Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained Psion
Unchained Psions are followers of a strange and mysterious form of power. Unchained Psions shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Unchained Psions are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will.
Hermits and Outcasts
Unchained Psions are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power.
In order to master their power, Unchained Psions must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. An Unchained Psion who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight.
When Unchained Psions finally master their power, they return to the world to broaden their horizons and practice their craft. Some Unchained Psions prefer to remain isolated, but those who become adventurers aren't content to remain on the fringe of the world.
Eccentric Minds
In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, Unchained Psions develop a variety of practices to keep their focus sharp.
These practices are reflected in taboos and quirks, strange little behaviors that govern an Unchained Psion's actions. These quirks are oaths or behavioral tics that help keep Unchained Psions in the proper frame of mind while maintaining perfect control over their minds and bodies.
While these taboos are harmless, they help cast Unchained Psions as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To Unchained Psions, the life of the mind is where they feel most at home.
Selecting Quirks
To add some texture to your Unchained Psion, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They're a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character's personality or background? Are they based on a specific incident or a belief?
| d20 | Quirk |
|---|---|
| 1 | You never cut your hair. |
| 2 | You refuse to wear clothes of a specific color. |
| 3 | You never say your name. |
| 4 | You never wear footwear. |
| 5 | You always wear a mask. |
| 6 | You dye your hair bright blue or green. |
| 7 | You pick a new name each day. |
| 8 | You never immerse yourself in water. |
| 9 | You sleep on bare earth. |
| 10 | You never consume alcohol. |
| 11 | You wear a veil to conceal your face. |
| 12 | You always wear a specific piece of clothing. |
| 13 | You refuse to light fires. |
| 14 | You refuse to write things down, instead using pictograms. |
| 15 | You never sit on a chair, preferring to stand or sit on the floor. |
| 16 | You never answer to any name but your own. |
| 17 | You write down the name of each creature you slay, and name ones that are unnamed. |
| 18 | You consume only water and raw vegetables. |
| 19 | You spend any money you earn within 1 week of gaining it. |
| 20 | You often speak to an imaginary companion, and act only with its blessing. |
The Unchained Psion
| Level | Proficiency Bonus | Features | Energy Die | Number of Dice | Cantrips Known | Spells Prepared | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Psionic Power, Spellcasting, Subtle Telekinesis, Unchained Psion Subclass | D6 | 6 | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Psionic Discipline, Psionic Discipline Options, Psychic Modes | D6 | 6 | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | D6 | 6 | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | D6 | 6 | 2 | 7 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Subclass Feature | D8 | 8 | 2 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Psionic Restoration | D8 | 8 | 2 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | Psionic Surge | D8 | 8 | 2 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | D8 | 8 | 2 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | D8 | 8 | 2 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
| 10th | +4 | Subclass Feature | D10 | 10 | 3 | 13 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | - | D10 | 10 | 3 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | D10 | 10 | 3 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | - | D10 | 10 | 3 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | - | D10 | 10 | 3 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | Subclass Feature | D10 | 10 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | D10 | 10 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | - | D12 | 12 | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Psionic Master | D12 | 12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Epic Boon | D12 | 12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | All-Seeing Mind, Enkindeled Lifeforce | D12 | 12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Multiclassing
Ability Score Minimum: Intelligence 13
Creating an Unchained Psion
When creating an Unchained Psion, consider your character's background. How did you become an Unchained Psion? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like?
Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?
Quick Build
You can make an Unchained Psion quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the Sage background.
Class Features
- Hit dice: 1d6 per Unchained Psion level.
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Unchained Psion level after 1st.
Proficiencies
Armor: none
Weapons: Simple Weapons
Tools: none
Saving Throws: Intelligence, Charisma
Skills: Any two of your choice.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Spear, 2 Daggers, 1 Light Crossbow, 20 Bolts, a Case, a Dungeoneer's Pack, and 6 GP.
- (b) 50 GP.
Psionic Power
At 1st level, you harbor a wellspring of Psionic energy within yourself. This energy is represented by your Psionic Energy Dice. Your Unchained 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 Unchained Psion Features table.
Your Psionic Energy Dice are used to enhance or fuel certain Unchained 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 Spellcasting 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. The target can choose to fail the saving throw.
Telepathic Connection. You have Telepathy with a range of 10 feet. As a Bonus Action, you can expend one Psionic Energy Die and roll it. For a number of minutes equal to your Unchained Psion level, the range of your Telepathy increases by a number of feet equal to 10 times the number rolled.
Spellcasting
At 1st Level, you have learned how to channel magical energy using the power of your mind. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Psion spells, which appear in the Unchained Psion spell list on page [page] of this document.
Cantrips. You know two Unchained Psion cantrips of your choice. Minor Illusion and Telekinetic Fling (XUA25PU) are recommended. Whenever you gain an Unchained Psion level, you can replace one of your cantrips from this feature with another Unchained Psion cantrip of your choice.
When you reach Unchained Psion levels 10 and 15, you learn another Unchained Psion cantrip of your choice, as shown in the Cantrips column of the Unchained Psion Features table.
Spell Slots. The Unchained Psion Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 Unchained Psion spells. Charm Person, Command, Dissonant Whispers, and Mage Armor (MCoC) are recommended.
The number of spells on your list increases as you gain Unchained Psion levels, as shown in the Prepared Spells column of the Unchained Psion Features table. Whenever that number increases, choose additional Unchained Psion spells until the number of spells on your list matches the number in the Unchained Psion Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Unchained Psion, your list of prepared spells can include six Unchained Psion spells of level 1 or 2 in any combination.
If another Unchained Psion feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Psion spells for you.
Changing Your Prepared Spells. Whenever you gain an Unchained Psion level, you can replace one spell on your list with another Unchained Psion spell for which you have spell slots.
Ritual Casting. You can cast an Unchained Psion spell as a ritual if that spell has the ritual tag and you know the spell.
Spellcasting Ability. Intelligence is your spellcasting ability for your Unchained Psion spells.
Spellcasting Focus. When you cast an Unchained 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.
Subtle Telekinesis
At 1st level, 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.
At Unchained Psion Level 5, the range of Mage Hand increases to 60 feet when you cast it.
At Unchained Psion Level 10, the weight of an object you can lift with Mage Hand increases to 20 pounds.
At Unchained Psion Level 15, the weight of an object you can lift with Mage Hand increases to 40 pounds, and its range increases to 120 feet when you cast it.
Unchained Psion Subclass
At 1st Level, you gain an Unchained Psion subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Psion levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Psion level or lower.
Psionic Discipline
At 2nd level, 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.
You can use only one Discipline each turn and only once per turn unless otherwise noted in one of those options.
Whenever you gain an Unchained Psion level, you can replace one of your Psionic Discipline options with one you don't know. You gain two more options at Unchained Psion level 10 and two more at Unchained Psion level 15
Psionic Discipline Options
The Psionic Discipline options appear below in alphabetical order.
Biofeedback
When you cast an Unchained Psion spell from the Necromancy or Transmutation school, you can expend one Psionic Energy Die and roll it. You gain a number of Temporary Hit Points equal to the number rolled plus your Intelligence modifier (minimum of one).
Destructie Thoughts
When you cast an Unchained Psion spell from the Conjuration or Evocation school and a creature you can see succeeds on a saving throw against the spell, you can expend one Psionic Energy Die and roll it. The creature takes Psychic damage equal to the number rolled plus your Intelligence modifier (minimum of one).
Devilish Tongue
When you make a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) Check, you can expend one Psionic Energy Die, roll it, and add the number rolled to the ability check.
Expanded Awareness
You can take the Search Action as a Bonus Action. When you take the Search action, you can expend one Psionic Energy Die, roll it, and add the number rolled to the ability check.
Id Insinuation
When you cast an Unchained Psion spell from the Enchantment or Illusion school that forces a creature to make a saving throw, you can expend two Psionic Energy Dice and roll one Psionic Energy Die. One target of the spell you can see subtracts the number rolled from its saving throw against the spell.
Inerrant Aim
When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll, potentially turning the miss into a hit. If this causes the attack to hit, the die is expended.
Psionic Backlash
Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll two Psionic Energy Dice, and subtract the number rolled on each die from the total. In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount rolled on the two Psionic Energy Dice.
Psionic Guards
At the start of your turn, you can expend one Psionic Energy Die. Until the start of your next turn, you have Immunity to the Charmed and Frightened conditions and Advantage on Intelligence saving throws. If you are Charmed or Frightened when you use this discipline, the condition ends on you.
When you use Psionic Guards, you can also use a different Psionic Discipline this turn.
Swift Precognition
When you cast an Unchained Psion spell from the Abjuration or Divination school with a casting time of an action, you can expend a number of Psionic Energy Dice to change the casting time to a Bonus Action for this casting. The number of dice equals one plus the spell's level.
Tactical Mind
You can take the Study Action as a Bonus Action. When you take the Study action, you can expend one Psionic Energy Die, roll it, and add the number rolled to the ability check.
Psychic Modes
At 2nd level, 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, Unchained Psion spells, and Unchained 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. If you have no uses remaining, you can also expend a Level 1+ Spell Slot (no action required) to regain a use of this feature.
Ability Score Improvement
When you reach Unchained Psion Level 4, and again at Unchained Psion Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Psionic Restoration
At 6th level, 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).
Alternatively, you can expend a number of Psionic Energy Dice equal to the Level of a Spell Slot you have (no action required) to regain a Slot of that Level. You cannot regain a Spell Slot of Level 6+ with this way.
Once you use either option of this feature, you can't use this Featuer again until you finish a Long Rest.
Psionic Surge
At 7th level, When you roll Initiative, you can expend one of your Hit 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.
Psionic Master
At 18th level, choose one 1st-level and one 2nd-level Pison spell always prepared by your Unchained Psion Subclass and one 1st-level Unchained Psion Spell you have prepared as part of your Spellcasting feature. You may cast both of these spells at their lowest level without expending a spell slot.
Casting any of these spells at a higher level requires the use of a Spell Slot as normal. You may change which Unchained Psion Spells are affected by this feature at the end of a Long Rest.
Epic Boon
At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.
All-Seeing Mind
At 20th level, your mind expands beyond mortal limits. Your Intelligence score increases by 4, to a maximum of 26.
Enkindeled Lifeforce
At 20th level, once per turn, when you expend one Psionic Energy Die and roll it for an Unchained 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.
Metamorph
Your mastery of Psionic powers turns inward. Your own flesh becomes like clay to you, and you mold 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.
Metamorph Spells
When you reach an Unchained Psion level specified in the Metamorph Spells table, you thereafter always have the listed spells prepared.
| Unchained Psion Level | Spells |
|---|---|
| 1st | Cure Wounds, Inflict Wounds |
| 3rd | Alter Self, Lesser Restoration |
| 5th | Fly, Haste |
| 7th | Polymorph, Stoneskin |
| 9th | Mass Cure Wounds, Reincarnate |
Organic Weapons
At 1st level, you can shape your limbs into weapons. Whenever you take the Attack action or make an Opportunity Attack, 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.
Extend Limbs
At 1st level, as a Bonus Action, you can expend one Psionic Energy Die. For the next minute, 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.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Quickened Healing
At 5th level, 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.
Mutable Form
At 10th level, when you use Extend Limbs, the duration increases to 10 minutes and you gain one of the following benefits of your choice, the effects of which last until Extend Limbs 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, 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 +1 bonus to AC, 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.
Life-Bending Weapon
At 15th level, 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 to the number rolled plus your Intelligence modifier. Additionally, one creature of your choice in that area takes Necrotic damage equal to the number rolled.
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.
Psi Warper Spells
When you reach an Unchained Psion level specified in the Psi Warper Spells table, you thereafter always have the listed spells prepared.
| Unchained Psion Level | Spells |
|---|---|
| 1st | Expiditious Retreat, Feather Fall |
| 3rd | Misty Step, Shatter |
| 5th | Blink, Thunder Step (XGE) |
| 7th | Banishment, Dimension Door |
| 9th | Far Step (XGE), Teleportation Circle |
Warp Propel
At 1st level, when a target fails its saving throw against your Telekinetic Prope, 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.
Warp Space
At 5th level, 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.
Teleporter Combat
At 5th level, 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).
Additionally, immediately after you cast Misty Step, you can cast one of your Unchained Psion cantrips that has a casting time of an action as part of the Bonus Action.
Duplicitous Target
At 10th level, 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.
Mass Teleportation
At 15th level, 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.
Psionic Circle
At 15th level, if you use Teleportation Circle to travel to a destination whose sigil sequence you know rather than drawing a new one, you treat the Casting Time of the spell as l Action, and any creatures of your choice in a 10-foot Emanation around you are considered targets for the spell, being transported with you to the destination you chose.
When you cast Teleporation Circle to travel to a destination whose sigil sequence you know, you ignore its Material Components, meaning that you only require the material components when creating a new Teleportation Circle.
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.
Psykinetic Spells
When you reach an Unchained Psion level specified in the Psykinetic Spells table, you thereafter always have the listed spells prepared.
| Unchained Psion Level | Spells |
|---|---|
| 1st | Shield (MCoC), Sonic Boom (MCoC) |
| 3rd | Cloud of Daggers, Levitate |
| 5th | Slow, Telekinetic Crush (XUA25P) |
| 7th | Hallucinatory Terrain, Otiluke's Resilient Sphere |
| 9th | Telekinesis, Wall of Force (MCoC) |
Telekinetic Techniques
At 1st level, 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.
Empowered Attack Mode
At 5th level, while your Attack Mode is active, you gain a Fly Speed of 60 feet and can hover, and when you cast an Unchained Psion spell, you can add your Intelligence modifier to one damage roll of that spell.
Rebounding Field
At 5th level, when you cast Shield (MCoC) 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.
Enhanced Telekinetic Crush
At 10th level, 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.
Heightened Telekinesis
At 15th level, 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 spell's duration becomes 1 minute for that casting, and you can target Gargantuan creatures and objects.
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.
Telepath Spells
When you reach an Unchained Psion level specified in the Telepath Spells table, you thereafter always have the listed spells prepared.
| Unchained Psion Level | Spells |
|---|---|
| 1st | Command, Speak with Animals |
| 3rd | Detect Thoughts, Mind Spike |
| 5th | Sending, Speak With Plants |
| 7th | Compulsion, Confusion |
| 9th | Modify Memory, Synaptic Static |
Potent Thoughts
At 1st level, you add your Intelligence modifier to the damage you deal with any Unchained Psion cantrip.
Telepathic Hub
At 1st level, the range of your Telepathic Connection feature increases to 20 feet. When you expend an 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 plus the number rolled on the Psionic Energy Die within an emanation centered on you equal to the distance of that feature after the die is rolled.
Telepathic Rebuke
At 1st level, when you take damage from an attack, you can expend an Psionic Die as a Reaction to force the creature to make an Intelligence saving throw or take one roll of your Psionic Die plus your intelligence Modifier (minimum +1) in Psychic Damage.
Empowered Defense Mode
At 5th level, 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.
Mind Infiltrator
At 5th level, when you cast Detect Thoughts, you can expend two 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.
Telepathic Bolstering
At 10th level, the range of your Telepathic Connection feature increases 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.
Scramble Minds
At 15th level, 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.
Appendix A: Unchained Psion Spell List
Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.
Cantrips (Level 0 Unchained Psion Spells)
Blade Ward (MCoC)
Control Flames
Dancing Lights
Encode Thoughts (GGR)
Friends
Gust (XGE)
Light
Mage Hand
Magic Stone (XGE)
Mending
Message
Mind Sliver
Minor Illusion
Mold Earth (XGE)
Prestidigitation
Shape Water (XGE)
Telekinetic Fling (XUA25PU)
True Strike
Vicious Mockery
Level 1 Unchained Psion Spells
Alarm
Animal Friendship
Bane
Beast Bond (XGE)
Cause Fear (XGE)
Charm Person
Command
Compelled Duel
Comprehend Languages
Detect Evil and Good
Detect Magic
Disguise Self
Dissonant Whispers
Feather Fall
Gift of Alacrity (MCoC)
Heroism
Identify
Illusory Script
Jump
Life Siphon (XUA25PU)
Longstrider
Mage Armor (MCoC)
Magnify Gravity (EGW)
Psychic Wave (MCoC)
Sanctuary
Silent Image
Silvery Barbs (SCoC)
Sleep
Speak with Animals
Tasha's Hideous Laughter
Tenser's Floating Disk
Wardaway (FRHoF)
Level 2 Unchained Psion Spells
Alter Self
Animal Messenger
Arcane Lock
Augury
Beast Sense
Blindness/Deafness
Borrowed Knowledge (SCC)
Calm Emotions
Crown of Madness
Darkvision
Detect Thoughts
Earthbind (XGE)
Ectoplasmic Trail (XUA25PU)
Ego Whip (XUA25PU)
Enhance Ability
Enthrall
Find Traps
Fortune's Favor (EGW)
Gust of Wind
Heat Metal
Hold Person
Immovable Object (EGW)
Invisibility
Kinetic Jaunt (SCC)
Knock
Levitate
Locate Animals or Plants
Locate Object
Magic Mouth
Maximilian's Earthen Grasp (XGE)
Mind Spike
Mirror Image
Nathair's Mischief (FTD)
Nystul's Magic Aura
Pass Without Trace
Phantasmal Force
Protection from Poison
See Invisibility
Shadow Blade (XGE)
Shatter
Silence
Suggestion (SCoC)
Tasha's Mind Whip (XUA25PU)
Telekinetic Surge (MCoC)
Warp Sense (SatO)
Zone of Truth
Level 3 Unchained Psion Spells
Animate Dead
Antagonize (BMT)
Bestow Curse
Bleeding Darkness (XUA25PU)
Catnap (XGE)
Clairvoyance
Counterspell (MCoC)
Dispel Magic
Enemies Abound (XUA25PU)
Fear
Feign Death
Fly
Haste
Hypnotic Pattern
Intellect Fortress (XUA25PU)
Laeral's Silver Lance (FRHoF)
Major Image
Nondetection
Pulse Wave (EGW)
Psychic Explosion (SCoC)
Remove Curse
Sending
Slow
Speak with Dead
Speak with Plants
Summon Astral Entity (XUA25PU)
Telekinetic Crush (XUA25PU)
Tongues
Level 4 Unchained Psion Spells
Arcane Eye
Backlash (FRHoF)
Banishment
Blight
Charm Monster
Compulsion
Confusion
Control Water
Dimension Door
Divination
Freedom of Movement
Gate Seal (SatO)
Gravity Sinkhole (EGW)
Greater Invisibility
Hallucinatory Terrain
Life Inversion Field (XUA25PU)
Locate Creature
Phantasmal Killer
Polymorph
Raulothim's Psychic Lance (XUA25PU)
Sickening Radiance (XGE)
Summon Aberration
Level 5 Unchained Psion Spells
Animate Objects
Antilife Shell
Awaken
Bigby's Hand
Contact Other Plane
Control Winds (XGE)
Creation
Destructive Wave (EGW)
Dispel Evil and Good
Dominate Person
Dream
Far Step (XGE)
Freedom of the Winds (TDSCR)
Geas
Greater Restoration
Hold Monster
Immolation (XGE)
Legend Lore
Mislead
Modify Memory
Negative Energy Flood (XGE)
Planar Binding
Rary's Telepathic Bond
Reincarnate (MCoC)
Scrying
Seeming
Skill Empowerment (XGE)
Synaptic Static
Telekinesis
Teleporation Circle
Temporal Shunt (EGW)
Level 6 Unchained Psion Spells
Arcane Gate
Blade Barrier
Bones of the Earth (XGE)
Contingency
Dirge (FRHoF)
Disintegrate
Eyebite
Find the Path
Forbiddance
Gravity Fissure (EGW)
Harm
Heal
Mass Suggestion
Mental Prison (XUA25PU)
Move Earth
Otto's Irresistible Dance
Programmed Illusion
Psionic Blast (XUA25PU)
Soul Cage (XGE)
Tasha's Otherworldly Guise (TCE)
Tenser's Transformation (XGE)
Thought Form (XUA25PU)
True Seeing
Level 7 Unchained Psion Spells
Crown of Stars (XGE)
Dream of the Blue Veil (TCE)
Etherealness
Forcecage (MCoC)
Mirage Arcane
Plane Shift
Power Word Fortify
Power Word Pain
Project Image
Regenerate
Reverse Gravity
Simulacrum
Teleport
Tether Essence (EGW)
Level 8 Unchained Psion Spells
Abi-Dalzim's Horrid Wilting (XUA25PU)
Antimagic Field
Antipathy/Sympathy
Befuddlement
Dark Star (EGW)
Dominate Monster
Glibness
Holy Star of Mystra (FRHoF)
Illusory Dragon (XGE)
Maddening Darkness (XGE)
Maze
Mind Blank
Power Word Stun
Reality Break (EGW)
Telepathy
Level 9 Unchained Psion Spells
Astral Projection
Blade of Disaster (FRHoF)
Foresight
Gate
Invulnurability (XGE)
Mass Polymorph (XGE)
Meteor Swarm
Power Word Heal
Power Word Kill
Psychic Scream (XUA25PU)
Ravenous Void (EGW)
Shapechange
Time Ravage (EGW)
Time Stop
True Polymorph
Weird
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Changes: Me, SmugCoffeeMan
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Changelog
1.0
- Created the document.
1.1
- Updated Source list
- Added spells from XUA25PU
- Updated sources from XUA25P to XUA25PU
1.2
- Added some spells from FRHoF.