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Helm sT RY Keli RA leet ole UATTHE 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 LCTHE 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 LLCCONSUMPTIVE 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 personAURA 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 UCENLIGHTENED 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 LCABERRANT 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 CoastGuess
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.
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of the Const LLCPstonic 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 pointsPsIoN 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 stopMENTAL 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
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cook aPRECOGNITION 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 LLCPsion 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.
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