Psion
Hit Points
Hit Dice: d10 per Psion level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per Psion level after 1st
Proficiences
Armor: Light armor, Medium armor
Weapons: Simple weapons, hand crossbows, shortswords.
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, History, Investigation, Medicine, and Religion.
Overview & Creation
Psions:
Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assumc command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream.
You know the menta l pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability's first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques 10 beguile your foes. or perhaps a speeially trained inquisitor who has learned one secret too many.
A flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you. and your thoughts themselves are weapons half sheathed. If a god can reshape the world and you can enthrall a god. what does that make you?
Class Features
Psionic Talent:
At 1st level, You harbor a wellspring of psionic power within
yourself, an energy that ebbs and flows as you
channel it in various ways. This power is
represented by your Psionic Talent die, the
starting size of which is a d6.
Psionic Talent Options. You can use your
Psionic Talent die in the following ways:
Protective Field: When you or another creature
you can see within 30 feet of you takes
damage, you can use your reaction to roll your
Psionic Talent die and reduce the damage
taken by the number rolled plus your
Intelligence modifier (minimum reduction of
1), as you create a momentary shield of
telekinetic force.
Psi-Powered Leap: When you make a high or
long jump, you can roll your Psionic Talent die
and extend the distance of the jump, up to a
number of feet equal to twice the number
rolled plus twice your Intelligence modifier
(minimum of 1 extra foot). This extra distance
costs you only 1 foot of movement.
Telekinetic Strike: You can propel your attacks
with telekinetic force. Once on each of your
turns, immediately after you deal damage to a
target within 60 feet of you with a weapon
attack, you can roll your Psionic Talent die and
also deal force damage to the target equal to
the number rolled. You can use this feature
alongside your Psionic Talents.
Psychic Whispers: You can use your psychic
abilities to establish telepathic communication
between yourself and others—perfect for
quiet infiltration. As an action, you give
yourself and at least one other creature the
ability to speak telepathically with each other.
When you do so, roll your Psionic Talent die,
and choose creatures you can see, up to a
number of creatures equal to the number
rolled. For 1 hour, the chosen creatures can
speak telepathically with you, and you can
speak telepathically with them. To send or
receive a message (no action required), you
and the other creature must be within 1 mile
of each other. A creature can’t use this
telepathy if it can’t speak any languages, and a
creature can end the telepathic connection at
any time (no action required). You and the
creature don’t need to speak a common
language to understand each other.
Changing the Die’s Size. If you roll the highest
number on your Psionic Talent die, it decreases
by one die size after the roll. This represents you
burning through your psionic energy. For
example, if the die is a d6 and you roll a 6, it
becomes a d4. If it’s a d4 and you roll a 4, it
becomes unusable until you finish a short rest.
Conversely, if you roll a 1 on your Psionic
Talent die, it increases by one die size after the
roll, up to its starting size. This represents you
conserving psionic energy for later use. For
example, if you roll a 1 on a d4, the die then
becomes a d6. If you roll multiple dice if you roll
2d6 and one rolls a 6 and the other a 1 the dice size
is not changed, but if you roll 3d6 and you roll this
6, 1, 6 the dice size becomes a d4 and vice versa.
Whenever you finish a long rest, your Psionic
Talent die resets to its starting size. When you
reach certain levels in this class, the starting size
of your Psionic Talent die increases: 10th level (d8),
and 15th level (d10). And the you can increase your
maximum dice size at 5th level (d8), 10th level (d10),
and 15th level (d12).
Psi Replenishment: As a bonus action, you can
calm your mind for a moment and restore your
Psionic Talent die to its starting size. You use
this trait a number of times equal to your Inteligence
Modifier (Minimum of 1), You regain all expended uses
when you finish a long rest.
Psionic Archetypes:
At 1st level, you choose a Psionic Archetype from the list of available Archetypes. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
Psionics:
Psionic disciplines are the heart of a Psionic's craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.
Starting at 2nd level, You choose One Psionic discipline from your Psionic Archetypes. You learn additional Psionic disciplines at levels 10th and 16th.
When you learn a Psionic discipline you Focus on that discipline and gain the abilities from the Psychic Focus of that discipline and use Psionic Talents from that disipline. If you have learnd more than 1 discipline Choose 2 disciplines that you can use their agments but you can´t gain the Psychic Focus from that discipline. If you want to use Psionic Talents from other disiplines that you know you can use your action to change the disciplines that you are focusing and your Psychic Focus from one discipline to other.
Psionic Talents:
Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
If a Psionic Talents requires a savin throw the save uses your spell DC.
If a Psionic Talents requires concentration its the same as if your where concentrating on a spell.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Strength of Mind:
Even the simplest psionic technique requires a
deep understanding of how psionic energy can
augment mind and body. This understanding
allows you to alter your defenses to better deal
with threats.
Starting at 7th level, you can replace your
proficiency in Wisdom saving throws whenever
you finish a short or long rest. To do so, choose
Strength, Dexterity, Constitution, or Charisma.
You gain proficiency in saves using that ability,
instead of Wisdom. This change lasts until you
finish your next short or long rest.
Psionic Mastery:
Beginning at 9th level, your mastery of psionic
energy allows you to push your mind beyond its
normal limits.
You can go beyond the limits of your abilities
you can spend up to 4 psi points in one of your
Psionic Talents. You can use this feature again
when you finish a long rest. You can use
this feature again but you will take 4d10 of
necrotic damage. This damage can't be lessened
in any way, and the reduction to your hit point
maximum lasts until you finish a long rest.
Tower if iron will:
Starting at 14th level, Your mind’s defenses are
formidable. After you or another creature you
can see within 30 feet of you fails a saving throw, you can use your
reaction to roll your Psionic Talent die and add
the number rolled to the saving throw,
potentially causing it to succeed. You can use
this feature once per short rest or use it again
but your Psionic Talent die decreases by one die size.
Metabolic Control:
Starting at 17th level, If your Psionic Talent die is available, you can
take an action to channel your psionic power
to nourish yourself for the next 24 hours, as if
you consumed sufficient food and water for a
day. When you take this action, your Psionic
Talent die decreases by one die size.
Psionic Body:
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
You gain resistance to bludgeoning, piercing, and slashing damage.
You no longer age.
You are immune to disease, poison damage, and the poisoned condition.
If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.
Starting Equipment
- (a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
-(a) a dungeoneer's pack or (b) an explorer's pack
any simple weapon or Marcial if you are proficient.
Spellcasting
As a student of psionics, you can cast spells using the power from your mind to bend reality to your will. See chapter 10 for the general rules of spellcasting.
Preparing and Casting Spells: The psion table shows how many spell slots you have to cast your psion spells of 1st level and higher. To cast one of these psion spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of psion spells that are available for you to cast, choosing from the psion spell list. When you do so, choose a number of psion spells equal to your Intelligence modifier + half of your psion level (minimum of one spell). The spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the psion spells you know and replace it with another spell from the psion spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability: Intelligence is your spellcasting ability for your psion spells, since the power of your magic relies on your ability to use your mind to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Ritual Casting: You can cast any psion spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your psion spells.
1st lvl Spells |
2nd lvl Spells |
3rd lvl Spells |
4th lvl Spells |
5th lvl Spells |
Absorb Elements |
Blindness/Deafness |
Bestow Curse |
Banishment |
Banishing Smite |
Cause Fear |
Crown of Madness |
Blink |
Charm Monster |
Creation |
Charm Person |
Detect Thoughts |
Counterspell |
Compulsion |
Dominate Person |
Comprehend Languages (Ritual) |
Invisibility |
Dispel Magic |
Confusion |
Hold Monster |
Command |
Magic Weapon |
Fear |
Greater Invisibility |
Modify Memory |
Shield |
Misty Step |
Flame Arrows |
Locate Creature |
Far Step |
Memory Hole |
Suggestion |
Fly |
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Telekinesis |
Magnify Gravity |
See invisibility |
Hypnotic Pattern |
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Teleportation Circle |
Detect Magic (Ritual) |
Zone of Truth |
Sending |
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Wall of Force |
Disguise Self |
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Thunder Step |
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Heroism |
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Feather Fall |
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Fearful Strike |
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Silent Image |
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Sleep |
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Thunderwave |
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Subclass Options
Psionic Warrior
Psionic training:
At 1st level, you gain proficiency in marcial melee weapons and heavy armor.
Telekinetic Strike: If your Psionic Talent die is available, Also if you miss with a melee weapon attack you can re roll the attack roll, but your Psionic Talent die decreases by one die size.
Bulwark of Force:
When you reach 3rd level, If your Psionic Talent die is available, you gain a bonus to the damage your melee weapon attacks. If your Psionic Talent die is a d6 you gain a +1, (d8 +2), (d10 +3), (d12 +4).
Telekinetic Adept:
At 6th level, You have mastered new ways to use your telekinesis:
Psionic Thrust (1 psi): When you deal damage to a
target with the Telekinetic Strike of your
Psionic Talent, you can force the target to
make a Strength saving throw against
your spell DC. Unless the save
succeeds, you can knock the target prone or
move it up to 10 feet in any direction
horizontally.
Telekinetic Movement (1 psi): If your Psionic Talent
die is available, you can move an object or a
creature with your mind. As an action, you
target one loose object that is Large or smaller
or one willing creature, other than yourself. If
you can see the target and it is within 30 feet
of you, you can move it up to 30 feet to an
unoccupied space you can see. Alternatively, if
it is a Tiny object, you can move it to or from
your hand. Either way, you can move the
target horizontally, vertically, or both. When
you take this action, your Psionic Talent die
decreases by one die size.
Telekinetic Master:
At 14th level, Your ability to move creatures and objects with
your mind is matched by few. If your Psionic
Talent die is available, you can cast the
telekinesis spell, requiring no components. Your
spellcasting ability for the spell is Intelligence.
When you cast this spell, your Psionic Talent die
decreases by one die size.
Psionic Warrior Psionic Disciplines:
-Adaptive Body:
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.
- Psychic Focus: While focused on this discipline, You gain a +2 on Constitucion Saving Throws. You have advantage on saving throws against poison, and you have resistance against poison damage.
Psionic Talents:
- Environmental Adaptation (1-3 psi con.): As a bonus action, Until your concentration ends, you or a creature you touch ignores the
effects of extreme heat or cold (but not cold or fire damage). An amount of hours equal to the amount of psi points spent.
- Psionic Resposte (1-3 psi): Whenever a creature try to hit you with a melee attack. You can use your reaction to deal an amount of
Psionic Talent dies equal to the number of psi points spend.
- Psionic Constitucion (1-3 psi): As a bonus action, you can gain temporaly hit Points. The amount is The the number of psi points
spend in Psionic Talent dies.
- Energy Adaptation (2 psi): When you or a creature you can see within 60f of you take acid, cold, fire, lightning, or thunder damage,
you can use your reaction to gain resistance to damage of that type —including the triggering damage— until the end of your next turn.
- Psionic Wave (3 psi): Ad an action, Each creature you choose in a 15-foot circle originating from you must make a Wisdom saving throw.
On a failed save, a creature takes a number of psychic damage equal to an amount of Psionic Talent dies equal to the number of psi
points spend and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
- Bestial Transformation (3 psi): As a bonus action, you alter your physical form to gain different characteristics. When you use this
ability, you can choose one per psi point spent of the following effects:
(This lasts for 1 hour, until you die, or until you end it as a bonus action.)
-Amphibious: You gain gills; you can breathe air and water.
-Climbing: You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
-Keen Senses: Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
-Swimming: You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
-Tough Hide: Your skin becomes as tough as leather; you gain a +1 bonus to AC.
-feline speed: You gain a bonus to your Walking speed of 30ft.
-Draconic Scales: You gain resistance to one of this damage types: acid, cold, fire, lightning, or thunder.
-swiftness: You can make an attack as a bonus action.
-Brute Force:
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.
- Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks.
Psionic Talents:
- Brute Strike (1–3 psi): When you hit a creature with a melee weapon attack you deal a number of extra damage equal to an amount of
Psionic Talent dies equal to the number of psi points spend, to the target.
- Knock Back (1–3 psi): Whenever you get hit with a melee attack. You can use your reaction and The target must succeed on a Strength
saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object or a
creature, this movement immediately ends and the target takes deal a number of bludgeoning damage equal to an amount of Psionic Talent
dies equal to the number of psi points spend.
- Feat of Strength (1 psi): As a bonus action, you can add your Psionic Talent die to Strength checks until the end of your next turn.
- Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends,
your melee weapon attacks deal an extra 1d4 damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you
also become Large for the duration.
- Crushing Srike (3 psi): When you hit a creature with a melee weapon attack you deal a number of extra damage equal to an amount of
Psionic Talent dies equal to the number of psi points spend. Also the target must must succeed on a Strength saving throw or be
knocked prone.
- Psionic smash (3 psi): As an action, You can touch one weapon you wield and you imbue your psionic power making the weapon larger and
stronger. In a 15f cone each target must succeed on a Dexterity saving throw or take a number of extra damage equal to an amount of
Psionic Talent dies equal to the number of psi points spend + the damage of a normal weapon attack, of bludgeoning damage. If they
succeed they take half of the damage.
-Iron Durability:
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.
- Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC.
Psionic Talents:
- Psionic Skin (1 psi): When you take bludgeoning, piercing, and slashing damage, you can use your reaction to gain resistance to damage
of that type —including the triggering damage— until the end of your next turn.
- Psionic shield (1-3 psi con. 1 min.): Until your concentration ends, you gain a bonus to your AC equal to the number of psi pionts
spend.
- Tough Movement (1 psi con. 1 min.): Until your concentration ends, you are not affected by difficult terrain.
- Psionic Charge (2 psi): As a bonus action, If you move at least 20 feet in a straight line immediately as a part the same bonus action
you can make a melee attack to a creature you don´t roll anything but the target must succeed on a Strength saving throw or be knocked
prone or be pushed 10f. If the creature is huge or larger this inmune to this.
- Psionic Proteccion (3 psi con. 1 min.): Touch one creature. Until your concentration ends, As an action, you can touch one creature
and give it resistance to non magical bludgeoning, piercing, and slashing damage.
- Electric Movement (3 psi): As an action, Until the end of your turn, You move whith out provoking opportunity attacks. You gain 30ft
of extra movement. Each time you move in the range of a creature, the creature takes of lightning damage equal to one of you Psionic
Talent die.
-Psionic Combatant:
You use the power of psionics as a weapon. As use it as a strategic advantage in combat.
- Psychic Focus: Whenever you focus on this discipline, choose one melee weapon you’re holding. That weapon becomes magical and this will
be the weapon that you will use for the Psionic Talents in this Discipline.
Psionic Talents:
- Psionic Weapon (1 psi con. 1 min.): As a bonus action, Until your concentration ends, The blade of your weapon becomes psychic, it
shed bright light in a 20-foot radius and dim light for an additional 20 feet. Your weapon deals psychic instad of its normal damage,
Also now the weapon gains a +5ft to its range.
- Throw Weapon (1-3 psi): You make a ranged attack with you weapon as if it has the Throw property with a range of 10ft + 10 x the
number of psi points spend, You can try to throw the weapon twice its range but the attack is made with disadvantage. The attack deals
the normal damage of the weapon + one Psionic Talent die. After the weapon hit the weapon returns to your hands.
- Psychic Strike (1-3 psi): When you hit a creature with a melee weapon attack you deal a number of extra psychic damage equal to an
amount of Psionic Talent dies equal to the number of psi points spend, to the target.
- Psionic precision (2 psi): As a bonus action, You now can add your Psionic Talent die to your next attack roll.
- Psionic dexterity (3 psi): Whenever a creature try to hit you with a melee attack. You can use your reaction to make an Inteligence
(Acrobatics) Check contested by the enemy attack roll. If you succeed you can an Acrobatic move to dodge the enemy attack and change
your posicion to a point within 10f of you, This movement doesn´t provoke opportunity attacks.
- Psychic thrust (3 psi): As an action, You make the weapon larger and stronger. Your next attack has 20ft in range if the attack hits
the target takes the normal weapon damage and number of extra damage equal to an amount of Psionic Talent dies equal to the number
of psi points spend, of Psychic damage. If the attack doesn´t hit they take half of the damage.
Soul knife
Psychic Blades:
At 1st level, You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it.
Psionic Pary: When a creature attacks you with a weapon, you may use your reaction to make an attack roll with your psychic blade. If the result of this roll equals or exceeds their attack roll, their attack misses. And if the attack hits the target you can treat it as a normal attack. But your Psionic Talent die decreases by one die size.
Soul Blades:
When you reach 3rd level, If your Psionic Talent die is available, you gain a bonus to the damage of your Psychic Blades attacks.Once per turn, you can
deal the extra damage to one creature you hit with an attack if you have advantage on the attack roll.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The extra damage is equal to your Psionic Talent die is a d6 you add 1d6 of extra damage, (d8 2d6), (d10 3d6), (d12 4d6).
Psionic Veil:
At 6th level, You can weave a veil of psychic static to mask yourself.
Psionic Veil (1 psi): when an attacker that you can see hits you with an attack, you can use your reaction to
halve the attack’s damage against you.
Rend Mind:
At 14th level, You can sweep your Psychic Blades directly
through a creature’s mind. When you use your
Psychic Blades to deal Sneak Attack damage to a
creature, you can force that target to make a
Wisdom saving throw against your spell DC.
Unless the save succeeds, the target is stunned
until the end of your next turn.
Once you use this feature, you can’t do so again
until you finish a long rest, unless you decrease
your Psionic Talent die by one die size to use this
feature again.
Soul knife Psionic Disciplines:
-Celerity:
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.
- Psychic Focus: While focused on this discipline, your walking speed increases by 10 feet.
Psionic Talents:
- Rapid Step (1–3 psi): You increase your walking speed by 10 feet per psi point spent until the end of the current turn. This bonus
lasts for 1 minute.
- Psionic Charge (1-3 psi con. 1 min.): As a bonus action, Until your concentration ends or you hit a melee attack You increase your
walking speed by 20 feet, the next attack you hit a creature with a melee attack you can add a number of extra damage equal to an
amount of Psionic Talent dies equal to the number of psi points spend, to the target.
- Agile Defense (1 psi): As a bonus action, you take the Dodge or disengage action.
- Blur of Motion (2 psi): As an action, you cause yourself to be invisible during any of your movement during the current turn.
- Psionic reflexes (3 psi): As an action, until your next turn. You gain the ability to use your reaction to gain a bonus to your AC
equal to one of your Psionic Talent die. If a creature within 5f of you missed you with a melee attack you can spend 10ft of movement
of the turn before and make one melee attack against that same creature.
- Surge of Action (3 psi). As a bonus action, you can Dash or make two weapon attack.
-Corrosive Metabolism:
Your control over your body allows you to deliver acid or poison attacks.
- Psychic Focus: While focused on this discipline, you have resistance to acid and poison damage. Also whenever you deal acid and
poison damage you ignore resistances of these damages types.
Psionic Talents:
- Venom Strike (1-3 psi con. 1 min.): As a bonus action, Until your concentration ends. Touch one weapon that you are wielding, the
next tine you hit a creature with that weapon, The target must succeed in a Constitution saving throw. On a failed save, you deal
poison damage equal to the amount of Talent dies per psi points spend, and is poisoned until the end of your next turn. On a
successful save, the target takes half as much damage and isn’t poisoned.
- Corrosive spit (1-3 psi): As an action, Make a ranged spell attack against a target within 60ft of you. On a hit, the target takes
a number of acid damage equal to an amount of poison Talent dies equal to the number of psi points spend.
- Psychic Antitoxin (1 psi): You can perform a 1 hour process to create an Antitoxin after 1 hour of work and 5gp worth of materials
and you can create one Antitoxin. Also if you have a poison in hand you can perform the same process and create a special Antitoxin
that makes a creature immune to that specific poison.
- Acid Spray (2 psi): As a reaction when you take bludgeoning, piercing or slashing damage, you cause acid to spray from your wound;
each creature within 5 feet of you takes acid damage equal to an amount Talent dies equal to the number of psi points spend.
- Acid Breath (3 psi): You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a
Constitution saving throw, taking acid damage equal to an amount Talent dies equal to the number of psi points spend + your
inteligence modifier, On a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional
psi point spent on it.
- create poison (3 psi con. 1 min.): As a bonus action, Until your concentration ends. Touch one weapon that you are wielding, You
imbue the weapon with a potent poison you choose the effects of this poison. Choose one of this options:
-The targets walking speed is 0
-The target can´t take reactions
-The target becomes vulnerable to the next to poison damage it takes (It doesn´t count for the damage of this poison).This doesn't affects creatures immune to poison damage.
-The target On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magicitems, it can’t make more than one melee or ranged attack during its turn.
-It has disadvantage on its next saving throw.
The next tine you hit a creature with that weapon, The target must succeed in a Constitution saving throw. On a failed save, you dealpoison damage equal to the amount of Talent dies per psi points spend, and gain the effect you chose and its poisoned until the end of your next turn. This doen´t affects creatures immune to the poisoned condicion.
-Psionic Ghost:
You imbue your body with psionic energy making you as steathy as a ghost.
- Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Psionic Talents:
- Psionic nimbleness (1 psi): As a bonus action, you can do the hide action.
- Psychic Agility: When you hit a creature with a melee weapon attack you deal a number of extra damage equal to an amount of Psionic
Talent dies equal to the number of psi points spend, to the target. If the target can´t see you can add two more Psionic Talent die
to the damage.
- Psionic Blurr (1 psi con. 1 min.): As a action, Until your concentration ends, any creature has disadvantage on attack rolls against you. An
attacker is immune to this effect if it doesnt rely on sight, as with blindsight, or can see through illusions, as with truesight.
- Psychic form (2 psi con. 1 min.): As a action, Until your concentration ends. You become invisible. Anything the target is wearing or
carrying is invisible as long as it is on the target’s person. The effect ends for a target that attacks or casts a spell.
- Psychic Ghost (3 psi con. 1 min.): As a action, Until your concentration ends. You transform along with everything you are wearing and carrying,
into a misty Psychic energy. You gain a flying speed of 10 feet and can pass through small holes, narrow openings, and even mere
cracks, though it treats liquids as though they were solid surfaces. You can’t fall remain hovering in the air.
- Psionic Evasion (3 psi): When you are subjected to an effect that allows you to m ake a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
-Psionic assassin:
You have learned how to channel psionic energy into your attacks, lending them devastating power
- Psychic Focus: Whenever you focus on this discipline, your Psionic weapons, its damage is psychic, rather than its normal damage type. And gain a +2 bonus to their damage rolls.
Psionic Talents:
- Psychic Focus: Whenever you focus on this discipline, your Psionic weapons, its damage is psychic, rather than its normal damage type.
And gain a +2 bonus to their damage rolls.
- Lethal Strike (1-3 psi): When you hit a creature with a melee weapon attack you deal a number of extra Psychic damage equal to an
amount of Psionic Talent dies equal to the number of psi points spend, to the target. If you have advantage on the roll you can add
one more Psionic Talent die to the damage.
- Psionic rascal (1 psi con. 1 min): As a Bonus action, Until your concentration ends. You can add half of your Inteligence modifier
(Ronded down) to your Dexterity (Steath) checks.
- Psionic Surge (1 psi): As a Bonus action, You can make one weapon attack.
- Psychic attack (2 psi): When you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
If you roll the Max number in one of your Psionic Talent die you can roll another die of the same type.
- Ethereal Weapon (3 psi): As a bonus action, you temporarily transform one weapon you’re holding into pure psionic energy. The next
attack you make with it before the end of your turn ignores the target’s armor, making the creatures armor cass 10 + their Dexterity
modifier.
- Augmented Weapon (3 psi con. 1 min): As a Bonus action, Your Psionic blades. Until your concentration ends, your weapons becomes a
magic weapon with a +1 bonus to its attack and damage rolls, per two psi point spend.
Nomad
Breadth of Knowledge:
At 1st level, you gain proficiency in Martial Ranged Weapons. You also gain proficiency in one skill or a tool of your choice.
Psi-Bolstered Knack: When your non-psionic training fails you, you can tap into your psionic power to help: If your Psionic Talent die is available, if you fail an ability check using a skill or tool with which you have proficiency, you can re roll that check. but your Psionic Talent die decreases by one die size.
Psi-Enhanced precision:
When you reach 3rd level, If your Psionic Talent die is available, you gain a bonus to the attack roll to your Ranged weapon attacks. If your Psionic Talent die is a d6 you gain a +1, (d8 +2), (d10 +3), (d12 +4).
Effortless Journey:
At 6th level, you can use your psionic powers to Teleport at will. Your mind can mystically move your body.
Psionic Teleportation (1 psi): If your Psionic Talent die is available, Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
Memory of One Thousand Steps:
Starting at 14th level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest. Or you can use it again, but your Psionic Talent die decreases by one die size.
Nomad Psionic Disciplines:
-Nomadic Arrow:
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.
- Psychic Focus: While you are focused on this discipline, Being within 5 feet of a hostile creature doesn’t
im pose disadvantage on your ranged attack rolls.
Psionic Talents:
- Psychic Arrows (1-3 psi): When you hit a creature with a ranged weapon attack you deal a number of extra damage equal to an amount of
Psionic Talent dies equal to the number of psi points spend, to the target.
- Speed Dart (1 psi): As a bonus action, You gain this benefits: Attacking at long range doesn't impose disadvantage on your ranged
weapon attack rolls. And Your ranged weapon attacks ignore half cover and three-quarters cover.
- Psychic precision (1-3): You can spend all your movement and use your action. You can make one attack you multiply the range of your
weapon you can roll an amount of Psionic Talent dies equal to the number of psi points spend, you can use choose them to add them to
the attack damage or roll you decide this for each die.
- Seeking Missile (2 psi): When you make an atack rol with a arrow and miss, you can reroll the attack roll. You can´t use this feature
twice in the same attack
- Faithful Archer (3 psi con. 1 min): As a Bonus action, Until your concentration ends, you imbue a ranged weapon with a limited
sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns
(no action required).
- Psionic Missile (3 psi): You can use your action to You use Psionic magic to give your arow an ethereal quality. When you use this
option, you don’t make an atack rol for the atack. Instead, the arow shoots forward in a line, which is 1 foot wide and 30 fet long,
before disapearing. The arrow pases harmlesly through objects, ignoring cover. Each creature in that line must make a Dexterity
saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra a number of extra Psychic
damage equal to an amount of Psionic Talent dies equal to the number of psi points spend damage. On a sucesful save, a target
takes half as much damage.
-Nomadic Mind:
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.
- Psychic Focus: Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends.
Alternatively, you gain the ability to read and write one language of your choice until your focus ends.
Psionic Talents:
- Wandering Mind (1-3 psi): As a Bonus action, You enter a deep contemplation. You then gain proficiency with up to three of the
following skills (one skill for every 1 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion,
and Survival. The benefit lasts for 1 hour, no concentration required.
- Find Creature (1 psi conc. 1 hr): You perform 1 hour ritual when you complete the rital. You cast your mind about for information
about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s
estimated location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a
side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.
- Psychic Speech (1 psi conc. 1 hr): You perform 1 hour ritual when you complete the rital. you attune your mind to the psychic imprint
of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak,
all creatures that can understand a language understand what you say, regardless of what language you use.
- Item Lore (2 psi conc. 1 hr.): You perform 1 hour ritual when you complete the rital. You carefully study an item. If you concentrate
for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an "identify" spell cast on
that item.
- Nomadic experience (2 psi conc. 1 hr.): You perform 1 hour ritual when you complete the rital. Until your concentration ends, Choose
one skill or tool which you are proficient with you double your proficienty bonus with that skill or tool.
- Wandering Eye (3 psi conc. 1 hr.): You perform 1 hour ritual when you complete the rital. Until your concentration ends, you create
a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the
air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can
look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from
you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement,but the eye can pass
through an opening as small as 1 inch in diameter.
-Third Eye:
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you,
greatly enhancing your senses.
- Psychic Focus: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that
range or greater, increase its range by 30 feet.
Psionic Talents:
- Tremorsense (1 psi conc. 1 hr.): As a bonus action, Until your concentration ends, you gain tremorsense with a radius of 30 feet,
which lasts until your concentration ends.
- Unwavering Eye (1 psi): As a bonus action, you gain advantage on Wisdom checks, And you can add your Inteligence modifier, for 1
minute.
- Greater Self (1 psi): As an action you can You touch a creature and can end either one disease or one condition afflicting it.
The condition can be blinded, deafened, paralyzed, poisoned, charmed or frightened.
- Arcane Vision (2 psi conc. 10 min.): You can cast "Detect Magic, Detect Evil and Good, or Detect Thoughts" as a ritual.
- Truesight (3 psi conc. 10 min.): As an action, you gain truesight with a radius of 30 feet, which lasts until your concentration
ends.
- Great Psionic Lacer sight (3 psi): As an action, A great stroke of Pure energy forms a line of 60ft long and 5 feet out from you
in a direction you choose. The first target it lands a creature must make a Dexterity saving throw. The target takes takes a number of
radiant damage equal to two Pionic Talent dies per psi points spend on a failed save, or half as much damage on a successful one.
-Nomadic Step:
You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.
- Psychic Focus. If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet to an unoccupied space you can
see, and your speed is reduced to 0 until the end of the turn.
Psionic Talents:
- Transposition (1 psi): If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action,
you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is
wasted if either of you can’t fit in the destination space.
- Nomadic Anchor (1 psi): As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within
120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor,
even if you can’t see it, but it must be within range of the teleportation ability.
- There and Back Again (1-3 psi): As a bonus action, you teleport up to 20 feet per psi point spend, to an unoccupied space you can see
and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting,
unless it is now occupied or on a different plane of existence.
- Defensive Step (2 psi): When you are hit by an attack, you can use your reaction to gain a bonus to AC equal to one of your Pionic
Talent dies against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.
- Baleful Transposition (3 psi): As an action, choose one creature you can see within 120 feet of you. That creature must make a
Dexterity saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either
of you can’t fit in the destination space. A creature larger than you is immune to this effect.
- Phantom Caravan (3 psi). As an action, you and up to six willing creatures of your choice that you can see within 10 feet of you
teleport up to 120ft to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this
ability fails and is wasted.