Psion
Hit Points
Hit Dice: d6 per Psion level
Hit Points at first Level: 6+ Con modifier
Hit Points at Higher Levels: 1d6 (or 4) + Con modifier
Proficiences
Armor: Light
Weapons: Simple
Tools:
Saving Throws: Wis, Int
Skills: Psionics
Choose two: Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, and Religion.
Overview & Creation
Authored by KibblesTasty, Open Use Permissions
Class Features
Psionic Archetype
At 1st level, you pick the archetype of Psion you embody, choosing from Awakened, Unleashed, Transcended, or Shaper, each of which are detailed. Your choice grants you features at 1st, 3rd, 6th, 10th, and 14th level.
Psionics
Psionic Disciplines
You are granted access to a psionic discipline by your chosen archetype. A psionic discipline comes with a passive feature that expands your character's capabilities and an active psionic power that can be modified and empowered with Psi Points. Additionally, you can use your discipline in more detailed applications to recreate the effect of certain spells. At the 3rd level you can select a second discipline, and at the 18th level you can select a third discipline.
Psionic powers are suppressed by
anti-magic field and can be dispelled with
dispel magic, but are only affected by
counterspell if recreating the effect of a spell. Any check required to
dispel magic, counterspell, or identify a spell being cast with Psionics is made at a disadvantage unless the caster also has the Psionics feature. The spell
detect magic will detect the usage of psionics, but not their nature - it will show up as a mysterious untyped power, even if being used to generate the effect of a spell.
When recreating a spell through a Psionic effect the spell has no Material or Verbal components but using any psionic ability requires Somatic components and causes the Psion to vibrantly glow with the otherworldly psionic energies they are controlling.
Psi Points
Starting at 1st level, you gain access to Psi Points used to fuel psionic discipline powers and effects. You have a number of Psi Points equal to your Psion level and regain all spent points after completing a short or long rest. You can spend a number of Psi Points equal to half your Psion level (rounded up) at a time.
Psionic Ability
Psionic powers, psionic talents, and spells gained through this class use your Psionic ability.
Psionic Ability save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic Ability attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Talents
Starting at 2nd level, you gain access to a Psionic Talent allowing you to further specialize. Pick two talents from the list of Psionic talents. You can pick a Psionic talent at 5th, 7th, 9th, 12th, 15th, and 18th level. When you level up, you can replace a Psionic talent you have previously selected with a different option.
Second Discipline
When you reach 3rd level, you can select a second Psionic Discipline from the list of Psionic Disciplines. You cannot select a Discipline you already know. You gain all features of a Psionic Discipline when selecting it.
Ability Score Improvement
At your 4th, 8th, 12th, 16th, and 19th level you can increase one ability score by two, or two ability scores by one. As normal, you cannot increase an ability score above 20 using this feature.
Psionic Mastery
When you reach 5th level, you gain mastery of your psionic powers. At the start of your turn, you get 1 free Psi Point. This can be spent to empower Psionic Disciplines, but not to recreate spells or fuel Psionic Talents. If you have any unspent free Psi Points left at the end of your turn they are lost.
At the 11th level, this is increased to 2 free Psi points and at the 17th level, this is increased to 3. Points can be split between different abilities
Innate Psionics
At 11th level, you gain the ability to exert great feats of psionic power. Choose one 6th-level spell from the Psion spell list as an innate ability. You can use this innate ability to cast this spell once. You must finish a long rest before you can do so again. At higher levels, you gain more innate abilities of your choice that can be used in this way: one 7th-level spell at 13, one 8th-level at 15, and one 9th-level at 17. You regain all uses of your Innate Psionics when you finish a long rest.
Innate Psionics are well beyond the normal scope of your powers and are not restricted by what disciplines you have. Unlike psionic disciplines, they require any component the spell requires.
Third Discipline
When you reach 18th level, you can select a third Psionic Discipline from the list of Psionic Disciplines. You cannot select a Discipline you already know. You gain all features of a Psionic Discipline when selecting it.
Ascension
Starting at 20th level, if you die you can choose to become an incorporeal entity on the ethereal plane at the spot you died in the material plane at the start of your next turn. This entity has the physical ability scores (Str, Dex, Con) and abilities of a ghost, but has your mental ability scores (Int, Wis, Cha) and your Psion class abilities.
Starting Equipment
- A Quarterstaff or a Dagger
- Leather Armor
- A Scholar's pack or an Explorer's pack
Subclass Options
Psionic Archetypes
Awakened
An awakened is a Psion who had their psionic power awakened within them by an encounter, event, or circumstance. Perhaps their powers were latent or perhaps their destiny had been that of a normal creature until powers were suddenly thrust upon them. Perhaps they brushed another world, where powers such as these are commonplace, or experimented with magics that should remain unexplored, or even had a mere glimpse of a creature that did not belong in the world while wandering the streets.
An awakening is often somewhat traumatic. Psions are not well understood and the first power they manifest - telepathy - is one of the most feared and shunned abilities, often viewed for its rather creepy potential.
An Awakened can be either empathetic or cruel, good
or evil. Knowing what is on the minds of others affects people in different ways, driving some away from society as they see its true face, while others feel drawn to help the problems only they can see.
Opened Mind
At 1st level when you select this Archetype, your mind awakens the ability to directly connect to the minds of other creatures, granting the psionic discipline of Telepathy.
Mental Awareness
Additionally starting at 1st level, you can use Intelligence instead of Wisdom when making an Insight check against a creature with an Intelligence ability score of 6 or higher. Further, once you have telepathically communicated with an allied creature, you know their location for the next hour.
Exposed Plans
Starting at 3rd level, if a creature has failed a saving throw against your Telepathic Intrusion since the start of your last turn, you can use a bonus action to give it disadvantage on its next saving throw against a psionic power besides Telepathic Intrusion or give yourself advantage on your next attack roll against that target.
Empowered Psionics
Staring at the 6th level, when you deal damage with a Psionic Discipline you can add your Intelligence modifier to the damage dealt.
All Seeing Eye
Starting at 10th level, you can see a creature by its mind. You gain blindsight with a range of 30 feet, but it only sees creatures with an intelligence of 6 or higher. Additionally, you no longer need to be able see a creature to use a psionic power on them, so long as you know where they are and they are within range of your blindsight.
Full Awakening
Starting at 14th level, you can briefly fully awaken your expanded mind to true comprehension. As a bonus action, you can expend 3 Psi Points to gain the effect of
foresight until the start of your next turn.
Unleashed
An Unleashed Psion's power is most often an innate force they struggle to understand or control, a reflection of their state of mind and mood projected onto the world around them, often to devastating results. The life of an Unleashed Psion if frequently their journey to control their unruly powers... or one of embracing the destructive powers fully.
What the wellspring of their innate power is varies - they could be a psionic race, born under the influence of distant twisted powers, warped by fey blood, or herald of something more sinister brushing against the material world. Sometimes their power will show itself in simple applications, but most often their power becomes known and feared when their temper flares.
Their alignment frequently depends on the approach to their powers they have taken. An Unleashed Psion who emphasizes control and restraint, keeping their emotions from running wild and their powers from running rampant will most often be lawful, following strict personal codes. On the other hand, an Unleashed Psion who lets their power run rampant will almost always be chaotic in nature, acting on impulse... with great emphasis.
Unshackled Power
At 1st level when you select this Archetype, you gain the ability to unleash your mind physically interact with the world around you, granting you the psionic discipline Telekinesis.
Mental Emphasis
Additionally at 1st level, you gain the ability to cast
thaumaturgy with your psionic powers. When you cast in this way, you have an additional option:
- You cause up to 10 pounds of loose objects within 10 feet of you to start floating for 1 minute.
Rampaging Power
Starting at 3rd level, you gain a d4 rampage die. Once per turn during your turn when you make a damage roll, you can add this rampage die to the damage roll. If you dealt damage during your last turn, your rampage die becomes a d6, increasing with each subsequent turn you deal damage by one step, up to d12; if you did not deal damage during your last turn, it becomes a d4 once more.
Empowered Psionics
Staring at 6th level, when you deal damage with a Psionic Discipline power you can add your Intelligence modifier to the damage dealt.
Uncontrollable Mind
Starting at 10th level, the strength of your rampaging mind is such that others' attempts to control it are futile. You gain immunity to charm, fear, and effects that would control your mind while your rampage die is a d6 or more.
Crushing Power
Starting at 14th level, as a bonus action you can expend 1 Psi Point to exert crushing force and buffeting winds around your self in a radius of 15 feet until the start of your next turn. Creatures that enter the area for the first time or start their turn in it must make a Strength saving throw. On failure, you can move them 5 feet in any direction, or make them fall prone.
Transcended
A Transcended Psion is most often one that has found their path to psionic powers through a mental epiphany, realizing the place of their mind within the multiverse and how it ties to everything else, seeing the keys and levers to the world laid out before them in their mind's eye.
Most often achieved either intentionally or accidentally through meditation and ritual, this can sometimes even be a passed on technique to reliably transcend the strictly material concerns, and explore the more cognitive realm and powers within.
Transcended Psions tend to have the best grasp on their powers in control and principle, having come to understanding of the greater cosmos, but lack the reckless abandon some other Psions may have. Unfortunately less transcendent minds frequently cannot understand the greater truths they have learned and may view a Transcended Psion as a bit... peculiar.
Enlightened
At 1st level when you select the Archetype, you gain the ability to empower your body with the power of your mind, granting you the psionic discipline of Enhancement.
State of Mind
Additionally at 1st level, you can ignore the effects of extreme heat or cold, hold your breath twice as long as normal, and can go twice as long without eating or sleeping before suffering exhaustion.
Balance of Power
Starting at 3rd level, every time you grant a creature temporary hit points, you can add the hit points granted to a stored pool. The maximum value of the pool is your psion level. The next tiem you deal damage, you can expend the pool to add damage equal to the stored value. This stored damage is lost if not spent within 1 minute.
Perfected Enhancement
Starting at 6th level, when you grant temporary hit points with a psionic power you can add half your Intelligence modifier (rounded down) to the temporary hit points gained by one creature.
Mental Control
Starting at 10th level, when you have to make a Constitution saving throw to avoid losing concentration on an effect from a psionic discipline, you can add your Intelligence modifier to the saving throw.
Mind Over Matter
Starting at 14th level, when you roll a Strength, Dexterity, or Constitution saving throw, you can expend 2 Psi Points to roll an Intelligence saving throw instead.
Additionally, when you roll a Death saving throw, you can expend 4 Psi Points to roll a 20.
Shaper
A Shaper is a Psion that specializes in the materialization of their imagination, projecting it out into the world. Not mere conjurers borrowing the powers of other planes, a Shaper manifests things from nothing but their own mind, weaving their creations into existence through the exertion of raw psionic power and imagination.
A Shaper's mind is a tool of nearly unrivaled power, possessing both boundless creativity and inexorable will, but if that will is overrun, the world would do well to fear a Shaper's nightmares.
Creator's Mind
At 1st level when you select this Archetype, you gain the ability to will the contents of your mind into the world, granting you the psionic discipline Projection.
Boundless Imagination
Additionally at 1st level, as an action, you can conjure new powers for your Astral Construct in your mind and project them into reality. You can only apply one of the following properties at a time:
Devastating Weapons You can imagine more deadly armaments - from a greatsword to vicious fangs - causing your Astral Construct to grow more deadly. The Astral Construct's damage becomes 1d12.
Psionic Conduit You can use your Psionic powers through your Astral Construct, as if you were where it is.
Vivid Existence Your Astral Construct fully materializes and automatically uses Solidify at the start of its turn without requiring a command to do so.
Astral Metastability
Starting at 3rd level, when you use your Psionic powers to create an Astral Construct, it does not require concentration to maintain, and lasts until dismissed, but you cannot summon another one while you have one summoned.
Empowered Construct
Starting at 6th level, when something created by the Projection Discipline deals damage, you can add your Intelligence modifier to the damage dealt.
Astral Guardian
Starting at 10th level, when you would take damage while you have an Astral Construct within 30 feet of you, you can use your reaction to conjure it to you (sharing your space) and expend a psi point to Solidify it, transposing it between you and the source of damage. It takes the damage instead of you. If the attack deals more damage that it has hit points (from Solidify), you take the remainder of the damage.
Imaginary Army
Starting at 14th level, you can allow your mind to run wild, letting an astral army spring forth into reality. When you use Replicate, one additional Astral Construct is created and can be controlled with your action (commands only effect one of your choice). This additional construct lasts until the start of your next turn and cannot be sustained.
Once you create an additional duplicate, you cannot do so again until you complete a short or long rest.
Psionic Disciplines
Enhancement Discipline
Enhancement is the ability to interact with a creature's nature and abilities with your Psionic power.
Enhancing Skill
You can focus your psionics to enhance your abilities. Whenever you make a skill check using Strength or Dexterity, you can add 1d4 to the result.
Enhancing Surge
Psionic Power
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: 1 Round
You empower the body of a target creature you can see with your Psionics. The target gains 1d4 temporary hit points and the next time the target deals damage, it deals 1s4 additional damage to one application of that damage roll. Any remaining effects of this spell ands at the start of your next turn.
You can spend Psi Points up to your per use limit to add the following modifiers to Enhancing Surge (you can add multiple modifiers). The points must be spent when choosing the target of the power
Savage (1+ psi point): The target's next weapon attack deals an +1d6 additional damage for each point spent.
Fortifying (1+ psi point): The target gains an additional +1d6 temporary hit points for each point spent.
Swift (2 psi points): The target gains +30 feet of movement speed.
Resilient (3 psi points): The target gains resistance to all damage until the start of your next turn.
Alternate Effects
Additionally, when you learn the Enhancement 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 |
heroism, longstrider, unlocked potentialpsion |
2 |
alter self, enlarge/reduce, lesser restoration |
3 |
catnap, haste |
4 |
freedom of movement, stone skin |
5 |
greater restoration, skill empowerment |
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level.
Projection Discipline
Projection is the ability to project what is in your mind to the outside world with your Psionic Power.
Astral Construct
Psionic Power
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Concentration, Up to 1 minute
You project an ethereal creation from your mind taking the shape of a medium or smaller creature, weapon, or other object. When you create it, and subsequent turns using your action to mentally control it, you can move it up to 30 feet in any direction and attack; so long as it does not move beyond the range of the power. To attack with it, make a melee spell attack, on a hit, the target takes 1d8 force damage.
While Astral Construct is active, you can spend Psi Points up to your per-use limit to issue commands that effect and empower your construct. Commands require no action, but you cannot exceed your psi point limit in total commands issued and each command can only be issued once per turn.
Strike (2 psi points): The construct makes an attack (even if it has already attacked).
Relocate (1 psi point): The construct disappears and reappears anywhere within 60 feet of you.
Solidify (1 psi point): Your construct becomes solid, blocking its space until the start of your next turn. You can only use this command if it is not in another creatures space. It has an armor class of 16, and hit points of your Intelligence modifier + your Psion level. The construct becomes ethereal again if it drops to zero hit points.
Grab (1 psi point): Can only be used while your construct is Solidified. A target creature within 5 feet of your construct must make a Strength saving thrower be
restrained. At the end of the creatures turns it can repeat the saving throw. The condition ends if the construct becomes ethereal again.
Grow (1 psi point): Your construct grows by a size and its damage is increased by one die. It returns to its normal size a the start of your next turn unless you use Sustain. It can only gain one additional die.
Replicate (3 psi points): You use Relocate, but the original does not disappear. Until the end of your turn, you have another construct and control both with the action (commands only effect one of your choice). Pick one construct to fade at the start of your next turn or use Sustain.
Sustain (1+ psi points): At the start of your turn, you can sustain the effect of a Solidify, Grow, or Replicate command an additional round. This costs 1 psi point for each effect sustained. Sustaining solidify refreshes the constructs hit points to its maximum.
Telekinesis Discipline
Telekinesis is the ability to interact with physical objects and energy with your psionic powers.
Telekinetic Hands
When you gain this feature, you can manipulate small objects within 30 feet with your mind as is using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling this way up to 30 feet during your turn.
You can spend 1 psi point to increase how much you can lift by 100 pounds for 1 turn.
Telekinetic Force
Psionic Power
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous
You smash target creature or object you can see with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage and be knocked 5 feet in a direction of your choosing or knocked prone.
You can spend Psi Points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Hammering (1+ psi points): The target takes +1d10 bludgeoning damage for each point spent.
Hurling (1-3 psi points): The target is knocked +10 feet in a direction of your choosing for each point spent.
Crushing (2 psi points): The target is restrained until the end of its next turn.
Sweeping (3 psi points): You can target all creatures in a 10 foot radius of a point within range.
Alternate Effects
Additionally, when you learn the Telekinesis 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 |
jump, catapult, thunderwave |
2 |
levitate, dust devil, shatter |
3 |
fly, erupting earth |
4 |
Otiluke's resilient sphere |
5 |
telekinesis, animate objects, wall of force |
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level.
Telepathy Discipline
Telepathy is the ability to interact with the minds of other creatures using your psionic abilities.
Telepathic Communication
When you gain this feature, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Telepathic Intrusion
Psionic Power
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous
You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.
You can spend Psi Points up to your per use limit to add the following modifiers to Telepathic Intrusion (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Rending (1+ psi points): The target takes +1d8 psychic damage for each additional point spent.
Terrifying (1 psi point): The target is
frightened of you until the end of its next turn if it fails its saving throw.
Overwhelming (2 psi points): The target is
blinded until the end of its next turn if it fails its saving throw.
Double (3 psi points): You can target a second creature.
Alternate Effects
Additionally, when you learn the Telepathy 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 |
compelled querypsion, command, cause fear |
2 |
detect thoughts, mind spike, suggestion |
3 |
delve mindpsionic, fear, enemies abound |
4 |
dominate beast. compulsion, confusion |
5 |
dominate person, modify memory, telepathic bond, synaptic static |
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level.
Level | Proficiency Bonus | Psi Points | Psi Limit | Features | Psionic Talents |
---|
1st | +2 | 1 | 1 | Psionic Achetype, Psionics | – |
2nd | +2 | 2 | 1 | Psionic Talents | 2 |
3rd | +2 | 3 | 2 | Secondary Discipline, Psionic Archetype Feature | 2 |
4th | +2 | 4 | 2 | Ability Score Improvement | 2 |
5th | +3 | 5 | 3 | Psionic Mastery | 3 |
6th | +3 | 6 | 3 | Psionic Archetype Feature | 3 |
7th | +3 | 7 | 4 | – | 4 |
8th | +3 | 8 | 4 | Ability Score Improvement | 4 |
9th | +4 | 9 | 5 | – | 5 |
10th | +4 | 10 | 5 | Psionic Archetype Feature | 5 |
11th | +4 | 11 | 6 | Innate Psionic Ability (6th Level) | 5 |
12th | +4 | 12 | 6 | Ability Score Improvement | 6 |
13th | +5 | 13 | 7 | Innate Psionic Ability (7th Level) | 6 |
14th | +5 | 14 | 7 | Psionic Archetype Feature | 6 | |
15th | +5 | 15 | 8 | Innate Psionic Ability (8th Level) | 7 |
16th | +5 | 16 | 8 | Ability Score Improvement | 7 |
17th | +6 | 17 | 9 | Innate Psionic Ability | 7 |
18th | +6 | 18 | 9 | Third Discipline | 8 |
19th | +6 | 19 | 10 | Ability Score Improvement | 8 |
20th | +6 | 20 | 10 | Ascension | 8 |