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The Psion Class

The Psion Class
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100% found this document useful (1 vote)
363 views16 pages

The Psion Class

The Psion Class
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
Nae NT —_— ea —_— 5 | Use rie crac Oe Helm sT RY Keli RA leet ole UAT THE Psion ‘As the elderly human watched his apprentice struggle to lift the pebble ‘with his mind, he thought back to his youth, and the years of training it took to unlock his own inner psionic power, After traveling the world he had realized that true enlightenment could only be found ‘within, and he retreated to the cave he now called home. As his years had grown fewer jn number, he had taken on the young lad as an apprentice to pass on all he had learned. Selected at birth due to her psionic potential, the young elf had been molded into the perfect assassin, She held her latest target firmly beneath her, and the baron let out a soft cry as a Blade of pure psionic energy pierced his heart. The next morning, the baron's guards would find him dead, though the cause of his untimely demise would forever remain a mystery. ‘The young dwarf fled into the forest, consumed with the terror of what he'd done. For as long as he could remember, there was something inside him that he had struggled to keep. bottled up. That morning, in a brief moment of weakness, his focus had slipped, and a torrent of wild psionic power erupted {from within him. He had awoken in the rubble of his home to find his family buried in the ruins, Deep down, he had always ‘known this power would break free. He would live his life as ‘hermit in the wild where he couldn't harm anyone else. ‘WONDROUS INNER POWER ‘Whether through years of practice, or a once in a generation innate talent to manipulate the world with the ‘minds. Drawing upon the mystical in, they can communicate without speaking, move objects alter their physical bodies, and even manifest spells. Relying solely on mastery oftheir mind, psions can perform {feats thought impossible, even by the most erudite wizards and devout cleries. For psions, itis a point of great pride that they can produce wonders without the help of external power, Due to their potenti psions are often misunderstood and feared by the common folk. If they don{t lear to control their power, ther strange abilities ean cause them to be shunned and bated by those around them, Most psions reveal their power only when necessary, and are hesitant to trust others ‘Master & APPRENTICE If they are lucky, potential psions are discovered by a master and taken away from their home to hone their psionic power in seclusion. No matter their philosophy on life, every psion holds tas their sacred duty to one day take on an apprentice ‘with the psionic gift, and teach them to control their power, passing on everything they themselves have learned. Apsions master and how they are trained has great affect on the nature of their abilities. For some, their git is honed through years of practice and meditation. Others are trained to use their mystic abilities to morph their bodies into deadly ‘weapons. And for the rare few who are never found by a ‘master or attempt to stile their power, they isk outbursts of «wild psionic energy that can have devastating effects of the Coast, CREATING Your Pston When creating your psion, consider how you first discovered ‘your psionic potential Was it in a moment of pure emotion? Or did you realize your power through peaceful meditation? Did you have a mystical experience that awoke something asleep inside of you? Whatever your experience, the first time a psion realizes the true potential oftheir mind will have a lasting impact on how they view and wield their power. ‘Also, consider your psionic master Did another psion take ‘you under their wing, teaching you to control your wondrous power as their apprentice? Or, did you to learn to wield this mysterious inner power on your own? How do you feel about ‘your psionic gift? Is ita point of great pride? Something that separates you from the commoners? Or, do you view your gift asa curse to be hidden and used in the most dire situations? ee MULTICLASSING AND THE PSION Ifyour group uses multiclassing, here's what you need to know if you take a level in the psion class. Score Minimum. As a ruihiclass character, you rust have at east an Intelligence score of 13, to take a level in the psion class, or to take a level in another class if you are already a psion. ences If sions’ your intl clas, you gain proficiency in light armor, simple weapons, {nd in one skill from the psion class skill ist. ‘Spellcasting\f you have the Spelicasting feature from another class, you can use the psi points from your Psionics feature to cast spells you know from that class, nd you can use spell slots from other classes to cast any of your psion Spells Known. ef the Coast LC THE PSION Level PB Features Ist 42. Psionies, Esoteric Order 2nd +2 Mental Disciplines, Mystical Recovery 3rd 42 Esoteric Order Feature Ath 42. Ability Score Improvement Sth 3 = Sth +3. Esoteric Order Feature Th 3 = Bh +3 Ability Score Improvement Sth a oth +4 Consumptive Power Vth 44 Mystic Animus (6th-level) 12th +4 Ability Score Improvernent 1th 45. Mystic Animus (7th-level) Vath +5. Esoteric Order Feature 15th 45. Mystic Animus (8th-level 16th +5. Ability Score Improvernent 17th 46 Mystic Animus (9th-level 18th +6 Esoteric Order Feature 19th +6 Ability Score improvernent 20th +6 Psonic Ascension Cass FEATURES Hr Points Hit Dice: 1d6 per psion level Hit Points at Let Level: 6 + your Constitution modifier. it Points at Higher Levels: 1d6 (or 4) + your Constitution tmodifier per psion level after Ist PROFICIENCIES Armor: Light armor ‘Saving Throws: Intelligence, Wisdom ‘Skills: Choose two from Arcans, History Insight, Investigation, Medicine, Nature, Perception, and Religion EQureMenr ‘You start with the following equipment, + leather armor and a quarterstaff + @)a light crossbow and 20 bolts or (b)a sling + (@)two daggers or (b)any simple weapon + (@)asscholar's pack or (b) an explorer's pack Quick Bury You can make a psion quickly by using these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second choose the hermit background Third choose the message and mind thrust cantips, long with the Istlevel spells command and dissonant whispers. Cantrips Spells. Mental_—_Disciplines Known Limit Known 2 2 Ast - 2 3 Ist 2 2 4 2nd 3 3 5 2nd 3 3 6 3rd 4 3 7 3rd 4 3 8 4th 5 3 8 4th 5 3 rT Sth 6 4 10 Sth 6 4 uN sth 7 4 u Sth 7 4 2 sth 8 4 2 sth 8 4 3 Sth 9 4 B sth 9 4 14 sth 9 4 4 Sth 10 4 5 Sth 10. 4 oF sth 10 PsIONIcs ‘You have awakened the wondrous psionic potential of your ‘mind Beginning at 1s level, this psionic power allows you to ‘manifest spells. See the Player's Handbook forthe rules of Spelicasting, and the psion spell list at the end of this class. CANTRIPS [At Ist level, you know two psion cantrips of your choice. You learn an additional psion cantrip at th level and 10th level Pst Ports ‘The psionic power of your mind is represented with a poo! of psi points, You have a number of psi points equal to 1+ your pion level To manifest one ofthe psion spells you know, you ‘must expend a number of psi points equal to the level of the spell (0 for cantrips) and you regain all of your expended psi points when you finish a short or long rest. For example, as a 3rd level psion, you can manifest the spell detect thoughts at 2nd-level by spending 2 psi points Menta Limrr Your psion level limits the potency of spells you can manifest with your psionics. This limit is reflected in the Mental Limit column ofthe Psion Table. Ia psion class feature is limited by your Mental Limit, ou can't expend more psi points then it would cost to manifesta spell of your Mental Limit level For example, as a Sth level psion, you are limited to learning and manifesting psion spells of 3rd-evel or lower. Spetts KNOWN OF 1ST-LEVEL AND HIGHER ‘At Ist level you learn two Istlevel spells of your choice from ‘the psion spell list atthe end of this class. The Spells Known column ofthe psion table shows when you learn more psion spells of our choice. Bach of these spells must he of a level equal to your Mental Limit or lower, as shown on the Psion, table. For instance, when you reach 3rd level in this class, you can learn one new psion spel of 1st or 2nd-tevel ‘When you gain a psion level, you can replace one of your psion Spells Known with another psion spell of your choice. SPELLCASTING ABILITY Intelligence is your spelicasting ability for your psion spells, since your magic comes from within your mind. You use your Intelligence when a spell refers to your spelleasting ability You also use your Intelligence modifier when you set the ‘saving throw DC or make an attack roll for a psion spell ‘Spell save DC = 8 ~ your proficiency bonus your Intelligence modifier ‘Spell attack modifier ~ your proficiency bonus ‘your Intelligence modifier SPELLCASTING Focus ‘Your mind itselfis a spellcasting focus. You must have atleast one free hand to cast spells that require tomatic or material components, and you must provide material components that are consumed by the spell or have a required gold cost. ‘When you manifest spell with your psionies, you exhibit noticeable changes. Whether your eyes glow with the light of, the otherworldly far realm, or your body partially phases into the astral plane, creatures are aware that you are using your psionies unless a feature says otherwise. This onelfical Fan Content parmited under the Fan Content po ‘are property of Wizards of the Coast ESOTERIC ORDER Pionie ability, though it always comes from withi self in different ways depending on training, or lack thereof. [At Ist level, choose an Esoteric Order that best represents your psion: Order of the Empath, Order of the Enlightened, Order ofthe Immortal, Order of the Outsider, or Wilder. ‘Your Esoteric Order grants you features at Ist level and ‘again when you reach 3rd 6th, 14th, and 18th level manifests MENTAL DISCIPLINES In the solace of your training your mind manifests mystical powers known as Mental Disciplines, At 2nd level,you learn. {wo Disciplines of your choice from the list at the end ofthis class. As you gain levels, ou learn additional Disciplines, as shown in the Disciplines Known column of the Psion Table. ‘When you gain a psion level, you can choose one of the Disciplines you know and replace it with another Discipline ‘of your choice for which you meet the prerequisites. ‘MysTICAL RECOVERY Starting at 2nd level you can clear your mind to regain your power. As a bonus action, you can regain expended psi points equal to your Intelligence modifier (minimum of pei point). (Once you use this feature you must finish a long rest before you ean do so again, When you reach 11th level you can use this feature twice before you must finish a long rest. AsILITy SCORE IMPROVEMENT ‘When you reach 4th level and again at Sth, 12th, 16th, and 19th level you can inerease one ability score of your choice by [Link] two ability scores by 1. As normal you can't inerease ‘one of your ability scores above 20 using this feature. SX ‘Not approved/endorsad by Wisarde Portions ofthe materiale used Wud of the Coat LLC CONSUMPTIVE POWER In times of great need you can draw on your own life force to ‘manifest your psionic power. Beginning at 10th level, you can expend yous hit points in place of psi points by expending two hit points for every psi point you would have spent. Both your ceurrent hit points and your maximum hit points are reduced by the number of hit points you expend This reduction can't be lessened in any way, and this reduction to your hit point ‘maximum lasts until the end of your next long rest Mystic ANIMUS ‘As you master the limitless potential of your mind, you learn to draw feats of wondrous psionic power from within your psyche. At 1th level you learn to manifest one such psionic ‘spel of great power, a Mystic Animus. Choose a psion spell of 6t-level or lower to be your 6th-level Mystic Animus. ‘You can cast this spell once without expending psi points, then you must finish a long rest before you can do so again. ‘Your Mystic Animus spell doesn't count against your total number of Spells Known, In order to select a psion spel of, Sth-level or lower as your Mystic Animus, it must be able to be up-east at the level of your Mystic Animus. You cannot ‘manifest your Mystic Animus spell at a lower level wth psi points unless its also one of your psion Spells Known, ‘Athigher levels, you unlock more Mystic Animus spells that you ean manifested in this way: a Tthlevel spell at 13th, level an Sth-level spell at 15th level and a Sthevel spell at 17th level. You regain all uses when you finish a long rest. When you gain a psion level, you can replace one of your Mystic Animus spells with another psion spel of your choice. PsIONIC ASCENSION ‘Your physical body is nothing more then an earthly vessel for your ascended consciousness. Upon reaching 20th level in this class, you gain resistance to bludgeoning, piercing, and slashing damage, you no longer age, and you are immune to all disease, poison damage, and the poisoned condition Ifyou die, immediately roll a d20. On a roll of 10 or higher, you discorporate with 0 hit points in place of dying, and fall ‘unconscious. Your physical body disappears, but anything you Were wearing or carrying falls to the ground in the space in Which you died. 144 days later, you appear at a place of your choice that you have been before, on the plane of existence ‘where you died, having gained all the benefits of a long rest. ESOTERIC ORDERS eee ie earl Cries at es tenreacais bern reir prion learned to manifest the mystical power of thes mind: Order ofthe Empat, Order ofthe Enlightened Order of the Immortal Order ofthe Outsider, o Wilder. ORDER OF THE EMPATH (One thing that sets mortal erestures above the beasts and monsters is their ability to experience emotions. A rare few are so in tune with their own emotional lives that they ca draw out their psionic potential with intense feeling. Known ‘as Empaths, these psions revel in intense emotions, estatic joy, intense sorrow, and averwhelming fear which allow them to draw forth the wondrous potential of their minds. Aura SIGHT Your psionic abilities allow you to view the emotional auras of other creatures. These auras appear as shimmering colors that surround a creature, and can be read to determine their current emotions. At Ist level, you gain proficiency in Insight You also add your Intelligence modifier (minimum of +1) 0 Wisdom (Insight) checks and your passive Insight score ‘As an action, you ean attempt to decipher the emotional aura of a ereature that you can see. Ifyour passive Insight is higher then the creature's Charisma score, you learn ifthey are currently friendly indifferent, or hostile towards you, creature that is hidden from psionics, divination magic, or having their mind read exudes a neutral emotional aura Also, when you make a Charisma check to interact with a creature whose emotional aura you have deciphered, you can spend 1 psi point to grant yourself advantage on your roll Opper SPELLS ‘You learn the following spells at the psion levels noted in the table below These spells count as psion spells for you, but they don't count against your total number of Spelis Known. Psion Level Spell Ast charm person 3rd calm emotions sth fear 7th charm monster oth dominate person AURA MANIPULATION ‘You can psionically manipulate the emotional auras of other creatures. At 3rd level, you gain the following abilities: Depress. Wien you manifest a psion spell that charms or frightens a creature, you can expend additional psi points to impose disadvantage on ther initial saving throve For cach additional psi point you expend (up to your Mental Limit) target of your choice has disadvantage on their initial roll Blate. 4s an action, you can touch a creature and expend psi points to inspire them. It gains 1d4 temporary hit points for each psi point you expend (up to your Mental Limit) AurA OF STABILITY Starting at 6th level you exude calming emotions. When you or a friendly creature within 10 feet makes an Intelligence, ‘Wisdom, or Charisma saving throws they gain a bonus to their roll equal to your Intelligence modifier (minimum of #1). ‘At 18th level the range ofthis aura increases to 30 feet EMOTIONAL CONTROL ‘You can cripple the minds of other creatures. Starting at 14th level when you charm or frighten a creature, you can spend | additional psi point to enhance that effect for one target. For the duration, itis incapacitated and its movement specd is 0. ‘Also, you are immune to being charmed and frightened. EMPATHIC DOMINATION ‘Your psionic power overwhelms those under your control Fear becomes crippling terror, and enchantment becomes utter devotion. At 18th level, when you charm or frighten 2 creature the effect is enhanced in the following ways: Charmed A creature that is charmed by you will use any abilities within its power to defend you, regardless of any previous loyalties they may have had before this effec. Frightened A creature frightened by you is stunned for the duration oftheir fea ORDER OF THE ENLIGHTENED Enlightened psions meticulously hone their power through practice and dedication, Whether they studied under a great mystic, or unlocked their power on their own over the course of years, they exercise a much more precise degree of control over their gift when compared to others of similar potential ‘These mystics have a great respect for the wondrous power oftheir mind, and due to the years of training required to unlock their true potential, the Enlightened are known for their unrivaled dedication, patience, and tenacity ErHereat SIGHT ‘You have unlocked the ability to see with your mind's eye. At Ist evel you gain proficiency in Perception, and Perception becomes an Intelligence-based skill for you. Ifyou ae already proficient in Perception you gain proficiency in another skill, ofyour choice from the psion class skill lst. Your minds eye also grants you enhanced sight in a 10oot radius. Within that radius you have blindsight and can see in tothe ethereal plane. Asan action, you can expend psi points to increase the radius of your enhanced sight, and for each psi point you expend (up to your Mental Limit the radius of ‘your enhanced sight increases by 10 feet for 1 minute. Opper SPELLS ‘You learn the following spells at the psion levels noted in the table below These spells count as psion spells for you, but they don't count against your total number of Spelis Known, Psion Level Spell Ist catapult 3rd levitate sth slow 7th resilient sphere sth wall of force ‘MENTAL PRECISION ‘Through intense dedication and practice, you learn to utilize xyour psionic power in subtle ways that are unnoticeable to the untrained eye. Beginning at 3rd level when you manifest ‘psion spell you can expend 1 additional psi point to do so ‘without providing any of the somatic or verbal components. When you manifesta psion spel in this way you show no ‘outward signs of your psionic power. EMPOWERED PSIONICS ‘The precise control you exhibit over your inner psionic power tenhances the potency ofthe effects you manifest. Starting at 6th level, when you manifest a psion spell or ability that deals bludgeoning, force, piercing, or psychic damage, you can add ‘your Intelligence modifier (minimum of 41) to the damage. ‘TELEKINETIC FLIGHT ‘The psionic power of your mind has suffused every fiber of| your physical form, allowing you to subvert the laws of the natural world At 14th level you gain a fying speed equal to ‘your movement speed While flying you can hover in place. ‘While you flyin this was, the air immediately around you ‘shimmers with your psionic power, and rocks, dirt, and other small loose objects rise from the ground to float around you. cd by Winrd Potions ofthe rs ofthe Const UC ENLIGHTENED FORM Staring at 18th level you can briefly unleash your mind and take on an ascended luminous form. As a bonus action, you can transform your physical body into pure psionic energy. ‘While inthis form, you gain the following benefits: + You become translucent and emit otherworldly bright light, in a S-foot radius, and dim light 5 feet beyond that. + You gain resistance to all damage, magical and mundane. + You can move through other creatures and objects as i they were difficult errain. Ifyou end your movement inside another object or ereature, you are immediately shunted to the nearest unoccupied space, taking 1410 force damage for every § feet you were forced to travel, You can remain inthis form for up to 1 minute. It ends ‘early ifyou are incapacitated or you end it as a bonus action. Once you use this feature, you cannot use it again until you finish a long rest, unless you expend 5 psi points to do so. ORDER OF THE IMMORTAL Raised from birth to master both body and mind, Immortal sions are extremely difficult to kil They use their psionic abilities to enhance their bodies and perform great feats of athleticism and martial skill Immortals spend years honing ‘their psionic combat abilities, making them ideal insurgents, assassins, and body guards, for those that can afford them, IMMORTAL TRAINING At Ist level you gain proficiency with all martial weapons. ‘Your hit point maximum also increases by 1, and increases bby 1 again each time you gain level inthis class, ESOTERIC PROFICIENCY Asan Immortal you can augment your physical abilities with psionic power. At Ist level, you gain proficiency in one of the following skills: Aerobatics, Athletics, Perception, Sleight of Hand, or Stealth, Acthe end of each long rest, you ean switch the proficieney from this ability o another from ths lis. ‘When you make an ability check that uses this proficiency, you can expend I psi point to use your Intelligence, in place of the normal ability score you would use for that check. Onper SPEIES ‘You learn the following spells at the psion levels noted in the table below: These spells count as psion spells for you, but ‘they don't count against your total number of Spells Known. Psion Level Spell, Ast jump 3rd blur sth haste 7th freedom of movernent Sth mislead EMPOWERED STRIKE Boginning at 3rd level you can empower your attacks with psionic energy: When you hit a creature with a melee attack, ‘you can expend psi points to empower the attack. For cach psi point you expend (up to your Mental Limit) your attack Js an additional 146 paychic damage. Extra ATTACK Starting at 6th level you can attack twice, instead of once, ‘whenever you take the Attack action, Moreover, you ean cat fone of your psion cantrips in place of one of those attacks. IMMORTAL WILL ‘You have mastered the technique from which Immortals draw their name. Beginning at 14th level your mind can will ‘you to survive blows that would normally kill you. When you are reduced to 0 hit points, but not killed outright, you can expend 5 psi points to immediately regain hit points equal to ‘your Intelligence modifier (minimum of 1) + your psion level PHASE WALK Starting at 18th level you can psionically phase through solid ‘objects. When you take the Dash action, you can expend I psi point to enter an ethereal state that lasts until the end of your current turn. While in this state, you can move through solid objects and creatures as if they were difficult terrain. Ifyou lend your movement inside an object, ou are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel ORDER OF THE OUTSIDER ‘Your psionie power may not have been awoken of your own volition. Outsiders are psions whose minds have been twisted by incomprehensible alien powers. Some were touched by the strange light ofthe Far Realm, Others are the results of cruel experiments of aberration from other worlds and times. Whatever their origin, Outsiders can wield the overwhelming. psionic power of aberrations, often at the cost of their sanity. sec by Wizards ds ofthe Const LC ABERRANT TRANSFORMATION: The unknowable presence within your mind will overtake you ‘when you are weak. Starting at Ist level when you have 0 psi points remaining, you mutate into an Outsider. As an action, ‘you can expend your remaining psi points to mutate at will The appearance of your Outsider depends on the source of your aberrant power. All Outsiders are hideous to look upon: even the bravest are unsettled by their unnatural appearance. While in your Outsider form you gain the following features: + You can no longer concentrate on spells or other features. You gain temporary hit points equal to twice your psion level which lat for the duration of your transformation. Your hands mutate into writhing tentacles. You cannot ‘wield weapons, but your tentacles count as simple melee ‘weapons, with which you are proficient. You use your Intelligence modifier for attack and damage rolls with them, and on hit, they deal 146 psychic damage. Ifyou bit a creature that is your size or smaller with a tentacle attack, you can choose to grapple the creature, ‘The escape DC is equal to your psion spell save DC. You remain in your Outsider form until you complete a ‘short or long rest, or until you regain atleast 1 psi point. Onper Sretis ‘You learn the following spells at the psion levels noted in the table below. These spells count as psion spells for you, but they don't count against your total number of Spelis Known. Psion Level Spell Ast arms of hadar 3rd spider climb Sth unger of hadar 7th shadow of moil 9th cenervation ALIEN ADAPTATION Your exposure to aberrant energies continues to change your body in strange and unnatural ways. At 3rd level, you gain an ‘adaptation of your choice from the list below. You gain its effects in both your normal and Outsider forms. You gain another adaptation when you reach 6th, 14th, and 18th level Amorphous Adaptation. Your body is pliable, though you ‘maintain your shape and can use objects as normal, You can squeeze yourself through spaces as narrow as 1 inch wide. Amphibious Adsptation. You grow gills and webbing between your digits. You can breath in air and water, and you sain a swimming speed equal to your movement speed Arachnid Adaptation. You grow serrated suckers or small hairs on your limbs. You gain a climbing speed equal to your Iking speed You can climb on dificult surfaces, including upside down on ceilings without requiring an ability check “Armored Adaptation. Your body is covered in viscous ‘mucus or chitinous plates. While you're not wearing armor o wielding a shield you gain a +2 bonus to your Armor Class. CONTROLLED MUTATION ‘Your psionic willpower has grown, and you can exert control over the otherworldly power that resides within your mind, Beginning at 6th level, you can transform into your Outsider form as an action. As long as you have psi points remaining, you can maintain concentration on spells and other features, and you can use an action to revert to your normal form, DEVIANT STRIKES Starting at 6th level you can attack twice, instead of once, whenever you take the Attack action in your Outsider form, ‘You can cast a psion cantrip in place of one of those attacks. PSIONic RIFT Starting at 4th level you can use your aberrant power to phase through cracks in reality itself. Immediately after you ‘manifest a psion spell of Istlevel or higher, can teleport to an unoccupied space within 30 feet that you can see. property of Warde of the Coast Guess BEyOND THE VEIL Beginning at 18th level you can reveal the otherworldly horrors that lie beyond this reality. As an action, you can force a creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the target disappears through as otticeworldly gatcway inte the aberrant void of darkness beyond the stars. At the end of your next turn, the creature relurns to the space it previously occupied or the nearest unoccupied space. Ifthe target is not an aberration, it takes 10d12 psychic damage as itrels from its horrific experience. On a success, ‘creature is immune (o this effect for 24 hours. Once you use this feature you must finish 2 long rest before you can do so again. Ifyou have no uses ‘remaining you can spend 5 psi points to use it again. ‘WILDER By far the most volatile psions, Wilders are those who never truly learn to control the wondrous power oftheir mind. They often discover their psionic abilities unexpectedly as a result ‘ofa traumatic event, or violently manifest their mystic power after years of attempting to contain it, Wilders are as erratic as they are powerful and rarely have psionic masters. By the time these uncontrolled abilities develop, itis often too late to gain control ofthe torrent of psionic power within them. RAMPANT PSIONICS Beginning at Ist level the untamed psionic power within you ‘can have unpredictable effects when unleashed Immediately after you manifesta psion spel of Istlevel or higher, roll a d& your roll is equal to the number of psi points you spent to ‘manifest that spel roll a d100, The corresponding effect from the Psionic Surge table immediately takes effect. INSCRUTABLE MIND ‘The unpredictable psionic storm that is your mind make you difficult for others to dominate. Starting at Ist level, when you ‘make a saving throw to resist being charmed, frightened, or have your thoughts read, you have advantage on your roll. ‘Also, when you succeed on an Intelligence, Wisdom, or Charisma saving throw, you can spend I psi point and force the attacker fo make an Intelligence saving throw. On a failed ‘save i takes psychic damage equal to your psion level Oper SPELLS ‘You learn the following spells at the psion levels noted in the table below. These spells count as psion spells for you, but they don't count against your total number of Spelis Known. Psion Level Spell Ast hideous laughter ard crown of madness sth psionic blast 7th confusion sth synaptic static permated ‘ate property of Wizards of the ‘ Psionic Burst ‘Starting at 3d level, when you manifest a psion spell, you can expend extra psi points (up to your Mental Limit) to unleash a burst of psionic energy around you. Creatures within 10 feet of you must succeed on an Intelligence saving throw or take 148 psychic damage per additional psi point you spent. ‘The radius of this feature increases as you gain levels in this class; at 14th level (15 feet) and at 18th level (30 fees) MENTAL ForcE ‘The unbridled power of your mind empowers your spells. Starting at 6th level, when you manifest a psion spell that deals bludgeoning, force, piercing, or psychic damage, roll a «8 and add the result to one of the spel's damage rolls, PRESENCE OVERWHELMING ‘The torrent of psionic pressure from your mind threatens to mentally overwhelm creatures near you. Beginning at 14th level creatures within 15 feet ofyou have disadvantage on Intelligence, Wisdom, and Charisma saving throws to resist the effects ofyour psion spells and psion abilities. When you reach 18th level the radius of this feature becomes 30 feet, When you damage a creature with a psion spell they have disadvantage their saving throw to maintain concentration. CONTROLLED CHAOS AU 4th level you gain a limited measure of control over your unbridled power. When you trigger a Psionic Surge, you cant roll twice on the table and choose which effect takes place, ‘Luwrttess POTENTIAL ‘Your uncontrolled psionie potential is limitless. Beginning at 18th level, when you roll damage for a psion spell and rol the highest result possible on any ofthe damage dice, you roll that die again, and add its result to your damage roll Ifyou rol the highest result possible again, you roll that die again, and continue until you roll less then the highest result. ed by Wind Fe of the Const LLC Pstonic SURGE TABLE 100 Surge Roll on this table at the start of each 01-02 of your turns for the next minute, ignoring, this result on subsequent rolls. 03-04 You cast magic missile at Sth-level You float 1410 inches off the ground Oo for the next hour You teleport to a random unoccupied O7gb Space within 60 feet You can speak only in Deep Speech ora for the next minute v2 You gain 1420 temporary hit points You leave footprints that glow with 13-14 an otherworldly light for the next hour 15-16 Roll twice and take the result of your choice You cast disguse self taking on the alc) appearance of the nearest hurnanoid. You cast levitate on yourself. 19-20 This spell does not require concentration. 21-22 Your skin becomes translucent for 1 minute 23-24 Your next spell deals an extra 1d10 darnage 25.26 You are blinded for 1 minute You emit light in a 10-foot 278 radius for 1 minute ‘You briefly see a fond childhood rmemory ae ‘of arandom creature within 60 feet 31-32 You are proficient in all skill for 1 minute 33-34 You switch places with the nearest creature 35-36 You understand all language forthe next hour You cast blink on a random creature anes within 60 feet that you can see For the next minute, you can see into the 280 Ethereal Plane out to a 30-foot radius 41-42 Your jump distance is tripled for one minute Your teeth and fingernails fll out and 43-44 row back at the end of your next long rest BS Maximize the damage of the next spell you cast within the next minute. 47-88 You regain 2610 hit points 149.50 YoUuregain expended ps points equal to your Intelligence modifier d100 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 n72 73-74 75-76 77-78 79-80 81-82 83.84 85-86 87-88 89-90 91.92 93.94 95.96 97-98 99:00 Surge You cast grease centered on yourself For the next minute, you can teleport up to 20 feet as a bonus action, You can't speak for the next minute Whenever you try, a piercing screarn comes out of your mouth, You cast sleep atthe level ofthe spell that triggered this surge targeting yourself You cast confusion targeting yourself. This spell does not require concentration. Up to three creatures you choose within 30 feet of you take ‘4610 psychic darnage. You are frightened by the nearest creature Until the end of your next turn. You resist to all darnage for the next minute. You cast hypnotic pattern centered on yourself This spell does not require concentration. For the next minute you regain 5 ps points at the start of each of your turns. You can immediately ake one extra action You cast blur targeting yourself You cast fly on a random creature within 60 feet. ‘They must concentrate on this effect. ‘You grow a third spectral arr, which lasts for one hour and is capable of anything your normal arms can do You regain all expended Hit Dice You cast invisibility targeting yourself. This spell doesn't require your concentration You cannot tell alie for the next hour You understand no language for the next hour For the next hour, you sprout a third eye in the center of your forehead, Anytime you deal damage for the next minute, you deal an additional 146 psychic damage You are deafened for the next minute You loose al distinctive features and appear as an average person of your race Your movernent speed is doubled for the next minute Your Strength score becomes 4 for one minute You regain all expended psi points PsIoN SPELL LisT Here's the list of spells you consult when you learn a new psion spell The list is organized by spell level, not character level The spel isted below are from the Player's Handbook, Xanathar's Guide to Everything", Tasha Cauldron of Bverything”, nd Fizban’s Treasury of Dragons". Spells marked with the "Psion" tag are included at the end of this class description. Cantrips (0 Levet) bade ward friends ‘uidance Tight mage hand magic stone message mind siver mind thrust Pe" rinor illusion psionic strike "*°" spare the dying sword burst thaumaturgy {oll the dead true strike Ist Leven. alarm catapult cause fear charm person command comprehend languages detect magic disguise seit dissonant whispers expeditious retreat faetie fire hideous laughter id insinuation °° identity jump Tongstrider ‘magic missile shield silent image sleep 2Np LeveL arcane mischief blindness/deatness blur calm emotions crown of madness detect thoughts cnlarge/reduce hhold person invisibility levitate locate abject ‘mind spike ‘mind whip ‘mirror image misty step phantasmal force sec invisibility suggestion tower of iron will °°" 3pp LeveL Dlink ceatnap clairvoyance enemies abound fear feign death ty haste hypnotic pattern intellect fortress life transference major image nondetection psionic blast "= sending slow tongues water walk 4vH LeveL arcane eye charm monster compulsion confusion dimension door ‘ego scourge "0" freedom of movement greater invisibility hallucinatory terrain locate creature phantasmal killer psychic lance ** resilient sphere StH LeveL arcane hand dominate person dream far step geas hold monster legend lore mislead ‘modify memory psionic oppression "* serying seeming skill empowerment synaptic static telekinesis telepathic bond wall of force 6TH LeveL arcane gate arcane transformation egebite globe of invulnerability irresistible dance ‘magic jar ‘mass suggestion ‘mental prison platinurn shield °° psychic crush scatter true seeing 77H Lever, dream of the blue veil cetherealness forcecage ‘mirage arcane plane shift ‘power word: pain project image reverse gravity sequester teleport 8TH LeveL antimagi field antipathy sympathy dominate monster feeblemind ‘maddening darkness ‘mind blank power word: stun telepathy 9H LeveL. astral projection foresight imprisonment invulnerability power word: kill psychic scream time stop MENTAL DISCIPLINES Below are the Disciplines available toa psion. Ifa Discipline has a prerequisite, like your psion level or another Discipline, you can learnitat the same time you meet the prerequisites. Ifa Discipline allows you to learn a cantrip, it doesn't count against your total number of Cantrips Known. Ifyou already know that cantrip you learn a psion cantrip of your choice. CELERITY Psions who master Celerty use the mystical power oftheir ‘mind to mave at blinding speeds, enhance their reflexes, and overcome any obstacles that may stand in their way. Ceverrry I ‘Your base movement speed increases by 10 feet, and you can take the Dash action as a bonus aetion on your turn, Ceverrry II Prerequisite: th level psion, Celerty 1 ‘Your movement speed increases by another 5 feet, and when you Dash, opportunity attacks against you have disadvantage. Ceveerry I Prerequisite: 11th level psion, Celerity I, I ‘Your movement speed inereases by an additional feet. Also, ‘when you Dash, you ignore the effects of all dificult terra and you can move along vertical surfaces and across liquids ‘without falling during your movement on that turn, Ceterrry IV Prerequisite: 16th level psion, Celerity Il IIT ‘When you make a Dexterity saving throw to take only half damage from a spell or effect, you instead take no damage if you succeed on the save, and only half damage if you fail ‘Also, when you make a Dexterity check or saving throw, you ean use your Intelligence score, in place of Dexterity. TRON DURABILITY Peions who master Iron Dura ity use the mystical power of their minds to enhance their physical forms. While they may appear normal they are as durable and resilient as iron, Tron Durasmry I So long as you are not wearing armor or wielding a shield, your Armor Classis equal to 13-+ your Intelligence modifier. TRON Durasirry II Prerequisite: th level psion, Iron Durability T ‘Asa bonus action, you can spend I psi point to grant yourself ‘temporary hit points equal to your Intelligence modifier (minimum of | temporary hit point) Tron Durasmiry IIT Prerequisite: 11th level psion, Iron Durability I IT ‘When you take damage, you can use your reaction to expend 3 psi points and grant yourself resistance to the triggering damage type until the start of your next turn. Iron Durasmry IV Prerequisite: 16th level psion, Iron Durability bl, IIL ‘You gain proficiency in all saving throws. are propety of W of the METAMORPHOSIS sions who master Metamorphosis use the mystical power of, their mind to manipulate the size and shape of their bodies, ‘Transformations from this Discipline last for 10 minutes, ‘and you concentrate on them as if concentrating on a spell Meramorruosis I You learn the psionic strike eantsip, and when you manifest psionic strike, you can use your Intelligence modifies, in place of Strength or Dexterity for the attack and damage rolls. Metamorpuosis II Prerequisite: 5th level psion, Metamorphosis I ‘Asa bonus aetion you can expend 1 psi point to transform, bevoming Large or Tiny, gaining the respective benefits: Large. You gain temporary hit points equal to your psion level + your Intelligence modifies, your reach increases by 5 feet, and your melee attacks deal 1d4 extra damage on hit. Ting. You have advantage on Dexterity (Stealth) checks and xyou can fit through 6 inch gaps without having to squeeze. Meramorruosis III Prerequisite: 11th level psion, Metamorphosis I, II Asa bonus action you can spend 3 psi points to transform as ifyou had cast polymorph on yourself. While transformed in this way you retain your mental ability scores and personality MeTamorrHosis IV Prerequisite: 16th level psion, Metamorphosis II, II ‘Asa bonus action you can expend 5 psi points to transform, becoming Huge or Diminutive, gaining the following benefits: Huge. You gain temporary hit points equal to twice your psion level= your Intelligence modifier, your reach increases by 10 feet, and your melee attacks deal 2d6 extra damage. Dimmiautive. You gain a+10 bonus to Dexterity (Stealth) checks, attacks made against you have disadvantage, and you can fitthrough 1 inch gaps without squeczing, While you are Diminutive, you are too smal to make weapon attacks PRECOGNITION Psions who master Precognition use the mystical power of their minds to gain Dashes of insight into the near future, and use these insights to better defend themselves from attacks, RECOGNITION I ‘You cannot be surprised unless you are unconscious, asleep, or incapacitated, and you gain a bonus to your initiative rolls, equal to your Intelligence modifier (minimum of +1) PRECOGNITION II Prerequisite: 5th level psion, Precognition I ‘Asa reaction when you are hit by an attack, you can roll ad4 and add the result to your Armor Class against the triggering attack, potentially turning a hit into a PRECOGNITION IIT Prerequisite: 11th level psion, Precognition I IT ‘Asa bonus action on your turn, you can spend 3 psi points to enter a heightened precognitive state for 1 minute. While in this heightened state, attacks targeting you cannot be made at advantage, and critical hits become normal hits. You must concentrate on this ability as if concentrating on a spell rap ec by Wind Fe Nua of the Coat LLC cook a PRECOGNITION IV Prerequisite: 16th level psion, Precognition I, I, ITT ‘When you roll initiative you can use your reaction to take a special turn before anyone else acts, On this turn you can either use one action, one bonus action, or move up to your fall movement speed without provoking opportunity attacks, Also, while you are in your heightened precognitive state, all attacks targeting you are made with disadvantage. RESTORATION A rare talent amongst psions, those who master Restoration use the mystical power of their mind to stimulate the healing process in both themselves and others through force of will, Restoration I ‘You learn the spare the dying cantrip, and when you manifest ‘spare the dying, you can target a creature up to 30 feet away. Restoration IT Prerequisite: 5th level psion, Restoration I ‘You have a pool of healing power that ean restore a number of it points equal to five times your psion level As an action, yu can touch a creature and draw power from the pool to ‘estore a number of hit points up to the maximum amount ‘remaining in your pool You can't heal undead or constructs, ‘Your healing pool replenishes when you finish a long rest ResToraTIN [I Prerequisite: 11th level psion, Restoration I I ‘Asan action, you ean touch a creature and spend 2 psi points toend one ofthe following conditions affecting that creature: blinded, charmed, deafened frightened, poisoned. or stunned ResTORATION IV Prerequisite: 16th level psion, Restoration I Il, IT ‘Asan action, you can touch a creature that has died within the last minute and expend 3 psi points to immediately bring it back to life with 1 hit point. This ability has no effect on a creature that has died of old age or natural causes. ‘TELEKINESIS Often con: fered the purest psionic Discipline, psions who master Telekinesis use the mystical power of their mind to ‘manipulate objects and creatures with only their thoughts. ‘TELEKINESIS I ‘You learn the mage hand cantrip, and when you manifest it you don't need to provide the verbal or somatic components. Your mage hands invisible, and it can lift number of pounds equal to 10 times your Intelligence modifier (minimum of 10), ‘TELEKINESIS II Prerequisite: Sth level psion, Telekinesis ‘You can manifest two instances of mage hand at one time, 60 long as they remain within 30 feet of each other. Manifesting two mage hands at once requires your concentration. ‘TELEKINests III Prerequisite: 11th level psion, Telekinesis I, I ‘You learn the telekinesis spell, but it doesn't count against your total number of Spells Known. Ifyou already know this spell you learn another psion spell of your choice. When you ‘manifest it you don't need to provide the verbal components, ‘TELEKINESIS IV Prerequisite: 16th level psion, Tefekinesis II, IIT ‘You can cast telekinesis at wil, without expending psi points. ‘TELEPATHY sions who master Telepathy use the mystical power oftheir minds to mentally communicate with other creatures. Some can even weaponize power to mentally attack their enemies. ‘TELEPATHY I ‘You can (elepathically communicate with any ereature you can see within 60 feet. You dorit need to share a language, but the target must speak atleast one language to respond ‘You can only communicate with one creature ata time, ‘TELEPATHY IT Prerequisite: th level psion, Telepathy T ‘The range of your telepathy becomes 120 feet. As an action you can form a telepathic network connecting yourself and a ‘umber of creatures equal to your Intelligence modifier for 1 hour. So long as these creatures are within the range of your telepathy they can mentally communicate with each other. ‘TELEPATHY III Prerequisite: 11th level psion, Telepathy I IT ‘The range of your telepathy becomes | mile. To establish a telepathic connection with a creature that you can't see you ‘must have previously connected telepathically with them. You can also telepathically fulfil the verbal component of any psion spell you manifest. Targets telepathically hear the verbal components of the spell in your voice in their head. ‘TELEPATHY IV Prerequisite: 16th level psion, Telepathy I. I ‘The range of your telepathy is the entirety ofthe plane you are on. Also, you can form a telepathic network connecting ‘yourself and a number of creatures equal to your psion level If the total number of ereatures in your telepathic network exceeds 1 + your Intelligence modifier, ou must concentrate fn the network as ifyou were concentrating on a spell Wlentorsed by Wie Wud of the Cont LLC Psion SPELLS ‘The following spells are available fr a psion to choose from. ‘The spells are presented in order of ascending spell level Minp TurusT Byocation cantrip Casting Time: Range: 120 feet ‘Components: V,S Duration: Instantaneous action ‘You batter a creature within range with a torrent of psionic power. Make a ranged spel attack against the target. On hit, ‘the target takes 1d12 magical bludgeoning damage. This spel's damage increases by ld12 when you reach Sth level (2412) 11th level (3412) and 17th level (412). PsIontc STRIKE yocation cantrip Casting Time: Range: sel ‘Components: S, M (an empty hand) Duration: Instantaneous attack ‘As part ofan unarmed strike, you channel psionic power into an empty hand, transforming that hand into a psionic blade. On hit, the creature takes magical piercing damage equal to 1d6-+ your Strength modifier, in place ofthe normal damage of your unarmed strike. Your hand immediately reverts to it's normal appearance at the end of the attack. ‘The damage die ofthis spell increases when you reach Sth level (1d8) L1th level (1410) and 17¢h level (1d12) Ip INSINUATION Istlevel enchantment Casting Tim¢ Range: 60 feet ‘Components: V, S Duration: Concentration, up to I minute action ‘You unleash conflicting desires within one creature you can ‘sce within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated At the end of each ofits turns, it takes 1d12 payehic damage, and it can then make another Wisdom. ‘saving throw. On a success, the spell ends on the target. Tower oF IRON WILL 2ad-evel abjuration Casting Time: 1 reaction, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw. Range: Seif ‘Components: V Duration: 1 round ‘You protect your mind with a mantra of mundane, repetitive thoughts in order to better resist mental assault. Until the beginning of your next turn, you have advantage on all Intelligence, Wisdom, and Charisna saving throws, and ‘you gain resistance to psychic damage Pstonrc BLAST 3rd-level evocation Casting Time: | action ‘Range: Self (30-foot conc) Components: V Duration: Instantaneous ‘You unleash a shockwave of overwhelming mental power in 30-foot cone. Each ereature within the area of this spell must make a Constitution saving throw. On a failed save, a creature takes 5d8 magical bludgeoning damage and is pushed 20 feet directly away from you and falls prone, On a successful save, a creature takes half damage and remains in place. At Higher Levels, When you cast this spell using a spell slot of 4thlevel or higher, the magical bludgeoning damage increases by 148 for each spell slot level above 3rd. Eco Scource 4Athlevel enchantment Casting Time: 1 action Range: 30 fect Components: V ‘Duration: Concentration, up to I minute You strike at the mind of a creature you can see within range, attacking their very sense of self. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack. rolls and ability checks, and it cannot cast spells. At the end of each ofits turns, the target can repeat the saving throw. Ona successful save, this effect ends on the target. PsIoNtc OPPRESSION Suhvfevel evocation Casting Time: 1 action Range: 90 feet ‘Components: V Duration: Concentration, up to 1 minute ‘You exert the full foree of your will ona creature. The target ‘must make a Constitution saving taking Sd8 force damage on failure, and half as much on a success, Atthe end of each of its turns, it must repeat the saving throw, IC takes 248 force damage on a failed save, and on a success the spell ends. If this spell reduces a creature to 0 hit points they are crushed into a ball the size of your fist. At Higher Levels. When you cast this spell using a spell slot of 6thevel or higher, the initial force damage increases by 148 for cach spell slot level above Sth. Psyonic Crusu ‘th level enchantment Casting Time: 1 action Range: 60 feet ‘Components: V, S Duration: 1 minute ‘You psionically overwhelm the mind of one creature you can see within range. The target must make an Intelligence saving throw, On a failed save, the target takes 1246 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isnt stunned. ‘The stunned target can repeat the saving throw atthe end of each ofits turns, ending the effect ona success. iran by We rs ofthe Coast LC aa Ay) Unlock the wondrous and strange power that eee a ee Esoteric Orders depending on how your psionic PaCS OAR RO oad g rea Ti Rs eee ea ee) i Oa eo e j eae eae ij = Ae Version 2.0.1 « Created by /u/las: Artist Credits: a P Ps Covers - Paul Canavin - Rhystic Study. ié Cera ey Loree emia tae} Dan Ueym - 3 Page 4 - Jason Chan - Battle of Cee Ne gk Ceca Page 6 - Igor Kieryluk - Occulti eee ari versal Cree eee el ee esate Em rs ee Eee Cee ETA Pen ead eee eed OU Rear Regen Tete Like what you see? Support me on Patreon! 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