Psion - Expanded Toolbox 2

by KibblesTasty

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Psion

Additional Psionic Talents

Telekinesis Talents

Gravity Manipulation (Prerequisite: Telekinesis Discipline)

The following spells are added to your Alternate Effects:

Psi Points Spells
1 fallK
2 gravity surgeK
3 crushing singularityK
4 violent crushK

Transposition Talents

Iron Teleportation (Prerequisite: Transposition Discipline)

The iron wind strikeK spell is added to your Transpositions Alternate Effects. Once per long rest, you can cast it without expending any psi points.

Psion Subclasses

Illusive Mind

An Illusive Mind is a psion whose power shifts, conceals itself, and evades definition. Their abilities may have been sparked by any event, but manifest in slippery powers to deceive and manipulate others. They share some skills in common with telepaths or shapers, but lie in the grey area in between - rather than manifesting their thoughts as physical objects, Illusive Minds manifest their thoughts in the minds of others.

Contributed by somanyrobots

You can find the original source as well as somanyrobot's other content here. Used with permission.

Illusive Mind Features

Psion Level Feature
1st Psychic Manipulation, Influential Imagery
3rd Reflected Agony
6th Empowered Psionics
10th Illusory Armor
14th Army of Illusions

Pyshcic Manipulation

At 1st level when you select this archetype, you are able to create constructs in the minds of others, granting you the psionic discipline of Mesmerism.

Influential Imagery

Also at 1st level, you gain the ability to cast minor illusion with your psionic powers. When you cast it to distract or confuse a creature contesting or targeted by a Charisma (Deception), Charisma (Persuasion), or Dexterity (Stealth) check, the creature making the check can add your Intelligence modifier to the roll.

Reflected Agony

At 3rd level, your illusions bedevil your foes. When a creature fails a saving throw against one of your psionic powers, you can create a reflection of itself to torment it. At the start of each of your turns, any creature with such a reflection takes psychic damage equal to your proficiency bonus. A creature may destroy its reflection as an action, or by expending one attack when it takes the Attack action. A creature may only have one reflection. If not destroyed, a reflection lasts for 1 minute, until the target creature falls unconscious, or until you fall unconscious.

Empowered Psionics

Starting at 6th level, when a creature suffers damage from one of your psionic discipline powers you can add your Intelligence modifier to the damage dealt.

Illusory Armor

At 10th level, you can construct a set of illusions that gives a creature the appearance of indomitable strength. As an action, you can enrobe one creature you can see within 30 feet in this imaginary armor. While they possess illusory armor, their armor class can't be lower than 22 + your Intelligence modifier. The illusory armor lasts until the target is hit by an attack, after which it vanishes.

Only one creature can possess your Illusory Armor at a time, and once they receive it, they can't receive it again until after a long rest.

Army of Illusions

At 14th level, you can conjure a veritable forest of false images, utterly confusing your foes. As an action, choose a point you can see within 60 feet. You create illusory doubles of every creature of your choice within 30 feet of that point. While a target has an illusory double, they gain the following benefits:

  • Attack rolls against them have disadvantage.
  • They make the first attack roll on their turn each turn at advantage.
  • All their attacks deal 1d4 bonus psychic damage.

A creature's illusory double evaporates when they are hit by a weapon attack, or after 1 minute. You can create an illusory army in this way once, regaining the ability after a long rest.

Knowing Mind

A Knowing Mind is a psion that grasps that future as intuitively as the present, weaving together strings of casualty and fate in ways that would shatter the mind of a lesser mortal. They live one step ahead and use that advantage to the fullest, bending probability, manipulating fate, and bringing their plans to fruition without room for failure.

They are remarkable individuals whose clairvoyant abilities stem from a variety of sources—from a lineage of divine oracles, to a connection to beings from another temporal axis, to a mind that has somehow been flung into the future.

KCLL Content

This subclass appears in Kibbles' Compendium of Legends and Legacies, and is collected here just for convenience.

Knowing Mind Features
Psion Level Feature
1st Forewarned, Practiced Prescience
3rd Climactic Moment
6th Thread of Fate
10th Window of Opportunity
14th Mastermind

Forewarned

At 1st level, when you select this archetype, you begin to glimpse the future, granting the psionic discipline of Precognition.

Practiced Prescience

Additionally at 1st level, gazing into the future with the Prescience feature of Precognition no longer requires your concentration.

Climactic Moment

Starting at 3rd level, your ability to see and influence the future allows you to set things up to have even greater influence throughout the sequence of events, building up to a pivotal moment where exerting your foresight can provide the greatest impact. Once per turn when you use Seeing empowered by 1 or psi points to look into the future while in initiative (or under a similar high stakes situation), you gain an Influence point. You can have a maximum number of Influence points equal to your Intelligence modifier.

When you start your turn with one or more Influence points, you can expend all of your Influence points as psi points to empower a psionic power. Influence points spent this way can exceed your psi point limit, but cannot be combined with psi points. Any generated Influence Points are lost after 1 minute, or when no longer in combat (or a similar high stakes situation).

Conditions of Influence

You can only build up Influence points while in combat or other tense situations while every action counts as they represent chaining together events toward creating an opportunity. Without the pressure and stakes of combat or similar environments, the flow of events cannot be manipulated in such a way. This generally means you cannot build up Influence points before combat.

Thread of Fate

Starting at 6th level, you can begin to see the path you must take to bring your plans to fruition. When you start your turn with one or more Influence Points, you gain temporary hit points equal to twice your current Influence Points.

While you have temporary hit points from this feature, you can transfer these temporary hit points to another creature that is the target of one of your psionic abilities, or the beneficiary of your Seeing power.

Window of Opportunity

Starting at 10th level, you can see the flow of battle, giving time to exploit openings and opportunities. When a creature you can see misses you with an attack, you can use your reaction to make a weapon attack against that target or use a psionic power against them. When using a psionic power with this reaction, you cannot expend psi points to empower it, but can use Influence Points.

Mastermind

Starting at 14th level, once per turn, when you use your Seeing power, you can select two beneficiaries of your power. Psi points spent are unique to each target affected (and not shared between them)

Additional Talent Options

Knife of Fate. (Prerequisite: 6th level Knowing Mind Psion)

While you have temporary hit points from Thread of Fate, when you hit a creature with an attack roll you can expend them to deal damage equal to half the temporary hit points expended (rounded down).


Plans Within Plans. (Prerequisite: Knowing Mind Psion)

When you empower a psionic power that has an attack roll or saving throw, you regain half of the Influence Points powers spent (rounded up) if the attack misses or the target succeeds their saving throw

Warped Mind v0.6

Some depraved Psions turn their powers on their own body, using it to warp their flesh, twist their bones, and mutate their muscles to give them powers and abilities nature did not see fit to provide. This path of mad self experimentation has resulted in more than one mindless abomination or fleshy pile of gore and goop as such powers run rampant and those that delve this grotesque route are often viewed as monsters--sometimes for good reason. But where there is power, there are practitioners, so there will always be some that ignore the danger, push past the horror, and embrace the madness of these abilities, becoming that which others fear.

Metamorphic Mind

At 1st level when you select this archetype, your psionic power turns toward warping your flesh, granting the psionic Discipline of Biokenesis. When you use the Weapon Morph psionic power it grants, you can use your Intelligence modifier in place of Strength or Dexterity modifier, for attack and damage rolls using the weapons it creatures.

Rapid Evolution

Additionally at 1st level, your body rapidly develops to different environments. When you complete a long rest in a hostile environment, you adapt to that environment at that end of the long rest. This adaption can one of the following:

  • Thermal Adaption. You adapt to extremely hot or cold weather, no longer requiring extra water or cold weather clothing to sustain yourself in those environments.
  • Aquatic Adaption. You gain a swimming speed equal to your walking speed and the ability to breathe underwater.
  • Darkness Adaption. You gain darkvision of 30 feet, or if you already had it, your darkvision increases by 30 feet.
  • Inured Immunity. You become immune to a mundane disease you've been exposed to.

The adaptation must be related to the environment you rest in, and you must not have been exposed to a contradictory element (such as sunlight if you wish to adapt darkvision) for 24 hours. At your DM's discretion, you may be able to adapt to more unique or exotic effects that otherwise serve as climate hazards (such as adapting to tune out constant loud noise or motion).

This adaptation lasts until you complete a long rest, at which point the adaptation continues if you remain in the environment, fades if you enter a neutral environment, or changes to a new one if you rest in a different extreme environment. You can only be adapted to one environment at a time. Alternatively, you can expend 1 psi point to trigger one of these adaptations forcefully as an action, lasting for 10 minutes when you do so.

Mutation Mastery

At 3rd level, power of mutating your body expands and you gain the following benefits:

  • Combined Mutation. When you use Weapon Morph, you can select multiple options, morphing them at the same time. You can activate Weapon Morph whenever you roll initiative (no action required).
  • Shifting Flesh. You gain the Flexible Flesh upgrade for free, allowing you to use Flesh Warp as a bonus action when you target yourself.
  • Defensive Adaption. When you gain an Mutation Die from Flesh Warp, you can roll it (not expending it) and gain temporary hit points equal to the value rolled.
  • Psionic Regrowth. Whenever you expend a psi point, you regain 1 hit point for reach psi point spent
Expended Regrowth

Psionic Regrowth only triggers when you expend a psi point, so does not trigger from Psionic Mastery (as that would keep you permanently at full hit points out of combat).

Voracious Absorbation

Additionally at 3rd level, you absorb weapons with a numerical magical bonus to attack and damage rolls (such as +1, +2, or +3) into your body, draining them of their magic and transferring their bonus to attack and damage rolls to any weapon created with Weapon Morph. This bonus cannot stack, and any new bonus absorbed replaces any older bonus present.

This process takes place over a long rest, and destroys the magical weapon. It cannot be used on a weapon that is sentient or an artifact. This cannot be used to absorb bonus other than a numerical magical bonus (for example, it cannot absorb the bonus of Flametongue Weapon), though a DM may allow this to work at their discretion.

Weapons that have absorbed a bonus of at least +1 are considered magical for the purposes of overcoming resistance to magical damage.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Rapid Regeneration

At 10th level, when you expend a psi point triggering Psionic Regrowth, you instead gain 1d4 for each psi point spent. While you are 0 hit points making your Death Saving Throw at the start of your turn, if you succeed the Death Saving Throw, you can expend 1 psi point to regain 1d4 hit points.

Abomination Unleashed

Starting at 14th level, you gain the ability to let your twisted powers run rampant through your body, turning you into an undulating abomination of flesh and muscle. For the 1 minute, you gain 5 extra limbs, each one equipped with one of the Weapon Morph upgrades and you gain the effects of all the modifiers of Flesh Warp of your choice at the start of each of your turns (at their minimum expenditure, for ones that allow multiple points to be spent). These do not expend psi points, and do not count against your psi point limit.

Once you use this, you cannot do so again until you complete a short or long rest.

Psion Disciplines

Biokinesis Discipline

Metamorphing is the grotesque ability to warp your flesh and twist your bones with psionic power, causing you to become a horrifying abomination most would kill on sight.

Uncanny Flexibility

You can bend and twist your flesh, elongating limbs or squishing body parts. You don't suffer any penalties from squeezing through a space one size smaller than you, and your reach increases by 5 feet when making melee attacks, interacting with objects, or navigating environments (such as reaching a tall ledge).

Weapon Morph

Psionic power


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

You warp one of your limbs into a grotesque biological weapon. For the duration, it becomes a natural weapon you are proficient with, selecting from the following options:

  • Bone Spike. The bone erupts the limb, sharpening into a sharpened spike. It deals 1d8 piercing damage on hit.
  • Chitinous Plating. The limb is covered with a heavy growth of exoskeleton, serving a shield with which you are proficient.
  • Flesh Club. The limb swells up and hardens becoming a club of hardened flesh. It deals 1d8 bludgeoning damage on hit.
  • Sinew Whip. The muscles of the limb explode outward and harden to become tough whips. It deals 1d6 slashing damage on hit, and has the reach property.
  • Viscera Cannon You create a natural weapon that ejects lumps of flesh and acidic blood at a target with a range of 60/180 feet, dealing 1d8 acid damage on hit. You expend 1 hit point as ammunition for this weapon each time you fire it.

You can end the effect as a bonus action, returning the limb to normal functionality.

Flesh Warp

Psionic Power


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 round

You cause a willing creature you touch to rapidly evolve by your power.

Mutation Die. The target gains a d4 Mutation Die, which they can apply to any ability check, attack roll, or saving throw they make before the start of your next turn.

For a creature other than yourself, they can only benefit from this effect a number of times equal to their Constitution modifier, after which they gain a level of Exhaustion for each time it is used on them until they complete a long rest, resetting how many times they can use it.


Flexible (1 psi point). The target gains the benefits of Uncanny Flexibility until the start of your next turn.


Muscular (1 psi point). The creature grows one size and can add the Mutation Die to all Strength ability checks, attack rolls, and saving throws until the start of your next turn without expending it.


Ocular (1 psi point). The creature grows additional eyes, allowing it to immediately take the Search action as a reaction and giving advantage on Wisdom (Perception) abilities checks, until the start of its next turn.


Resistant (2 psi points). The target gains resistance to your choice of Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, or Slashing damage until the start of your next turn.


Perfected (1+ psi points). The size of the Mutation Die grows by one size (+d2) for each point spent.

Alternate Effects

Additionally, when you learn the Metamorphism psionic discipline, you can use your Psionic feature to cast the following spells as per the rules defined in that feature.

Point Cost Alternate Effects
1 expunge poisonK, longstrider, jump
2 alter self, gory doomK
3 corpse explosionK, mutateK
4 bile beamK, ichorous bloodK
5 explode heartK, sonic shriekK

Biokinesis Talents

Beast Warping (Prerequisite: 7th level)

The polymorph spell is added to your Biokinesis Alternate Effects list. You can only target yourself when casting polymorph this way


Bile Blast

You gain the horrifying ability to make a special attack as part of the Attack action, releasing a blast of acidic bile. Creatures in a 20 foot cone of you must make a Dexterity saving throw. On failure, they take 2d6 acid damage. On success, they take half as much. The damage increases by 1d6 at 5th (3d6), 9th (4d6), 13th (5d6), and 17th (6d6) level.

Once you use this ability, you cannot use it again until you complete a short or long rest.


Bone Plating

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Alternative to Psionic Defenses

This option is almost certainly worse than Psionic Defenses if you build focused on Intelligence, but exists so that those choose to use Strength can opt for this option instead.


Evolutionary Optimization

All of the natural weapons created by the Weapon Morph power gain the Light property.


Flexible Flesh

You gain the ability to cast flesh warp as a bonus action when targeting only yourself.


Flexible Existence (Prerequisite: 9th level)

You gain the ability to cast alter self at will. The spell no longer requires concentration, and its duration is indefinite, only ending when you use it again or end it as an action.


Malicious Warping

You can target a non-willing creature with your Flesh Warp, adding the following modifiers for the power. A target that is not willing can make a Constitution saving throw to avoid the effects, only suffering the effect on a failure.

  • Exploding (0+ psi points). The target's flesh warps and explodes into blood and giblets where you touch. The target takes 1 + the number of psi points spent worth of d8s slashing damage.
  • Exposing (3 psi points). The target's vulnerability to your choice of Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, or Slashing damage until the start of your next turn.
  • Spasming (1 psi points). The target uses its reaction to move 10 feet in a random direction and then fall prone.
Malicious Exhaustion

Note that repeated use of Malicious Warping on the same target can potentially stack up Exhaustion on them, but is unlikely to do so given the number of times it needs to be used on them.


Mutant Regeneration (Prerequisite: 15th level)

You gain the ability to cast regenerate without expending a spell slot. You can only target yourself when casting it this way, though you can expend the use of one of your 7th level or higher Innate Psionics uses to cast it on another creature.

Once you cast it on yourself without expending a spell slot, you cannot do so again until you complete a long rest.


Mutation Mastery (Prerequisite: 5th level)

Your mutateK spell no longer requires concentration to maintain.


Slime Excretion

As an action, you can excrete a layer of slime. It allows you to slip free of any grapple or restraint or are currently held by, and for the next 1 minute, any time a creature attempts to grapple or restrain you by touch, it takes 1d6 acid damage and you have advantage on any save or check to avoid the attempt, as it is probably grossed out.


Spongy Body

Your warped flesh becomes increasingly able to deform to absorb impacts. Any falling damage you take is reduced by half, and when you are struck by a melee damage, you can cause it to become caught within your body, forcing the attacker to make a Strength saving throw against your spell save DC. On failure, they are grappled by as long as their weapon remains stuck in your body. They can still attack with the weapon, but can only target you. They can attempt to free the weapon as an action, repeating their saving throw and freeing it on a success.


Spittel Cannon

Your mouth gains the permanent ability to serve as a Viscera Cannon, remaining always equipped and not requiring an extra limb to convert into it.


Sprout Limb

You gain an additional limb with a functional hand attached. It functions like the rest of your hands.


Sprout Tentacle

For some godforsaken reason, you gain an additional limb in the form of a tentacle. It is a natural weapon that deals 1d4 bludgeoning damage with the Reach property. You have proficiency with this weapon. Using this tentacle, you can make a Strength (Athletics) check or object interaction with a reach of 10 feet. When this limb is morphed into a Bone Spike or Flesh Club, it retains its reach property.


Sprout Wings

While you are not wearing medium or heavy armor (unless it is specially made for having wings), you can sprout large fleshy wings that give you a flying speed of 30 feet. You can absorb or extrude these wings as an action.


Swollen Muscles

When you use Flesh Warp, you can convert the target creatures Strength ability score to be equal to your Intelligence ability score until the start of your next turn.

Mesmerism Disciple

Mesmerism is the ability to project your own images and thoughts into the minds of others, creating illusions and temporary projections with your psionic powers.

Contributed by somanyrobots

You can find the original source as well as somanyrobot's other content here. Used with permission.

Mental Projection

When you gain this feature, you can project simple images in an empty space or on a fixed surface within 30 feet. The images are obviously harmless illusions, but can illustrate objects, convey simple ideas, or show items you have previously seen.

Illusory Image

Psionic Power


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You plant a construct in the mind of a creature you can see within range. The target must succeed on an Intelligence saving throw or be disoriented by the sudden appearance of the construct. The construct can take any appropriate form and affect any senses you wish, but doesn't affect the target except as described below. Select one of the following:

  • The next attack roll against the target has advantage. If the attack hits, it deals an additional 1d10 damage.
  • The target's next attack roll is made at disadvantage. If the attack misses, the target suffers 1d10 psychic damage.

You can spend Psi Points up to your per use limit to add the following modifiers to Illusory Image (you can add multiple modifiers). The points must be spent when choosing the target of the power.


Traumatizing (1+ psi points): If the target takes damage from this power, it takes 1d10 additional damage for each additional point spent.


Disorienting: (1 psi points): The target's speed is halved.


Enveloping (2 psi points): The target cannot make sense of the world beyond your illusory construct. It is blinded until the end of its next turn.


Intrusive: (1+ psi points): The advantage or disadvantage caused by the power lasts for one additional attack for each additional point spent.

Alternate Effects

Additionally, when you learn the Mesmerism psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:

Point Cost Alternate Effects
1 disguise self, silent image
2 invisibility, mirror image, phantasmal force
3 hypnotic pattern, major image
4 greater invisibility, mirror army , phantasmal killer
5 mislead, seeming

If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level.

Mesmer Talents


Advantageous Assault

When you use your Illusory Image power as an action, you can make one weapon attack as a bonus action.


Imaginary Ally (Prerequisite: Projected Self Talent)

You can project an illusion so real it cannot be differentiated from reality. As a bonus action, select one Large or smaller creature you can see within 60 feet. An illusory double of it appears within 30 feet of the target. This illusory double has the same AC and saving throws as the original, but has 1 hit point, and disappears if it is the target of any spells. It lasts for 1 minute.

While it exists, you can use your bonus action to command it to move up to its speed and make one attack. This attack uses your spell attack modifier and does 1d8 + your Intelligence modifier psychic damage on a hit. You can create a number equal to your Intelligence modifier, regaining all uses after a long rest.


Mental Broadcast (Prerequisite: Illusive Mind subclass)

When you replicate the effects of minor illusion, you can choose for the resulting illusion to be visible to any number of willing creatures within 300 feet, regardless of line of sight.


Projected Self

As a bonus action, you can create a perfect illusion of yourself. This illusion requires concentration (as if you were concentrating on a spell) and lasts for 1 minute. It initially appears at a space you can see within 30 feet. As a bonus action on your turns, you can cause this illusion to move up to your speed to any space you can see within 120 feet. You can cause spells or psionic powers to appear to originate in the illusion's space, though they must still be within normal range from you. The illusion has your AC and 1 hit point, and disappears if it takes damage or is the target of any spell. As a bonus action or as a reaction before you would take damage, you can swap places with the illusion. After you do so, the illusion disappears.

You can create an illusory duplicate in this way once, regaining its use after a long rest.

Rampant Illusions (Prerequisite: 17th level Psion)

You add the spell weird to your alternate effects list, costing 9 psi points. You can cast it once without expending any psi points, regaining the ability to do so after a long rest.

Weird is Terrible, Though?

Check out Spells That Don't Suck to find phantasmal nightmares, which is weird but good. It's also got improved alternatives for mislead and phantasmal force, too.


Shadow Psionics

You gain the ability to make your illusions so real other creatures suffer real damage from them. The spells illusionary fireball and illusory pit are added to your Mesmerism Discipline alternate effects list, costing psi points equal to their spell level.

In addition, you may select one evocation spell of 5th or lower that calls for a saving throw and deals damage, which you can replicate as a shadow spell. When you cast it, the spell's damage becomes psychic, its school becomes illusion, and creatures take no damage on a successful save. It costs psi points equal to its spell level. You can change this selection anytime you finish a long rest.