Oramac
2016-10-27, 04:39 PM
In my research of the Psion, I discovered that there is a multitude of different opinions on what a "proper psion" should be. Because of this, I decided to focus on how the psion would be played, rather than the various schools a psion might use (pyrokinesis, for example).
Please be kind. This is only one man's interpretation of a Psion. :)
Also, my thoughts on some features are included in spoilers after the feature in question.
Psion v1.0.6
https://media.giphy.com/media/QeIjQRWp7GBPi/giphy.gif
Standing behind the raging battle, a lone human stares intently at the battlefield. With each moment he unleashes devastation upon the enemy with unseen fragments of power.
Wading into the fray, an Elf conjures a glowing purple greatsword. Moving with stunning precision, she cuts down her enemies with ease.
A black dragonborn stands near his allies, healing them with the power of his mind. Even as his allies regain their stamina, enemies around them wither with psychic energy.
Misunderstood Geniuses
Often born in the most secluded of areas, and regularly mistaken for Wizards, those that train in the Psionic arts rarely have the advantages that modern technology offers. They’ve become used to using the power of their minds to complete tasks both simple and extraordinary. These people have rarely seen others outside of their private enclaves and are unaccustomed to being the smartest, and often the most powerful, person in the room.
Though they don’t need to move at all to use their psionic power, many psionics will make hand gestures or speak words in order to appear more like arcane casters. Some, however, see this as an insult to their abilities and refuse to acknowledge arcane casters, whom they believe to be inferior.
Creating a Psion
When creating your Psion, consider your how you acquired your power. Was it through extreme mental discipline? Or were you taught by a benevolent mentor?
Quick Build
You can build a Psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Hermit background.
[tr]
Level
Prof. Bonus
Features
Energy
[/td]
1
+2
Psionic Blast; Forceful Personality
-
2
+2
Psionic Energy; Empowered Blast
4
3
+2
Psionic Focus
4
4
+2
Ability Score Improvement
4
5
+3
Focus Feature
6
6
+3
Dominate Mind
6
7
+3
Fortified Mind
6
8
+3
Ability Score Improvement
6
9
+4
Focus Feature
6
10
+4
Psionic Throw
6
11
+4
Mental Acuity
8
12
+4
Ability Score Improvement
8
13
+5
Empathetic Senses
8
14
+5
Planar Projection
8
15
+5
Focus Feature
8
16
+5
Ability Score Improvement
8
17
+6
Mind Coercion
10
18
+6
Focus Feature
10
19
+6
Ability Score Improvement
10
20
+6
Unlimited Power
10
Class Features
Hit Points
Hit Dice: 1d6 per Psion Level
Hit points at 1st level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Psion level after first.
Proficiencies
Armor: none
Weapons: Simple weapons
Tools: none
Saving Throws: Intelligence; Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, and Religion.
Multiclass: Simple weapons; Psions require a score of 13 Intelligence.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) two daggers
- (a) a Light Crossbow and 20 bolts or (b) any simple weapon
- (a) a Scholar’s pack or (b) an Explorer’s Pack
Forceful Personality: As a person of great mental power, you naturally gain an edge over others. You gain advantage on Charisma (Persuasion) and Charisma (Intimidation) checks.
Psionic Blast: At 1st level as an action, you can assault a target with psionic energy. Choose a creature you can see within 120 feet and make a ranged spell attack against that target. Intelligence is your relevant ability for this attack. On a hit, the target takes 1d8 psychic damage. This damage increases at 5th (2d8), 11th (3d8), and 17th (4d8) level.
Damage is intentionally lower than a firebolt for this, because of features that modify it later on.
Psionic Energy: At 2nd level you can tap into the psionic energy of the universe. You have an amount of energy as detailed in the Energy column of the Psion table, and you may use energy to fuel or alter your abilities. You recover all spent energy when you complete a short or long rest.
Psionic powers use your Intelligence as their relevant ability for setting attack rolls and save DCs.
Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack = your proficiency bonus + your Intelligence modifier
Empowered Blast: Beginning at 2nd level, you may spend energy to empower your Psionic Blast. Choose one of the following options to empower your Psionic Blast. You may use only one option at a time.
Agonizing Blast: When you deal damage with your Psionic Blast, you may spend energy to add damage. The extra damage is equal to 1d8 per energy spent.
Distant Blast: When you use your Psionic Blast, you may spend 1 energy to increase its range to 300 feet.
Repelling Blast: When you use your Psionic Blast, you may spend 1 energy to push the target up to 10 feet away from you in a straight line.
Leeching Blast: When you hit an enemy creature with Psionic Blast, you may spend 1 energy to gain temporary hit points equal to the damage dealt, rounded down.
Psionic Focus (archetype): At 3rd level, you choose a Psionic Focus for your abilities. Your choice gives you features at 3rd, 5th, 9th, 15th, and 18th levels.
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.
Dominate Mind: At 6th level, your ability to control the minds of others increases. As an action, you may expend 2 energy and choose a humanoid you can see within 60 feet to make a Wisdom saving throw. On a failed save, the target is paralyzed, as if under the effects of the Hold Person spell. Once you reach 9th level, this feature may target a creature of any type. You must concentrate on this effect as if concentrating on a spell.
Fortified Mind: At 7th level, you gain brief glimpses into the immediate future. You have advantage on initiative rolls, and cannot be surprised. Additionally, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
Psionic Throw: Beginning at 10th level, you can focus your will on a creature or object to make it move. As an action, you must expend 2 energy and choose a creature or loose object not being worn or carried that you can see within 60 feet. A creature must make a strength saving throw or be thrown a number of feet equal to three times your Intelligence modifier and take 3d6 bludgeoning damage for each 5 feet it is thrown. An unsecured object is thrown automatically. You may choose or randomly determine the direction a creature is thrown.
Mental Acuity: Beginning at 11th level, you’re able to focus your mind more clearly on the task at hand. You may spend 2 energy to gain advantage on any skill check, whether you are proficient or not.
Empathetic Senses: Beginning at 13th level, you gain a feel for the flow of emotions around you. You always know the general feelings of creatures around you, such as if they are calm, excited, angry, or nervous. Additionally, as an action, you may narrow your focus to one creature and learn information about it. You may learn the creature’s disposition towards you and your party, its overall mental state, and how many levels of madness are affecting it (if any).
Planar Projection: Beginning at 14th level, you are able to project your mind into other planes of existence. You can see into the Astral and Ethereal Plane to the same distance as your normal vision.
Mind Coercion: Beginning at 17th level, your ability to focus your will into others heightens. As an action, you may spend 2 energy to force a creature you can see within 60 feet to make a wisdom saving throw. If it fails the save, you control the creature for 1 minute, or until it is reduced to zero hit points. During this control, the creature acts on its previous initiative and its damage and speed are halved. The creature may make a new wisdom saving throw at the end of each of its turns to regain control. Coercing a mind is taxing. You must concentrate on this effect as if concentrating on a spell, and once you have used this feature you cannot use it again until you complete a long rest.
Unlimited Power: At 20th level, the might of your mind is unmatched. Your Intelligence score increases by 4, and your maximum Intelligence is now 24.
Psionic Focus (Foci? I'm not sure):
Psionic Marshal (melee damage):
Marshal’s Ferocity: When you take this Focus at 3rd level, you focus your training on wading into battle and defeating your enemies with the precision only a psion can achieve. You gain proficiency with martial weapons, and you may add your Intelligence modifier to your AC. You lose the AC bonus if you don armor or use a shield. Additionally, as a free action you may conjure up to two psionic weapons in your hand. You are proficient with these weapons. They take the form of any melee weapon you have seen, deal psychic damage instead of their normal damage type, and use Dexterity for attack and damage rolls.
At best, Dexterity is a secondary stat for the Psion. More likely, it will be a tertiary stat, given the need for a high Int/Con as well.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Martial Blast: At 9th level, you do not suffer disadvantage on the attack roll for using Psionic Blast in melee range. Additionally, when you use Psionic Blast you may make one weapon attack as a bonus action.
Marshal’s Might: Beginning at 15th level, you’re able to more accurately attack with your psionic weapon. You gain a bonus to damage rolls with your psionic weapon equal to your Int modifier, and you now score a critical hit with your psionic weapon on a roll of 19 or 20.
Martial Prowess: Beginning at 18th level, you combine your martial and mental prowess. When you take the attack action against an enemy, you may expend 2 energy to use any Psion feature that requires an action as a bonus action instead. This energy cost is in addition to the normal cost of using the feature. You may use the feature before or after making your melee attacks and must target the same creature as your attacks.
Psionic Adept (ranged damage):
Adepts Focus: When you pursue this focus at 3rd level, your control over the forces of the world heightens. Choose one damage type from Fire, Cold, Lightning, Thunder, Force, or Psychic. You gain resistance to that damage type, your Psionic features deal damage of that type, and your damaging effects ignore resistance and immunity of that damage type.
Psionic Explosion: At 5th level, you’re able to concentrate on manipulating the very air around you. As an action, you may expend 2 energy to force all creatures within 10 feet of a point you choose within 60 feet to make a dexterity saving throw. On a failed save, each creature takes 3d8 damage, or half as much damage on a successful save. If you center this effect on yourself, you take no damage and creatures that fail their saving throw are pushed up to 10 feet away from you. Damage increases by 1d8 for each additional energy spent.
Psionic Barrier: At 9th level, you’re able to focus your mental energy to protect yourself as well as damage your enemies. As an action, you may spend 2 energy to create a mental barrier around yourself for 1 minute. Any creature that hits you with a melee attack takes 3d4 damage of your chosen type. You must concentrate on this effect as if concentrating on a spell
Damage in intentionally low since it's automatic and reactive.
Atomic Ravager: At 15th level, you can focus your mind to manipulate the very essence of a target. As an action, spend 3 energy and choose a creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the target takes 10d6 + 40 psychic damage, and half as much on a successful save. Additionally, if the target fails the save and the damage reduces it to 0 hit points, its body is ripped apart at the atomic level and reduced to ash. Once you use this feature you must complete a short or long rest before using it again.
This is basically the Disintegrate spell, except that it gives half damage on a save. The reason for this is because its energy cost prohibits using it more than twice (3 times at max level), plus it doesn't scale.
Psionic Devastation: At 18th level, you master the art of mentally blasting your enemies. When you deal damage with a psionic feature, for each energy spent, you may add damage equal to your Intelligence modifier.
Psionic Oracle (splash healing):
Oracle’s Adaptation: When you take this focus at 3rd level, you can modulate the energy released by your abilities to both heal your allies, and harm your enemies. You gain the Psionic Weave ability, which costs 1 energy and an action to use, has a range of 60 feet, and may damage an enemy or heal an ally. This ability causes 1d8 + your Int modifier damage or healing, and increases at 5th (2d8), 11th (3d8), and 17th (4d8) levels. This damage or healing increases by 1d8 for each additional energy spent.
Additionally, when you deal damage with Psionic Weave, allies within 5 feet of the target are healed for half the damage dealt (rounded up), and when you heal with Psionic Weave, enemies within 5 feet of the target take damage equal to half the amount healed (rounded up)
Psionic Wave: At 5th level, you can focus your mind into a wave of revitalizing energy in front of you. As an action, expend 2 energy and choose a 15 foot cone or a 5 foot wide 100 foot long line, both centered on you. You heal allies in the selected area for 2d8 + your Intelligence modifier. The healing is increased by 1d8 for each additional energy spent.
Psionic Meditation: At 9th level you can extend your mental influence to those around you. As an action, you may spend 4 energy to create an area of positive energy in a 10 foot radius around you for 1 minute. You and allies in the area gain resistance to psychic damage and have advantage on Intelligence and Wisdom saving throws. You must concentrate on this effect as if concentrating on a spell.
Immortal Mind: Once you reach 15th level, your mind has transcended that which normal people can comprehend. You no longer age, and effects which cause you to age have no effect, though you may still die as a result of taking damage.
Psionic Intervention: At 15th level, as a reaction when an ally within 60 feet would take damage that reduces it below 0 hit points, but does not kill it outright, you may spend 1 energy to intervene on that creatures behalf. The targeted creature is instead reduced to 1 hit point, and you take psychic damage equal to half the damage dealt to the target, rounded down. This damage cannot reduce you below 1 hit point. Once you use this feature, you must complete a long rest before using it again.
Healing Mind: At 18th level, you’re able to focus your energy into a massive burst of healing. As an action, you may expend energy to heal an ally for 30 times the energy spent. If the target is fully healed by this feature, any extra healing is divided evenly between all friendly creatures within 10 feet of the target, rounded down.
On the face of it, this looks overpowered. But consider: Sure, you can heal 300 hit point with it. Once. And then you're done. You can't use energy on any other features until you rest. It may still need a once per long rest limit, but I'm waiting to get thoughts on it.
Please be kind. This is only one man's interpretation of a Psion. :)
Also, my thoughts on some features are included in spoilers after the feature in question.
Psion v1.0.6
https://media.giphy.com/media/QeIjQRWp7GBPi/giphy.gif
Standing behind the raging battle, a lone human stares intently at the battlefield. With each moment he unleashes devastation upon the enemy with unseen fragments of power.
Wading into the fray, an Elf conjures a glowing purple greatsword. Moving with stunning precision, she cuts down her enemies with ease.
A black dragonborn stands near his allies, healing them with the power of his mind. Even as his allies regain their stamina, enemies around them wither with psychic energy.
Misunderstood Geniuses
Often born in the most secluded of areas, and regularly mistaken for Wizards, those that train in the Psionic arts rarely have the advantages that modern technology offers. They’ve become used to using the power of their minds to complete tasks both simple and extraordinary. These people have rarely seen others outside of their private enclaves and are unaccustomed to being the smartest, and often the most powerful, person in the room.
Though they don’t need to move at all to use their psionic power, many psionics will make hand gestures or speak words in order to appear more like arcane casters. Some, however, see this as an insult to their abilities and refuse to acknowledge arcane casters, whom they believe to be inferior.
Creating a Psion
When creating your Psion, consider your how you acquired your power. Was it through extreme mental discipline? Or were you taught by a benevolent mentor?
Quick Build
You can build a Psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Hermit background.
[tr]
Level
Prof. Bonus
Features
Energy
[/td]
1
+2
Psionic Blast; Forceful Personality
-
2
+2
Psionic Energy; Empowered Blast
4
3
+2
Psionic Focus
4
4
+2
Ability Score Improvement
4
5
+3
Focus Feature
6
6
+3
Dominate Mind
6
7
+3
Fortified Mind
6
8
+3
Ability Score Improvement
6
9
+4
Focus Feature
6
10
+4
Psionic Throw
6
11
+4
Mental Acuity
8
12
+4
Ability Score Improvement
8
13
+5
Empathetic Senses
8
14
+5
Planar Projection
8
15
+5
Focus Feature
8
16
+5
Ability Score Improvement
8
17
+6
Mind Coercion
10
18
+6
Focus Feature
10
19
+6
Ability Score Improvement
10
20
+6
Unlimited Power
10
Class Features
Hit Points
Hit Dice: 1d6 per Psion Level
Hit points at 1st level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Psion level after first.
Proficiencies
Armor: none
Weapons: Simple weapons
Tools: none
Saving Throws: Intelligence; Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, and Religion.
Multiclass: Simple weapons; Psions require a score of 13 Intelligence.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) two daggers
- (a) a Light Crossbow and 20 bolts or (b) any simple weapon
- (a) a Scholar’s pack or (b) an Explorer’s Pack
Forceful Personality: As a person of great mental power, you naturally gain an edge over others. You gain advantage on Charisma (Persuasion) and Charisma (Intimidation) checks.
Psionic Blast: At 1st level as an action, you can assault a target with psionic energy. Choose a creature you can see within 120 feet and make a ranged spell attack against that target. Intelligence is your relevant ability for this attack. On a hit, the target takes 1d8 psychic damage. This damage increases at 5th (2d8), 11th (3d8), and 17th (4d8) level.
Damage is intentionally lower than a firebolt for this, because of features that modify it later on.
Psionic Energy: At 2nd level you can tap into the psionic energy of the universe. You have an amount of energy as detailed in the Energy column of the Psion table, and you may use energy to fuel or alter your abilities. You recover all spent energy when you complete a short or long rest.
Psionic powers use your Intelligence as their relevant ability for setting attack rolls and save DCs.
Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack = your proficiency bonus + your Intelligence modifier
Empowered Blast: Beginning at 2nd level, you may spend energy to empower your Psionic Blast. Choose one of the following options to empower your Psionic Blast. You may use only one option at a time.
Agonizing Blast: When you deal damage with your Psionic Blast, you may spend energy to add damage. The extra damage is equal to 1d8 per energy spent.
Distant Blast: When you use your Psionic Blast, you may spend 1 energy to increase its range to 300 feet.
Repelling Blast: When you use your Psionic Blast, you may spend 1 energy to push the target up to 10 feet away from you in a straight line.
Leeching Blast: When you hit an enemy creature with Psionic Blast, you may spend 1 energy to gain temporary hit points equal to the damage dealt, rounded down.
Psionic Focus (archetype): At 3rd level, you choose a Psionic Focus for your abilities. Your choice gives you features at 3rd, 5th, 9th, 15th, and 18th levels.
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.
Dominate Mind: At 6th level, your ability to control the minds of others increases. As an action, you may expend 2 energy and choose a humanoid you can see within 60 feet to make a Wisdom saving throw. On a failed save, the target is paralyzed, as if under the effects of the Hold Person spell. Once you reach 9th level, this feature may target a creature of any type. You must concentrate on this effect as if concentrating on a spell.
Fortified Mind: At 7th level, you gain brief glimpses into the immediate future. You have advantage on initiative rolls, and cannot be surprised. Additionally, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
Psionic Throw: Beginning at 10th level, you can focus your will on a creature or object to make it move. As an action, you must expend 2 energy and choose a creature or loose object not being worn or carried that you can see within 60 feet. A creature must make a strength saving throw or be thrown a number of feet equal to three times your Intelligence modifier and take 3d6 bludgeoning damage for each 5 feet it is thrown. An unsecured object is thrown automatically. You may choose or randomly determine the direction a creature is thrown.
Mental Acuity: Beginning at 11th level, you’re able to focus your mind more clearly on the task at hand. You may spend 2 energy to gain advantage on any skill check, whether you are proficient or not.
Empathetic Senses: Beginning at 13th level, you gain a feel for the flow of emotions around you. You always know the general feelings of creatures around you, such as if they are calm, excited, angry, or nervous. Additionally, as an action, you may narrow your focus to one creature and learn information about it. You may learn the creature’s disposition towards you and your party, its overall mental state, and how many levels of madness are affecting it (if any).
Planar Projection: Beginning at 14th level, you are able to project your mind into other planes of existence. You can see into the Astral and Ethereal Plane to the same distance as your normal vision.
Mind Coercion: Beginning at 17th level, your ability to focus your will into others heightens. As an action, you may spend 2 energy to force a creature you can see within 60 feet to make a wisdom saving throw. If it fails the save, you control the creature for 1 minute, or until it is reduced to zero hit points. During this control, the creature acts on its previous initiative and its damage and speed are halved. The creature may make a new wisdom saving throw at the end of each of its turns to regain control. Coercing a mind is taxing. You must concentrate on this effect as if concentrating on a spell, and once you have used this feature you cannot use it again until you complete a long rest.
Unlimited Power: At 20th level, the might of your mind is unmatched. Your Intelligence score increases by 4, and your maximum Intelligence is now 24.
Psionic Focus (Foci? I'm not sure):
Psionic Marshal (melee damage):
Marshal’s Ferocity: When you take this Focus at 3rd level, you focus your training on wading into battle and defeating your enemies with the precision only a psion can achieve. You gain proficiency with martial weapons, and you may add your Intelligence modifier to your AC. You lose the AC bonus if you don armor or use a shield. Additionally, as a free action you may conjure up to two psionic weapons in your hand. You are proficient with these weapons. They take the form of any melee weapon you have seen, deal psychic damage instead of their normal damage type, and use Dexterity for attack and damage rolls.
At best, Dexterity is a secondary stat for the Psion. More likely, it will be a tertiary stat, given the need for a high Int/Con as well.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Martial Blast: At 9th level, you do not suffer disadvantage on the attack roll for using Psionic Blast in melee range. Additionally, when you use Psionic Blast you may make one weapon attack as a bonus action.
Marshal’s Might: Beginning at 15th level, you’re able to more accurately attack with your psionic weapon. You gain a bonus to damage rolls with your psionic weapon equal to your Int modifier, and you now score a critical hit with your psionic weapon on a roll of 19 or 20.
Martial Prowess: Beginning at 18th level, you combine your martial and mental prowess. When you take the attack action against an enemy, you may expend 2 energy to use any Psion feature that requires an action as a bonus action instead. This energy cost is in addition to the normal cost of using the feature. You may use the feature before or after making your melee attacks and must target the same creature as your attacks.
Psionic Adept (ranged damage):
Adepts Focus: When you pursue this focus at 3rd level, your control over the forces of the world heightens. Choose one damage type from Fire, Cold, Lightning, Thunder, Force, or Psychic. You gain resistance to that damage type, your Psionic features deal damage of that type, and your damaging effects ignore resistance and immunity of that damage type.
Psionic Explosion: At 5th level, you’re able to concentrate on manipulating the very air around you. As an action, you may expend 2 energy to force all creatures within 10 feet of a point you choose within 60 feet to make a dexterity saving throw. On a failed save, each creature takes 3d8 damage, or half as much damage on a successful save. If you center this effect on yourself, you take no damage and creatures that fail their saving throw are pushed up to 10 feet away from you. Damage increases by 1d8 for each additional energy spent.
Psionic Barrier: At 9th level, you’re able to focus your mental energy to protect yourself as well as damage your enemies. As an action, you may spend 2 energy to create a mental barrier around yourself for 1 minute. Any creature that hits you with a melee attack takes 3d4 damage of your chosen type. You must concentrate on this effect as if concentrating on a spell
Damage in intentionally low since it's automatic and reactive.
Atomic Ravager: At 15th level, you can focus your mind to manipulate the very essence of a target. As an action, spend 3 energy and choose a creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the target takes 10d6 + 40 psychic damage, and half as much on a successful save. Additionally, if the target fails the save and the damage reduces it to 0 hit points, its body is ripped apart at the atomic level and reduced to ash. Once you use this feature you must complete a short or long rest before using it again.
This is basically the Disintegrate spell, except that it gives half damage on a save. The reason for this is because its energy cost prohibits using it more than twice (3 times at max level), plus it doesn't scale.
Psionic Devastation: At 18th level, you master the art of mentally blasting your enemies. When you deal damage with a psionic feature, for each energy spent, you may add damage equal to your Intelligence modifier.
Psionic Oracle (splash healing):
Oracle’s Adaptation: When you take this focus at 3rd level, you can modulate the energy released by your abilities to both heal your allies, and harm your enemies. You gain the Psionic Weave ability, which costs 1 energy and an action to use, has a range of 60 feet, and may damage an enemy or heal an ally. This ability causes 1d8 + your Int modifier damage or healing, and increases at 5th (2d8), 11th (3d8), and 17th (4d8) levels. This damage or healing increases by 1d8 for each additional energy spent.
Additionally, when you deal damage with Psionic Weave, allies within 5 feet of the target are healed for half the damage dealt (rounded up), and when you heal with Psionic Weave, enemies within 5 feet of the target take damage equal to half the amount healed (rounded up)
Psionic Wave: At 5th level, you can focus your mind into a wave of revitalizing energy in front of you. As an action, expend 2 energy and choose a 15 foot cone or a 5 foot wide 100 foot long line, both centered on you. You heal allies in the selected area for 2d8 + your Intelligence modifier. The healing is increased by 1d8 for each additional energy spent.
Psionic Meditation: At 9th level you can extend your mental influence to those around you. As an action, you may spend 4 energy to create an area of positive energy in a 10 foot radius around you for 1 minute. You and allies in the area gain resistance to psychic damage and have advantage on Intelligence and Wisdom saving throws. You must concentrate on this effect as if concentrating on a spell.
Immortal Mind: Once you reach 15th level, your mind has transcended that which normal people can comprehend. You no longer age, and effects which cause you to age have no effect, though you may still die as a result of taking damage.
Psionic Intervention: At 15th level, as a reaction when an ally within 60 feet would take damage that reduces it below 0 hit points, but does not kill it outright, you may spend 1 energy to intervene on that creatures behalf. The targeted creature is instead reduced to 1 hit point, and you take psychic damage equal to half the damage dealt to the target, rounded down. This damage cannot reduce you below 1 hit point. Once you use this feature, you must complete a long rest before using it again.
Healing Mind: At 18th level, you’re able to focus your energy into a massive burst of healing. As an action, you may expend energy to heal an ally for 30 times the energy spent. If the target is fully healed by this feature, any extra healing is divided evenly between all friendly creatures within 10 feet of the target, rounded down.
On the face of it, this looks overpowered. But consider: Sure, you can heal 300 hit point with it. Once. And then you're done. You can't use energy on any other features until you rest. It may still need a once per long rest limit, but I'm waiting to get thoughts on it.