More than a character of any other class, the psionicist is self-contained. Unlike the fighter and rogue, the psion needs no weapons or tools to practice his or her art. Unlike the cleric, he or she needs no deity. Unlike the wizard, the psion relies on no outside energies. The power of the psion comes from within, and he or she alone gives it shape.
The psionicist strives to unite every aspect of his or her self into a single, powerful whole. The psionicist looks inward to the essence of his or her own being and gains control of his or her subconscious. Through extraordinary discipline, contemplation, and self-awareness, the psion unlocks the full potential of his mind.
Quick Build
You can make a psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Alternatively, you can make your second highest ability score the one that provides the most bonus PSPs for your discipline focus. Second, choose the sage background.
The Psion
Level | Prof. Bonus | Features | PSPs | Cmbt Mode | Pow. Knwn | Max Pow. Level |
Sci.
|
1st | +2 | Psionics, Combat Modes, Discipline Focus | 2 | 5 | 3 | 1st | – |
2nd | +2 | Sciences, Discipline Focus feature | 4 | 5 | 3 | 1st | 1 |
3rd | +2 | – | 12 | 6 | 3 | 2nd | 1 |
4th | +2 | Ability Score Improvement | 14 | 6 | 4 | 2nd | 1 |
5th | +3 | Improved Mindlink, Forced Mindlink | 24 | 7 | 4 | 3rd | 1 |
6th | +3 | Discipline Focus feature, Psychic Rejuvenation | 29 | 7 | 4 | 3rd | 2 |
7th | +3 | – | 35 | 8 | 4 | 4th | 2 |
8th | +3 | Ability Score Improvement | 40 | 8 | 4 | 4th | 2 |
9th | +4 | – | 53 | 9 | 4 | 5th | 2 |
10th | +4 | Discipline Focus feature | 60 | 9 | 5 | 5th | 2 |
11th | +4 | – | 69 | 10 | 5 | 6th | 2 |
12th | +4 | Ability Score Improvement | 69 | 10 | 5 | 6th | 2 |
13th | +5 | – | 78 | 10 | 5 | 7th | 2 |
14th | +5 | Discipline Focus feature | 78 | 10 | 5 | 7th | 2 |
15th | +5 | – | 89 | 10 | 5 | 8th | 2 |
16th | +5 | Ability Score Improvement | 89 | 10 | 5 | 8th | 2 |
17th | +6 | – | 102 | 10 | 5 | 9th | 2 |
18th | +6 | Signature Powers | 109 | 10 | 5 | 9th | 3 |
19th | +6 | Ability Score Improvement | 118 | 10 | 5 | 9th | 3 |
20th | +6 | Psionic Master | 128 | 10 | 5 | 9th | 3 |
Class Features
As a psion, you gain the following class features.
Hit Points
Hit Dice: 1d8 per psion level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psion level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Intimidation, Investigation, and Nature
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Two daggers
Psionics
You have harnessed the power of your mind through practice and careful discipline. Your mental abilities offer you unique abilities known as powers. Powers are magical effects, and, thus, work similarly to magic as described in chapter 10 of the Player’s Handbook for the general rules of spellcasting. In addition, some of your powers duplicate the effects of spells, many of which are described in chapter 11.
Psionic Strength Points
Psionic energy comes from within. It is a blend of intellectual capability, willpower, and sense of being. This energy is measured in psionic strength points or PSPs. When a character uses a psionic power, he or she expends psionic strength points.
Each power you use has a point cost based on its level. The PSPs cost table summarizes the cost in PSPs of powers from 1st to 9th level. You expend a number of PSPs to use a power. You can’t reduce your PSP total to less than 0, and you regain all PSPs when you finish a long rest.
The number of PSPs you have to spend is based on your level as a psion, as shown in the PSPs column of the Psion table. Your level also determines the maximum-level power you can manifest. Even though you might have enough points to use a power above this maximum, you can’t do so.
PSP Cost
Power Level | Point Cost | Power Level | Point Cost |
1st | 2 | 5th | 7 |
2nd | 3 | 6th | 9 |
3rd | 5 | 7th | 10 |
4th | 6 | 8th | 11 |
9th | 13 |
Dropping to 0 PSPs
As a psionicist, you possess total command over your mind’s facilities and have reshaped your mental conduit for maximum efficiency. As such, when you run out of PSPs, you leave yourself open to attack. If your PSPs are reduced to 0, you suffer the following penalties:
- Any of your own psionic powers or effects that you are concentrating on or under the effects of immediately stop functioning.
- You cannot use your combat modes.
- You have disadvantage on saving throws against psionic powers and psychic effects.
- You gain vulnerability to psychic damage unless you are under or come under a non-psionic effect that grants you resistance or immunity to psychic damage (such as a wizard’s mind blank spell).
These effects last as long as your PSPs remain at 0.
Powers Ability
Intelligence is your powers ability for your psionic powers. You use your Intelligence whenever a power refers to your power manifestation ability. If one of your powers duplicates a spell’s effects and calls for use of a spellcasting ability, your spellcasting ability is the same as your powers ability. In addition, you use your modifier when setting the saving throw DC for a power you manifest and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Intelligence modifier
Power attack modifier = your proficiency bonus + your Intelligence modifier
Power Boost
Some powers allow you to increase the potency of your powers. If you choose to do so, you must pay the power boost’s associated PSP cost as detailed under the power’s description. You can only use one power boost per use of a power. You can use power boosts a number of times equal to your Intelligence modifier, and you regain all expended uses after you finish a long rest.
Combat Modes
Psionic combat modes are special powers which all psionicists acquire naturally in time. Combat modes do not have a base PSP cost and do not count towards the number of powers that you know. At 1st level, you learn one offense mode and one defense mode, and three other combat modes of your choice. You learn one additional combat mode of your choice at 3rd, 5th, 7th, 9th, and 11th level.
Whenever you learn a new combat mode, you can also replace one defense mode that you already know with a different defense mode, or you can replace one offense mode that you already know with a different offense mode.
Discipline Focus
Psionic powers are organized differently than spells. The majority psionic powers are grouped into five major disciplines: Clairsentience (expanded senses), Psychokinesis (moving matter through space), Psychometabolism (altering the body), Psychoportation (psionic travel), and Telepathy (mind-to-mind contact). At 1st level, you focus on a single discipline to specialize in, although you can learn powers from any discipline of your choice. Your choice grants you discipline powers and other features when you choose it at 1st level. It also grants you additional major psionic powers, also known as Sciences, when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 14th level.
Discipline Powers
Each discipline has a list of powers–its discipline powers–that you gain at the psion levels noted in the discipline description. Discipline powers do not count towards the number of powers that you know.
Sciences
At 2nd level, you begin to unlock potent, major powers known as Sciences. You start with two such effects: Mind Link and an effect determined by your discipline. Some disciplines grant you additional effects as you advance in levels, as noted in the discipline description.
When you use your Sciences, you choose which effect to create.
As you gain levels in this class, you gain more uses of your Sciences as shown on the Sciences column of The Psion table. When you finish a short or long rest, you regain all expended uses.
Sciences: Mindlink (Telepathy)
As an action, you can spend one use of your Sciences to touch a willing creature with an Intelligence score of 5 or higher. You and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. You remain linked to the creature for 1 hour, until you or the creature is incapacitated, or you are on a different plane of existence than the target. You do not have to share a language with a creature in order for this effect to work.
When you reach 5th level, the range for this effect is unlimited so long as you are familiar with the creature and the creature is anywhere on the same plane of existence as you.
Ability Score Improvement
When you reach 4th 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.
Forced Mind Link
Starting at 5th level, you can use your Mind Link Science to establish a link between yourself and an unwilling creature. The creature must succeed on a Wisdom saving throw against your power save DC. On a failed saving throw, you establish a link for the duration. The creature can attempt to sever the connection by using its action to make another Wisdom saving throw. On a successful saving throw, the effect ends for it.
Psychic Rejuvenation
At 6th level, in addition to using your Hit Dice to recover hit points during a short rest, you may opt to spend Hit Dice to recover PSPs. For each Hit Die spent in this way, you roll the die and add your Intelligence modifier to it. You regain PSPs equal to the total (minimum of 0). Each Hit Die must be allocated to recovering PSPs or hit points, but cannot be used for both. You regain some spent Hit Dice upon finishing a long rest as normal.
Signature Powers
At 18th level, you have gained such control over your powers that you can manifest them at will. Choose a 1st-level psionic power and a 2nd-level psionic power that you know. You can use these powers without expending PSPs. If you want to boost either power, you must spend the power boost cost as normal.
By spending 8 hours meditating, you can exchange one or both of the powers you choose for different powers of the same level.
Psionic Master
At 20th level, when you roll for initiative and have 10 or fewer PSPs remaining, you regain 25 PSPs.
Discipline Focus
While all psionics touch on each of the five major disciplines in one way or another, all psionics choose to focus on a particular area of study. Some focus on disciplines that come naturally to them. Others join schools to hone their powers.

Clairsentience (Seer)
Clairsentience powers reveal information, past present, and future. A psion whose primary discipline is Clairsentience is called a Seer. Wisdom is the key ability score for all powers within the Clairsentience discipline and is the ability score seers use to determine bonus power points.
Clairsentience Powers
Psion Level | Power |
1st | detect evil and good, detect magic |
3rd | locate object, see invisibility |
5th | clairvoyance, speak with dead |
7th | arcane eye, locate creature |
9th | legend lore, scrying |
Bonus Proficiencies
When you select this discipline at 1st level, you gain proficiency with light armor, simple weapons, longswords, rapiers, and shortswords.
Bonus PSPs
Starting at 1st level, after you complete a long rest, you gain bonus PSPs equal to your Wisdom modifier. You can only use these bonus PSPs to use Clairsentience powers. You lose any unused bonus PSPs when you begin another long rest.
Detect Psionics
At 1st level, you can use your action to detect the presence of psionic activity. Until the end of your next turn, you know the location of any psionicist or psionic effect within 60 feet of you even if it is behind total cover.
Sciences: Psychic Readiness (Psionics)
Starting at 2nd level, you can spend one use of your Sciences to peer into the near future, allowing you to ready yourself against immediate dangers.
As a bonus action, you grant yourself the following benefits:
- You have advantage on Dexterity checks and Dexterity saving throws.
- You gain a +2 bonus to your attack rolls and AC.
This readiness lasts until the end of your next turn. As a bonus action on each subsequent turn, you can spend 1 PSP, to a maximum number of PSPs equal to your level, to extend the duration of your readiness until the end of your next turn. It ends early if you are knocked unconscious.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extrasensory Perception (Psionics)
Starting at 10th level, you can feel and hear light and you can feel and see sound. You gain immunity to the deafened and blinded conditions and you are aware of the location of any hidden or invisible creature within 10 feet of you. In addition, you always know which way is north and you can’t become lost except by magical means.
Sciences: Detect Psychic Impression (Psionics)
Starting at 14th level, you can use your Sciences to call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive a dreamlike shadowy glimpse of recent events. You can meditate in this way for 1 minute plus 1 additional minute for each PSP that you spend, to a maximum number of PSPs equal to half your levels in this class (rounded down).
Object reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent.
Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Psychokinesis (Savant)
Those who focus on psychokinesis specialize in powers that manipulate and transform
physical properties. A psion whose primary discipline is Psychokinesis is called a Savant. Constitution is a key ability score for Savants, as many of their powers require physical toughness and intense concentration.
Psychokinetic Powers
Psion Level | Power |
1st | shield, Tenser’s floating disk |
3rd | hold person, levitate |
5th | fly, slow |
7th | control water, fabricate |
9th | animate objects, hold monster |
Bonus PSPs
Starting at 1st level when you choose this discipline as your focus, after you complete a long rest, you gain bonus PSPs equal to your Constitution modifier. You can only use these bonus PSPs to use Psychokinesis powers. You lose any unused bonus PSPs when you begin another long rest.
Far Hand (Psionics)
At 1st level, you can cast the mage hand cantrip at will. This counts as a psionic power for you and the hand is invisible. In addition, you can use your bonus action or action on each of your turns to control the hand.
Matter Agitation (Psionics)
Starting at 1st level, you can use your action to magically excite the molecules of a target that you can see within 60 feet of you. The target can be a creature or an object. A creature targeted by this attack must make a Constitution saving throw. On a failed saving throw, the target takes force damage equal to 1d6 + your Constitution modifier. You can increase the damage by spending PSPs. Each point you spend, to a maximum number equal to half your levels in this class (rounded down), increases the damage by 1d6 + your Constitution modifier. For example, as a 6th-level psion with a Constitution score of 15 (+2), you could spend 3 PSPs to increase the damage, dealing 4d6 + 8 damage to a creature that fails its saving throw.
If this attack deals 50 or more damage to a target in one round and the damage reduces the target’s hit points to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
Furthermore, the attack automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this attack disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this attack.
The agitation ignites flammable objects not being worn or carried.
Sciences: Telekinesis (Psionics)
At 2nd level, your ability to move and manipulate creatures or objects by thought improves. You can use your action to spend one use of your Sciences to exert your will on one creature or object that you can see within 120 feet of you. You can cause one of the following effects.
Concussion. You pummel a foe with your telekinesis. Make a ranged powers attack. On a hit, the target takes 3d6 bludgeoning damage. You can increase the damage dealt by spending PSPs. Each PSP spent in this way deals an additional 1d6 damage. The maximum number of PSPs you can spend in this way is equal to your level in this class.
Grapple. You attempt to grapple a Large or smaller creature. Make a ranged powers attack contested by the Strength (Athletics) check of the target. On a successful check, the creature remains grappled until the end of your next turn. On subsequent rounds, you can spend 1 PSP to maintain your grapple until the end of your next turn. The maximum number of PSPs you can spend to extend the duration of this effect is equal to your levels in this class. The grapple ends early if you are knocked unconscious.
Interpose. You use your telekinetic energy to prevent creatures from entering a space you can see within range. Until the end of your next turn, a creature can’t move through the chosen space if its Strength score is less than or equal to your power save DC. If its Strength score is higher than your power save DC, the target can move toward you through the space, but that space is difficult terrain for the target. On subsequent rounds, you can spend 1 PSP to continue to prevent creatures from entering the space until the end of your next turn. The maximum number of PSPs you can spend to extend the duration of this effect is equal to your levels in this class. The interposition ends early if you are knocked unconscious.
Shove. You attempt to push a creature in the direction of your choice. The creature must make a Strength saving throw against your power save DC. On a failed saving throw, the target is pushed a number of feet equal to five times your Constitution modifier (minimum of 5 feet) and knocked prone.
Sciences: Molecular Rearrangement (Psionics)
At 6th level, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. As an action, you can expend one use of your sciences to target one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. You can transform 1 cubic foot of material plus 1 additional cubic foot for every 1 PSP you spend, up to a maximum number of PSPs equal to your Constitution modifier. After 1 hour, the material reverts to its original substance.
Improved Telekinesis (Psionics)
At 10th level, as your psychokinetic powers continue to evolve, you gain additional uses with your Telekinesis Science. When you use your Telekinesis, you can also choose the following effects.
Move Creature. You can try to move a Huge or smaller creature. Make an ability check with your psionics ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this effect (120 feet). Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent turns, you can use your action to spend one PSP to maintain the grip until the end of your next turn. The maximum number of PSPs you can spend to extend the duration of this effect is equal to your levels in this class. The grip ends early if you are knocked unconscious.
Move Object. you can try to move an object that weighs up to a number of pounds equal to 200 times your Constitution modifier. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but no further than 120 feet away from you.
If the object is worn or carried by a creature, you must make an ability check with your psionics ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction, but no further than 120 feet away from you.
On subsequent turns, you can use your action to spend one PSP to maintain the grip until the end of your next turn. The maximum number of PSPs you can spend to extend the duration of this effect is equal to your levels in this class. The grip ends early if you are knocked unconscious.
Sciences: Detonate (Psionics)
At 14th level, you can spend one use of your Sciences to cause an object or a creature to explode.
Creature. You can try to explode a Medium or smaller construct, plant, or undead creature. If the creature’s Intelligence score is 4 or higher or it has more than 100 hit points, the effect automatically fails. Otherwise, the creature must make a Constitution saving throw. On a failed saving throw, the creature explodes and is instantly destroyed. In addition, each creature within 20 feet of the creature must make a Dexterity saving throw, taking 8d6 fire damage on a failed saving throw or half as much damage on a successful one.
Object. You can try to explode a Medium or smaller object. The object automatically explodes and is instantly destroyed. In addition, each creature within 20 feet of the object must make a Dexterity saving throw, taking 8d6 fire damage on a failed saving throw or half as much damage on a successful one. If a creature was holding or carrying the object, it makes its saving throw with disadvantage. A magic item is unaffected by this effect.

Psychometabolism (Egoist)
Powers that alter the psion’s own physiology are known as psychometabolism. A psion whose primary discipline is Psychometabolism is called an Egoist. Strength is the key ability score for all powers within the Psychometabolism discipline and is the
ability score egoists use to determine bonus power points.
Psychometabolism Powers
Psion Level | Power |
1st | cure wounds, false life |
3rd | enhance ability, lesser restoration |
5th | protection from energy, vampiric touch |
7th | polymorph, resuscitate* |
9th |
greater restoration, mass cure wounds
|
Bonus PSPs
Starting at 1st level when you choose this discipline, you gain bonus PSPs equal to your Strength modifier after you complete a long rest. You can only use these bonus PSPs to use psychometabolism powers. You lose any unused bonus PSPs when you begin another long rest.
Flesh Armor (Psionics)
Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Strength modifier. You can use a shield and still gain this benefit.
Sciences: Animal Affinity (Psionics)
You develop an affinity for a particular type of animal. When you gain this Science at 2nd level, choose one of the following animals: ape, black bear, boar, constrictor snake, crocodile, elk, horse, panther, or wolf. By spending 8 hours in meditation, you can choose a different animal with which you develop an affinity.
As a bonus action, you can spend one use of your Sciences to transform yourself, taking on aspects of the animal for 10 minutes. You can increase the Science’s duration by spending PSPs. Each point you spend, to a maximum number equal to your Strength modifier, increases the duration by 10 minutes.
While you are transformed, you gain certain benefits. The benefits you gain depend on the animal with which you have an affinity.
Ape. You have advantage on Strength and Constitution saving throws and ability checks. You gain a climb speed of 30 feet, and you gain proficiency with the Athletics skill. In addition, you can roll a d6 in place of the normal damage of your unarmed strike.
Black Bear. You have advantage on Strength ability checks and saving throws. Your walking speed increases by 10 feet, and you gain a climbing speed of 30 feet. You have advantage on Wisdom (Perception) checks that rely on smell, and your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Boar. Your walking speed increases by 10 feet, and you gain resistance to bludgeoning, piercing, and slashing damage. You gain a tusk attack, which you can use to make unarmed strikes. If you hit with it, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
In addition, if you move at least 20 feet straight toward a target and then hit it with your tusk attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength check with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone.
Constrictor Snake. You have advantage on Strength and Dexterity ability checks and saving throws. And you gain a constrict attack which you can use to make unarmed strikes. If you hit a creature with your unarmed strike, you roll a d8 in place of the normal damage of your unarmed strike. Immediately after you hit a creature with your unarmed strike, you can use your bonus action to make a grapple check against the same target.
Crocodile. You have advantage on Strength ability checks and saving throws, and you gain proficiency with the Stealth skill. You gain a bite attack which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after you hit a target with your unarmed strike, you can use your bonus action to make a grapple check against the same target.
Elk. You have advantage on Strength ability checks and saving throws, and your walking speed increases by 20 feet. You gain a ram attack which you can use to make unarmed strikes. If you hit a creature with your ram attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
In addition, if you move at least 20 feet straight toward a target and then hit it with your ram attack on the same turn, the target takes an extra 2d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength check with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone.
Horse. You have advantage on Strength and Wisdom ability checks and saving throws. In addition, you can use your bonus action to take the Dash action on each of your turns.
Panther. You have advantage on Strength and Dexterity ability checks and saving throws. Your walking speed increases by 20 feet and you gain a climb speed of 40 ft. You gain proficiency with the Stealth skill and you have advantage on Wisdom (Perception) checks that rely on smell. In addition, you develop feline claws, which you can use to make unarmed strikes. If you hit with your claw attack, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you use the attack action with your claw attack on your turn, you can make one additional claw attack as a bonus action.
Wolf. You have advantage on Dexterity ability checks and saving throws, and you gain proficiency with the Stealth skill. You have advantage on Wisdom (Perception) checks that rely on smell. Your bite attack is a natural weapon, which you can use in place of your unarmed strike. If you hit with it, you deal piercing damage equal to 2d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. And if the target is a creature, it must succeed on a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.
Self-Targeting
At 6th level, when you target yourself with a psychometabolism power, you can spend 2 PSPs to change the manifestation time of the power to a bonus action for that use. The power must be 5th level or lower and have a range of touch or self.
Robustness (Psionics)
At 10th level, whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Strength modifier (with a minimum bonus of +1). You must be conscious to gain this benefit.
Mind Over Body (Psionics)
At 14th level, you are immune to disease and poison, and you no longer require food, water, or sleep. When you take a long rest, you can meditate deeply, remaining semiconscious. After you meditate for 4 hours in this way, you gain the same benefits as you normally would from a long rest.
In addition, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Psychoportation (Nomad)
Psychoportation powers propel or displace objects in space or time. A psion whose primary discipline is Psychoportation is called a nomad. Dexterity is the key ability
score for all powers within the Psychoportation discipline and is the ability score nomads use to determine bonus PSPs.
Psychoportation Powers
Psion Level | Power |
1st | arms of Hadar, find familiar |
3rd | cloud of daggers, misty step |
5th | haste, hunger of Hadar |
7th | banishment, dimension door |
9th |
planar binding, teleportation circle
|
Bonus PSPs
Starting at 1st level when you choose this discipline, you gain bonus PSPs equal to your Dexterity modifier after you complete a long rest. You can only use these bonus PSPs to use psychoportation powers. You lose any unused bonus PSPs when you begin another long rest.
Bonus Proficiencies
At 1st level, you gain proficiency with light armor, simple weapons, longswords, rapiers, and shortswords.
Time/Space Anchor (Psionics)
Also at 1st level, when you are targeted by a power, spell or magical effect that would banish, transport, or teleport you, you can use your reaction to spend 2 PSPs to cause the spell or effect to fail and have no effect.
Sciences: Time Shift (Psionics)
At 2nd level, as a bonus action, you can spend one use of your Sciences to slow down the flow of time for everyone but yourself until the start of your next turn. For the duration, you do not provoke attacks of opportunity and your weapon attacks are made with advantage. In addition, you gain a +2 bonus to your AC and you have an advantage on Dexterity saving throws.
Misty Attack
Starting at 6th level, when you use your bonus action to use the misty step power on your turn, you can make a single attack as part of the same bonus action. This attack can be made either before or after you teleport. The attack must use a finesse or light weapon.
Evasion
Starting at 10th level, your psychoportation powers can reflexively move you out of harm’s way of certain area effects, such as a black dragon’s acidic breath or a firestorm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Teleportation Trigger (Psionics)
At 14th level, you can create a programmed event which causes you to instantly and reflexively teleport to a safe location. Choose one of the following powers: misty step, dimension door, or teleport (self only). You must know the power in order to choose it. You use that power–called the programmed power–as part of using this feature, expending PSPs for the programmed power as you do. However, the power doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you use this feature and use the power. For example, common triggers include being reduced to 10 hit points or less, seeing an iron golem, or being attacked by a magic missile spell.
The programmed power takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then this effect ends.
The programmed power takes effect only on you, even if it can normally target others. You can only have one teleportation trigger at a time. If you use this feature again, the effect of another programmed power on you ends.
Telepathy (Telepath)
Powers that allow mental contact and control of other sentient creatures fall under the discipline of Telepathy. A psion whose primary discipline is Telepathy is called a telepath. Charisma is the key ability score for all powers within the Telepathy discipline and is the ability score telepaths use to determine bonus power point.
Telepathy Powers
Psion Level | Power |
1st | charm person, command |
3rd | enthrall, invisibility |
5th | fear, sending |
7th | compulsion, confusion |
9th | dominate person, modify memory |
Bonus PSPs
Starting at 1st level when you choose this discipline, you gain bonus PSPs equal to your Charisma modifier after you complete a long rest. You can only use these bonus PSPs to use telepathy powers. You lose any unused bonus PSPs when you begin another long rest.
Psionic Blast (Psionics)
At 1st level, you can create a psychic attack, assaulting the mental facilities of your targets. You learn the eldritch blast cantrip, except the damage is psychic instead and force and the beam is invisible.
Missive (Psionics)
At 1st level, you know the message cantrip and can cast it at will.
Sciences: Psychic Wave (Psionics)
Starting at 2nd level, you can spend one use of your Sciences to create a wave of psychic force that sweeps out from you. Each creature of your choice within 10 feet of you must make an Intelligence saving throw. On a failed save, a creature takes 3d8 psychic damage, and the creature is shaken until the end of its next turn. While shaken, the creature has disadvantage on attack rolls and ability checks. Creatures immune to paralysis are immune to being shaken. On a successful save, a creature takes half as much damage and isn’t shaken.
You can increase the wave’s damage and range by spending additional uses of your Sciences. Each Science you spend increases the damage by 3d8 and the range by 10 feet.
Sciences: Psionic Assault (Psionics)
At 6th level, when you hit a creature with your Psionic Blast effect, you can spend one use of your Sciences to attempt to stun the creature. The target must succeed on an Intelligence saving throw or be stunned until the end of your next turn.
Focused Defense Modes (Psionics)
Beginning at 10th level, while you are concentrating on a telepathy power or combat mode, your concentration can’t be broken as a result of taking damage.
The Hidden (Psionics)
At 14th level, when you use the invisibility power, you can spend 2 PSPs to change the manifestation time to 1 bonus action for this use. You may only target yourself when you use invisibility in this way.
Combat Modes
The combat modes are listed in alphabetical order for ease of reference. If a power boost has prerequisites, you must meet them to use it. A level requisite refers to your level in this class.
Ego Whip
Telepathy offense mode
Manifestation Time: 1 action
Range: 120 feet
Duration: Instantaneous
You target one creature that you can see within range, assaulting its ego, causing it to second-guess itself. The target takes 1d4 + 1 psychic damage.
Power Boost (5th Level Required). As part of the same action, you can spend 5 PSPs to bestow a curse on the target for 1 minute. While cursed, the target has disadvantage on its Dexterity ability checks and saving throws. On each of its turns, the target can use its action to make a Charisma saving throw, ending the effect on a success.
Empty Mind
Telepathy defense mode
Manifestation Time: 1 reaction, which you take when a creature uses a power, spell, or any other effect that attempts to charm or frighten you, sense your emotions, read your thoughts, use a divination spell with you as the target, or targets you with the id insinuation, mind thrust, or psychic crush offense modes.
Range: Self
Duration: 1 round
Until the start of your next turn, you gain immunity to any effect that would read your emotions or your thoughts, divination spells, and the charmed and frightened condition, including against the triggering attack. If used to counter a power, spell, or effect, it fails and has no effect.
Power Boost (7th Level Required). As part of the same reaction, you can spend 5 PSPs to force the attacker to make an Intelligence saving throw against your power save DC. On a failed saving throw, the identity of the attacker is revealed.
Id Insinuation
Telepathy offense mode
Manifestation Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You attempt to read the thoughts of a creature you can see within range. The creature must make a Wisdom saving throw. On a failed saving throw, you access the creature’s deepest, darkest desires and it takes 1d12 psychic damage. On each of your turns, for the duration, you can use your action to deal 1d12 psychic damage to the target automatically. The power ends if you use your action to do anything else. On each of the target’s turns, it can use its action to make another Wisdom saving throw, ending the power on a success. The power also ends if the target is ever outside of the power’s range.
Power Boost (3rd Level Required). As a bonus action, you can spend 3 PSPs to induce the creature to act out its base desires. The creature becomes charmed by you for the duration of the power. While the target is charmed in this way, it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. If the power ends for it, it is no longer charmed.
Intellect Fortress
Telepathy defense mode
Manifestation Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute
A psychic shell emits from you in an aura with a 5-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in teh aura (including you) has resistance against psychic damage and has advantage on saving throws against effects that cause the paralyzed or stunned conditions.
Power Boost (5th Level Required). As part of the same reaction, you can spend 3 PSPs to extend the range of this defense mode to 30 feet.
Mental Barrier
Telepathy defense mode
Manifestation Time: 1 reaction, which you take when you are targeted by a power, spell, or magic effect that requires you to make an Intelligence saving throw
Range: Self
Duration: 1 round
Until the start of your next turn, you make Intelligence saving throws with advantage, including against the triggering attack.
Mind Blast
Telepathy offense mode
Manifestation Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous
You unleash a torrent of psychic energy. Each creature within range must make an Intelligence saving throw against your power save DC. On a failed saving throw, a target takes psychic damage equal to 1d8 + your Intelligence modifier. On a successful saving throw, the target takes half as much damage.
At 5th level, the psychic damage dealt increases by 1d8 (2d8 + your Intelligence modifier), and again at 11th level (3d8 + your Intelligence modifier), and 17th level (4d8 + your Intelligence modifier).
Power Boost (6th Level Required). Immediately after you use this power, as part of the same action, you can spend 5 PSPs and choose one target that failed its saving throw against this power. The target is stunned until the end of your next turn.
Mind Thrust
Telepathy offense mode
Manifestation Time: 1 action
Range: 30 feet
Duration: 1 round
You attempt to invade the mind of a creature that you can see within range, making yourself appear as a grotesque and horrifying caricature of yourself. The creature must succeed on a Charisma saving throw or become frightened by you until the start of your next turn.
Power Boost (3rd Level Required). When you use this power, you can spend 2 PSP to change the manifestation time to 1 bonus action for this use.
Psychic Crush
Telepathy offense mode
Manifestation Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You mentally invade the creature’s mind with the intent of breaking down its psychic defenses. The creature must succeed on a Constitution saving throw. On a failed save, it can’t take reactions or concentrate on powers, spell, or effects for the duration.
On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Constitution saving throw at the end of each of its turns. On a success, the power ends.
Once the power ends, the creature has advantage on its saving throws against your use of this power for 24 hours.
Power Boost. Once per turn, you can use your action to spend 2 PSP to deal 2d8 psychic damage to the creature that is under the effect of this power.
Thought Shield
Telepathy defense mode
Manifestation Time: 1 reaction, when you are hit by a power, spell attack or magical effect that deals psychic or force damage
Range: Self
Duration: Instantaneous
You can deflect psychic or force damage when you are hit by a spell attack or magic effect. When you do so, the damage you take from the attack is reduced by an amount equal to your Intelligence modifier + your psion level.
Power Boost (3rd Level Required). If you reduce the damage to 0, you can spend 1 PSP to reflect the psychic or force damage dealt back at the attacker as though it originated from you, turning the attacker into the target. The attacker takes the same amount of psychic or force damage that you would have taken.
Tower of Iron Will
Telepathy defense mode
Manifestation Time: 10 minutes
Range: Self
Duration: 1 hour
For the duration, whenever you make a Wisdom saving throw, you can treat a d20 result of 9 or lower as a 10.
Power Boost (6th Level Required). As a bonus action, you can spend 5 PSPs to extend this defense mode’s benefits to all friendly creatures within 30 feet of you until the end of your next turn.
Psionic Powers
To keep the rules as clear and concise as possible, psionics work similarly to spellcasting as described in Chapter 10 of the PHB. There are a few notable differences, described below.
New Action: Using a Power
Psionicists such as psions and psychic warriors, have access to powers and can use them to great effect in combat. Each power has a manifestation time, which specifies whether the user must use an action, a reaction, minutes, or even hours to manifest the power. Manifesting a power is, therefore, not necessarily an action. Most powers do have a manifestation time of 1 action, so a psionicists often uses his or her action in combat to use such a power.
Magical Effects
Any spell or effect that would affect a spell or magical effect also affects psionic powers, including combat modes. For example, an antimagic field suppresses psionic powers and psionic powers can’t protrude into it, and PSPs expended to use the powers are consumed.
Unless specifically stated, any spell, ability, or condition that does not allow you to cast spells regardless of the spell’s components, such as gaseous form, also disables your ability to use your powers.
Power Levels
Every power has a level from 0 to 9. The higher a power’s level, the higher level a psionicist must be to use the power. While some psionic powers may duplicate the effects of spells, that does not always mean that all powers are manifested at the same level as the spell it emulates. For example, the 4th level power resuscitate duplicates the effect of a revivify, which is a 3rd level spell.
Spells at Higher Levels
A power that duplicates the effects of a spell duplicates the spell’s effects at the lowest possible level and can’t be manifested at a higher level.
Combat Modes
Combat modes are powers that can be manifested at will, without using PSPs and without being prepared in advance. Repeated practice has fixed the power in the psionicist’s mind and infused the psionicist with the mental facilities needed to produce the effect over and over. A combat mode’s power level is 0.
Manifestation Time
Like casting times, most powers require a single action to manifestation, but some powers require a bonus action, a reaction, or much more time to manifest. If a power that duplicates a spell has a manifestation time that differs from the casting time, the manifestation time is used in place of the spell’s casting time.
Range
Powers have ranges like spells. If a power that duplicates a spell’s effect has a range that differs from the spell’s range, use the power’s range in place of the spell’s range.
Components
Powers do not require components to use, even if the power duplicates the effects of a spell that requires components.
Duration
Like spells, powers have durations. If a power that duplicates a spell’s effect that has a duration that differs from the spell’s duration, use the power’s duration in place of the spell’s duration.
Targets
Psionic powers have targets like spells. If a power that duplicates a spell’s effect has a target that differs from the spell’s target, use the power’s target in place of the spell’s target.
Attack Rolls
Psionicists use power attack rolls to determine whether the power’s effect hits the intended target. This is used in place of a spellcasting ability. Your attack bonus with a psionic power equals your psionic ability modifier + your proficiency bonus.
Like spells, most powers that require attack rolls involved ranged attacks, and you have disadvantage on ranged attack rolls if you are within 5 feet of a hostile creature that can see you and isn’t incapacitated.
Combining Powers and Spell Effects
The effects of powers and spells add together while the duration of those spells and powers overlap. The effects of the same power or spell cast multiple times don’t combine, however. And if a power duplicates the effect of a spell, it cannot combine with the spell either. Instead, the most potent effect–such as the highest bonus–from those castings or manifestations apply while their durations overlap.
The Disciplines and the Schools
Each psionic power falls under one of five disciplines: Clairsentience, Psychokinesis, Psychometabolism, Psychoportation, and Telepathy. If a power duplicates a spell’s effect, it is also considered part of the school of magic with which the spell is normally associated.
Powers Lists
This section describes the most common powers in the worlds of Fifth Edition. The section begins with the powers lists of the psion class. The remainder contains power descriptions, presented in alphabetical order by the name of the power.
Combat Modes (0 Level)
Ego Whip
Empty Mind
Id Insinuation
Intellect Fortress
Mental Barrier
Mind Blast
Mind Thrust
Psychic Crush
Thought Shield
Tower of Iron Will
1st Level (2 PSP)
Arms of Hadar
Biofeedback
Body Adjustment
Charm Person
Command
Control Light
Create Sound
Cure Wounds
Destiny Dissonance
Detect Evil and Good
Featherfall
Find Familiar
Inflict Pain
Psychic Talents
Shield
Spider Climb
Tenser’s Floating Disk
Thunderwave
2nd Level (3 PSP)
Alter Self
Chameleon
Cloud of Daggers
Darkvision
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Hold Person
Identify
Invisibility
Jump
Knock
Lesser Restoration
Levitate
Locate Object
Misty Step
Psionic Lock
Recall Pain
Enlarge/Reduce
See Invisibility
3rd Level (5 PSP)
Astral Steed
Clairvoyance
Cone of Sound
Control Sound
Crisis of Breath
Dimension Slide
Displacement
Ectoplasmic Form
Fear
Fly
Haste
Hunger of Hadar
Invisibility Purge
Negate Psionics
Protection from Energy
Schism
Sending
Sever the Tie
Slow
Speak with Dead
Ubiquitous Vision
Undead Sense
Vampiric Touch
4th Level (6 PSP)
Banishment
Charm Monster
Compulsion
Confusion
Control Water
Dimension Door
Divination
Fabricate
Fate of One
Freedom of Movement
Greater Invisibility
Immovability
Locate Creature
Natural Armor
Psionic Eye
Polymorph
Resuscitate
5th Level (7 PSP)
Adapt Body
Animate Objects
Brilliant Blast
Dominate Person
Geas
Graft Weapon
Greater Restoration
Hold Monster
Legend Lore
Mass Cure Wounds
Modify Memory
Planar Binding
Recall Agony
Scrying
Sense Psionics
Telekinesis
Teleportation Circle
6th Level (9 PSPs)
Disintegrate
Improved Vigor
Mass Suggestion
Mind Switch
Null Psionics Field
True Seeing
7th Level (10 PSPs)
Etherealness
Fission
Insanity
Plane Shift
Reddopsi
Sequester
Teleport
8th Level (11 PSPs)
Antipathy/Sympathy
Dream Travel
Iron Body
Metafaculty
Mind Blank
Telekinetic Sphere
Telepathy
9th Level (13 PSPs)
Dissolution
Foresight
Gate
Shapechange
Thrall
Time Stop
Power Descriptions
The powers are presented in alphabetical order. If a power does not list its manifestation time, range, or duration, assume it is the same as the spell which it duplicates.
Adapt Body
5th-level psychometabolism
Cost: 7 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 8 hours
For the duration, you become immune to the effects of nonmagical extreme cold, extreme heat, strong wind, and heavy precipitation. You automatically gain the benefits of being acclimated to high altitudes of 20,000 feet or less. And you can breathe underwater.
Alter Self
2nd-level psychometabolism
Cost: 3 PSPs
The power duplicates the effects of the alter self spell.
Animate Objects
5th-level psychokinesis
Cost: 7 PSPs
The power duplicates the effects of the animate objects spell.
Antipathy/Sympathy
8th-level telepathy
Cost: 11 PSPs
The power duplicates the effects of the antipathy/sympathy spell.
Astral Steed
3rd-level psychometabolism
Cost: 5 PSPs
The power duplicates the effects of the find steed spell.
Arms of Hadar
1st-level psychoportation
Cost: 2 PSPs
The power duplicates the effects of the arms of hadar spell.
Banishment
4th-level psychoportation
Cost: 6 PSPs
The power duplicates the effects of the banishment spell.
Biofeedback
1st-level psychometabolism
Cost: 2 PSPs
Manifestation Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
For the duration, when you roll initiative and have no temporary hit points, you gain a number of temporary hit points equal to your Strength modifier.
Body Adjustment
1st-level psychometabolism
Cost: 2 PSPs
Manifestation Time: 1 bonus action
Range: Self
Duration: Instantaneous
You regain hit points equal to 1d4 + your Strength modifier. Alternatively, you can use this power to cure one disease or neutralize one poison affecting you. You must manifest body adjustment separately for each different condition. Finally, you can use this power to heal 2 points of ability damage, such as from a shadow’s Strength Drain attack.
Power Boost. You can spend PSPs to increase the number of hit points healed. For each PSP spent in this way, you regain another 1d4 hit points. The maximum number of extra PSPs that you can spend boosting this power is equal to half your level (rounded down).
Brilliant Blast
5th-level psychokinesis
Cost: 7 PSPs
Manifestation Time: 1 action
Range: 300 feet
Duration: Instantaneous
You target a source of light within range, causing it to erupt in an incredible flash. Each creature within 60 feet of the light source must make a Constitution throw. On a failed save, a creature takes 11d4 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.
A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This power dispels any darkness in its area that was created by a spell.
Chameleon
2nd-level psychometabolism
Manifestation Time: 1 bonus action
Cost: 3 PSPs
Duration: Concentration, up to 1 minute
For the duration, you have advantage on Dexterity (Stealth) checks made to hide.
Charm Monster
4th-level telepathy
Cost: 6 PSPs
This power duplicates the effects of the charm monster spell.
Charm Person
1st-level telepathy
Cost: 2 PSPs
This power duplicates the effects of the charm person spell.
Clairvoyance
3rd-level clairsentience
Cost: 5 PSPs
The power duplicates the effects of the clairvoyance spell.
Cloud of Daggers
2nd-level psychoportation
Cost: 3 PSPs
This power duplicates the effects of the cloud of daggers spell.
Command
1st-level telepathy
Cost: 2 PSPs
This power duplicates the effects of the command spell.
Compulsion
4th-level telepathy
Cost: 6 PSPs
This power duplicates the effects of the compulsion spell.
Confusion
4th-level telepathy
Cost: 6 PSPs
This power duplicates the effects of the confusion spell.
Cone of Sound
3rd-level psychokinesis
Cost: 5 PSPs
Manifestation Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
A blast of deafening sound erupts from your mind. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d4 thunder damage and is deafened on a failed saving throw, or half as much damage and isn’t deafened on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the power’s area.
The deafened condition can be removed with a lesser restoration spell or similar magic.
Control Light
1st-level psychokinesis
Cost: 2 PSPs
Manifestation Time: 1 action
Range: 30 feet (10-foot cube)
Duration: Concentration, up to 10 minutes
You manipulate the ambient light levels at a point that you can see within range. You can increase or decrease the light within a cube measuring 10-feet by 10-feet for the duration. You can increase the bright light range of all light sources in the area by 10 feet and the dim light range by an additional 10 feet. Or you can decrease the bright light range of all light sources in the area by 10 feet and the dim light range by an additional 10 feet.
If the bright light range is reduced to 0, the light source only produces dim light. If the dim light is similarly reduced to 0, then the light does not produce light for the duration.
At the end of the power’s duration, the lights return to normal.
Control Sound
3rd-level psychokinesis
Cost: 5 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled, but no quieter. You can substitute any nonmagical sound you’ve heard for the target sound. For instance, you could replace the sound of a dragon’s snores with the sound of a trickling waterfall. You can change the words of a speaker into inarticulate babble or into other words entirely (though a speaker generally winds to a halt when every word comes out as something unintended). If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed Charisma (Performance) check contested by the listeners’ Wisdom (Insight) check.
You can muffle a sound all the way to nothing, effectively silencing a spellcaster (as the silence spell) or magnify a sound too such loudness that it can shatter nonmagical objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth). When a sound is destructively magnified in this manner, each round that a creature starts its turn within 5-feet of the sound’s origin (including a creature making the sound, if any) must succeed on a Constitution saving throw or take 2d6 thunder damage on a failed saving throw, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the power’s area.
Control Water
4th-level psychokinesis
Cost: 6 PSPs
This power duplicates the effects of the control water spell.
Create Sound
1st-level psychokinesis
Cost: 2 PSPs
Manifestation Time: 1 action
Range: 30 feet
Duration: 1 minute
You duplicate the effects of the minor illusion spell, but can only create sound.
Crisis of Breath
3rd-level telepathy
Cost: 5 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You target a creature within range. The creature must make a Constitution saving throw. On a failed saving throw, you compel the creature to purge its entire store of air in one explosive exhalation, and thereby disrupt the target’s autonomic breathing cycle. The target’s lungs do not automatically breathe in again while the power’s duration lasts and begins to suffocate. If it does not breathe within a number of rounds equal to its Constitution modifier (minimum of 1 round), at the start of the following turn it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
While conscious, the creature can use its action on each of its turns to manually breathe in, to avoid suffocating.
Cure Wounds
1st-level psychometabolism
Cost: 2 PSPs
This power duplicates the effects of the cure wounds spell.
Darkvision
2nd-level psychometabolism
Cost: 3 PSPs
This power duplicates the effects of the darkvision spell.
Destiny Dissonance
1st-level clairsentience
Cost: 2 PSPs
Manifestation Time: 1 action
Range: Touch
Duration: Instantaneous
You attempt to flood a creature’s mind with visions of millions of possible futures. Make a melee powers attack against the target. You have advantage on the attack roll if the target does not possess psionic powers or its PSP total is currently 0. On a hit, the target takes 2d10 psychic damage, and it can’t take reactions until the start of its next turn.
Detect Thoughts
2nd-level telepathy
Cost: 3 PSPs
This power duplicates the effects of the detect thoughts spell.
Detect Evil and Good
1st-level clairsentience
Cost: 2 PSPs
This power duplicates the effects of the detect evil and good spell.
Detect Magic
1st-level clairsentience
Cost: 2 PSPs
This power duplicates the effects of the detect magic spell.
Dimension Door
4th-level psychoportation
Cost: 6 PSPs
This power duplicates the effects of the dimension door spell.
Disintegrate
6th-level psychokinesis
Cost: 9 PSPs
This power duplicates the effects of the disintegration spell.
Displacement
3rd-level psychometabolism
Cost: 5 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 1 round
Until the start of your next turn, you appear to be 2 feet away from your true location. For the duration, every attempt to hit you with an attack has a 50% chance of missing you. True seeing and true sight reveal your true location.
Power Boost (7th Level Required). At manifestation, you can increase the duration of this effect by spending PSPs. Each PSP spent in this way increases the duration by 1 round. The maximum number of PSPs that you can spend equals half your level (including the power’s base cost).
Dissolution
9th-level psychokinesis
Cost: 13 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Instantaneous
You target one creature you can see within range. The target must make a Constitution saving throw. On a failed saving throw, if the creature has 150 hit points or fewer it is disintegrated, otherwise, it takes 15d6 + 60 force damage; if the force damage reduces the creature to 0 hit points, it is still disintegrated. A creature that succeeds on its saving throw, is disintegrated if it has 75 hit points or fewer, or it is unaffected if it has more than 75 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This power automatically disintegrates a nonmagical object measuring no larger than 50-feet on any of its dimensions. If the target is larger, then a 50-foot-cub portion of it is disintegrated. A magic item is unaffected by this power.
Divination
4th-level clairsentience
Cost: 6 PSPs
This power duplicates the effects of the divination spell.
Dominate Person
5th-level telepathy
Cost: 7 PSPs
This power duplicates the effects of the dominate person spell.
Dream Travel
8th-level psychoportation
Cost: 11 PSPs
Manifestation Time: 1 action
Range: Touch
Duration: Concentration, up to 8 hours
You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought, and into the region of dreams. You can take up to four creatures with you, but all must be touching each other. You physically enter the land of dreams,
leaving nothing behind.
In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through dream, you can “wake” to find yourself five miles displaced in the waking world. Thus, you can use this power to travel rapidly by physically entering where only dreams normally prowl, moving the desired distance, and then stepping back into the waking world. You know where you will come out in the waking world.
Dream travel can also be used to travel to other planes that contain creatures who dream, but this requires crossing into the dreams of aberrations, celestials, and fiends, where you are subject to the vagaries of many dream realities. This is a potentially perilous proposition, at your DM’s option. Transferring to another plane of existence requires 1d4 hours on an uninterrupted journey.
Any creatures touched by you when dream travel is manifested also make the transition to the borders of unconscious thought. They may opt to follow you, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany
you into the region of dreams can make a Wisdom saving throw, negating the effect if successful.
Ectoplasmic Form
3rd-level psychometabolism
Cost: 5 PSPs
Manifestation Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You and everything you are wearing and carrying transform into an amorphous ooze for the duration. While in this speed, your walking speed is 20 feet, but you gain a climbing speed of 20 feet and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While in this form, you can move through a space as narrow as 1 inch wide without squeezing.
You gain resistance to acid, cold, lightning, and slashing damage, and you are immune to the blinded, deafened, exhaustion, and prone conditions. You gain blindsight out to 60 feet.
While in your ectoplasmic form, you can’t talk, use powers, or cast spells, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
You can only make one attack each turn, using a pseudopod in place of your unarmed strike. On a hit, your pseudopod deals bludgeoning damage equal to 1d8 + your Strength modifier.
Enhance Ability
2nd-level telepathy
Cost: 3 PSPs
This power duplicates the effects of the enhance ability spell.
Enlarge/Reduce
2nd-level psychometabolism
Range: Self
Cost: 3 PSPs
This power duplicates the effects of the misty step spell.
Enthrall
2nd-level telepathy
Cost: 3 PSPs
This power duplicates the effects of the enthrall spell.
Etherealness
5th-level psychoportation
Cost: 10 PSPs
This power duplicates the effects of the etherealness spell.
Fabricate
4th-level psychokinesis
Cost: 6 PSPs
This power duplicates the effects of the fabricate spell.
Fate of One
4th-level psychokinesis
Cost: 6 PSPs
Manifestation Time: 1 reaction, which you take after you roll an ability check, attack roll, or saving throw
Range: Self
Duration: Instantaneous
Immediately after you roll an ability check, attack roll, or saving throw, but before the outcome is determined, you can reroll the d20. You must keep the new result even if it is lower.
Fear
3rd-level telepathy
Cost: 5 PSPs
This power duplicates the effects of the fear spell.
Feather Fall
1st-level psychoportation
Cost: 2 PSPs
This power duplicates the effects of the feather fall spell.
Find Familiar
1st-level psychoportation
Cost: 2 PSPs
This power duplicates the effects of the find familiar spell. The familiar can deliver powers with a range of touch as if it had manifested the power itself.
Fission
7th-level psychometabolism
Cost: 10 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 1 minute
You can divide yourself. A perfect copy appears in a space within 5 feet of you. Your duplicate thinks and acts exactly the way you do. Your duplicate acts independently of you but will follow your orders to the best of your ability. Your duplicate has all of your abilities, but none of your equipment. It also has all of your hit points, half of your PSPs, and other physical traits at the time you manifested the power. Powers, spells, and other effects currently affecting you do not affect your duplicate.
When the duration expires or when you dismiss the power, you and the duplicate rejoin, no matter how far from each other you are. You take half of the damage your duplicate has suffered at the time of rejoining. This could potentially put you at 0 hit points, but it cannot automatically kill you. In addition, you lose half of the PSPs your duplicate used. If one of you dies before the duration expires, there is no rejoining; however, you (either in your original flesh or that of your duplicate) gain one level of exhaustion.
Fly
3rd-level psychoportation
Cost: 5 PSPs
This power duplicates the effects of the fly spell.
Power Boost (7th Level Required). You can spend PSPs to target one additional creature for every 2 PSPs spent in this way. The maximum number of PSPs you can spend is equal to half your level, including the base cost.
Foresight
9th-level clairsentience
Cost: 13 PSPs
The power duplicates the effects of the clairsentience spell.
Freedom of Movement
4th-level psychoportation
Cost: 6 PSPs
This power duplicates the effects of the freedom of movement spell.
Gate
9th-level clairsentience
Cost: 13 PSPs
The power duplicates the effects of the gate spell.
Geas
5th-level telepathy
Cost: 7 PSPs
This power duplicates the effects of the geas spell.
Graft Weapon
5th-level psychometabolism
Cost: 7 PSPs
Manifestation Time: 1 action
Range: Self
Duration: Instantaneous
You permanently attach any weapon—mundane, psionic, or magical—onto the end
of one of your arms. The weapon cannot have the heavy or two-handed properties. The weapon becomes a natural extension of your arm, and that hand is nowhere to be seen. If you are proficient with the weapon, you add +2 bonus to all attack and damage rolls while using the weapon. The grafted weapon becomes subject to powers that normally do not effect equipment, such as expansion. Since the weapon is a natural part of your body, powers that normally only enhance unarmed attacks now apply to your grafted weapon.
However, you lose the use of your hand. You can longer hold anything with two hands, and you can hold only a single object a time. In addition, you have disadvantage on Dexterity ability checks that require the use of your hands.
You can change out weapons by using this power again. If you manifest the power without a new weapon to replace the original, your hand returns to normal, and the weapon reappears in in a space within 5 feet of you.
You can only have one grafted weapon at a time.
Greater Invisibility
4th-level telepathy
Cost: 6 PSPs
This power duplicates the effects of the greater invisibility spell.
Greater Restoration
5th-level psychometabolism
Cost: 7 PSPs
Manifestation Time: 1 minute
This power duplicates the effects of the greater restoration spell.
Haste
3rd-level psychoportation
Cost: 5 PSPs
Range: Self
This power duplicates the effects of the haste spell.
Heat Metal
2nd-level psychokinesis
Cost: 3 PSPs
This power duplicates the effects of the heat metal spell.
Hold Monster
5thd-level psychokinesis
Cost: 7 PSPs
This power duplicates the effects of the hold monster spell.
Hold Person
2nd-level psychokinesis
Cost: 3 PSPs
This power duplicates the effects of the hold person spell.
Hunger of Hadar
3rd-level psychoportation
Cost: 5 PSPs
This power duplicates the effects of the hunger of hadar spell.
Identify
2nd-level clairsentience
Manifestation Time: 1 hour
Cost: 3 PSPs
This power duplicates the effects of the identify spell.
Immovability
4th-level psychometabolism
Cost: 6 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 1 hour
You are nearly impossible to move. You gain immunity to the prone condition. Even if you are grappled, a creature must use its action to make a DC 30 Strength check, moving you up to 10 feet on a success. You also gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
You cannot willingly move while using this power; doing so ends the effect.
Improved Vigor
6th-level psychometabolism
Cost: 9 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 1 hour
For the duration, you gain 30 temporary hit points.
Inflict Pain
1st-level telepathy
Cost: 2 PSPs
Manifestation Time: 1 action
Range: 300 feet
Duration: Instantaneous
You telepathically stab at the mind of your foe, causing horrible agony. The target must make a Wisdom saving throw, taking 3d6 psychic damage on a failed saving throw or half as much damage on a successful one. Any power, spell, or ability that prevents mind-reading counters this power, such as empty mind, mind blank, and the Rogue Mastermind’s Soul of Deceit feature, causing it to fail.
Insanity
7th-level telepathy
Cost: 10 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Instantaneous
You target one creature that you can see within range. The target must make a Wisdom saving throw. On a failed saving throw, the creature becomes permanently affected by this power. While affected, the creature acts as if under the effects of a confusion spell, however, it is not allowed Wisdom saving throws at the end of each of its turns. Only a greater restoration spell or similar magic can end this effect.
Invisibility
2nd-level psychokinesis
Cost: 3 PSPs
This power duplicates the effects of the invisibility spell.
Invisibility Purge
3rd-level clairsentience
Cost: 5 PSPs
Manifestation Time: 1 action
Range: Self (30-foot radius)
Duration: 1 minute
You create an aura that exposes magically hidden creatures in a 30-foot radius around you. Until the power ends, the aura moves with you, centered on you. All invisible creatures that enter the area of you become visible. When the power ends or if a creature leaves its area of effect, it becomes invisible again.
Iron Body
8th-level psychometabolism
Cost: 11 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 1 minute
Your body takes on the form of hardened iron. For the duration, you gain immunity to fire, poison, and psychic damage, and to the poisoned condition. You also gain resistance to nonmagical bludgeoning, piercing, and slashing attacks not made with adamantine weapons.
Jump
2nd-level psychoportation
Cost: 3 PSPs
This power duplicates the effects of the jump spell.
Knock
2nd-level psychoportation
Cost: 3 PSPs
This power duplicates the effects of the knock spell.
Legend Lore
5thd-level clairsentience
Cost: 7 PSPs
This power duplicates the effects of the legend lore spell.
Lesser Restoration
2nd-level psychometabolism
Cost: 3 PSPs
This power duplicates the effects of the lesser restoration spell.
Levitation
2nd-level psychokinesis
Cost: 3 PSPs
This power duplicates the effects of the levitation spell.
Locate Object
2nd-level clairsentience
Cost: 3 PSPs
This power duplicates the effects of the locate object spell.
Locate Creature
4th-level clairsentience
Cost: 6 PSPs
This power duplicates the effects of the locate creature spell.
Mass Cure Wounds
5th-level psychometabolism
Cost: 7 PSPs
This power duplicates the effects of the mass cure wounds spell.
Mass Suggestion
6th-level telepathy
Cost: 9 PSPs
This power duplicates the effects of the mass suggestion spell.
Metafaculty
8th-level clairsentience
Cost: 11 PSPs
Manifestation Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You gain exceptional insight concerning any individual or creature whom you have previously detected via any other Clairsentience or Telepathy power. For purposes of this power, “exceptional insight” includes a name, a mental image of the subject, the subject’s alignment, and the subject’s location (an image of the subject’s current location that is good enough to teleport to as if studied carefully). Powers, special abilities, and spells do not protect against metafaculty’s ability to find the truth, not even mind blank or spells such as wish. This power overrules the description of those powers, special abilities, and powers.
Mind Blank
8th-level telepathy
Cost: 11 PSPs
The power duplicates the effects of the mind blank spell.
Mind Switch
6th-level telepathy
Cost: 9 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Until you return to your body
You attempt to swap your consciousness with another non-undead, non-construct creature within range. The target must make a Wisdom saving throw. On a failed saving throw, your life force takes over the target’s body and the target’s life force takes over yours. You each retain your own Intelligence, Wisdom, and Charisma ability scores, but you gain each others’ Strength, Dexterity, and Constitution scores, as well as any natural armor that you or your target possessed. You both keep your own hit points (even if the Constitution modifier is different). Neither of you gains the other’s proficiencies, languages, or special abilities.
As an action, you can return to your own body if it is within range. If your new body is slain, you return to your body if it is within range. If your new body is slain and you are out of the range of this power, you die, and the target permanently lives on in your body. If your body is slain before you return to it, the target dies, and you continue to inhabit its body. Any life force with nowhere to go is treated as dead.
A successful negate psionics or dispel magic cast on either body returns your life forces to your respective bodies if they are within range. Otherwise, negate psionics and dispel magic have no effect.
Misty Step
2nd-level psychoportation
Cost: 3 PSPs
This power duplicates the effects of the misty step spell.
Modify Memory
5th-level telepathy
Cost: 7 PSPs
This power duplicates the effects of the modify memory spell.
Natural Armor
4th-level psychometabolism
Cost: 6 PSPs
Manifestation Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Your skin becomes thick and nearly impenetrable, taking on the appearance of dragon scales, steel, or even hardened crystal. Your AC can’t be less than 19, regardless of what kind of armor you are wearing.
Negate Psionics
3rd-level psychokinesis
Cost: 5 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Instantaneous
Choose one creature, object, or psionic effect within range. Any psionic power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your powers ability. The DC equals 10 + the power’s level. On a successful check, the power ends.
Null Psionics Field
6th-level psychokinesis
Cost: 9 PSPs
This power duplicates the effects of the antimagic field spell, except it only affects psionic powers and effects. Normal spells and magic can still penetrate the field.
Planar Binding
5th-level psychoportation
Cost: 7 PSPs
This power duplicates the effects of the planar binding spell.
Plane Shift
7th-level psychoportation
Cost: 10 PSPs
This power duplicates the effects of the plane shift spell.
Polymorph
4th-level psychokinesis
Cost: 6 PSPs
This power duplicates the effects of the polymorph spell.
Protection from Energy
3rd-level psychokinesis
Cost: 5 PSPs
This power duplicates the effects of the protection from energy spell.
Psionic Eye
4th-level clairsentience
Cost: 6 PSPs
The power duplicates the effects of the arcane eye spell.
Psionic Lock
2nd-level psychoportation
Cost: 3 PSPs
This power duplicates the effects of the arcane lock spell.
Recall Agony
5th-level clairsentience
Cost: 7 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Instantaneous
The fabric of time parts to your will, revealing extreme pain a creature within range has received in the past (or has yet to receive). The target must make a Constitution saving throw. On a failed saving throw, the target takes 8d10 psychic damage and is paralyzed for 1 minute. On a successful saving throw, the target takes half as much damage and isn’t paralyzed.
A paralyzed target can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success.
Recall Pain
2nd-level clairsentience
Cost: 3 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Instantaneous
The fabric of time parts to your will, revealing wounds a creature within range has received in the past (or has yet to receive). The target must make a Charisma saving throw, taking 4d8 psychic damage on a failed saving throw, or half as much damage on a successful one as the past (or future) impinges briefly on the present.
Power Boost (5th Level Required). You can spend PSPs to increase the damage dealt by this power. For every 2 PSPs you spend in this way, the damage increases by 2d8. The maximum number of PSPs that you can spend (including the first 3) is equal to your levels in this class.
Reddopsi
7th-level psychokinesis
Cost: 10 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 1 hour or until dispelled
For the duration, psionic powers (excluding attack modes) targeted against you rebound on the original manifester. This reverses only powers that have you as a target. Area effects and those that target effects are not affected. Reddopsi also fails to reflect powers with a range of touch. Reddopsi can reverse any power but ends as soon as it has done so, no matter how minor the power. Should you reverse a power back on a manifester who also is affected by reddopsi, the power rebounds once more upon you.
Power Boost. As a reaction, after your reddopsi reflects a power back at your attacker and ends, you can spend 10 PSP to remanifest this power.
Resuscitate
4th-level psychometabolism
Cost: 6 PSPs
This power duplicates the effects of the revivify spell.
Schism
3rd-level telepathy
Cost: 5 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 1 minute
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. The newly partitioned mind acts on the same initiative order as you. The newly partitioned mind does not control the body physically but is free to take one action each round, so long as the action is used to take the Search or Use a Power action. Both minds communicate with each other telepathically. Both can use psionic powers, even at the same time, including concentrating on powers, spells, and other effects, although both draw from the same power point pool. All powers manifested by the newly partitioned personality cost a number of power points equal to their standard cost + 2. Combat modes that normally have a cost of 0 PSPs have a cost of 2 in order to manifest by the partitioned personality. However, Power Boost costs remain the same.
If you are subjected to the charmed or frightened effect and you fail your saving throw, you can reroll the saving throw with your second mind. If you fail both, this effect ends and you are affected normally by the effect. If you fail one, the second part of your mind is still free to act normally.
The spell and power haste does not function on a split-minded creature due to its fragmented consciousness. Other spells and powers designated by the DM are likewise unlikely to function, or at the very best, to affect only one of the personalities.
When the power ends, any powers, spells, or other effects that your partitioned mind was concentrating on automatically fail.
Scrying
5th-level clairsentience
Cost: 7 PSPs
This power duplicates the effects of the scrying spell and you must possess a focus worth at least 1,000 gp as normal.
See Invisibility
2nd-level clairsentience
Cost: 3 PSPs
This power duplicates the effects of the see invisibility spell.
Sending
3rd-level telepathy
Cost: 5 PSPs
This power duplicates the effects of the sending spell.
Sense Psionics
5th-level clairsentience
Cost: 7 PSPs
Manifestation Time: 1 action
Range: Self (60-foot range)
Duration: 8 hours
You open your awareness to psionic powers and abilities. For the duration, you are aware and know the location of any psionic creature, object, or effect within 60 feet of you, even if it is behind total cover.
Sequester
7th-level clairsentience
Cost: 10 PSPs
This power duplicates the effects of the sequester spell.
Sever the Tie
3rd-level psychokinesis
Cost: 5 PSPs
Manifestation Time: 1 action
Range: 120 feet
Duration: Instantaneous
You aim your mental faculties at a point that you can see within range. Each undead creature with a challenge rating that is at or below 1/2 within a 20-foot radius sphere centered on that point must make a Wisdom saving throw. On a failed saving throw, the creature is instantly destroyed.
Shapechange
9th-level psychometabolism
Cost: 13 PSPs
The power duplicates the effects of the shapechange spell.
Shield
1st-level psychokinesis
Cost: 2 PSPs
This power duplicates the effects of the shield spell.
Slow
3rd-level psychokinesis
Cost: 5 PSPs
This power duplicates the effects of the slow spell.
Spider Climb
1st-level psychometabolism
Cost: 2 PSPs
This power duplicates the effects of the spider climb spell.
Telekinesis
5th-level psychokinesis
Cost: 7 PSPs
This power duplicates the effects of the telekinesis spell.
Telekinetic Sphere
8th-level psychokinesis
Cost: 11 PSPs
Manifestation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 hour
A sphere of shimmering force encloses a creature or object of Huge size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing–not physical objects, energy, or other spell effects–can pass through the barrier, in or out, through a creature in the sphere can breathe there. The sphere can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
There sphere is weightless and just large enough to contain the creature or object inside. You can telekinetically lift anything in the sphere that normally weighs up to 5,000 pounds. Telekinetic control extends to a maximum distance of medium range from you (100 feet + 10 feet per manifester level) after the sphere has actually encapsulated its contents.
You move objects or creatures in the sphere by concentrating on them. The sphere begins moving the round after manifesting the power. You can use your action to move the sphere up to 30-feet. If you don’t use your action to move the sphere, the sphere does not move that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the power’s duration ends. Because of the reduced weight, the sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to its contents. You can move the sphere telekinetically even if you are in it.
An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
Telepathy
8th-level telepathy
Cost: 11 PSPs
The power duplicates the effects of the telepathy spell.
Teleport
7th-level psychoportation
Cost: 10 PSPs
This power duplicates the effects of the teleport spell.
Teleportation Circle
5th-level psychoportation
Cost: 7 PSPs
This power duplicates the effects of the teleportation circle spell.
Tenser’s Floating Disk
1st-level psychokinesis
Cost: 2 PSPs
This power duplicates the effects of the Tenser’s floating disk spell.
Thrall
9th-level telepathy
Cost: 13 PSPs
Manifestation Time: 1 action
Range: Touch
Duration: Instantaneous
This power duplicates the effects of the dominate person spell, except the creature is charmed by you until a remove curse spell is cast on it or the charmed condition is removed from it.
Thunderwave
1st-level psychometabolism
Cost: 2 PSPs
This power duplicates the effects of the thunderwave spell.
Time Stop
9th-level psychoportation
Cost: 13 PSPs
The power duplicates the effects of the time stop spell.
True Seeing
6th-level clairsentience
Cost: 9 PSPs
Range: Self
This power duplicates the effects of the true seeing spell.
Ubiquitous Vision
3rd-level clairsentience
Cost: 5 PSPs
Manifestation Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You gain “eyes in the back of your head”, which provides a 360-degree range of sight. While affected by this power, you gain a +4 bonus to your AC, and you have advantage on Dexterity saving throws and on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight. In addition, you cannot be affected by a rogue or similar creature’s sneak attack ability.
Concurrently, you have disadvantage on saving throws against creatures that use gaze attacks, such as a basilisk or medusa.
Optional Rule. If you use the optional flanking rules, creatures do not gain advantage on their attack rolls when flanking you.
Undead Sense
3rd-level clairsentience
Cost: 5 PSPs
Manifestation Time: 1 action
Range: Self
Duration: 1 round
You open your mind to the presence of undead. Until the end of your next turn, you know the location of any undead within 120 feet of you, even if it is behind total cover. You do not the identity of the undead, nor do you know its exact type (such as skeleton, zombie, or shadow). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Vampiric Touch
3rd-level psychometabolism
Cost: 5 PSPs
This power duplicates the effects of the vampiric touch spell but you gain an optional secondary use. If you use this power against a creature that has PSPs, on a hit, the target’s total PSPs are reduced by 3d6 and you regain PSPs equal to the half the amount of PSPs drained. You cannot reduce a creature’s PSPs below 0 using this power. As normal, you can make the attack again on each of your turns as an action, choosing between hit points or PSPs each time. Doing so does not cost you extra PSPs.
Power Boost (7th Level Required). You can spend PSPs to increase the damage of this power. For every 2 PSPs spent in this way, the damage increases by 1d6. The maximum number of PSPs you can spend are equal half your level, including the first 5 PSPs.
Note: This section is still under construction. Check back regularly for updates.
Thanks for Reading
The completed and edited version of this class will appear in an upcoming book for sale here on the site and available to Patrons. Stay tuned for more details!
overall balanced. not as bad or overkill as a few others have seen. This would be perfect for DS setting. thank you!
Thanks! Still needs some tinkering, but I tried to keep it in line with 5th edition standards while maintaining its classic flavor (borrowed heavily from 2 and 3.0)
I’ve been following this entry for a while and I’m very impressed by it.
I have a question, though, about the section titled “Sciences” near the top. One part says that expended uses return after a long rest and another part says they return after a short or long rest. Which way are you feeling works best?
Short or long 🙂
Dave, can you add the Psionics tag to this post? It doesn’t show up with all the other psionics content you’ve posted recently.
Oh weird. Yeah, def
Just noticed that the # of powers for the Psion class seem pretty limited, reaching only 5 even at level 20… but the Psychic Prankster can go up to 13?? Is this a mistake or is something obvious and I’m just missing it?
Are you talking ones you can actually use or ones that you know?
In all, you’d have 15 at level 20 because of the discipline powers. But yeah, I could probably stand to scale back PP a little
I was referring to “Powers Known”. Full disclosure: have not had the chance to do a full dive into your work yet. Off the bat though, looks quite good! What threw me off was the “powers known” of Psion vs Prankster. It struck me as odd that the full psion would have but a fraction of the powers known vs what a Prankster gets. I realize the Psion has sciences and a bit of extra, but it struck me as unbalanced… As in, full Psion get a limited # of powers known vs Prankster who gets a ton. Have I not dug in enough, and am missing something in regards to balance?
No, I agree. I went and reduced the number of powers.
This is the best psion I’ve seen yet for 5e. The one thing that feels too restrictive is the very low number of powers know.
You start with 3 of your choice. I think that is just fine. But then you get one more at level 4, and 1 more at level 10. Then no more.
I understand you get your combat modes and the powers via discipline but he choices seem too narrow. If i recall right in 2e you had about 50% in your primary discipline and could spread the other half out in the others.
Perhaps only one bonus power per level for the disciples and double the “elective ones”, or somewhere in between may feel better.
PS: trying to understand better. Not criticizing or trolling 😉 And to be ultra clear: I am LOVING what you’ve done so far! .. it’s just that bit I can’t wrap my head around 🙂
I like this psion, it’s clearly different from other classes (i.e. is not just a reskinned version of other class), but I don’t understand how the powers known is supposed to work. You won’t get any more powers from your Discipline Powers after level 9, and last known power is selected at level 10. So if you want to use powers from power levels 6th – 9th, then you need to select them before you can use them. I feel that there is a paragraph missing here, because there is no paragraph that explains on how you select your powers known. When I first glanced at this I thought that it would work somewhat same way than warlock or sorcerer so that every time you level up you can exchange one power known for another. Though even then at level 17 you would need to spread your 5 powers known probably across 6th – 9th power level powers, and only use Discipline Powers from the 1st – 5th. And at level 18 you would select the signature powers from the list of Discipline Powers or you would need to give up one of the more powerful higher level power. The Discipline Focus features, Combat Modes and Sciences do help, and I’m not sure without playtesting would that be enough.
If the powers known is supposed to work so that you cannot change them at level up, then I would extend the Discipline Powers list to cover all power levels (though that would mean more total powers known in the end), otherwise there is no real possibility of using the higher level powers…