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Giass SE
UyPsIONIcs
Peionies i a source of power that originates from within a creature's mind, allowing it to augment its physical abilities and affect
‘the minds of other creatures. Psionics and magic are two distinct forces. In general an effect that alters or affects a spell has no
‘effect on a psionic effect. There is one important exception to this rue. A psionic effect that reproduces a spel is treated as magic.
A psionic effect reproduces a spell when it allows a psionic creature or character to cast a spell. In this case, psionic energy taps
{nto magic and manipulates it to cast the spell
OTHERWORLDLY POWER
Not every D&D world features psionic power to the same extent. Psionics indirectly originates from the Far Realm, a dimension
outside the bounds ofthe known multiverse, The Far Realm has its own alien laws of physics and magie, When its influence
extends to a world the Far Realm invatiably spavwns horrific monsters and madness as it bends reality to its own rules.
‘As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that dictate the form and
‘ature of reality: The tumult caused by the Far Realm creates echoes that can disturb and awaken minds that would otherwise
‘slumber, Such awakened creatures look upon the world in the same way that creatures existing i three dimensions might look
‘upon a twoudimensional realm. They see possibilities, options, and connections that are unfathomable to those with a more limited
view of reality
THE PSIONIC
Level Proficiency Bonus Features
Ist 2 Psionic Power, Psionic Order
and 2 Mind Sense, Psychic Blades
3rd 2 Order Feature
4th +2 Ability Score Improvernent
sth +3 Order Feature, Psionic Power Improvement
6th 8 Psychic Precision, Psychometry
7th 8 Order Feature
ath +3 Ability Score Improvement
sth 4 Psionic Power Improvement
oth +4 Mind Shroud
Vth “4 Order Feature
72th +4 Ability Score Improvement
13th 5 Psionic Power Improvement
4th +5 Order Feature
15th +5 Psychic Communion
16th s Ability Score Improvernent
17th +6 Psionie Power Improvement.
18th +6 Order Feature
19th +6 Ability Score Improvement
20th “6 Psionic BodyCass FEATURES
Asa psionic, you gain the following clas features
Hrr Ponts
Hit Dice: 146 per psionic level
Hit Pointe at Let Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
‘modifier per psionic level ater Ist
PROFICIENGIES
Armor: Light armor
‘Weapons: Simple weapons
‘Tools: None
‘Saving Throws: Intelligence, Wisdom
‘Skille: Choose two from Arcana, History, Investigation,
Insight, Perception, and Survival
Egurement
You start withthe following ecuirment, ination to the
‘equipment granted by your background
* two simple weapons:
© alight crossbow and 20 bolts
+ (@)ascholar's pack or (D)an explorer’s pack
* eather armor
PsIonic POWER
Boginning at Ist level you harbor a wellspring of psionic
energy within yourself This energy is represented by your
Psionie Energy dice, which are each a d6. You have a number
of these dice equal to twice your proficiency bonus, and they
{uel various psionic powers you have.
‘When you reach certain levels inthis class, the size of your
Peionic Energy dice increases: at 5th level (48) 11th level
(G10) and 17th level (412).
‘Some of your powers expend the Psionic Energy die they
use, as specified in a power's description, and you can't use a
power ifit requires you to use a die when your dice ae all
expended
‘You regain all your expended Psionic Energy dice when
you finish a long rest. You can use a bonus action to regain
tone expended Psionic Energy die, but you can't do so again
until you finish a short or long rest.
SAVING THROWS
Some of your Psionic features require your target to make a
‘saving throw to resist the feature’ effects. The saving throw
Cis caleulated as follows:
Psionic save DC =8 + your proficiency bonus + your
Intelligence modifier
‘TELEKINESIS
‘You learn to move things with your mind. You learn the mage
‘hand cantrip. You can cast it without verbal or somatic
components, and you can make the spectral hand invisible.
‘Asa bonus action, you ean try to shove one creature you
can see within § feet ofthe spectral hand created by your
‘mage hand spell When you do so, the target must succeed on
1 Strength saving throw against your Psionic save DC or be
pushed 5 feet away from you,
‘TELEPATHY
You awaken the ability o mentally connect with others. You
can communicate telepathically with any creature you can
see within 30 feet of you. Ifit understands at least one
language, it can respond to you telepathically.
Pstonic ORDER
At Ist level you choose a Psionic Order: the Order of the
‘Ascendant, the Order ofthe Astral Reaper, the Order of the
Psychic Warrior, or the Order ofthe Oracle each of which is
detailed atthe end of the class description, Each order
specializes ina specific approach to psionies.
Your order gives you features when you choose itat 1st
level and additional features at 3rd Sth, 7th, 11th, 14th and
18th level
PsycHic BLADES
Starting at 2nd level you can manifest your psionic power as
shimmering blades of psychic energy. Whenever you make an
attack with the Attack action, you can manifest a psychic
blade from your free hand and make the attack with that
blade. This magic blade is a simple melee weapon with the
finesse and thrown properties, It has a normal range of 60
feet and no long range, and on a hit, it deals psychic damage
equal to 1d6 plus the ability modifier you used forthe attack.
roll The blade vanishes immediately after it hits or misses its
target, and it leaves no mark on its target ifit deals damage.
After you attack withthe blade, you can make a melee or
ranged weapon attack with a second psychic blade as a bonus
action on the same turn, provided your other hand is free to
create it, The damage die of this bonus attack is 1d4, instead
of lds
MIND SENSE
[At 2nd level as an action you can expend one Psionic Energy
dic and open your mind to detect the presence of another
creature near you. Until the end of your next turn you know
the location of any creature with an Intelligence Score of 4 or
higher within 60 fect of you. You know the emotional state of
any being whose presence you sense, but not their creature
(ype or identity.
You can use thi feature a number of times equal to your
Proficiency bonus, regaining all expended uses when you
complete a long rest.
Airy ScoRE IMPROVEMENT
‘When you reach th level and again at 8th, 12th, 16th, and
19th level you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature,
PsyCHIC PRECISION
Starting at 6th evel, you can augment the deadliness of your
psychic attacks, As an action, you can expend a Psionic
Energy die to gain a bonus to all attack rolls and damage rolls,
‘with your psychic blades « equal to half your Proficiency
bonus (rounded down) for the next minute
For the duration, you add your Intelligence modifier to the
damage you deal with any psionie cantrip.PSYCHOMETRY
‘At 6th level. your touch grants you supernatural insights. You
‘can use an action to expend one Psychic Energy die and
touch a creature or object to learn one piece of information
regarding its history.
Ifthe target isa creature, you may learn its region of birth,
its general area of residence, a group itis currently ailiated
“with, or glimpse something of importance to the creature.
Ifthe target is an object, you may learn its origin, a glimpse
ofits maker oF last owner, the object's purpose, or a magical
‘effect enchanted on the object.
‘You can use this feature a number of times equal to your
Proficiency bonus, regaining all expended uses when you
complete a long rest
MIND SHROUD
‘Starting at 10th level you learn to ward your mind against
hostile forces. You gain the following benefits:
+ You gain resistance to psychic damage
+ You are immune to being charmed or frightened
*+ Your thoughts cannot be read against your will
PsycHic COMMUNION
‘Starting at 15th level as an action you can expend two
Peionic Energy dice to connect your mind with up to five
“willing creatures within 60 feet of you with an Intelligence
‘score of 6 or higher: Fach connected creature can
communicate telepathiclly to any other creature connected
in this way,
Using a bonus action, a connected creature can choose one
other connected creature and draw upon its experiences to
ain proficiency witha skill or tool the target creature has
proficiency in
Ifa creature uses this connection to gain proficiency in a
‘skill or tool from a second creature, the proficiency they
gained from the first creature immediately ends.
‘The connection ends for a creature if t moves more than
60 feet from another connected creature, or after 1 minute
thas passed Any proficiency gained in this way ends when the
connection ends.
PsIonic BoDy
‘At 20th level your mastery of psionic power causes your
‘ind to transcend the body. Your physical form is infused
‘with psionic energy. You gain the following benefits:
+ You no longer age.
*+ You gain resistance to bludgeoning piercing, and slashing
damage from non-magical attacks.
+ You are immune to disease, poison damage, and the
poison condition
+ Ifyou die, roll a 420. On a 10 oF higher, you discorporate
with O hit points, instead of ying, and you fall
unconscious. You and your gear disappear. You appear at a
spot ofyour choice 143 days later on the plane of
existence where you died, having gained the benefits of
‘one long rest.
ORDER OF THE ASCENDANT
‘The ascendants are powerful psionie warriors capable of
silencing and eviscerating their foes witha single blow. To
ascend is to conquer. The ascendants are feared for their
ruthless onslaught in battle and many enemies will retreat at
the sight of them for fear of being torn apart by their psychic
fry,
Mrnp Empowers MATTER
Starting at Ist level when you choose this order, your hi
point maximum increases by land increases by 1 again
whenever you gain a evel in this class.
‘Additionally, when you aren't wearing armor or wielding a
shield your AC equals 10 + your Dexterity modifier plus your
Intelligence modifier.
‘THoucut STRIKE
[At 3rd level as an action you can expend one Psionic Energy
die to assault the mind of another creature within 15 feet of
you that you can see. Rol the die, the creature must sueceed
an Intelligence saving throw against your Psionic save DC or
suffer psychic damage equal tothe result of the roll plus your
psionic level and become unable to speak or concentrate
until the end of ts next turn,
Exrea ATTACK,
Beginning at Sth level you can attack twice, instead of once,
‘whenever you take the Attack action on your turn,
PSIONIC LIGHTNING
tarting at 7h level as an action you expend up to three
Paionie Energy dice to cause a stroke of lightning forming 3
line 30 feet long and 5 feet wide to burst out from you in a
direction of your choice. Roll the dice, each creature in the
line must make a Dexterity saving throw against your Psionic
save DC, taking lightning damage equal to the result ofthe
rolls plus your Intelligence modifier ona failed save, or half
as much damage on a successful one
Improven Psyouic BLADES
Beginning at 11th level you are so suffused with psionic
power that your melee weapon strikes carry psychic power
‘with them. Whenever you hit a creature with one of your
Paychic Blades, the creature takes additional psychic damage
equal to your Psionic Energy die. A creature ean only take
this extra damage once per turn.
LIGHTNING VAULT
Starting at 14th level, when you use your Psionic Lightning
feature you can use a bonus action to immediately teleport to
an unoccupied space touched by the lin.
Psycaic ONSLAUGHT
Beginning at 18th level as an action you can charge forward
‘up to 120 feet ina straight line damaging every creature in
your path, Each creature in your path must make a Dexterity
saving throw agsinst your Psionic save DC, taking 10410
psychic damage on a failed save, or halfas much damage on
a successful one.
Once you use this feature, you can't do so again until you
finish a long rest, unless you expend three Psionic Energy
dice to use this feature again,ORDER OF THE ASTRAL REAPER
‘The astral reapers are fearsome hunters capable of wielding
the shadows to slay their prey. Often working alone or in
‘small groups, astral reapers can manipulate shadows with
their psionic energies to cloak themselves from the sight of
‘their enemies. They are known for appearing seemingly out
of thin air before killing their quarry and returning back to
the shadows. Few speak of them for fear that they might
appear under the cover of darkness and take them to their
strongholds in the astral plane.
CLOAKED IN DARKNESS
‘Starting at Ist level when you choose this order, you ean use
your action to expend and roll one Psionic Energy die to
‘become invisible while in areas of darkness or dim light. You
remain invisible for a number of minutes equal to the result
‘of the roll or until you make an attack, easta spe or enter
an area of bright light.
AsTRAL SLASH
‘Starting at 3rd level you can use your action to expend one
Peionic Energy die and make a melee weapon attack with
your Paychic Blades feature against each creature of your
choice within 5 feet of you, making a separate attack roll
against each creature. The Psychie Blade doesn't vanish until
you hit or miss against the last chosen creature.
PsyoHic ScyTHE
By Sth level you've gained mastery over the Psychic Scythe to
inflict terror in those you hunt. A Paychic Scythe is a Paychic
Blade with the two-handed property and without the thrown
property. It deals Ld12 psychic damage on a hit.
Ifyou attack with your Psychic Scythe as part ofthe Attack:
action on your turn, you can use a bonus action immediately
after to make « melee attack with it. This attack deals 1d4
psychic damage on ait, instead of 1d12
In addition, if you score critical hit with itagainst a
creatures astral body, you can cut the silvery cord that tethers
the target to its material body, instead of dealing damage.
Astra STEP
‘Starting at 7th level using a bonus action you can expend and
roll one Psionie Energy die to teleport to an unoccupied
“space that you can see within a number of feet of you equal to
5 times the result ofthe roll.
PHANTOM BLADE
Beginning at 11th level, when you make a melee weapon
attack, you can expend and roll one Psionic Energy die to
‘cause the attack to phase through the target's defense. You
gaina bonus to the attack roll equal to the result of the roll
‘You can only use this feature once per turn,
ENTANGLED PORTAL
At Mth level if]on your current turn you used your Astral
Step feature to teleport to another space, you can use your
reaction to teleport back to your previous space before your
turn ends,
AstRAL PRISON
Starting at 18th level you gain the ability to imprison your
tenemies in the astral plane,
‘Asan action, you can create a 10footsiameter sphere
within 10 feet ofyourself on a point that you can see. Each
creature enveloped by the sphere must make a Charisma
saving throw against your Psionic save DC or be temporarily
;prisoned into a demiplane of your creation on the astral
plane.
While there, a creature becomes petrified and heavily
obscured. Divination spells can't locate or perceive the target.
‘The target remains there wn the effet ends, at which point
the target reappears in the space it left or inthe nearest
‘wnoceupied space if that space is occupied
‘The effect lasts for 1 minute or until you lose concentration
(es if concentrating on a spell). On a successful save a
creature is unaffected.
Once you use this feature, you can't do so again until you
complete a fong rest, unless you expend three Psionic Energy
dice to use it again,
ORDER OF THE PsycHIC WARRIOR
Paychic warriors are noble defenders of esteemed strength
and martial prowess. They live to serve their people and
protect them from the enemies that wish to destroy them.
[A psychic warriors faith is unquestionable, as is their
bravery. They are known for secking the most menacing foes
oon the battle field and engaging them with great haste. They
Ibunger for batle and the honor it brings them in the eyes of
their people. They use their psionic power to augment their
‘martial capabilities in melee combat.
Sout oF A WARRIOR
Starting at 1st level when you choose this order, your hi
point maximum increases by 1, and increases by 1 again,
whenever you gain a level in this class.
In addition, you gain proficiency in medium armor and
shields.
PsIONIC MOMENTUM
Starting at 3rd level your base movement speed increases by
10 feet, and again when you reach 11th level Additionally,
you ean take the dash action as a bonus action,
Extra ATTACK,
[Beginning at Sth level you can attack twice, instead of once,
Whenever you take the Attack action on your turn,
‘The number of attacks inereases to three when you reach
11th level in this class.
PSIONIC BARRIER
AC 7th level. your psionic energy grants you extraordinary
fortitude. As an action, you can spend a Psionie Energy die to
gain a number of eemporary ht points equal to your
Intelligence modifier (minimum of 1) and again atthe start of
each of your turns. This effect lasts for 1 minute, and ends
early if you drop to 0 hit points or fall unconscious.ADAPTIVE BARRIER
Starting at 14th level, your Psionic Barrier has adapted to the
harsh effects of extreme elements granting you additional
fortitude,
‘When you take acid, cold fire, lightning, or thunder damage
while you have temporary hit points granted by your Psionic
Barrier feature, you can use your reaction to expend one
Peionie Energy die, rotting the die and reducing the damage
taken by an amount equal tothe result of the roll
IMMORTAL WILL
By 18th level you have fortified your body and mind to
develop an undying wil
‘You can draw on your reserves of psionic energy to survive
beyond death. At the end of your turn while at O hit points,
you expend and roll one of your Psionie Energy die to
immediately regain a number of hit points equal tothe result
ofthe rll plus your psionic level
Once you use this feature, you can't do so again until you
complete a short or long rest
ORDER OF THE ORACLE
‘The Oraci are legendary in their mastery of psionie power,
‘They can manipulate the minds of their enemies, create
frightening illusory manifestations, or shield their allies with
their psionic energies. The most powerful among them are
‘said to be capable of bending the planes to their will turning
‘a quiet sunny day into an earth shattering storm.
ENLIGHTENED MIND
‘Starting at Ist level when you choose this order, your
‘maximum number of Psionic Energy dice increases by 1, and
increases by 1 again by whenever you gain a level in this
class.
PSIONIC SPELLCASTING
At Ist level you have an innate ability to manipulate the fabric
of reality using your powerful mind. Your mental power fuels
your spells. See Spells Rules for the general rules of
‘spelleasting and the Spells Listing forthe Psionic Spell ist
Cantrips
‘You know two cantrips of your choice from the Psionic
Spell list. You learn additional psionic cantrips of your choice
at higher levels, as shown in the Cantrips Known column of
the Oracle Spell table.
Preparing Spells of Ist Level or Higher
You prepare the list of psionic spells that are available for
you to cast, choosing from the Psionie Spell ist. When you
do so, choose a number of psionic spells equal to your
Intelligence modifier + your psionic level (minimum of one
‘spel}. The spells must be ofa level equal to or lower than the
‘maximum level of a spell you can cast as shown in the Max
Spell Level column of the Oracle Spell Table
You can change your list of prepared spells when you finish
along rest. Preparing a new list of psionic spells requires
time spent in meditation: atleast 1 minute per spell level for
each spell on your list.
Casting Psionic Spells
You can cast a psionic spell of Ist level or higher by
‘expending a number of Psionic Energy dice equal tothe level
of the spell, divided by 3 (rounded up) up to a maximum spell,
ieee the Oracle Spell tabl
‘You can cast up to three spells cach of Ist, 2nd, 3rd 4th
and Sth level and one spell each of 6th, 7th, Sth and 9th level
Once you've east a spell of Ist level or higher the maximum.
‘umber of times for a spell of that level you can't casta spell
ofthat level again until you complete a long rest.
‘When you cast any spel of Ist level or higher from the
Psionie Spells list using your Psionic Spellcasting feature, it
requires no verbal or somatic components, and it requires no
‘material components, unless they are consumed by the spel.
Spellcasting Ability
Intelligence is your spelleasting ability for your psionic
spells, since the power of your magic relies on your ability to
project your intellect into the world. You use your Intelligence
‘whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the
saving throw DC fora psionic spell you cast and when
‘making an attack roll with one.
‘Spell save DC= 8 + your proficiency bonus + your
Intelligence modifier
‘Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear
section) as a spellcasting focus for your psionic spells,
ORACLE SPELL TABLE
Psionic Level Cantrips Known Max Spell Level
ast 2 1st
2nd Ist
3rd and
4th and
Sth ard
6th ard
7th 4th
4th
Sth
Sth
6th
6th
7th
7th
ath
8th
Sth
9th
9th
8thPSYCHIC FORESIGHT
Beginning at Sth level you can peer into a possible future to
change likely outcome. As an action, you can expend a
Peionie Energy de, rotting the die and recording the number
rolled You can add or subtract the result ofthe rol to any.
attack roll, saving throw, or ability check made by you or a
creature that you can see, You must choose to do to before
‘the roll and you can do 80 only once per tur.
Each roll can be used only once. When you finish a long
rest, you lose any unused foretelling rolls.
‘You can use this feature a number of times equal to your
Proficiency bonus, regaining all expended uses when you
complete a long rest
PSYCHIC PERCEPTION
‘Starting at 11th level you can perceive the true nature of
really. As a bonus action, you can expend a Psionic Energy
die 1 gain Truesight out to a range of 60 feet for 1 minute.
For the duration, you are immune to the Blinded condition.
Avatar oF THOUGHT
By 18th level, you have become a psionic force of legend. As
fan action, you can expend three Psionic Energy dice to
transform your body into pure psionic energy for 1 minute.
‘While transformed in this way you gain the following
benefits
+ Your Intelligence scare increases by 4, to a maximum of
24,
+ You gain « number of temporary hit points equal to your
bit point maximum,
+ You can use your action to hurl a stream of psychic energy
‘ata point you choose within 10 feet of you. Each creature
‘of your choice within 5 fect ofthe point must make a
Dexterity saving throw against your Psionie save DC.A
creature takes 410 psychic damage on a failed save, or
hhalfas much damage on a successful one,
Once you use this feature, you can't do so again until you
complete a long rest
PsIONIc SPELL List
CANTRIP
+ Friends
+ Frostbite
+ Lightning Lure
+ Mage Hand
+ Mind Sliver
= Minor Iitusion
+ Prestidigitation
‘+ Shocking Grasp
+ Vicious Mockery
© Chaos Bolt
© Command
‘+ Dissonant Whispers
+ Faerie Fire
+ Mage Armor
+ Magic Missile
Sanctuary
+ Shield
+ Silent Image
+ Sleep
2nb LeveL
Blur
Calm Emotions
Detect Thoughts
Hold Person
Invisibilicy
Levitate
‘Mind Spike
Mirror Image
Misty Step
‘Phantasmal Force
See Invisibility
Suggestion
3p LeveL
Blink
+ Call Lightaing
+ Chairvoyance
+ Fear
Py
Hunger of Hadar
Hypnotic Pattern
Lightning Bott
Major Image
Nondetection
Sending
47H LeveL,
Arcane Eye
Charm Monster
Compulsion
Confusion
Dominate Beast
Evard's Black Tentacles
Greater Invisibiiy
Hallucinatory Terrain
Phantasmal Killer
‘Summon Aberration
StH Leven
Contact Other Plane
Control Weather
Dominate Person
Dream
Geas
Hold Monster
Mislead
Modify Memory
Rary’sTelepathie Bond
Serying
‘Synaptic Static
Telekinesis
Wall of Force
6TH LeveL
Arcane Gate
Chain Lightning
Contingency
Disintegrate
Forbiddance
Globe of lavulnerability
Mass Suggestion
‘Mental Prison
True Seeing
71H Lever
Porcecage
Ptherealness
Mirage Arcane
Plane Shift
Project Image
Reverse Gravity
Sequester
8TH LeveL
Control Weather
Dominate Monster
Earthquake
Feeblemind
‘Mind Blank
Power Word Stun
Telepathy
97H Lever
Astral Projection
Foresight
Gate
Poychie Scream
Storm of Vengeance
Weird