only use your
- Telekinetic Propel, Telepathic Connection, and Psionic
- Stance features with Overchannel Body.
- Gain 1 additional use of Psionic Stances per Long rest.
Overchannel Mind
- Prerequisite: None
- When casting a Psion spell of 1st level or higher you may
- upcast the spell by 1 level for each 2 Psionic Energy dice
- you expend during the casting. For each spell level
- beyond 5th level for this casting, you also expend 1 Hit
- Die.
Projecting Visions
- Prerequisite: level 5+ Psion
- You can cast Mirror Image once per Long Rest without
- expending a Psionic Strength Spell slot, unless you
- expend 1 Psionic Energy Dice. (no action required)
- You may cast Silent Image at will.
Propelling Channeler
- Prerequisite: None
- When you use your Telekinetic Propel on a creature you
- may impose one of the following affects:
- Gravity Well: Creatures of your choice within 5ft of the target of Telekinetic Propel must make a Dexterity Saving throw against your Psion Spell save DC or also be pulled 5ft in the same direction as the target.
- Magnetic Repulsion: Creatures of your choice within 5ft of the target of Telekinetic Propel must make a Dexterity Saving throw against your Psion Spell save DC or also be pushed 5ft in the opposite direction as the target.
- Concussive Thrust: If the target is thrown into a creature or object, for each 10 feet the creature was prevented from moving, deal damage equal to 1 roll of your Psionic Energy Die. Deal half as much to the object or creature they collided with. This counts as falling damage and any feature or spell that reduces or negates this falling damage can reduce or negate this damage.
Spaces between Spaces
- Prerequisite: Level 2+ Psion
- You can cast Jump on yourself without expending a spell
- slot.
- When you cast Jump if you Expend a Psionic Energy Die,
- you are also affected by a Feather Fall spell for Jump's
- duration.
Twin Thoughts
- Prerequisite: None
- When you are targeting a creature with a Psion spell, you
- may expend a Number of Psionic Energy Dice equal to
- the Psion Spells Slot level (Minimum 0 for cantrips) to
- target 1 additional creature within range.
- Roll the number of expended Psionic Energy Dice used for
- this features. Targeted creatures with this feature take
- that much additional Psychic damage.
Vision of Distant Realms
- Prerequisite: Level 9+ Psion
- You can cast Arcane Eye without expending a spell slot.
- When you cast Arcane eye, if you expend 3 Psionic Energy
- Dice, when viewing through the Arcane Eye, you have 30 ft
- of Truesight and Blindsight.
Vision beyond the Mind
- Prerequisite: Level 15+ Psion
- You have Truesight with a range of 60 feet.
- When you use your Telepathic Connection, if you Expend
- 3 additional Psionic Energy Dice, you may have each
- creature connect benefit from this Discipline for
- Telepathic Connections' duration.
Weapons of the Mind
- Prerequisite: None
- When you make an attack that uses your Intelligence
- modifier as part of the attack, you may add your
- Intelligence modifier to the damage.
- Once per turn when you hit with a weapon attack or Psion
- cantrip, if you expend a Psionic Energy Die, roll 2 Psionic
- Energy Dice, add it to the damage of the hit.
Psion Exclusive Spells
Telekinetic Fling
- Evocation Cantrip (Psion)
- Casting Time: Action
- Range: 60 Feet
- Component: V, M (1 or more tiny objects that is worth at least 1 CP, object must be on you, or within 15 feet of you, unattended)
- Duration: Instantaneous
- You cradle the object with you mind to be used to cast
- this spell and launch it at affected creature(s) within range
- using psionic energy. Make one ranged spell attack
- against all target(s). On a hit, a target takes 1d8 Force
- damage, and the object used takes the same amount of
- damage.
- Cantrip Upgrade: The damage increases by 1d10 when
- you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). The
- number of targets chosen to be affected within range
- increase at 5th (2 targets), 11th (3 targets), and 17th (4
- targets).
Tasha's Mind Whip
- Level 2 Enchantment (Psion, Sorcerer, Wizard)
- Casting Time: Action
- Range: 90 feet
- Components: V
- Duration: Instantaneous
- You psychically lash out at creature(s) you can see within
- range. The target(s) takes 1d12 Psychic damage and
- then the target(s) must make an Intelligence saving throw.
- On a failed save, until the end of their next turn,
- whenever the target(s) takes a Move,
- Action, Bonus action, or Opportunity Attack, they take an
- additional 1d12 Psychic damage.
- Using a Higher-Level Spell Slot: You can target one
- additional creature for each spell slot level above 2.
Dimensional Anchor
- Cantrip Conjuration (Psion, Sorcerer, Warlock)
- Casting Time: Action (Bonus Action or Reaction*)
- Range: Self (Special*)
- Components: V, S
- Duration: Instantaneous
- When you cast this spell, you create a Dimensional Anchor
- at a point you are currently at. At the end of the current
- turn, you teleport, returning to the same point as when
- you casted this spell. Once you cast this spell beyond the
- first time per long rest, make a DC 10 + (number of
- additional uses beyond the 1st) Constitution saving
- throw, If you fail, gain 1 level of exhaustion.
- At Higher Levels: When you are 5th level, you may cast
- this spell as an Action, Bonus Action, or Reaction.
- At 11th level, you can cast this on an allied creature within
- 30 feet of you, they return to the space they were when
- you cast this at the end of the current turn.
- At 17th level, when cast on yourself, you may bring back 1
- willing creature when you return at the end of the current
- turn.
Primal Savagery
- Cantrip Transmutation (Druid, Psion, Warlock)
- Casting Time: Action
- Range: Self
- Components: S
- Duration: Instantaneous
- You channel primal magic to cause your teeth or
- fingernails to sharpen, ready to deliver a corrosive attack.
- Make a melee spell attack against one creature within 5
- feet of you. On a hit, the target takes 1d12 acid damage.
- After you make the attack, your teeth or fingernails
- return to normal.
- At Higher Levels: The spell’s damage increases by 1d12
- when you reach 5th level (2d12), 11th level (3d12), and
- 17th level (4d12).
Enemies Abound
- 3rd-level enchantment (Bard, Psion, Sorcerer, Warlock, Wizard)
- Casting Time: Action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- You reach into the mind of one creature you can see and
- force it to make an Intelligence saving throw. A creature
- automatically succeeds if it is immune to being frightened.
- On a failed save, the target loses the ability to distinguish
- friend from foe, regarding all creatures it can see as
- enemies until the spell ends. Each time the target takes
- damage, it can repeat the saving throw, ending the effect
- on itself on a success.
- Whenever the affected creature chooses another creature
- as a target, it must choose the target at random from
- among the creatures it can see within range of the attack,
- spell, or other ability it’s using. If an enemy provokes an
- opportunity attack from the affected creature, the
- creature must make that attack if it is able to.
- Using a Higher-Level Spell Slot: You can target one
- additional creature for each spell slot level above 3.
Cantrips (0 Level)
- Blade Ward
- Dancing Lights
- Friends
- Light
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Prestidigitation
- Primal Savagery (appear in this Doc)
- Telekinetic Fling (appears in this UA)
- True Strike
1st Level
- Animal Friendship
- Charm Person
- Command
- Comprehend Languages
- Detect Magic
- Dissonant Whispers
- Feather Fall
- Identify
- Jump
- Longstrider
- Mage Armor
- Silent Image
- Sleep
- Speak with Animals
- Tasha’s Hideous Laughter
- Tenser’s Floating Disk
2nd Level
- Animal Messenger
- Blindness/Deafness
- Calm Emotions
- Crown of Madness
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Locate Animals or Plants
- Locate Object
- Magic Mouth
- Mind Spike
- Mirror Image
- Phantasmal Force
- See Invisibility
- Shatter
- Silence
- Suggestion
- Tasha’s Mind Whip (appears in this UA)
- Zone of Truth
3rd Level
- Animate Dead
- Bestow Curse
- Clairvoyance
- Dispel Magic
- Enemies Abound
- Fear
- Fly
- Hypnotic Pattern
- Intellect Fortress (appears in this UA)
- Major Image
- Nondetection
- Sending
- Summon Astral Entity (appears in this UA)
- Telekinetic Crush (appears in this UA)
- Tongues
4th Level
- Arcane Eye
- Banishment
- Charm Monster
- Compulsion
- Confusion
- Dimension Door
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Phantasmal Killer
- Polymorph
- Raulothim’s Psychic Lance (appears in this UA)
- Summon Aberration
5th Level
- Animate Objects
- Awaken
- Contact Other Plane
- Dominate Person
- Dream
- Geas
- Hold Monster
- Legend Lore
- Mislead
- Modify Memory
- Rary’s Telepathic Bond
- Scrying
- Seeming
- Synaptic Static
- Telekinesis
- Teleportation Circle
6th Level
- Blade Barrier
- Disintegrate
- Eyebite
- Find the Path
- Mass Suggestion
- Move Earth
- Otto’s Irresistible Dance
- Programmed Illusion
- True Seeing
7th Level
- Etherealness
- Forcecage
- Mirage Arcane
- Plane Shift
- Power Word Fortify
- Project Image
- Reverse Gravity
- Teleport
8th Level
- Antipathy/Sympathy
- Befuddlement
- Dominate Monster
- Glibness
- Maze
- Mind Blank
- Power Word Stun
- Telepathy
9th Level
- Astral Projection
- Foresight
- Power Word Heal
- Power Word Kill
- Psychic Scream (appears in this UA)
- Shapechange
- Time Stop
- Weird