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Psion

You must have a minimum Intelligence score of 13 to multiclass into or out of this class.
hit dice: 1d6 per psion level
hit points at 1st level: 6 + your Constitution level
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools:
saving throws: Intelligence, Wisdom
skills: Psionics, and choose two from Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, or Religion
starting equipment:
You start with the following equipment, in addition to equipment granted by your background:

  • (a) a quarterstaff, (b) a dagger, or (c) a martial weapon (if proficient)

  • (a) leather armor, or (b) scale mail (if proficient)

  • (a) a scholar's pack, or (b) an explorer's pack



Alternatively, you may start with 4d4*10 gp to buy your own equipment.
spellcasting:

Psionics

Psionic Disciplines
You are granted access to a psionic discipline (such as Telepathy or Telekinesis) by your chosen archetype. A psionic discipline comes with a passive feature that expands your character's capabilities and an active psionic power that can be modified and empowered with psi points. Additionally you can use your discipline in more detailed applications to recreate the effect of certain spells, listed at the end of the discipline description. At 3rd level you can select a second discipline, and 18th level you can select a 3rd discipline.   Psionic powers are suppressed by anti-magic field and can be dispelled with Dispel Magic, but are only affected by Counterspell if recreating the effect of a spell. Any check required to Dispel Magic, Counterspell or Identify a spell being cast with psionics is made at disadvantage unless the caster also has the psionics feature. The spell detect magic will detect the usage of psionics, but not their nature - it will show up as a mysterious untyped power, even if being used to generate the effect of a spell.   When recreating a spell through a psionic effect (using a psionic discipline to cast the spell) the spell has no material or verbal components, but using any psionic ability requires somatic components and causes the psion to vibrantly glow with the otherworldly psionic energies they are controlling.  
Psi Points
Starting at 1st level, you gain access to psi points used to fuel psionic discipline powers and effects. You have a number of psi points equal to your psion level, and regain all spent points after completing a short or long rest. You can spend a number of psi points equal to half your Psion level (rounded up) at a time (for example, at level 5, you can spend 3 psi points on psionic power or cast a spell with a cost of 3 psi points).  
Psionic Ability
Psionic powers, Psionic Talents, and spells gained through this class use your psionic ability.  
Psionic ability save DC = 8 + your proficiency bonus

+ your Intelligence modifier
 
Psionic ability modifier = your proficiency bonus
+ your Intelligence modifier
class features:
As a psion, you gain access to the following class features.  

Psionic Archetype

At 1st level, you pick the archetype of psion you embody, choosing from Awakened Mind, Consuming Mind, Shaper's Mind, Transcended Mind, Unleashed Mind, or Wandering Mind, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 6th, 10th, and 14th level.  

Psionic Talents

Starting at 2nd level, you gain access to a psionic talent allowing you to further specialize. Pick two talents from the list of psionic talents presented below. You can pick a new psionic talent at 5th, 7th, 9th, 12th, 15th, and 18th level. When you level up, you can replace a psionic talent you have previously selected with a different option.   Psionic Talents
The talents are presented in alphabetical order. If a talent requires a level, you must be that level in this class to learn the talent. You can learn the talent at the same time you meet its prerequisites.
Astral Arms
You can expend 1 psi point to create psionic constructions serving as additional appendages. These arms last for 10 minutes. You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While you have these arms, you gain the following benefits:
  • They serve as a natural weapon you can make unarmed attacks with, using your Intelligence in place of your Strength for attack and damage rolls. They deal 1d6 force damage on hit.
  • You can use your Intelligence modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can expend 1 psi point to make a single unarmed strike with these arms as a bonus action. You can use Psionic Mastery on this.
 
Aura Sight
As an action, you can spend 1 psi point to psionically see the aura of a creature of your choice within 30 feet. When you see the creature's aura in this way, you can determine if there are any spells or magical effects affecting the creature, and you learn their schools of magic, if any. You can also determine if the creature is under the influence of psionics. A shapeshifter or creature that is transformed or disguised by magical or nonmagical means must make a Charisma (Deception) check against your Psionics save DC. On a failure, you can perceive their original form in their aura.  
Awaken Mind
Prerequisite: 9th level
You can cast awaken once without expending a spell slot or psi points. You can't do so again until you finish a long rest.  
Controlled Power
You gain the ability to suppress the glow and somatic component of your psionic powers. You can expend 2 psi points to use a power without a visual sign or somatic component. Each time you use this talent, the cost of doing so doubles until you complete a short or long rest.  
Divided Mind
Prerequisite: 9th level
You learn the divide self spell, and can cast it by expending 5 psi points. When you gain access to the Innate Psionics feature, you may expend a use of Innate Psionics to cast divide self at the level of the use of Innate Psionics expended. For example, if you choose the teleport spell for your Innate Psionics feature at 13th level, you could expend a casting of teleport to instead cast divide self as a 7th level spell, and cannot cast teleport or divide self as a 7th level spell in this way until you complete a long rest.   You do not require the material components of the spell when you cast it by expending psi points or a use of Innate Psionics.  
Dreamwalker
Prerequisite: 9th level
You gain the ability to cast Dream. You can cast the spell without expending a spell slot, but once cast, you cannot cast it again until you complete a long rest.  
Mind Devourer
Prerequisite: 5th level
You gain the ability to cast Psychic Drain for 2 psi points. Additionally, whenever a creature within 10 feet of you with an Intelligence score of 6 or higher dies, you can expend your reaction to draw in its psionic power, regaining 1d4 hit points and 1 expended psi point.  
Mind Rider
As an action, you can touch a willing creature to see through its eyes and hear what it hears for the next hour, gaining the benefits of any Special Senses that the creature has. During this time, you are deaf and blind with regard to your own senses. You can end this effect at any time. While this is active, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws.  
Perfect Focus
Prerequisite: 10th level
You can enter a state of extreme focus. Your concentration is no longer interrupted by using a second ability that requires concentration, but your movement speed is reduced to zero while concentrating on more than one effect; you have a -5 penalty to any concentration check. If you move or fail a concentration check, one of your concentration affects ends. If you fail the concentration check by 5 or more, you lose concentration on both effects.  
Potent Psionics
When a target passes the saving throw against a damaging Psionic Power (granted by a psionic discipline), they still take half the damage, but suffer no other effects.  
Psi Crystal
You gain the ability to impart part of your mind into crystal. You can expend 2 psi points to cast the find familiar spell but your familiar takes on the statics of a psi crystal (below) and the material component required is a crystal worth 10 gp instead of the normal material components. The Psi Crystal gains your Intelligence, Wisdom, and Charisma scores. You can use Psionic Disciplines with a range greater than self through your Psi Crystal as if you were standing in its location. If the psi crystal is destroyed, you gain its memories as your own. While you have a Psi Crystal active, as a bonus action, you can deactivate it to regain 2 expended psi points.  
  When you summon a Psi Crystal, you can store a fragment of your personality in it that you can then release by shattering the crystal. Select one of the following when summoning a psi crystal.
  • Courage. When you make a saving throw against the frightened condition, you can use your reaction to shatter the crystal, releasing that emotion to gain advantage on the save.
  • Cowardice. When your Psi Crystal is within 30 of you and a creature comes within 5 feet of you, you can use your reaction to shatter the crystal, releasing that emotion and immediately move your movement speed away from the creature without taking any opportunity attacks.
  • Cruelty. When your Psi Crystal is within 30 feet of a creature that takes damage, you can use your reaction to shatter the crystal, releasing that emotion and causing the creature to take additional damage equal to your psion level.
  • Sympathy. When your Psi Crystal is within 30 feet of you and another creature, if that creature takes damage, you can use your reaction to shatter the crystal, releasing that emotion and granting the creature resistance to that damage and you take an equal amount of damage to the damage they take.
 
Psionic Defenses
You gain a way to defend yourself using your psionic powers. While you are not wearing any armor or carrying a shield, your AC equals 13 + your Intelligence modifier.  
Psionic Weapon
As a bonus action, you can expend 1 psi point to imbue a weapon you are holding with psionic energy. For 1 minute, once per turn when you deal damage with that weapon, you can deal an additional 1d6 psychic damage.   At higher levels you can expend additional psi points to further enhance the Psionic Weapon; 2 points to enhance it 2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level, and 4 points to enhance it to 4d6 at 17th level.  
Schism
Prerequisite: 5th level
You can spend 1 psi point to temporarily divide your mind to do two things at once until the end of your turn. While dividing your mind, if you use your action on a psionic power or spell granted by a Psionic Discipline, you can use your bonus action to use a psionic power that would normally take an action. The two powers share your per use psi point limit between them.
 

Second Discipline

When you reach 3rd level, you can select a second psionic discipline from the list of psionic disciplines. You cannot select a Discipline you already know. You gain all features of a psionic discipline when selecting it.  

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.  

Psionic Mastery

When you reach 5th level, you gain mastery of your psionic powers. At the start of your turn you get 1 free psi point. This can be spent to empower psionic disciplines, but not to recreate spells or fuel Psionic Talents. If you have any unspent free psi points granted by this feature left at the end of your turn, then they are lost.   At 11th level, this is increased to 2 free psi points, and at 17th level, this is increased to 3. Points can be split between different abilities.  

Innate Psionics

At 11th level, you gain the ability to exert great feats of psionic power. Choose one 6th-level spell from the psion spell list as an innate ability. You can use this innate ability to cast that spell once. You must finish a long rest before you can do so again. At higher level, you gain more innate abilities of your choice that can be used in this way: one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Innate Psionics when you finish a long rest.   Innate Psionics are well beyond the normal scope of your powers and are not restricted by what disciplines you have. Unlike psionic disciplines, they require any component the spell requires.  

Third Discipline

When you reach 18th level, you can select a third psionic discipline from the list of psionic disciplines. You cannot select a discipline you already know. You gain all features of a psionic discipline when selecting it.  

Ascension

Starting at 20th level, if you die you can choose to become an incorporeal entity on the border-ethereal plane at the spot you died in the material plane at the start of your next turn. This entity has the physical ability scores (Strength, Dexterity, Constitution) and abilities of a ghost, but has your mental ability scores (Intelligence, Wisdom, Charisma) and your psion class abilities.   When you take this form your current and maximum hit points becomes that of the ghost while you are in the form, if you have less than 10 psi points when you would assume this form, you have 10 psi points. While in this form you cannot rest to regain spent abilities. If you exhaust all Psi Points or the ghost is destroyed, you die as a normal creature would.
subclass options:

Psionic Archetypes

Your psionic abilities manifest differently from other psions, determined by your Psionic Archetype. Your choice grants you features at 1st level, and again at 3rd, 6th, 10th, and 14th level.   Awakened Mind
An Awakened Mind is a psion who had their psionic power awakened within them by an encounter, event, or circumstance. Perhaps their powers were latent or perhaps their destiny had been that of a normal creature until powers were suddenly thrust on them. Perhaps they brushed the Far Realm in a vivid dream, perhaps they wandered the Feywild and came back warped, perhaps they merely glimpsed the eyes of a creature that did not belong walking down the street. An awakening is often somewhat traumatic. Psions are not well understood and the first power they manifest--telepathy--is one of the most feared and shunned abilities. An Awakened can be either empathetic or cruel, good or evil. Knowing what is on the minds of others affects people in different ways, driving some away from society as they see its true face, while others feel drawn to help the problems only they can see.

Opened Mind

At 1st level when you select this archetype, your mind awakens the ability to directly connect to the minds of other creatures, granting the psionic discipline of Telepathy.

Mental Awareness

Additionally, starting at 1st level, you can use Intelligence instead of Wisdom when making an Insight check against a creature with an Intelligence ability score of 6 or higher. Further, if you have telepathically communicated with a willing creature, you know their general location (direction and rough estimate of distance) for the next hour as long as you are on the same plane as them.

Mind Reader

Starting at 3rd level, when you use Telepathic intrusion, you can force the target to make an Intelligence saving throw instead of a Wisdom saving throw against the power (deciding when you use the ability). When a creature fails a saving throw against your Telepathic Intrusion, you gain a d4. Until the end of your next turn, if you make an attack roll against the creature or the creature makes a saving throw against one of your psionic powers other than Telepathic Intrusion, you can add or subtract the d4 from the roll (deciding to roll before you roll the attack or use the power).

Empowered Psionics

Starting at 6th level, when you deal damage with a psionic discipline power you can add your Intelligence modifier to the damage dealt.

All Seeing Eye

Starting at 10th level, you can see a creature by its mind. You gain a mindsight of 60 feet, allowing you to see creatures with an intelligence of 6 or higher within range as if by blindsight. A creature you are unaware of can still be hidden from you, but you can use your Intelligence modifier instead of your Wisdom modifier when making Perception checks to detect creatures.

Full Awakening

Starting at 14th level, you can briefly fully awaken your expanded mind to true comprehension. At the start of your turn, you can expend 2 psi points to gain advantage on all saving throws and attack rolls until the start of your next turn.
Consuming Mind
A dangerous branch of psionics that are born from the ability to sap energy from other creatures, tearing from them their thoughts, their mind, and ultimately their vitality for your own consumption. A feared branch of power, it is often believed to be one of the ancient primeval roots of psionic power as it is a branch of power found most often the most ancient and terrible of the practitioners of psionics, such as brain eating squid faced monsters and ancient psionic space whales, which might have other names in various settings. It has been refined by those that seek greater power either from ambition or desperation, and unlocks a terrible but effective path. One example of mortal creatures walking this path is the houses of dark elves, who developed their dark powers from their study of feral vampiric brain eating monsters.

Psionic Predator

At 1st level when you select this archetype, you gain the ability to consume the psionic power of others. You gain the psionic discipline of Consumption.

Dark Lurker

Additionally at 1st level, your powers grant you intuition that allows you to better adapt and survive as a mind hunter. You gain proficiency in Stealth and Deception. (Or any other skills of your choice if you are already proficient in them) When you use psionic abilities, you can make an Intelligence (Deception) check contested by a target's Wisdom (Insight) to conceal your use of psionic powers from them, suppressing the ability’s usual visible indicators. If you spend psi points on the ability, you must subtract the psi points spent from your Intelligence (Deception) roll result (concealing greater uses of psionics being more difficult).

Ravenous Powers

Starting at 3rd level, you gain the Psionic Talent Mind Devourer; this talent ignores the normal level restriction, and does not count against your Psionic Talents known, but cannot be switched out on leveling up. Additionally, you can gain the benefit of this Talent from a range of 30 feet when the creature is killed by one of your psionic powers.

Empowered Psionics

Starting at 6th level, when you deal damage with a psionic discipline power you can add your Intelligence modifier to the damage dealt.

Mind Vampire

Starting at 10th level, you can trigger Mind Devourer anytime you deal psychic damage to a target within 30 feet, regardless if it kills the target or not. Further, you can have additional psi points (over your normal limit) equal to half your Intelligence modifier (rounded down) when gaining psi points from Mind Devourer, but any additional psi points are lost when you complete a short or long rest.

Shattered Husks

Starting at 14th level, your Mind Leech ability always gains the Shredding modifier, and it does not cost a psi point to add the modifier. Further, you can use additional power to leave their mind further vulnerable. You can spend additional psi points on the Shredding modifier to further reduce their next Intelligence, Wisdom, or Charisma saving throw (up to 2 additional points to reduce it by a total of 3d4). Once this effect has been applied to a creature, you cannot spend additional psi points on the Shredding modifier against the creature until 1 hour has passed.
Elemental Mind
   
 

Elemental Power

At 1st level when you select this archetype, you gain a deep intrinsic tie to elemental power, granting you the ability to manipulate it. You gain the psionic discipline of Psychokinetics.  

Primordial Aspect

Additionally at 1st level, as an action or when you deal fire, cold, lightning or force damage (no action required), you take on an aspect of that element until the end of your next turn or until you take a new primordial aspect.
  • Cold: You gain an icy shell, reducing any non-magical bludgeoning, piercing or slashing damage taken by your proficiency bonus.
  • Fire: You gain a fiery aura, once per turn, a creature within 5 feet that hits you with a melee attack takes fire damage equal to your proficiency bonus.
  • Lightning: You flicker with lightning. Your walking speed is increased by 5 feet for the duration.
You can additionally spend 1 psi point to gain resistance to the element to the start of your next turn. If you are a specialized in an element, you you can do this without spending a psi point for the element you are specialized in.  

Living Power

Starting at 3rd power, your powers become a living extension of your mind, weaving an extension of your will into reality, allowing you to manipulate your powers in more advanced ways. When you use a power or alternate effect of Psychokinetics, you can apply one of the following modifiers:  
Shaped Power
When you use a power or spell that makes a ranged spell attack, you can convert it to a melee spell attack (such as forming it a weapon shape), and when you would make an attack that would make a melee spell attack, you can instead form it into a shape and hurl it at a target within 15 feet making a ranged spell attack.  
Controlled Power
When you use a spell or power that targets an area, you can select a number of creatures equal to the psi points spent in the area of effect for the spell or power to be ignored. The power passes harmlessly around these creatures, they automatically succeed on their saving throw against the effect, and they take no damage if they would normally take half damage on a successful save against the effect.   If you are not in a primordial aspect, you can fully manifest a power as a bonus action for 2 psi points (or 1 psi point if you are specialized in that power).  

Elemental Form

Starting at 14th level, you can expend 5 psi points to cast shapechange to assume elemental forms. When you cast shapechange in this way it has no verbal or material components, but you can only assume the form of a Water Elemental, Fire Elemental, or Air Elemental. If you are specialized in an element, the cost is reduced to 3 psi points, but you can only assume the form associated with your specialization (Water Elemental for cold, Fire Elemental for fire, or Air Elemental for lightning). A Water Elemental assumed with this form does not have the Freeze property.   Once you cast shapechange this way, you cannot do so until you complete a short or long rest.  

Psionic Talents

The following Psionic Talents become available to you when you choose this Psionic Archetype.  
Beam of Annihilation
Prerequisite: 11th level
You gain the ability to cast a beam of annihilation for 6 psi points. If you have a specialization of Psychokinetics, you can only select the related elemental damage type, but the beam's damage ignores resistance to that damage type.  
Elemental Penetration
When you use a psionic power that deals elemental damage, you can expend 1 psi point to make the power ignore resistance to that elemental damage damage type. You can spend psi points granted by Psionic Mastery on this ability. If you have a specialization of Psychokinentics, if the target has immunity to the damage type chosen, this instead turns immunity into resistance for that power.  
 
Shaper's Mind
A Shaper is a Psion that specializes in the materialization of their imagination, projecting it out into the world. No mere conjurers borrowing the powers of other planes, a Shaper manifests things from nothing but their own mind, weaving their creations into existence through the exertion of raw psionic power and imagination.   A Shaper's mind is a tool of nearly unrivaled power possessing both boundless creativity and inexorable will, but if that will is overrun, the world would do well to fear a Shaper's nightmares.
 

Creator's Mind

At 1st level when you select this Archetype, you gain the ability to will the contents of your mind into the world, granting you the psionic discipline of Projection.  

Boundless Imagination

Additionally at 1st level, when you conjure your Astral Construct, you can apply one of the following powers to it:
  • Devastating Weapons. You imagine more deadly armaments - from a greatsword to vicious fangs - causing your Astral Construct to grow more deadly. The Astral Construct's damage becomes 1d12.
  • Psionic Conduit. You can use your psionic powers, spells, talents through your Astral Construct, as if you were in its space.
  • Vivid Existence. Your Astral Construct fully materializes and automatically uses Solidify at the start of your turn without requiring a command to do so.
You can change which benefit you grant it for the duration of the effect as a bonus action.  

Astral Metastability

Starting at 3rd level, when you use your psionic powers to create an Astral Construct, it does not require concentration to maintain, and lasts until dismissed, but you cannot summon another one while you have one summoned.  

Empowered Construct

Starting at 6th level, when you deal damage with an Astral Construct or a weapon created by Project Item, you can add your Intelligence modifier to the damage dealt.  

Astral Guardian

Starting at 10th level, when you would take damage while you have an Astral Construct within 30 feet of you, you can use your reaction to conjure it to you (sharing your space) and expend 1 psi point to Solidify it, transposing it between you and the source of damage. It takes the damage instead of you. If the attack deals more damage than it has hit points (from Solidify), you take the remainder of the damage.  

Imaginary Army

Starting at 14th level, you can allow your mind to run wild, letting an astral army spring forth into reality. When you use Replicate, one additional Astral Construct is created and can be controlled with the same action (commands still only affect one Astral Construct of your choice). This additional construct lasts until the start of your next turn and cannot be sustained.   Once you create an additional duplicate, you cannot do so again until you complete a short or long rest.  

Psionic Talents

The following Psionic Talents become available to you when you choose this Psionic Archetype.  
Projected Nightmares
You gain an additional option for Boundless Imagination to apply to your Astral Construct: Horrifying Nightmare. Creatures of your choice that start their turn within 5 feet of your Astral Construct must make a Wisdom saving throw against your Psionics DC or become frightened of your Astral Construct until the start of their next turn.   On a successful save, they are immune to the effect for the next 24 hours or until you summon a new Astral Construct.  
Unlimited Imagination
When you manifest a construct, you can select two options from Boundless Imagination.
Transcended Mind
A Transcended psion is most often one that has found their path to psionic powers through a mental epiphany, realizing the place of their mind within the multiverse and how it ties to everything else, seeing the keys and levers to the world laid out before them in their mind's eye. Most often achieved either intentionally or accidentally through meditation and ritual, this can sometimes even be a passed on technique to reliably transcend the strictly material concerns, and explore the more cognitive realm and powers within. Transcended Psions tend to have the best grasp on their powers in control and principle, having come to understand the greater cosmos, but lack the reckless abandon some other Psions may have. Unfortunately less transcendent minds frequently cannot understand the greater truths they have learned and may view a Transcended Psion as a bit... peculiar.

Enlightened

At 1st level when you select this archetype, you gain the ability to empower your body with the power of your mind, granting you the psionic discipline of Enhancement.

State of Mind

Additionally at 1st level, you can ignore the effects of extreme heat or cold, hold your breath twice long as normal, and can go twice as long without eating or sleeping before suffering exhaustion.

Balance of Power

Starting at 3rd level, when you use a psionic ability (power or spell) to restore hit points or grant temporary hit points, you can add equivalent hit points granted to a stored pool. The maximum value of the pool is your psion level, and any points beyond the maximum are lost. The next time you make a damage roll, you can expend the pool to add damage equal to the stored value to one target affected by the damage roll. This stored damage is lost if not spent within 1 minute.

Perfected Enhancement

Starting at 6th level, when you grant temporary hit points with a psionic power you can add your proficiency bonus to the temporary hit points gained by one creature.

Mental Control

Starting at 10th level, when you have to make a Constitution saving throw to avoid losing concentration on an effect from a psionic discipline, you can add your Intelligence modifier to the saving throw.

Mind Over Matter

Starting at 14th level, when you would roll a Strength, Dexterity, or Constitution saving throw, you can expend 2 psi points to roll an Intelligence saving throw instead. Additionally, when you roll a Death saving throw, you can expend 4 psi points before rolling to treat the roll as 20.
Unleashed Mind
An Unleashed Mind's power is most often an innate force they struggle to understand or control, a reflection of their state of mind and mood projected onto the world around them, often to devastating results. The life of an Unleashed Psion is frequently their journey to control their unruly powers... or one of embracing the destructive powers fully. What the wellspring of their innate power is varies - they could be a psionic race, born under the influence of distant twisted powers, warped by fey blood, or a herald of something more sinister brushing against the material world. Sometimes their power will show itself in simple applications, but most often their power becomes known and feared when their temper flares. Their alignment frequently depends on the approach to their powers they have taken, an Unleashed Psion who emphasizes control and restraint, keeping their emotions from running wild and their powers from running rampant will most often be lawful, following strict personal codes. On the other hand, an Unleashed Psion who lets their power run rampant will almost always be chaotic in nature, acting on impulse... with great emphasis.

Unshackled Power

At 1st level when you select this archetype, you gain the ability to unleash your mind to physically interact with the world around you, granting you the psionic discipline of Telekinesis.

Overwhelming Power

Additionally at 1st level, you gain the ability to cast thaumaturgy with your psionic powers. When you cast in this way, you have an additional options: You cause up to 10 pounds of loose objects within 10 feet of you to start floating for 1 minute. You can force all targets within 5 feet to make a Strength saving throw, or be pushed 5 feet away from you.  

Rampaging Power

Starting at 3rd level, you gain a d4 rampage die. Once on each of your turns when making a damage roll, you can add this rampage die to the damage roll. If you dealt damage during your last turn, your rampage die becomes a d6, increasing with each subsequent turn you deal damage by one step, up to a d12; if you did not deal damage during your last turn or become incapacitated, it becomes a d4 once more. If you maintain a continuous d12 rampage die for more than one minute, you gain one level of exhaustion.

Empowered Psionics

Starting at 6th level, when you deal damage with a psionic discipline power you can add your Intelligence modifier to the damage dealt.

Uncontrollable Mind

Starting at 10th level, the strength of your rampaging mind is such that others' attempts to control it are futile. You gain immunity to the charmed, and frightened conditions, as well as effects that would control your mind while your rampage die is a d8 or more.

Unstoppable Rampage

Starting at 14th level, when an attack reduces you to zero hit points, you can roll your rampage die. If your roll + your Constitution modifier is higher than the excess damage you took, you are instead reduced to one hit point. You can expend 2 psi points to roll an additional rampage die, adding it to the result.  

Psionic Talents

The following Psionic Talents become available to you when you choose this Psionic Archetype.  
Tantrum
Your anger boils just beneath the surface. When you roll initiative, you can instantly increase your rampage die by one step (from a d4 to a d6, for example). Additionally, if you take damage while your rampage die is a d6 or lower, your rampage die increases by one step.
 
Wandering Mind
A Wandering Mind is among the more mysterious incarnates of psions, these are individuals that just aren't quite rooted in the same reality everyone else is... they find it more pliable and slippery, and prone to jumping right through it on occasion. How they get their powers varies. Some were born in the ethereal plane or went through a portal while young. Sometimes it is just that their mind just works along an axis most people cannot understand. No matter its source, they manifest a truly unique ability to treat certain aspects of the metaphysical with a certain mundanity, and are prone to treating their powers as absolutely natural things as one might treat an arm or leg.

Spatial Manipulation

At 1st level when you select this archetype, you mind grows a greater perspective on the nature of space and dimensions, allowing you to manipulate it and your relation to it, granting you the psionic discipline of Transposition. Additionally, your connection to your transdimensional powers are such that you can slide through the spaces you see in dimensions as another might slip through a tight space, without conscious thought or effort. You can use your Dexterity ability score in place of your Intelligence ability score calculating the DC or attack roll modifier of Transpositional powers, alternate effects, or talents that require the Transpositional discipline.

Nomad's Gear

Additionally at 1st level, you gain proficiency with martial weapons and medium armor.

Cunning Strikes

Starting at 3rd level, you gain the Rift Strike talent. If you already have the Rift Strike talent. It does not count against your Psionic Talents known, but cannot be switched out on leveling up.

Curious Mind

Starting at 3rd level, your wandering mind adapts to new situations constantly. At the end of a long rest select two skills you do not have proficiency in, until the end of your next long rest, you can add half your proficiency bonus (rounded down) to ability checks for those skills.

Phase Dancer

Starting at 6th level, once per turn, you automatically gain one illusory duplicate as per the blurring modifier when you use your Phase Rift power. Additionally, your first attack roll before the end of your turn after using Phase Rift gains advantage.

Flickering Presence

Starting at 10th level, your unspent Psionic Mastery points are not lost until the start of your next turn, but can only be used to cast flicker. Additionally, when you roll for the effect of flicker or blink you can expend 1 psi point to reroll the result. You can select which of the two results you would like to use.

Planeswalker

Starting at 14th level, your understanding of how to traverse space expands to a previously incomprehensible scale. You gain the ability to cast planeshift and teleport. You can cast one of these spells per day once without expending a spell slot or use of innate psionics. Once you do this, you must complete a long rest before you can use them again, or use your 7th level or higher use of Innate Psionics instead of the spell selected for that level to cast these spells again before completing a long rest. If you already have one of these spells selected for your 7th level Innate psionic power, you can select a new 7th level spell from the psion list for that slot. Material components are still required for casting plane shift this way.

Winding Paths

Additionally at 14th level, your phase rift no longer has to go in a straight line, though it can only pass through a creature's space once.
 
 

Psionic Disciplines

Your Psionic Archetype grants you access to Psionic Discipline, granting you passive and active psionic powers. At 3rd level you can select a second discipline, and 18th level you can select a 3rd discipline.   Consumption
Your psychic powers are that of a predator, and your prey is the minds of others. Their thoughts, their feelings, their vital psionic energies are your food.  

Adaptive Hunter

After using your Mind Leech on a target, you can gain one skill, tool or language proficiency that creature has until the end of your next long rest. If you use this ability again, you lose the last proficiency or language to acquire the new one.  

Mind Leech

Psionic power   Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous   You assault the mind of a target you can see within range, rending and devouring its psionic energy. The target must succeed a Charisma saving throw or take 1d6 psychic damage. If the target is frightened, charmed, stunned, restrained, grappled, or paralyzed, the psychic damage becomes 1d12 instead. On a failed save, you gain a psionic charge of consumed power until the end of your next turn. You can expend this charge when you deal damage, to deal additional damage equal to your Intelligence modifier, or consume this charge at the end of your turn to gain temporary hit points equal to your Intelligence modifier. You can spend only one charge at a time.   You can target the corpse of a recently perished creature with this power, as long as the target has died within the last minute and not been previously leached by this power.
  You can spend psi points up to your per use limit to add the following modifiers to Mind Leech (you can add multiple modifiers). The points must be spent when choosing the target of the power.   Rending (1+ psi points): The target takes an additional die of damage (1d6 or 1d12 as applicable if they are under the effect of a listed condition) per psi point spent on a failed save.   Shredding (1 psi point): You leave the target’s mind and soul shredded, reducing their next saving throw before the end of your next turn by 1d4 .   Nourishing (1 psi point): On a failed saving throw, you gain an additional psionic charge.   Devouring (2 psi points): The range of Mind Leech becomes a radius of 5 feet, centered on you.   Stunning (3 psi points): On a failed saving throw, the target becomes stunned until the start of your next turn. If the power affects multiple targets, select one target for this effect.   Thieving (1 psi point): On a failed saving throw, you can draw a 5th level or lower spell the target can cast from its mind (from a Spellcasting or Psionics feature). You must be aware that it can cast that spell; the target retains the ability to cast the spell, but you gain the ability to cast the spell using your Psionics feature by spending psi points equal to the level of the spell (restricted by your psi point limit; you cannot use Psionic Mastery to cast this spell).   You can know one spell in this manner at a time, and retain the ability to cast the spell for 1 minute or until cast. If the spell is one that restores hit points, you reduce your own hit points by the amount healed by the spell.  

Alternate Effects

Additionally, when you learn the Consumption Psionic Discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1
inflict wounds
2
psychic drain
3
vampiric touch
4
blight
5
devouring darkness
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level.  

Consumption Talents

The following talents can be selected if you have the Consumption Discipline:  
Consuming Link
You can target a creature that is charmed or frightened by you with Mind Leech as long as they are within 120 feet. You do not need to be able to see the target when targeting them in this way and the target has disadvantage on the saving throw against Mind Leech.  
Consumed Strength
You can use your Intelligence modifier in place of Strength for Athletics checks while you have a psionic charge from Mind Leech. Additionally, targets you are grappling have disadvantage on the saving throw against your Mind Leech power.  
Life Wielder
You learn the spell life transference. You can spend Psionic Mastery points to cast this spell.  
Skill Thief
You can gain an additional number of skill, tool, or language proficiencies from Adaptive Hunter equal to half your proficiency bonus (rounded down) before losing the previously gained proficiency. If you would gain an additional proficiency from it beyond that, the first one you gained is lost.  
Unlife Wielder
While you have a psionic charge, as an action you can invest it into a corpse, bringing it to a state of unlife, becoming a zombie or skeleton under your control. It acts on its own initiative immediately after your turn. It's unlife fades at the end of your next turn unless you expend a psionic charge or psi point on your next turn (no action required) to continue its animation for an additional round. You can spend Psionic Mastery points on this.
Enhancement
Enhancement is the ability to interact with a creature's nature and abilities with your psionic power.  

Enhancing Skill

You can focus your psionics to enhance your abilities. Whenever you make a skill check using Strength or Dexterity, you can add 1d4 to the result.  

Enhancing Surge

Psionic power   Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 round   You empower the body of a target creature you can see with your psionics. The target gains 1d6 temporary hit points and the next time the target deals damage, it deals 1d6 additional damage to one target of that damage roll. Any remaining temporary hit points from this power fade when you use it again.
  You can spend psi points up to your per use limit to add the following modifiers to Enhancing Surge (you can add multiple modifiers). The points must be spent when choosing the target of the power.   Savage (1+ psi points): The target's next weapon attack deals 1d6 additional damage for each point spent.   Fortifying (1+ psi points): The target gains an additional 1d6 temporary hit points for each point spent.   Swift (2 psi points): The target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   Resilient (3 psi points): The target gains resistance to all damage until the start of your next turn.  

Alternate Effects

Additionally, when you learn the Enhancement psionic discipline you can use your psionics feature to cast the following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1
heroism, longstrider, unlocked potential
2
alter self, enlarge/reduce, lesser restoration
3
haste, protection from energy
4
freedom of movement, stoneskin
5
greater restoration
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at a level equal to the psi points spent.  

Enhancement Talents

The following talents can be selected if you have the Enhancement Discipline:  
Body Control
Prerequisite: 5th level Psion
You can cast alter self at will, without expending a spell slot or psi points. Additionally, when you cast enlarge/reduce on yourself, you may expend 1 psi point instead of 2.  
Enhanced Growth
You gain the cure wounds spell, and can cast it as a first level spell by expending 1 psi point. You can cast it at a higher level by spending an additional psi point for each level above first. When you cast cure wounds on a creature, you can use Enhancing Surge on that creature as a bonus action.  
Life Wielder
You learn the spell life transference. You can spend Psionic Mastery points to cast this spell.  
Metamorphosis
Prerequisite: Body Control The mutate and polymorph spells are added to your Enhancement Alternate Effects list. You can only target yourself when casting polymorph this way.  
Physical Surge
When you use Enhancing Surge targeting yourself, you can choose to make your Strength or Dexterity ability score equal to your Intelligence ability score until the start of your next turn.  
Surging Power
When you target only yourself with Enhancing Surge, you can use the power as a bonus action instead of an action, but the damage and temporary hit points the base power grants are reduced to 1d4 when using the power this way.  
Transcendent Life
Prerequisite: 9th level
The mass cure wounds and reincarnate spells are added to your Enhancement Alternate Effects list. Reincarnate requires its normal material components when cast this way.
Nullification
Nullification is the ability to interfere with the supernatural effects of the world, reverting reality back to its original state.  

Disruptive Touch

When you gain this feature, you can create an aura of interference, wreathing yourself in the disruptive power that asserts reality. You can end minor magical or psionic effects (such as the result of cantrips or zero point psionic powers) by touching them, and have resistance to illusions or magical damage from things you touch (gaining advantage on the saving throw against them, if applicable).   If you are grappling or otherwise touching a spellcasting or psionic creature, at the start of your turn you can expend 1 or more psi to interfere with their abilities until the start of your next turn. In order to cast a spell or use a psionic power, they must succeed a saving throw of their spellcasting or psionic ability score against your psionics DC unless casting a spell with a higher level or using a power with more psi points than the psi points spent on this feature.  

Denial

Psionic power   Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous   You release a burst of raw psionic nullification at a creature you can see within range. The creature must make a Charisma saving throw. On failure, it takes 1d4 force damage as its existence is disrupted.   If the target is a aberration, celestial, construct, elemental, fey, fiend, undead, or a creature with the ability to cast spells or use psionic powers it takes an additional 1d4 force damage, and becomes disoriented; until the end of its next turn, it rolls a d4 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. A creature can choose to fail the saving throw.
  You can spend psi points up to your per use limit to add the following prefixes to Denial modifying it's functionality (you can add multiple prefixes). The points must be spent when choosing the target of the power.   Aura of (3 psi points): Instead of targeting a creature, it becomes an effect around you with a radius of 20 feet until the start of your next turn; any creature of your choice that enters or starts its turn in the area of effect must make a saving throw against the power.   Existential (1+ psi points): You can deal an additional 1d4 initial and bonus (if applicable) force damage to the target creature on a failed save.   Firm (2 psi points): The target creature has disadvantage on the saving throw against this ability.   Lingering (1+ psi points): You can apply the effect of Disruptive Touch to an affected creature.   Supernatural (1+ psi points): A supernatural effect of or on the creature is ended; if the effect is a magical or psionic power, it is only ended if the psi points spent on this modifier equals or exceeds the spell level or psi points spent on the effect.   If the property is an innate property of a creature (either of the target creature, or effecting the target of this power), it is only ended if the psi points exceed the CR (or class levels) of the target creature, and they return at the end of that creature’s next turn. The supernatural effect cannot be its existence, unless it has less than 10 hit points and it would otherwise qualify.  

Alternate Effects

Additionally, when you learn the Nullification Psionic Discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1 protection from evil and good
2 nullify effect
3 counterspell, dispel magic, remove curse
4 banishment
5 dispel evil and good
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level.  

Nullification Talents

The following talents can be selected if you have the Nullification Discipline:  
Iron Templar
You gain proficiency with medium armor and shields. If you already have proficiency with medium armor, you gain proficiency with heavy armor. You can perform somatic components for psionic powers with a hand carrying a weapon.   Additionally, when you hit a creature with an melee weapon attack or with a spell attack with the range of touch, you can use your Denial power as a bonus action targeting that creature.  
Magical Anathema
You gain resistance to damage dealt by spells or magical effects. The effect of all magical healing effects (including healing potions) on you is halved.  
Magical Resistance
Prerequisite: 9th level
You have advantage on saving throws against spells and other magical effects.  
Deadspot
Prerequisite: 15th level
You gain the ability to expend 8 psi points to cast antimagic field. Once you cast it this way, you cannot cast it again until you complete a long rest.
Precognition
Precognition is the ability to see what lies ahead, piercing the veil of the future. Seeing things that most people cannot a Psion with Precognitive abilites can, to a limited extent, know the future; such a future is known by tracing it's roots from the present, and grows more mysterious and cloudy as such roots grow distance. Such a future can be changed by the actions of the present, particularly by knowledge of said future and action to prevent or change it. This is the function most often leveraged by Precognitive Psions, peering into the future to steer around courses they seek to prevent or steer toward a possible outcome they seek.  

Prescience

Your eyes wander to events before they happen. You can add your proficiency to perception and initiative rolls; if you already are able to add your proficiency to perception, you can add twice your proficiency.   If you concentrate on keeping an eye on the future (as if concentrating on a spell), you can use your Intelligence modifier when making Perception (instead of Wisdom) or Initiative (instead of Dexterity) ability checks, and make Intelligence saving throws in place of Dexterity saving throws. You may initiate this concentration at any time.  

Seeing

Psionic power   Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous   You concentrate and peer into the stream of future possibilities, gaining insight into what will happen next; you can select one of the following:
  • You can grant advantage to yourself or to a creature that can see or hear you on their next attack roll made before the start of your next turn; if an attack that gained advantage from this feature hits, it deals an additional 1d6 damage.
  • You can grant disadvantage on the next attack roll against yourself or a creature that can see or hear you before the start of your next turn; if that attack hits despite the disadvantage, the damaged creature rolls 1d6 and subtracts that from the damage dealt.
You can spend psi points up to your per use limit to add the following modifiers to Seeing (you can add multiple modifiers).   Withheld (0 psi point): Rather than granting advantage or disadvantage on the next attack, you can grant advantage or disavantage as a reaction to an attack being made until the start of your next turn.   Piercing (1+ psi points): You see through the target's defenses when granting advantage, increasing the damage of the attack benefiting from advantage by 1d8 per psi point spent if it hits.   Omniscient (1 psi points): The beneficiary of your Seeing is under the effect of bless and guidance until the start of your next turn.   Thwarting (2 psi point): The beneficiary of your Seeing has advantage on the next saving throw they make before the start of your next turn.   Positioning (1+ psi points): The beneficiary of your Seeing can immediately move 5 feet per psi point spent (up to their speed) without provoking opportunity attacks.  

Alternate Effects

Additionally, when you learn the Precognition psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1 detect evil and good, insight
2 augury, glimpse the future
3 clairvoyance
4 death ward, divination
5 scrying

Precognition Talents

The following talents can be selected if you have the Precognition Discipline:  
One Step Ahead
When you are subjected to a saving throw, you can expend 1 psi point and glimpse into the feature. You know what the effect you are saving against is if it is a spell or psionic effect as if you passed an Intelligence (Arcana) or Intelligence (Psionics) check to identify it. Additionally you can add your Intelligence modifier to your saving throw against it regardless of its nature.  
Glimpsed Future
When you use Seeing with yourself as the beneficiary, you can use it as a bonus action. When you use Seeing as a bonus action in this way, it doesn't grant additional damage to the attack, or reduce damage taken when hit.  
Precognitive Dreams
Prerequisite: 11th level
When you finish a long rest, your dreams have prepared you for the day to come. Upon waking, you issue reassuring words and advice to your companions to help them survive the day, giving them temporary hit points equal to your Intelligence modifier. During the next 24 hours, you cannot be surprised.
Projection
Projection is the ability to project what is in your mind to the outside world with your psionic power.  

Project Item

As an action, you can use your powers to project an inanimate object you imagine into your hands. It cannot be larger than 3 feet on any side or weigh more than 10 pounds, and is clearly ethereal in nature. The item behaves as a solid object. Weapons created with this feature deal force damage. Projected items fade after 1 minute, and you can have no more than 3 projected items at a time.  

Astral Construct

Psionic power   Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute   You project an ethereal creation from your mind at a space you can see within range taking the shape of a medium or smaller creature, weapon, or other object. This creation is clearly ethereal in nature. When you create it, and on subsequent turns using your action to mentally control it, you can move it up to 30 feet in any direction and attack; so long as it does not move beyond the range of the power. To attack with it, make a melee spell attack. On a hit, the target takes 1d8 force damage. If the Astral Construct moves out of range of the spell, it fades away into nothing, ending the spell.   While the Astral Construct is active, you can spend psi points up to your per use limit to issue commands that affect and empower your construct. Commands require no action, but you cannot exceed your psi point limit in total commands issued, and each command can only be issued once per turn.
  You can spend psi points up to your per use limit to add the following modifiers to Astral Construct (you can add multiple modifiers). The points must be spent when choosing the target of the power.     Strike (2 psi points): The construct makes an attack (even if it has already attacked).   Relocate (1 psi point): The construct disappears and reappears anywhere within 60 feet of you.   Solidify (1 psi point): Your construct becomes solid, blocking its space until the start of your next turn. You can only use this command if it is in an unoccupied space. It has an armor class of 16 and hit points equal to your Intelligence modifier + your psion level. The construct becomes ethereal again if it drops to zero hit points.   Grab (1 psi point): Can only be used while your construct is Solidified. A target creature within 5 feet of your construct that is no more than one size larger than the construct must make a Strength saving throw or become restrained by the construct. At the end of each of the restrained creature’s turns it can repeat the saving throw. The condition ends of the construct becomes ethereal again, or becomes more than one size smaller than the target.   Grow (1 psi point): Your construct increases by one size, and its number of damage dice increases by one. It returns to its normal size at the start of your next turn. It can only gain one additional die (for example, up to 2d8).   Replicate (3 psi points): You use Relocate, but the original does not disappear. Until the end of your turn, you have another construct and control both with the same action (commands only affect one of your choice). Pick one construct to fade at the start of your next turn or use Sustain.   Sustain (1+ psi points): At the start of your turn, you can sustain the effect of a Solidify, Grow or Replicate command for an additional round. An effect that has been replicated can be sustained across all replicated constructs with a single use, but each effect can only be sustained once per turn (for example, you can never sustain more than one replicated construct). This costs 1 psi point for each effect sustained. Sustaining solidify refreshes the construct's hit points to its maximum.  

Alternate Effects

Additionally, when you learn the Projection psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1 floating disk, unseen servant
2 mirror image
3 phantom steed
4 arcane eye
5 creation
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at a level equal to the psi points spent.  

Projection Talents

The following talents can be selected if you have the Projection discipline:  
Animated Projections
Prerequisite: 10th level
You learn to project a swarm of ethereal objects. As an action, you can expend 5 psi points to cast animate objects. When cast in this way, the spell creates new ethereal objects rather than animating existing ones.  
Astral Swap
As a bonus action, you can expend 1 psi point to swap places with your Astral Construct.  
Life Link
When a solidified construct takes damage, you can choose to take that damage instead of the construct. (no action required) You have resistance to the damage taken.
Projected Weaponry
When you project a weapon with your Project Item feature, it gains the following benefits:
  • You can project it as a bonus action and you can project up 3 weapons or pieces of ammunition at the same time.
  • You are proficient with any projected weapon. It is no longer restricted to a maximum of 3 feet when it takes the form of a weapon (for a medium sized creature).
  • You can use your Intelligence modifier in place of your Strength or Dexterity modifier for attack and damage rolls with it. If it has the thrown property, it's throwing range is doubled. If it does not have the thrown property, it gains the thrown (10/30) property.
  • You can apply the Astral Construct modifiers Grow and Sustain to Projected Weaponry. Grow adds 1d8 to the weapon's damage dice. You can expend Psionic Mastery on these modifiers.
 
Matter Made Real
Prerequisite: 9th level
You gain the ability to solidify some of your projections into real objects, you can cast fabricate and wall of stone expending psi points equal to the spell level.  
Unlimited Imagination
Prerequisite: Shaper's Mind archetype
When you manifest a construct, you can select two options from Boundless Imagination.
Psychokinesis
Psychokinetics is the mental art of spontaneously creating and controlling energy; sapping energy to freeze or spontaneously creating bursts of fire or arcs of lightning. Dangerous and destructive, it provides devastating power.  

Energy Manipulation

When you gain this feature, you can manipulate energy in minor ways at will. As an action you can cause a light that emits 30 feet of bright light and 30 feet of dim light, cause objects you touch to catch fire as if touched by a match, cause small arcs of electricity, or freeze or thaw up to 5-foot cube of water. Any ongoing effect you create lasts 1 minute. You can have a number of simultaneous effects active up your Intelligence modifier, after which creating another ends the oldest ongoing effect.  

Elemental Blast

Psionic power   Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 round   You can use your mind to create a burst of elemental power, blasting a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold, fire, force or lightning damage.   For each die of cold damage dealt, the creature's movement speed is reduced by 5 feet until the end of their next turn, for each die of fire damage dealt by the original attack, the creature takes 1d4 fire damage at the start of its next turn, and for each die of lightning damage dealt, an arc of lightning strikes another creature of your choice within 20 feet, (multiple arcs may strike the same creature) dealing 1d4 lightning damage (damage from these effects do not add additional bonuses, such as Empowered Psionics).
  You can spend psi points up to your per use limit to add the following modifiers to (you can add multiple modifiers). The points must be spent when choosing the target of the power.   Amplified (1+ psi points): The target takes an additional 1d8 cold, fire, force or lightning damage on a hit.   Lasting (1 psi point): Your Elemental Blast leaves a 5 foot radius sphere of devastation behind where it strikes until the start of your next turn. Creatures that enter this zone for the first time or end their turn in it must make a Constitution saving throw or suffer the secondary effects (slow, burn, arc) of the blast as if they had been hit by it.   Massive (1-3 psi points): You unleash a massive blast; rather than making an attack roll, all creatures within a 15 foot cone must make a Dexterity Saving throw. On failure, they take the effect as if hit by the Elemental Blast. The size of the cone is doubled for each point up to 3 spent (2 points for 30 feet, 3 points for 60 feet).   Overcharged (0 psi points): You take 1d4 force damage and do not add your Proficiency modifier from the attack or Spell Save DC for your Elemental Blast, but increase the damage it deals by twice your proficiency bonus.  

Alternate Effects

Additionally, when you learn the Psychokinetics psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1 burning hands, lightning lure
2 flaming sphere, scorching ray
3 aether lance. fireball
4 jumping jolt, wall of flame
5 aether storm, cone of cold
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at a level equal to the psi points spent.  

Specializations

When you take this Discipline, you may (but do not have to) select a specialization from the following list. You may only select a specialization at the time of gaining the Discipline, and cannot change or remove a specialization once selected.  
Cryokinetic
You can only deal cold damage with Elemental Blast. When a creature is hit by an attack of your Elemental Blast or fails a saving throw against this power, it becomes frozen until the end of its next turn, giving it disadvantage on its next attack roll or dexterity saving throw, and reducing its speed by an additional 5 feet (to a total of 10 feet). If the attack roll is a critical hit or the target fails their saving throw by 5 or more, the target becomes restrained while frozen. The following list of spells replace your Alternate Effects list:
Point Cost Alternate Effects
1 arctic breath, entomb
2 cold snap
3 flash freeze, sleet storm
4 ice storm, ice spike
5 cone of cold
Electrokinetic
You can only deal lightning damage with Elemental Blast, but the size of the damage dice of Lightning damage (both the initial damage and arc damage ) is increased by one step (to a d10 initial damage and d10 additional damage per point spent on Amplified, and 1d6 arc damage to a nearby target per die of initial damage). The following list of spells replace your Alternate Effects list:
Point Cost Alternate Effects
1 lightning tendril, thunder punch
2 crackle, lightning charged
3 electrocute, lightning bolt
4 jumping jolt, storm sphere
5 sky burst
Pyrokinetic
You can only deal fire damage with Elemental Blast, but the size of the damage dice of fire damage (both the initial damage and burn damage) is increased by one step (to a d10 initial damage and d10 additional damage per point spend on Amplified, and 1d6 burn damage at the start of their turn per die of initial damage). The following list of spells replace your Alternate Effects list:
Point Cost Alternate Effects
1 burning hands, hellish rebuke
2 flaming sphere, scorching ray
3 fireball, fire cyclone
4 fire shield, wall of fire
5 flamestrike, immolation

Psychokinesis Talents

The following talents can be selected if you have the Psychokinesis discipline:
Elemental Aegis
As an action, you surround yourself with a swirling shield of fire, ice, or lightning. You gain temporary hit points equal to your psion level + your Intelligence modifier. Creatures that strike you while you have these temporary hit points take 1d4 damage of the shield type chosen. Once you use this talent, you cannot use it again until you complete a short or long rest.
Elemental Emotions
The powers you wield affect your state of mind, empowering you based on how you wield them. When you deal elemental damage, you gain the related mental property until the start of your next turn.
Element Effect
Cold You can add 1d4 to Wisdom saving throws.
Fire You can add 1d4 to Constitution saving throws.
Lightning You can add 1d4 to Dexterity saving throws.
If you are specialized in an element, you can instead add 1d6 to the related saving throw.  
Elemental Shield
Prerequisite: 9th level
You gain the ability to cast fire shield without expending psi points. Once you cast it this way, you cannot cast it again until you complete a long rest, or you must spend 4 Psi Points to cast it again early.  
Manifested Emotions
Prerequisite: Elemental Emotions
You can manifest your emotions into elemental powers that take physical shape. While you are in an elemental emotion, you can expend 2 psi points to manifest that emotion into the world as a bonus action; this takes the form of a mephit (ice mephit for cold, magma mephit for fire, and dust mephit for lightning).   As your emotion, given form, it acts immediately after your initiative at your directive. It lasts for up to 1 minute after which it naturally fades away or until destroyed. You cannot manifest more than one emotion at a time, and if it is destroyed, you take 2d6 psychic damage from the backlash. This manifestation is not a sentient creature of its own, and simply a manifestation of your emotion.  
Propelled Bound
When you move on your turn, you can expend movement, up to your movement speed, in single bounding leap, propelled by telekinetic power or psychokinetic force.
Telekinesis
Telekinesis is the ability to interact with physical objects and energy with your psionic powers.  

Telekinetic Hands

When you gain this feature, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.   You can spend 1 or more psi points to increase how much you can move this way by 100 pounds per psi point spent for 1 turn.  

Telekinetic Force

Psionic power   Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous   You smash a target creature or object you can see with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage, and either be shoved 5 feet in a direction of your choosing or be knocked prone.
  You can spend psi points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power.   Hammering (1+ psi points): The target takes 1d10 bludgeoning damage for each point spent if it fails its saving throw.   Hurling (1-3 psi points): The target is shoved 10 feet in a direction of your choosing for each point spent if it fails its saving throw.   Crushing (2 psi points): The target is restrained until the end of its next turn if it fails its saving throw.   Zone of (1-3 psi points): You can target all creatures in a 5 foot radius of a point within range. The radius doubles for each point spent (5 ft., 10 ft., 20 ft.).  

Alternate Effects

Additionally, when you learn the Telekinesis psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:
Points Cost Alternate Effects
1 jump, launch object, thunderwave
2 fling, levitate, shatter
3 fly, vortex blast
4 orbital stones, resilient sphere
5 telekinesis, wall of force, shockwave
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at a level equal to the psi points spent.  

Telekinesis Talents

The following talents can be selected if you have the Telekinesis Discipline:  
Kinetic Slam
When you use the Telekinetic Force power, you can unleash it as a blast of kinetic power. You can use your power as a ranged spell attack (applying damage and effect on hit) instead of requiring a Strength saving throw. You can only select the Hammering modifier when you use it in this way.  
Telekinetic Movement
You can expend 1 psi point to gain 10 additional feet of movement and the effect of spider climb, feather fall, or levitate until the start of your next turn (no action required). At the start of your next turn you can expend 1 psi point to maintain the effect before it would end.  
Telekinetic Weapons
You gain the Telekinetic Weapons psionic power as part of your Telekinetic Discipline (in addition to your other psionic powers), giving the ability to fling weapons as per the power.  
Telekinetic Barrier
You focus your telekinetic power spreading it thin to create a large barrier. As an action you can expend 2 psi points to create a wall of weak telekinetic force 15 feet high and up to 40 feet long, or as a 15 radius around you. This barrier is visible as small objects hover and float within it. If you create it around yourself, it moves with you when you move. Ranged attacks that pass through this barrier are made with disadvantage as their trajectory is deflected. You can maintain this barrier by concentrating, as if concentrating on a spell, for up to 1 minute after creating it.  
Mental Might
Prerequisite: 5th level
You learn to focus your mental grip. You can use your Intelligence modifier instead of other ability modifiers when you make an Athletics check. Additionally, you may attempt to grapple or shove a creature within 30 feet, using your mind. When grappling a creature in this way, you cannot move them. Maintaining a grapple at a range greater than your natural reach requires concentration, as if concentrating on a spell, and the grapple ends if concentration is lost.  
Precise Power
Prerequisite: 9th level, Incompatible with Unchecked Power
The spell animate objects is added to your Telekinesis Alternate Effects list. Additionally, as a reaction to a ranged weapon attack you can see being made against a target within 60 feet of you, you can expend 1 psi point to add or subtract 2d4 to or from that attack roll. You can do this after the attack is rolled, but before you know the outcome of the roll.  
Propelled Bound
When you move on your turn, you can expend movement, up to your movement speed, in single bounding leap, propelled by telekinetic power or psychokinetic force.  
Unchecked Power
Prerequisite: 9th level, Incompatible with Precise Power
The spell fissure is added to your Telekinesis Alternate Effects list. Additionally, as a reaction to a melee attack being made against you, you can expend 1 psi point to shove the creature away. The creature must make a Strength saving throw, or be knocked 10 feet backwards. If this puts the attack out of reach, the attack automatically misses.
Telepathy
Telepathy is the ability to interact with the minds of other creatures using your psionic abilities.  

Telepathic Communication

When you gain this feature, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Creatures you communicate with can reply in kind.  

Telepathic Intrusion

Psionic power   Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous   You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.
  You can spend Psi Points up to your per use limit to add the following modifiers to Telepathic Intrusion (you can add multiple modifiers). The points must be spent when choosing the target of the power.   Rending (1+ psi points): The target takes 1d8 psychic damage for each additional point spent on a failed save.   Terrifying (1 psi point): The target is frightened of you until the end of your next turn if it fails its saving throw.   Meddling (2 psi points): You make one creature invisible to the target creature or cause the creature to see something that is not there with the effect of (i)minor illusion until the start of your next turn if it fails its saving throw.   Overwhelming (3 psi points): The target is stunned until the end of its next turn if it fails its saving throw  

Alternate Effects

Additionally, when you learn the Telepathy psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:
Point Cost Akterbate Effects
1 ccompelled query, command, frighten
2 detect thoughts, suggestion
3 delve mind, fear
4 dominate beast, compulsion, confusion
5 dominate person, modify memory, telepathic bond
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at a level equal to the psi points spent.  

Telepathic Talents

The following talents can be selected if you have the Telepathy discipline:  
Empathy
You can psionically link yourself to other creatures. As a reaction to a creature you can see within 120 feet of you taking damage you can grant them resistance to the damage taken, but you take psychic damage equal to the damage they take (after resistance). The damage you take cannot cannot be reduced in any way.   If the damage would inflict any further negative status effect on the target, you can choose for that effect to affect you instead.   If you have any form of telepathic bond that allows long distance telepathic communication affecting the creature taking this damage, the range is unlimited and you do not need to be able to see them.  
Empowered Strikes
Once per turn, as part of making a weapon attack as part of the attack action, you can empower a melee weapon you are holding with psionic power. When you hit a creature with a weapon, you can apply Elemental Blast or Telekinetic Force modifiers (you can only select a power you know) to the attack (you can use Psionic Mastery on this). This does not deal the base damage of the power, but any added damage causes the additional effects of the power damage effects to occur.   When applying a modifier that would make it target an area of effect, only the target takes the weapon damage, but other creatures in the radius become a target of the attack as if using the power normally.  
Mental Image
You gain the ability to use your Telepathy to project images into the minds of creatures with perfect clarity, interposing it over their reality. The spells silent image, major image, hallucinatory terrain and seeming are added to your Telepathic Discipline Alternate Effects list costing psi points equal to their spell level.  
Mental Influence
You specialize in the subtle touch, picking stray thoughts and soothing concerns without overtly intruding upon a mind. You gain expertise in the Persuasion skill, though you are reduced to normal proficiency against creatures that are immune to mental influence or charm (such a creature under the effect of mindblank).  
Reflected Agony
When a creature within 120 feet that you can see deals damage to you, you can use your reaction to spend 1 or more psi points (up to your psi limit) to share the pain you experienced back at them, dealing 1d10 psychic damage per point spent. The damage this deals cannot exceed the damage taken from the attack.  
Tactical Opening
Prerequisite: 5th level
You can communicate the openings in a creature’s defenses to your allies. When a creature fails a saving throw against your Telepathic Intrusion, you can take the Help action targeting that creature as a bonus action, helping another creature that you can telepathically communicate with. When you take the Help action in this way, the range of it becomes 30 feet.  
Telepathic Link
Your Telepathic Communication gains an unlimited range as long as you have communicated with the creature within the last day, and the target willingly maintains the link. However, it takes an action to focus to communicate over distance if you cannot see the target (or for the target to communicate with you if they cannot see you). You can maintain a link with a number of people equal to your Intelligence modifier in this way. You can convey as much in a turn as you could by speaking normally.
Transposition
Transposition is the ability to modify the properties of space and manipulate dimensional boundaries with your psionic powers.  

Flicker Step

On your turn, you can replace your movement by teleporting 5 feet in any direction to a space you can see. You can pass through creatures but cannot pass through objects, buildings or terrain more than 4 inches thick. This distance increases by 5 feet at 5th level (to 10 feet), at 11th level (to 15 feet), and becomes equal to your movement speed at 17th level. This replaces all movement for your turn when used.  

Phase Rift

Psionic power   Casting Time: 1 action
Range: Self
Components: S
Duration: 1 round   You step through space traveling up to 10 feet in a straight line leaving a spatial tear behind. You can pass through creatures but cannot pass through objects, buildings or terrain more than 4 inches thick. Any creature in the path of this tear must make a Dexterity saving throw or take 1d8 force damage.
  You can spend psi points up to your per use limit to add the following modifiers to Phase Rift (you can add multiple modifiers). The points must be spent when choosing the target of the power.   Disruptive (1+ psi points): Each target that fails their saving throw takes an additional 1d8 force damage for each point spent.   Blurring (1-3 psi point): You gain an illusory duplicate, as per the mirror image spell. You gain 1 duplicate per psi point spent (up to a maximum of 3). One remaining image fades at the start of each of your turns.   Long (1-3 psi points): You can travel an additional 10 feet for each point spent.   Echoing (2 psi points): You immediately use Phase Rift again with the same action.   Ethereal (2 psi points): You can pass through solid objects, buildings, and terrain as long as you end your Phase Rift in a space you can occupy. If your Phase Rift would end inside a space you cannot occupy, the power fails  

Alternate Effects

Additionally, when you learn the Transposition psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1 expeditious retreat, flicker
2 misty step, blur, pass without a trace
3 blink, nondetection, turbulent warp
4 banish, dimension cutter, dimension door
5 flickering strikes, spatial manipulation
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at a level equal to the psi points spent.  

Transposition Talents

The following talents can be selected if you have the Transposition Discipline:  
Rift Strike
When you use your Phase Rift power as an action, you can make a single weapon attack as a bonus action.  
Phase Shot
Prerequisite: Rift Strike
When use your Phase Rift power, you can instead empower a piece of ammunition, granting it the following special properties:
  • It can be fired through all cover, including total cover, that is less than 4 inches thick.
  • It deals 1d8 additional force damage.
Additionally, applying Phase Rift modifiers grant special effects on this attack:
  • Disruptive: The attack deals an additional 1d8 force damage on hit.
  • Blurring: You can roll an additional attack roll psi point spent, selecting the highest roll.
  • Long: The effective range of the attack is increased by 10 feet per point spent.
  • Echoing: A second projectile is created on firing, using a separate attack roll. (You may target any creature in range with this attack, including the same creature)
  • Ethereal: The attack can travel through up to 10 feet of cover.
Phase Slash
Prerequisite: Rift Strike, 11th level
You can expend 1 psi point to make a single melee weapon attack against any targets you pass through with Phase Rift as part of the same action. You must spend 1 psi point per creature attacked this way. You can make this attack against a target once per turn. You can spend Psionic Mastery points on this talent.  
Phase Shroud
After using Phase Rift, you gain temporary hit points equal to your proficiency bonus + the psi points spent on the power.  
Flickering Escape
Prerequisite: 11th level
Whenever you roll a d4 for flicker, you can teleport 5 feet after the attack resolves.  
Lingering Rifts
When you use Phase Rift you can choose to leave a 5 foot wide tear in reality behind, forming a line between your starting location and ending location until the start of your next turn. Any creature that enters this area for the first time or ends their turn in it must make a saving throw against the effect of Phase Rift as if it passed through them. If a creature is in the area of multiple lingering rifts, they are affected only once.
LevelProficiency BonusFeaturesPsi PointsPsi LimitsPsionic Talents
1st+2Psionic Archetype, Psionics11-
2nd+2Psionic Talents212
3rd+2Secondary Discipline, Psionic Archetype feature322
4th+2Ability Score Improvement422
5th+3Psionic Master533
6th+3Psionic Archetype feature633
7th+3--744
8th+3Ability Score Improvement844
9th+4--955
10th+4Psionic Archetype feature1055
11th+4Innate Psionic Ability (6th level)1165
12th+4Ability Score Improvement1266
13th+5Innate Psionic Ability (7th level)1376
14th+5Psionic Archetype feature1476
15th+5Innate Psionic Ability (8th level)1587
16th+5Ability Score Improvement1677
17th+6Innate Psionic Ability (9th level)1797
18th+6Third Discipline1898
19th+6Ability Score Improvement19108
20th+6Ascension20108

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MeepOfWar.

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