Oramac
2022-10-05, 11:23 AM
A couple years ago, I posted a Psion class for review. I've since done a massive overhaul on the class and would like to get a few more eyes on it.
If you prefer, here is a GMBinder link (https://www.gmbinder.com/share/-LQE7ARYPWiPgq94mgS5).
- Instead of focusing on what a psion IS, I tried to focus on how a psion might be played.
- I added Discipline Powers to help differentiate the subclasses, and give the player a way to customize their character. The intent here is that a Psionic Warrior (for example) that takes the Egoist Discipline will feel very different from a Warrior that takes the Seer Discipline.
- I have plans to add dozens more Discipline Powers, but wanted to get a base number created first. The goal was at least 12 powers per Discipline, since a player will end up with 8 total, 6 of which will be guaranteed to come from their Discipline.
Please NOTE: The last two discipline power lists (Shaper and Telepath) are in the second post, since they went over the character limit.
Psion
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 manifest 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 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.
Class Features
Class Group Expert
Primary Ability Intelligence
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.
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
Level
Prof.
Features
1
+2
Psionic Energy; Psionic Order
2
+2
Discipline Powers
3
+2
Xenoglossia
4
+2
Ability Score Improvement
5
+3
-
6
+3
Order Feature
7
+3
Discipline Powers (3)
8
+3
Ability Score Improvement
9
+4
-
10
+4
Order Feature
11
+4
Discipline Powers (4)
12
+4
Ability Score Improvement
13
+5
-
14
+5
Order Feature
15
+5
Discipline Powers (5)
16
+5
Ability Score Improvement
17
+6
Order Feature
18
+6
Discipline Powers (6)
19
+6
Ability Score Improvement
20
+6
Unlimited Power
Psionic Energy
At 1st level you can tap into the psionic energy of your enlightened mind. You have a number of psionic energy equal to twice your proficiency bonus, and you regain 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.
Energy Save DC = 8 + your proficiency bonus + your Intelligence modifier
Energy attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Order
At 1st level, you choose a Psionic Order as your focus. Choose the Order of the Warrior, Order of the Adept, or Order of the Oracle. Your choice gives you features at 1st level, and again at 6th, 10th, 14th, and 17th levels.
Discipline Powers
In your study of the universe, you have chosen to follow a discipline, granting you small fragments of power that imbue you with incredible intellectual might.
At 2nd level, you choose the Discipline you wish to follow: Egoist, Kineticist, Nomad, Seer, Shaper, or Telepath. You gain one power option from the chosen discipline as shown in the Discipline Powers table, plus one more power of your choice from the chosen discipline. Your Power options are detailed at the end of the class description. You gain one additional Power of your chosen discipline at 7th, 11th, 15th, and 18th level.
Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level.
Discipline Powers Table
Discipline
Power
Egoist
Thicken Skin
Kineticist
Telekinesis
Nomad
Whispy Self
Seer
Third Eye
Shaper
Create Item
Telepath
Telepathy
Xenoglossia
At 3rd level, your mind is able to briefly gain knowledge otherwise unknown to you. Upon completion of a short rest, you may expend 1 energy to learn one language proficiency of your choice. You retain this knowledge until the end of your next short rest, unless you again expend energy to regain 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.
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.
Additionally, you may learn two Discipline Powers of your choice from any discipline.
Psionic Order
Order of the Warrior
The Psionic Warrior is often a person of great martial discipline. Most have had training with weapons in addition to their mental abilities, and they always prefer to be in the thick of any fight they find themselves in. Warriors in Calypso are typically members of the Regiment, though some join the Arcanum instead. They can most often be found on the front lines of any conflict, fighting side-by-side with their fellow soldiers.
Warrior’s Might
When you follow this order at 1st level, you focus your training on wading into battle and defeating your enemies with the agility and precision only a psion can achieve. You gain proficiency with your choice of the Acrobatics or Athletics skill.
Additionally, you gain 1 additional hit point per level in this class, and while not wearing armor, you may add your intelligence modifier to your AC. This bonus does not stack with other, similar, bonuses.
Psionic Weapon
Also at 1st level, as a bonus action you may summon a weapon of pure mental energy with which to attack your foes. It counts as a simple melee weapon with which you are proficient, and may take the form of any weapon you have seen. It deals 1d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). The weapon persists as long as you hold it, unless thrown. If thrown, it reappears in your hand immediately after dealing damage. When you take the attack action with this weapon, you may expend 1 energy to increase the damage die to a d12 until the beginning of your next turn.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Warrior's Resolve
At 10th level, you’re able to focus your mental energy to protect yourself as well as damage your enemies. As an action, you may spend 1 energy to create a mental barrier around yourself for 1 minute. You gain resistance to magical and non-magical bludgeoning, piercing, and slashing damage, and any creature that hits you with a melee attack takes psychic damage equal to your intelligence modifier. You must concentrate on this effect as if concentrating on a spell.
Warrior’s Power
Beginning at 14th level, once per turn when you expend energy to increase your psionic weapon's damage die, on your first successful attack you gain temporary hit points equal to the damage dealt plus your intelligence modifier.
Martial Prowess
Beginning at 17th 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 power or 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, if a target it required, must target the same creature as your attacks.
Order of the Adept
The Psionic Adept generally prefers to stay on the sidelines in most cases. Their gifts and training lend well to staying on the fringes of any confrontation and assaulting their enemies from afar. In the world of Calypso, Adepts are often members of the Arcanum, and typically function as back-line artillery in support of the front-line soldiers.
Psionic Blast
At 1st level when you follow this order, you learn to assault a target's mind with psionic power. As an action, make an energy attack roll against a creature you are aware of within 120 ft. On a hit, the target takes 1d8 psychic damage. You may expend a number of Psionic Energy up to your intelligence modifier to increase the damage. The damage increase is equal to 1d8 for each energy spent.
Empowered Blast
Beginning at 6th level, you learn to empower your Psionic Blast. When you expend energy to increase the damage of your Psionic Blast, you may choose one of the following effects to empower that use of psionic blast. You may only use one effect at a time, regardless of the amount of energy expended.
Distant Blast You may increase the range of Psionic Blast to 300 feet.
Kinetic Blast You may move the target up to 10 feet in a horizontal direction of your choice.
Leeching Blast You gain temporary hit points equal to half the damage dealt (rounded down).
Adept's Grace
At 10th level, your superior intelligence helps you avoid your enemies more effectively. You may take the Disengage action as a bonus action instead.
Additionally, when you expend energy to increase the damage of your Psionic Blast, you gain a bonus to your saving throws equal to your intelligence modifier until the beginning of your next turn.
Mighty Blast
At 14th level you've learned an even greater control over your Psionic Blast. When you expend energy to increase the damage of your Psionic Blast, you may choose one of the following effects to empower that use of psionic blast. You may only use one effect at a time, regardless of the amount of energy expended.
Disheartening Blast The creature hit by Psionic Blast suffers disadvantage on the next saving throw it makes before the beginning of your next turn.
Slowing Blast The creature hit by Psionic Blast must make an constitution saving throw. On a failure, its speed is halved until the beginning of your next turn.
Lingering Blast The creature suffers half the damage dealt (rounded down) at the beginning of its next turn.
Psionic Devastation
At 17th level, you master the art of blasting your enemies with psychic energy. Once per turn when you expend energy to deal damage with a psion power or feature, for each energy spent you may add additional damage equal to your Intelligence modifier.
Order of the Oracle
Those who follow the Oracle's path are invariably powerful Psions. Their mental discipline and control allows them to modulate their mental powers in ways that even other Psions envy. Using their immense power, they're able to revitalize their allies and harm their enemies with a single thought. In the world of Calypso, Oracles are often members of the Black Rose, and can usually be found acting as battlefield medics.
Psionic Weave
When you follow this order at 1st level, you can modulate the energy released by your abilities to both heal your allies, and harm your enemies. As an action, you may force an enemy creature within 60 ft. to make an intelligence saving throw, taking 1d6 psychic damage on a failure.
Additionally, you can expend 1 energy to modulate your Psionic Weave in one of the following ways:
Revitalizing Weave Instead of dealing damage, you may restore 1d6 hit points to a friendly creature you can see within 60 ft. Enemy creatures within 5 ft. of the target take psychic damage equal to half the hit points restored (rounded down, minimum 1). Expending additional energy increases the hit points restored by 1d6 per energy spent.
Power Weave When invoked, a creature that fails the saving throw against your Psionic Weave suffers half damage, and on a success or failure friendly creatures within 5 ft. of the target regain hit points equal to half the damage dealt (rounded down, minimum 1). Expending additional energy increases the damage dealt by 1d6 per energy spent.
Expansive Mind
Beginning at 6th level, you can expand your awareness even while focusing on a single task. When you expend energy on a psion power or feature that targets only one creature, you may expend 2 energy to cause it to target one additional creature within 30 ft. of the original target. This energy cost is in addition to the normal cost of using the power or feature.
Revitalizing Wave
At 10th level, you can focus your mind into a wave of revitalizing energy in front of you. As an action, expend 1 energy and choose a 15 foot cone or a 5 foot wide 100 foot long line, centered on you. Allies in the selected area regain hit points equal to 1d8 + your Intelligence modifier. The hit points restored are increased by 1d8 for each additional energy spent.
Lingering Mind
At 14th level, your restorative thoughts stick with those they help. When you use your revitalizing weave to restore hit points to a creature, that creature regains hit points equal to half the amount restored at the beginning of its next turn (rounded down, minimum 1). Hit points restored by this method do not cause damage to creatures around the target.
Radiant Mind
At 17th level, your radiant psionic energy can help even those around your target. When you restore hit points to a friendly creature, hit points restored beyond its hit point maximum radiate outward and are restored to a friendly creature of your choice within 30 ft of the original target.
Additionally, as an action, you may expend energy up to your intelligence modifier to radiate healing energy around you. So long as you have at least 1 hit point remaining, you and allied creatures within 30 ft of you regain 1 hit point per energy expended at the beginning of each of your turns for 1 minute. You must concentrate on this effect as if concentrating on a spell. Once you use this feature, you must complete a long rest before using it again.
Discipline Powers
The Discipline Powers presented here are shown in alphabetical order by discipline. If a Power has prerequisites, you must meet them to learn it. You can learn the Power at the same time that you meet its prerequisites. Discipline Powers are not spells, and are therefore not affected by spells or magical effects that affect spells, such as counterspell or antimagic fields.
Egoist (PSYCHOMETABOLISM; 14)
Affinity Field
You learn to extend your body and mind beyond the constraints of your physical self, to affect others around you. As an action, expend 1 energy to create an invisible field with a 30 ft. radius centered on you. All creatures within the area must make a constitution saving throw. On a success, a creature is not affected by this field. On a failure, a creature shares your metaphysical self. When you take damage, all affected creatures take half the damage received as psychic damage (rounded down), and when hit points are restored to you, all affected creatures regain hit points equal to half the total you regained (rounded down).
Clandestine Mind
You are able to mask your body with but a thought, taking on the appearance of your surroundings. As an action, you may expend 1 energy to gain a +10 bonus to Dexterity (Stealth) checks for 10 minutes. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Drain Power
You learn to drain latent psychic power from nearly any foe. As an action, expend 1 energy to force a hostile creature within 30 ft. to make an intelligence saving throw. On a failure, you regain energy equal to 1 + your proficiency bonus. Once used, you must complete a long rest before using this power again.
Environmental Adaptation
Prerequisite: 7th level
Upon learning this power, you may alter your very being to adapt to the environment around you. As an action, expend 1 energy and choose the environment to which you want to adapt, as listed in the Environments table. You retain these benefits for 1 hour, unless you again expend energy to maintain or change your adaptation.
Environments Table
Environment
Speed
Resistance
Special
Air
Fly
Cold
-
Bog
Swim
Acid
Breathe Water
Desert
Burrow
Fire
-
Forest
Climb
Acid
-
Space
Fly
Force
Do not require air
Tundra
Burrow
Cold
-
Water
Swim
Acid
Breathe Water
Inedia
Prerequisite: 18th level
Your mind and body have transcended beyond mundane sustenance. You do not require food or water, and you no longer age. Effects which would cause you to age have no effect, though you may still die as a result of taking damage.
Iron Body
Prerequisite: 11th level
This power allows you to steel your body against damage. As an action, you may expend 1 energy to steel your body for 1 minute or until you lose concentration (as if concentrating on a spell). While active, you are immune to non-magical bludgeoning, piercing, and slashing damage, as well as immune to critical hits. However, your weight doubles, your speed is halved, and you have disadvantage on dexterity checks and saving throws.
Mental Freedom
Prerequisite: 11th level
You learn to reach into the mind of another to free it from a debilitating effect. As an action, you may expend 1 energy to remove one condition, curse, or other negative effect from a creature of which you are aware within 30 ft. of you.
Physical Expertise
Your mental control over your body gives you a supernatural ability to resist physical effects. When you are forced to make a strength, dexterity, or constitution saving throw, you may add twice your proficiency bonus to the roll, even if you're not proficient. You may use this power once, and must complete a long rest before using it again.
Potency Exchange
When you learn this power, you learn to exchange your mental and physical abilities. As an action, expend 1 energy and choose one physical ability (strength, dexterity, constitution) and one mental ability (intelligence, wisdom, charisma). For 10 minutes you gain advantage on ability checks with one of the abilities at the expense of disadvantage on ability checks with the other ability.
Precision Strikes
When you learn this power, your muscles gain pinpoint precision, able to pick out the smallest gaps in your target's armor; sacrificing damage in favor of accuracy. When you take the attack action using a melee or ranged weapon, you may double your ability modifier bonus to your attack rolls. If your attacks hit, you do not add your ability modifier to the damage rolls.
Psionic Speed
Your control of your body allows you to move in bursts when others can't. At the end of another creature's turn, you may use your reaction to move up to your speed without provoking opportunity attacks. Once you use this power, you can't use it again until you move 0 feet on one of your turns.
Psychic Evasion
Prerequisite: 7th level
When you gain this power, your cunning intellect lets you defend your mind against mental effects, such as a mind flayer’s mind blast. When you are subjected to an effect that allows you to make an Intelligence saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Thicken Skin
You learn to enhance your body against the most common attacks. As an action, you may expend 1 energy to gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute.
Transfer Essence
When you learn this power, you are able to transfer your own life force into another. As an action, you may expend 1 energy to take 1d6 necrotic damage. You then restore hit points equal to twice the damage taken to a creature you are aware of within 30 ft. of you. You may expend additional energy to increase the damage taken by 1d6 per additional energy expended.
Kineticist (PSYCHOKINESIS; 12)
Blinding Flash
When you gain this power, you learn to protect yourself with the very air around you. As a reaction when you would be hit by a weapon attack made by a creature within 60 ft. you may expend 1 energy to cause the air to ignite around that creature, distracting it. The target must reroll the attack and use the second roll. Additionally, the target must make a constitution saving throw or be blinded until the end of its next turn. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Concussive Force
Prerequisite: 7th level
This power allows you to assault an area with your mind. As an action, expend 1 energy to create concussive force in a 5 ft. wide, 100 ft. long line, originating from you. Creatures in the area must make a constitution saving throw, taking 8d6 force damage on a failed save, or half as much on a success. Objects not being worn or carried, or solid structures (such as buildings or walls) automatically fail the save and have vulnerability to the damage caused by this power. You may use this power a number of times equal to half your proficiency bonus (rounded down), and regain expended uses upon completion of a long rest.
Deaden Blows
This power allows you to deaden the effects of weapons. As an action, expend 1 energy to affect a weapon you can see within 30 ft. for 10 minutes. The weapon is subtly changed in some way, such as a sword being dulled or a mace becoming softer. The affected weapon deals only half damage on a successful attack. A creature holding a weapon you attempt to deaden can make a dexterity saving throw to avoid the effect. You may expend additional energy to affect multiple weapons.
Enhance Weapon
When you learn this power, you can empower a weapon by touch. As an action, you touch a weapon and expend 1 energy. For 1 hour, the weapon is considered magical if it isn't already, deals double damage to objects and structures, and successful attacks using the weapon deal 1d8 additional damage of the weapon's type. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Improvised Arsenal
When you learn this power, you gain proficiency with improvised weapons. Additionally, when you take the attack action with an improvised weapon, you may expend 1 energy to telekinetically throw the item at your enemy. You make an energy attack roll against a target you can see within 30 ft. On a hit, the target takes 1d6 damage of a type appropriate for the object (a broken bottle may do piercing damage, while a book might deal bludgeoning damage), and must make a dexterity saving throw. On a failure, the next attack roll made against that target has advantage. You may expend additional energy to increase the damage by 1d6 per additional energy expended.
Kinetic Anchor
Your ability to make things move can also prevent movement. As an action, expend 1 energy and choose one creature or object within 30 ft that you can see. You may choose yourself. An unwilling creature must make an intelligence saving throw or have its speed reduced to 0 for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If used on a willing creature, that creature cannot be moved against its will, and has advantage against being grappled or shoved. An affected object cannot be moved by any means for up to 10 minutes, regardless of its position when affected by this power.
Kinetic Focus
When you learn this power, your control over the forces of the world heightens. When you deal damage with a psion feature, you may choose to deal fire, cold, lightning, thunder, or force damage instead of the normal damage type, and you gain resistance to the chosen damage type until the beginning of your next turn.
Kinetic Punch
When you learn this power, you can attempt to knock the wind out of a creature you can see that requires air. As an action, expend 1 energy to force a creature you can see within 60 ft. of you that requires air to make a dexterity saving throw. A creature that does not require air automatically succeeds. On a failure, the target has the wind knocked out of it, and is stunned. At the beginning of its next turn, the target must make a constitution saving throw. On a failure it remains stunned until the beginning of its next turn, when it can repeat the saving throw. On a success, the effect ends. If the creature rolls a 1 on its save, it passes out from lack of air and falls unconscious.
Psionic Explosion
Prerequisite: 7th level
Upon learning this power, you’re able to concentrate on manipulating the very air around you. As an action, you may expend 1 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 2d8 force 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. The damage increases by 1d8 for each additional energy spent.
Pyrokinesis
This power allows you to control fire. Expend 1 energy to target a non-magical fire within 30 ft. of you, and roll a d6 on the Pyrokinesis Table for the effect. You may also choose the desired effect instead of rolling. For each additional energy expended, you may cause one additional effect. Your control over the flames lasts for 1 minute, unless you expend additional energy to maintain the effect, and you must concentrate on this effect as if concentrating on a spell.
Pyrokinesis Table
d6
Effect
1
The fire animates in a humanoid form you choose for 1 minute.
2
The fire explodes. Creatures within 30 ft. must succeed on a dexterity saving throw or take 2d6 fire damage per energy expended, or half as much on a successful save.
3
The fire brightens. Creatures within 30 ft. must succeed on a constitution saving throw or be blinded for 1 minute. Each affected creature can repeat the save at the end of its turn, ending the effect on a success.
4
You may move the fire to a new location within 60 ft. of its original location. So long as the new location has fuel for the fire to burn, it will remain lit even after your control lapses.
5
The fire doubles in size.
6
The fire's size is halved.
Telekinetic Bonds
When you learn this power, you are able to bind a creature with a mere thought. As an action, expend 1 energy to force a creature you are aware of within 60 ft. to make a dexterity saving throw. On a failed save, the creature is restrained and falls prone, as shimmering, crystalline ropes manifest around the creature, binding it in place.
Telekinesis
When you learn this power, you can focus your will to make things move. As an action, you can manipulate a small object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The affected object must be within 60 ft of you and may weigh no more than 10 pounds.
Additionally, you may expend 1 energy to attempt to move a creature or heavier object not being worn or carried that you can see within 60 feet. The creature or object must be of medium size or smaller, unless you expend 1 additional energy for each size category above medium. A creature may make a strength saving throw to avoid this effect. Creatures may choose to fail this save. An unsecured object is moved automatically. An affected object or creature is moved up to 60 ft. to an unoccupied space you can see. Creatures and objects are not moved with enough force to cause damage.
Nomad (PSYCHOPORTATION; 12)
Dimensional Anchor
You extend your mental power to prevent movement between points. Choose one creature you can see within 60ft. The chosen creature must make an intelligence saving throw or be surrounded by a weaving, translucent field for 1 minute. This field prevents all dimensional travel, such as with spells or effects like *astral shift*, *dimension door*, *gate*, or *teleport*.
Dimensional Rift
Prerequisite: 11th level
You rip tiny parts of a creature from its body, teleporting the pieces into the aether. As an action, you may expend 1 energy to force an enemy creature within 60 ft. that you are aware of to make an intelligence saving throw. On a failure, the creature suffers 8d6 psychic damage, or half as much on a success.
Dispel Portal
When you learn this power, you are capable of preventing and ending portals as easily as you create them. As an action, you may expend 1 energy to touch a portal, teleportation circle, or other means of portational travel. Your touch does not activate or otherwise interact with the portal. Instead, you must make an intelligence check (DC = 10 + the level of the effect you touch). On a success, you dispel the portation method.
Displace Time
When you learn this power, you are able to cause a creature to hop forward in time. As an action, you expend 1 energy to choose a creature you can see to make a charisma saving throw. A creature may choose to fail this save. On a failed save, you send the creature 1 minute into the future. As an action on each of its turns, the creature may make a new charisma saving throw. On a success, it returns to the space it left, or the nearest unoccupied space if its previous space is occupied.
Ethereal Shuffle
When you learn this power, you gain the ability to move objects and creatures briefly through the ethereal plane. As an action, you may expend 1 energy and choose a number of objects or creatures up to your proficiency bonus. An unwilling creature may make a wisdom saving throw to avoid this effect. You may move the selected creatures and objects up to 10 ft. in a direction of your choice to an unoccupied space you can see.
Location Swap
When you would be hit by an attack, you may use your reaction to expend 1 energy to swap places with a willing creature within 30 ft. of you.
Alternatively, you may use this power on your turn as an action, without requiring the triggering attack.
You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Planar Shunt
Prerequisite: 7th level
When you learn this power, you can send creatures away from you with ease. As an action, you expend 1 energy and choose a creature you are aware of within 60 ft. to make an intelligence saving throw. On a failed save, the creature is stunned until the beginning of its next turn and it's body becomes semi-transparent as it begins to be shunted from the current plane. At the beginning of its next turn, it must make a second intelligence saving throw. On a failure it is sent to its home plane if it is not native to the current plane, or to the plane most closely resembling its characteristics if it is native to the current plane. If either save succeeds, the creature takes 4d8 psychic damage and is not stunned or shunted, as applicable. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Planar Projection
Prerequisite: 11th level
When you learn this power, you are able to project your mind into other planes of existence. You can see 60 feet into the Astral and Ethereal Plane when on the Material Plane, and vice versa.
Portal Sense
Your knowledge of portals and dimensional travel is unmatched. You always know the location of any portal, teleportation circle, or other method of dimensional traversal within 30 ft. of you.
Additionally, as an action you may expend 1 energy to expand your awareness to sense such methods within 1 mile of you.
Once you use this power, you can’t use it again until you finish a short or long rest.
Reversion Portal
When you learn this power, you can revert your location to a place you've been in the immediate past. As an action, expend 1 energy to designate the space you occupy. Within the next minute, you may use a bonus action to teleport, along with anything you are wearing or carrying, back to that space, or the nearest unoccupied space if the designated space is occupied. This power fails if you are on a different plane of existence from your chosen space, and you must concentrate on this power as if concentrating on a spell.
Weaponized Portals
When you learn this power, you can both defend and attack using small dimensional portals. As a reaction when you would be hit by a ranged weapon attack, you may expend 1 energy to create two small portals, about a foot in diameter. The projectile misses you, and you may redirect it through the second portal to a creature you can see within 60 ft. Make an energy attack roll against that creature. On a hit, the targeted creature takes the damage from the triggering attack.
Alternatively, you may use the portals to attack a creature within 60 ft. with a melee weapon. When you take the attack action with a melee weapon on your turn, you may expend 1 energy to make your melee attacks through these portals.
You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Whispy Self
When you learn this power you become almost translucent in appearance. As a bonus action you may expend 1 energy to teleport, along with anything you are wearing or carrying, to an unoccupied space you can see within 60 ft. of you. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Seer (CLAIRSENTIENCE; 12)
Blind Sight
Your mystical insights allow you to see without your eyes. When you learn this power, you gain blindsight to a range of 60 ft.
Empathetic Senses
Prerequisite: 7th level
When you learn this power, you gain a feel for the ebb and 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). As part of your action, you may spend 1 Energy to cure one Madness effect from the target, beginning with the weakest effect.
Eyes of Eternity
When you learn this power, you learn to gain brief glimpses into the past events of an area. As a 10 minute rite, you may begin to look into the emotions and imprints upon an area you are in, such as a room, stairwell, street, tunnel, or other explicit location. You view shadowy images of the most recent event immediately before you began using this power. You may see images, sounds, voices, feelings, thoughts, shadowy figures, or other glimpses into the area's past. For every 10 minutes beyond the initial use of this power that you concentrate (as if concentrating on a spell) you may view one additional event in the area's past.
Forceful Personality
When you learn this power, as a person of great mental power, you naturally gain an edge over others. You gain proficiency in the Deception, Insight, and Persuasion skills.
Precognition
Prerequisite: 7th level
When you learn this power, you gain brief glimpses into the immediate future. You may choose to add your intelligence modifier to your initiative rolls, and you cannot be surprised while conscious.
Additionally, when a creature makes an attack roll, saving throw, or an ability check within 30 ft. of you, you may expend 1 energy and your reaction to force the creature to reroll the d20. You may choose which roll the creature uses. Once used, you must complete a long rest before using this power again.
Intellectual Master
Prerequisite: 7th level
You are able to use your towering intellect to get the better of any interaction. When you roll a charisma check, you may choose to use your intelligence modifier for the check, instead of charisma.
Mind Shield
When you learn this power, your mind becomes a fortress. 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.
Mental Acuity
When you learn this power, you’re able to focus your mind more clearly on the task at hand. You may expend 1 energy to gain advantage on any skill check, whether you are proficient or not.
Sense Object
Using this power, you are able to sense objects around you and glean insight from objects you hold. As an action, expend 1 energy to open your awareness, and name a mundane or magical object. The more specific you are, the more likely this sense is to find the correct object. If the object is within 1000 ft. of you, it pings your mind and you know its exact location for 10 minutes.
Alternatively, you may expend 1 energy to glean insight from an object you hold. Roll a d6 and consult the Sense Object table to determine what you learn from the object. You must remain in contact with the item for at least 10 minutes to gain these insights.
Sense Object Table
d6
Effect
1
The object's most recent owner, including name, race, age, and gender.
2
Where the object was made.
3
The material(s) from which the object is made.
4
Any magical properties of the object.
5
The most recent use of the object.
6
The intended purpose of the object.
Third Eye
When you learn this power, you are able to extend your consciousness to view areas otherwise inaccessible to you. As a 10 minute rite, you may expend 1 energy to create a sensor of your mind in a place familiar to you or obvious to you (such as behind a door or around a corner). The location must be within 1 mile of you and on the same plane of existence as you. You may see or hear (your choice) through the sensor for up to 10 minutes, at which time it disappears in a puff of astral energy. The sensor can neither cause nor receive damage, and cannot interact with objects or creatures.
Touch of Destiny
Your mere touch can show a creature terrible visions of infinite futures. As an action, you expend 1 energy to make a melee energy attack against a creature you can see. On a hit, the target is wracked with immeasurable pain and fear at the infinite futures awaiting it. The target takes 2d6 psychic damage and must make an intelligence saving throw. On a failure it is stunned until the end of its next turn.
Twist Fate
Prerequisite: 18th level
Your connection to fate is so strong that you are able to directly manipulate it. As a reaction when you or a friendly creature within 30 ft. makes an attack roll, ability check, or saving throw, you may expend 1 energy to allow the target to automatically succeed on the roll. You may use this power once, and must complete a long rest before using it again.
If you prefer, here is a GMBinder link (https://www.gmbinder.com/share/-LQE7ARYPWiPgq94mgS5).
- Instead of focusing on what a psion IS, I tried to focus on how a psion might be played.
- I added Discipline Powers to help differentiate the subclasses, and give the player a way to customize their character. The intent here is that a Psionic Warrior (for example) that takes the Egoist Discipline will feel very different from a Warrior that takes the Seer Discipline.
- I have plans to add dozens more Discipline Powers, but wanted to get a base number created first. The goal was at least 12 powers per Discipline, since a player will end up with 8 total, 6 of which will be guaranteed to come from their Discipline.
Please NOTE: The last two discipline power lists (Shaper and Telepath) are in the second post, since they went over the character limit.
Psion
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 manifest 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 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.
Class Features
Class Group Expert
Primary Ability Intelligence
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.
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
Level
Prof.
Features
1
+2
Psionic Energy; Psionic Order
2
+2
Discipline Powers
3
+2
Xenoglossia
4
+2
Ability Score Improvement
5
+3
-
6
+3
Order Feature
7
+3
Discipline Powers (3)
8
+3
Ability Score Improvement
9
+4
-
10
+4
Order Feature
11
+4
Discipline Powers (4)
12
+4
Ability Score Improvement
13
+5
-
14
+5
Order Feature
15
+5
Discipline Powers (5)
16
+5
Ability Score Improvement
17
+6
Order Feature
18
+6
Discipline Powers (6)
19
+6
Ability Score Improvement
20
+6
Unlimited Power
Psionic Energy
At 1st level you can tap into the psionic energy of your enlightened mind. You have a number of psionic energy equal to twice your proficiency bonus, and you regain 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.
Energy Save DC = 8 + your proficiency bonus + your Intelligence modifier
Energy attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Order
At 1st level, you choose a Psionic Order as your focus. Choose the Order of the Warrior, Order of the Adept, or Order of the Oracle. Your choice gives you features at 1st level, and again at 6th, 10th, 14th, and 17th levels.
Discipline Powers
In your study of the universe, you have chosen to follow a discipline, granting you small fragments of power that imbue you with incredible intellectual might.
At 2nd level, you choose the Discipline you wish to follow: Egoist, Kineticist, Nomad, Seer, Shaper, or Telepath. You gain one power option from the chosen discipline as shown in the Discipline Powers table, plus one more power of your choice from the chosen discipline. Your Power options are detailed at the end of the class description. You gain one additional Power of your chosen discipline at 7th, 11th, 15th, and 18th level.
Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level.
Discipline Powers Table
Discipline
Power
Egoist
Thicken Skin
Kineticist
Telekinesis
Nomad
Whispy Self
Seer
Third Eye
Shaper
Create Item
Telepath
Telepathy
Xenoglossia
At 3rd level, your mind is able to briefly gain knowledge otherwise unknown to you. Upon completion of a short rest, you may expend 1 energy to learn one language proficiency of your choice. You retain this knowledge until the end of your next short rest, unless you again expend energy to regain 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.
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.
Additionally, you may learn two Discipline Powers of your choice from any discipline.
Psionic Order
Order of the Warrior
The Psionic Warrior is often a person of great martial discipline. Most have had training with weapons in addition to their mental abilities, and they always prefer to be in the thick of any fight they find themselves in. Warriors in Calypso are typically members of the Regiment, though some join the Arcanum instead. They can most often be found on the front lines of any conflict, fighting side-by-side with their fellow soldiers.
Warrior’s Might
When you follow this order at 1st level, you focus your training on wading into battle and defeating your enemies with the agility and precision only a psion can achieve. You gain proficiency with your choice of the Acrobatics or Athletics skill.
Additionally, you gain 1 additional hit point per level in this class, and while not wearing armor, you may add your intelligence modifier to your AC. This bonus does not stack with other, similar, bonuses.
Psionic Weapon
Also at 1st level, as a bonus action you may summon a weapon of pure mental energy with which to attack your foes. It counts as a simple melee weapon with which you are proficient, and may take the form of any weapon you have seen. It deals 1d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). The weapon persists as long as you hold it, unless thrown. If thrown, it reappears in your hand immediately after dealing damage. When you take the attack action with this weapon, you may expend 1 energy to increase the damage die to a d12 until the beginning of your next turn.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Warrior's Resolve
At 10th level, you’re able to focus your mental energy to protect yourself as well as damage your enemies. As an action, you may spend 1 energy to create a mental barrier around yourself for 1 minute. You gain resistance to magical and non-magical bludgeoning, piercing, and slashing damage, and any creature that hits you with a melee attack takes psychic damage equal to your intelligence modifier. You must concentrate on this effect as if concentrating on a spell.
Warrior’s Power
Beginning at 14th level, once per turn when you expend energy to increase your psionic weapon's damage die, on your first successful attack you gain temporary hit points equal to the damage dealt plus your intelligence modifier.
Martial Prowess
Beginning at 17th 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 power or 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, if a target it required, must target the same creature as your attacks.
Order of the Adept
The Psionic Adept generally prefers to stay on the sidelines in most cases. Their gifts and training lend well to staying on the fringes of any confrontation and assaulting their enemies from afar. In the world of Calypso, Adepts are often members of the Arcanum, and typically function as back-line artillery in support of the front-line soldiers.
Psionic Blast
At 1st level when you follow this order, you learn to assault a target's mind with psionic power. As an action, make an energy attack roll against a creature you are aware of within 120 ft. On a hit, the target takes 1d8 psychic damage. You may expend a number of Psionic Energy up to your intelligence modifier to increase the damage. The damage increase is equal to 1d8 for each energy spent.
Empowered Blast
Beginning at 6th level, you learn to empower your Psionic Blast. When you expend energy to increase the damage of your Psionic Blast, you may choose one of the following effects to empower that use of psionic blast. You may only use one effect at a time, regardless of the amount of energy expended.
Distant Blast You may increase the range of Psionic Blast to 300 feet.
Kinetic Blast You may move the target up to 10 feet in a horizontal direction of your choice.
Leeching Blast You gain temporary hit points equal to half the damage dealt (rounded down).
Adept's Grace
At 10th level, your superior intelligence helps you avoid your enemies more effectively. You may take the Disengage action as a bonus action instead.
Additionally, when you expend energy to increase the damage of your Psionic Blast, you gain a bonus to your saving throws equal to your intelligence modifier until the beginning of your next turn.
Mighty Blast
At 14th level you've learned an even greater control over your Psionic Blast. When you expend energy to increase the damage of your Psionic Blast, you may choose one of the following effects to empower that use of psionic blast. You may only use one effect at a time, regardless of the amount of energy expended.
Disheartening Blast The creature hit by Psionic Blast suffers disadvantage on the next saving throw it makes before the beginning of your next turn.
Slowing Blast The creature hit by Psionic Blast must make an constitution saving throw. On a failure, its speed is halved until the beginning of your next turn.
Lingering Blast The creature suffers half the damage dealt (rounded down) at the beginning of its next turn.
Psionic Devastation
At 17th level, you master the art of blasting your enemies with psychic energy. Once per turn when you expend energy to deal damage with a psion power or feature, for each energy spent you may add additional damage equal to your Intelligence modifier.
Order of the Oracle
Those who follow the Oracle's path are invariably powerful Psions. Their mental discipline and control allows them to modulate their mental powers in ways that even other Psions envy. Using their immense power, they're able to revitalize their allies and harm their enemies with a single thought. In the world of Calypso, Oracles are often members of the Black Rose, and can usually be found acting as battlefield medics.
Psionic Weave
When you follow this order at 1st level, you can modulate the energy released by your abilities to both heal your allies, and harm your enemies. As an action, you may force an enemy creature within 60 ft. to make an intelligence saving throw, taking 1d6 psychic damage on a failure.
Additionally, you can expend 1 energy to modulate your Psionic Weave in one of the following ways:
Revitalizing Weave Instead of dealing damage, you may restore 1d6 hit points to a friendly creature you can see within 60 ft. Enemy creatures within 5 ft. of the target take psychic damage equal to half the hit points restored (rounded down, minimum 1). Expending additional energy increases the hit points restored by 1d6 per energy spent.
Power Weave When invoked, a creature that fails the saving throw against your Psionic Weave suffers half damage, and on a success or failure friendly creatures within 5 ft. of the target regain hit points equal to half the damage dealt (rounded down, minimum 1). Expending additional energy increases the damage dealt by 1d6 per energy spent.
Expansive Mind
Beginning at 6th level, you can expand your awareness even while focusing on a single task. When you expend energy on a psion power or feature that targets only one creature, you may expend 2 energy to cause it to target one additional creature within 30 ft. of the original target. This energy cost is in addition to the normal cost of using the power or feature.
Revitalizing Wave
At 10th level, you can focus your mind into a wave of revitalizing energy in front of you. As an action, expend 1 energy and choose a 15 foot cone or a 5 foot wide 100 foot long line, centered on you. Allies in the selected area regain hit points equal to 1d8 + your Intelligence modifier. The hit points restored are increased by 1d8 for each additional energy spent.
Lingering Mind
At 14th level, your restorative thoughts stick with those they help. When you use your revitalizing weave to restore hit points to a creature, that creature regains hit points equal to half the amount restored at the beginning of its next turn (rounded down, minimum 1). Hit points restored by this method do not cause damage to creatures around the target.
Radiant Mind
At 17th level, your radiant psionic energy can help even those around your target. When you restore hit points to a friendly creature, hit points restored beyond its hit point maximum radiate outward and are restored to a friendly creature of your choice within 30 ft of the original target.
Additionally, as an action, you may expend energy up to your intelligence modifier to radiate healing energy around you. So long as you have at least 1 hit point remaining, you and allied creatures within 30 ft of you regain 1 hit point per energy expended at the beginning of each of your turns for 1 minute. You must concentrate on this effect as if concentrating on a spell. Once you use this feature, you must complete a long rest before using it again.
Discipline Powers
The Discipline Powers presented here are shown in alphabetical order by discipline. If a Power has prerequisites, you must meet them to learn it. You can learn the Power at the same time that you meet its prerequisites. Discipline Powers are not spells, and are therefore not affected by spells or magical effects that affect spells, such as counterspell or antimagic fields.
Egoist (PSYCHOMETABOLISM; 14)
Affinity Field
You learn to extend your body and mind beyond the constraints of your physical self, to affect others around you. As an action, expend 1 energy to create an invisible field with a 30 ft. radius centered on you. All creatures within the area must make a constitution saving throw. On a success, a creature is not affected by this field. On a failure, a creature shares your metaphysical self. When you take damage, all affected creatures take half the damage received as psychic damage (rounded down), and when hit points are restored to you, all affected creatures regain hit points equal to half the total you regained (rounded down).
Clandestine Mind
You are able to mask your body with but a thought, taking on the appearance of your surroundings. As an action, you may expend 1 energy to gain a +10 bonus to Dexterity (Stealth) checks for 10 minutes. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Drain Power
You learn to drain latent psychic power from nearly any foe. As an action, expend 1 energy to force a hostile creature within 30 ft. to make an intelligence saving throw. On a failure, you regain energy equal to 1 + your proficiency bonus. Once used, you must complete a long rest before using this power again.
Environmental Adaptation
Prerequisite: 7th level
Upon learning this power, you may alter your very being to adapt to the environment around you. As an action, expend 1 energy and choose the environment to which you want to adapt, as listed in the Environments table. You retain these benefits for 1 hour, unless you again expend energy to maintain or change your adaptation.
Environments Table
Environment
Speed
Resistance
Special
Air
Fly
Cold
-
Bog
Swim
Acid
Breathe Water
Desert
Burrow
Fire
-
Forest
Climb
Acid
-
Space
Fly
Force
Do not require air
Tundra
Burrow
Cold
-
Water
Swim
Acid
Breathe Water
Inedia
Prerequisite: 18th level
Your mind and body have transcended beyond mundane sustenance. You do not require food or water, and you no longer age. Effects which would cause you to age have no effect, though you may still die as a result of taking damage.
Iron Body
Prerequisite: 11th level
This power allows you to steel your body against damage. As an action, you may expend 1 energy to steel your body for 1 minute or until you lose concentration (as if concentrating on a spell). While active, you are immune to non-magical bludgeoning, piercing, and slashing damage, as well as immune to critical hits. However, your weight doubles, your speed is halved, and you have disadvantage on dexterity checks and saving throws.
Mental Freedom
Prerequisite: 11th level
You learn to reach into the mind of another to free it from a debilitating effect. As an action, you may expend 1 energy to remove one condition, curse, or other negative effect from a creature of which you are aware within 30 ft. of you.
Physical Expertise
Your mental control over your body gives you a supernatural ability to resist physical effects. When you are forced to make a strength, dexterity, or constitution saving throw, you may add twice your proficiency bonus to the roll, even if you're not proficient. You may use this power once, and must complete a long rest before using it again.
Potency Exchange
When you learn this power, you learn to exchange your mental and physical abilities. As an action, expend 1 energy and choose one physical ability (strength, dexterity, constitution) and one mental ability (intelligence, wisdom, charisma). For 10 minutes you gain advantage on ability checks with one of the abilities at the expense of disadvantage on ability checks with the other ability.
Precision Strikes
When you learn this power, your muscles gain pinpoint precision, able to pick out the smallest gaps in your target's armor; sacrificing damage in favor of accuracy. When you take the attack action using a melee or ranged weapon, you may double your ability modifier bonus to your attack rolls. If your attacks hit, you do not add your ability modifier to the damage rolls.
Psionic Speed
Your control of your body allows you to move in bursts when others can't. At the end of another creature's turn, you may use your reaction to move up to your speed without provoking opportunity attacks. Once you use this power, you can't use it again until you move 0 feet on one of your turns.
Psychic Evasion
Prerequisite: 7th level
When you gain this power, your cunning intellect lets you defend your mind against mental effects, such as a mind flayer’s mind blast. When you are subjected to an effect that allows you to make an Intelligence saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Thicken Skin
You learn to enhance your body against the most common attacks. As an action, you may expend 1 energy to gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute.
Transfer Essence
When you learn this power, you are able to transfer your own life force into another. As an action, you may expend 1 energy to take 1d6 necrotic damage. You then restore hit points equal to twice the damage taken to a creature you are aware of within 30 ft. of you. You may expend additional energy to increase the damage taken by 1d6 per additional energy expended.
Kineticist (PSYCHOKINESIS; 12)
Blinding Flash
When you gain this power, you learn to protect yourself with the very air around you. As a reaction when you would be hit by a weapon attack made by a creature within 60 ft. you may expend 1 energy to cause the air to ignite around that creature, distracting it. The target must reroll the attack and use the second roll. Additionally, the target must make a constitution saving throw or be blinded until the end of its next turn. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Concussive Force
Prerequisite: 7th level
This power allows you to assault an area with your mind. As an action, expend 1 energy to create concussive force in a 5 ft. wide, 100 ft. long line, originating from you. Creatures in the area must make a constitution saving throw, taking 8d6 force damage on a failed save, or half as much on a success. Objects not being worn or carried, or solid structures (such as buildings or walls) automatically fail the save and have vulnerability to the damage caused by this power. You may use this power a number of times equal to half your proficiency bonus (rounded down), and regain expended uses upon completion of a long rest.
Deaden Blows
This power allows you to deaden the effects of weapons. As an action, expend 1 energy to affect a weapon you can see within 30 ft. for 10 minutes. The weapon is subtly changed in some way, such as a sword being dulled or a mace becoming softer. The affected weapon deals only half damage on a successful attack. A creature holding a weapon you attempt to deaden can make a dexterity saving throw to avoid the effect. You may expend additional energy to affect multiple weapons.
Enhance Weapon
When you learn this power, you can empower a weapon by touch. As an action, you touch a weapon and expend 1 energy. For 1 hour, the weapon is considered magical if it isn't already, deals double damage to objects and structures, and successful attacks using the weapon deal 1d8 additional damage of the weapon's type. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Improvised Arsenal
When you learn this power, you gain proficiency with improvised weapons. Additionally, when you take the attack action with an improvised weapon, you may expend 1 energy to telekinetically throw the item at your enemy. You make an energy attack roll against a target you can see within 30 ft. On a hit, the target takes 1d6 damage of a type appropriate for the object (a broken bottle may do piercing damage, while a book might deal bludgeoning damage), and must make a dexterity saving throw. On a failure, the next attack roll made against that target has advantage. You may expend additional energy to increase the damage by 1d6 per additional energy expended.
Kinetic Anchor
Your ability to make things move can also prevent movement. As an action, expend 1 energy and choose one creature or object within 30 ft that you can see. You may choose yourself. An unwilling creature must make an intelligence saving throw or have its speed reduced to 0 for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If used on a willing creature, that creature cannot be moved against its will, and has advantage against being grappled or shoved. An affected object cannot be moved by any means for up to 10 minutes, regardless of its position when affected by this power.
Kinetic Focus
When you learn this power, your control over the forces of the world heightens. When you deal damage with a psion feature, you may choose to deal fire, cold, lightning, thunder, or force damage instead of the normal damage type, and you gain resistance to the chosen damage type until the beginning of your next turn.
Kinetic Punch
When you learn this power, you can attempt to knock the wind out of a creature you can see that requires air. As an action, expend 1 energy to force a creature you can see within 60 ft. of you that requires air to make a dexterity saving throw. A creature that does not require air automatically succeeds. On a failure, the target has the wind knocked out of it, and is stunned. At the beginning of its next turn, the target must make a constitution saving throw. On a failure it remains stunned until the beginning of its next turn, when it can repeat the saving throw. On a success, the effect ends. If the creature rolls a 1 on its save, it passes out from lack of air and falls unconscious.
Psionic Explosion
Prerequisite: 7th level
Upon learning this power, you’re able to concentrate on manipulating the very air around you. As an action, you may expend 1 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 2d8 force 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. The damage increases by 1d8 for each additional energy spent.
Pyrokinesis
This power allows you to control fire. Expend 1 energy to target a non-magical fire within 30 ft. of you, and roll a d6 on the Pyrokinesis Table for the effect. You may also choose the desired effect instead of rolling. For each additional energy expended, you may cause one additional effect. Your control over the flames lasts for 1 minute, unless you expend additional energy to maintain the effect, and you must concentrate on this effect as if concentrating on a spell.
Pyrokinesis Table
d6
Effect
1
The fire animates in a humanoid form you choose for 1 minute.
2
The fire explodes. Creatures within 30 ft. must succeed on a dexterity saving throw or take 2d6 fire damage per energy expended, or half as much on a successful save.
3
The fire brightens. Creatures within 30 ft. must succeed on a constitution saving throw or be blinded for 1 minute. Each affected creature can repeat the save at the end of its turn, ending the effect on a success.
4
You may move the fire to a new location within 60 ft. of its original location. So long as the new location has fuel for the fire to burn, it will remain lit even after your control lapses.
5
The fire doubles in size.
6
The fire's size is halved.
Telekinetic Bonds
When you learn this power, you are able to bind a creature with a mere thought. As an action, expend 1 energy to force a creature you are aware of within 60 ft. to make a dexterity saving throw. On a failed save, the creature is restrained and falls prone, as shimmering, crystalline ropes manifest around the creature, binding it in place.
Telekinesis
When you learn this power, you can focus your will to make things move. As an action, you can manipulate a small object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The affected object must be within 60 ft of you and may weigh no more than 10 pounds.
Additionally, you may expend 1 energy to attempt to move a creature or heavier object not being worn or carried that you can see within 60 feet. The creature or object must be of medium size or smaller, unless you expend 1 additional energy for each size category above medium. A creature may make a strength saving throw to avoid this effect. Creatures may choose to fail this save. An unsecured object is moved automatically. An affected object or creature is moved up to 60 ft. to an unoccupied space you can see. Creatures and objects are not moved with enough force to cause damage.
Nomad (PSYCHOPORTATION; 12)
Dimensional Anchor
You extend your mental power to prevent movement between points. Choose one creature you can see within 60ft. The chosen creature must make an intelligence saving throw or be surrounded by a weaving, translucent field for 1 minute. This field prevents all dimensional travel, such as with spells or effects like *astral shift*, *dimension door*, *gate*, or *teleport*.
Dimensional Rift
Prerequisite: 11th level
You rip tiny parts of a creature from its body, teleporting the pieces into the aether. As an action, you may expend 1 energy to force an enemy creature within 60 ft. that you are aware of to make an intelligence saving throw. On a failure, the creature suffers 8d6 psychic damage, or half as much on a success.
Dispel Portal
When you learn this power, you are capable of preventing and ending portals as easily as you create them. As an action, you may expend 1 energy to touch a portal, teleportation circle, or other means of portational travel. Your touch does not activate or otherwise interact with the portal. Instead, you must make an intelligence check (DC = 10 + the level of the effect you touch). On a success, you dispel the portation method.
Displace Time
When you learn this power, you are able to cause a creature to hop forward in time. As an action, you expend 1 energy to choose a creature you can see to make a charisma saving throw. A creature may choose to fail this save. On a failed save, you send the creature 1 minute into the future. As an action on each of its turns, the creature may make a new charisma saving throw. On a success, it returns to the space it left, or the nearest unoccupied space if its previous space is occupied.
Ethereal Shuffle
When you learn this power, you gain the ability to move objects and creatures briefly through the ethereal plane. As an action, you may expend 1 energy and choose a number of objects or creatures up to your proficiency bonus. An unwilling creature may make a wisdom saving throw to avoid this effect. You may move the selected creatures and objects up to 10 ft. in a direction of your choice to an unoccupied space you can see.
Location Swap
When you would be hit by an attack, you may use your reaction to expend 1 energy to swap places with a willing creature within 30 ft. of you.
Alternatively, you may use this power on your turn as an action, without requiring the triggering attack.
You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Planar Shunt
Prerequisite: 7th level
When you learn this power, you can send creatures away from you with ease. As an action, you expend 1 energy and choose a creature you are aware of within 60 ft. to make an intelligence saving throw. On a failed save, the creature is stunned until the beginning of its next turn and it's body becomes semi-transparent as it begins to be shunted from the current plane. At the beginning of its next turn, it must make a second intelligence saving throw. On a failure it is sent to its home plane if it is not native to the current plane, or to the plane most closely resembling its characteristics if it is native to the current plane. If either save succeeds, the creature takes 4d8 psychic damage and is not stunned or shunted, as applicable. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Planar Projection
Prerequisite: 11th level
When you learn this power, you are able to project your mind into other planes of existence. You can see 60 feet into the Astral and Ethereal Plane when on the Material Plane, and vice versa.
Portal Sense
Your knowledge of portals and dimensional travel is unmatched. You always know the location of any portal, teleportation circle, or other method of dimensional traversal within 30 ft. of you.
Additionally, as an action you may expend 1 energy to expand your awareness to sense such methods within 1 mile of you.
Once you use this power, you can’t use it again until you finish a short or long rest.
Reversion Portal
When you learn this power, you can revert your location to a place you've been in the immediate past. As an action, expend 1 energy to designate the space you occupy. Within the next minute, you may use a bonus action to teleport, along with anything you are wearing or carrying, back to that space, or the nearest unoccupied space if the designated space is occupied. This power fails if you are on a different plane of existence from your chosen space, and you must concentrate on this power as if concentrating on a spell.
Weaponized Portals
When you learn this power, you can both defend and attack using small dimensional portals. As a reaction when you would be hit by a ranged weapon attack, you may expend 1 energy to create two small portals, about a foot in diameter. The projectile misses you, and you may redirect it through the second portal to a creature you can see within 60 ft. Make an energy attack roll against that creature. On a hit, the targeted creature takes the damage from the triggering attack.
Alternatively, you may use the portals to attack a creature within 60 ft. with a melee weapon. When you take the attack action with a melee weapon on your turn, you may expend 1 energy to make your melee attacks through these portals.
You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Whispy Self
When you learn this power you become almost translucent in appearance. As a bonus action you may expend 1 energy to teleport, along with anything you are wearing or carrying, to an unoccupied space you can see within 60 ft. of you. You may use this power a number of times equal to your proficiency bonus, and regain expended uses upon completion of a long rest.
Seer (CLAIRSENTIENCE; 12)
Blind Sight
Your mystical insights allow you to see without your eyes. When you learn this power, you gain blindsight to a range of 60 ft.
Empathetic Senses
Prerequisite: 7th level
When you learn this power, you gain a feel for the ebb and 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). As part of your action, you may spend 1 Energy to cure one Madness effect from the target, beginning with the weakest effect.
Eyes of Eternity
When you learn this power, you learn to gain brief glimpses into the past events of an area. As a 10 minute rite, you may begin to look into the emotions and imprints upon an area you are in, such as a room, stairwell, street, tunnel, or other explicit location. You view shadowy images of the most recent event immediately before you began using this power. You may see images, sounds, voices, feelings, thoughts, shadowy figures, or other glimpses into the area's past. For every 10 minutes beyond the initial use of this power that you concentrate (as if concentrating on a spell) you may view one additional event in the area's past.
Forceful Personality
When you learn this power, as a person of great mental power, you naturally gain an edge over others. You gain proficiency in the Deception, Insight, and Persuasion skills.
Precognition
Prerequisite: 7th level
When you learn this power, you gain brief glimpses into the immediate future. You may choose to add your intelligence modifier to your initiative rolls, and you cannot be surprised while conscious.
Additionally, when a creature makes an attack roll, saving throw, or an ability check within 30 ft. of you, you may expend 1 energy and your reaction to force the creature to reroll the d20. You may choose which roll the creature uses. Once used, you must complete a long rest before using this power again.
Intellectual Master
Prerequisite: 7th level
You are able to use your towering intellect to get the better of any interaction. When you roll a charisma check, you may choose to use your intelligence modifier for the check, instead of charisma.
Mind Shield
When you learn this power, your mind becomes a fortress. 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.
Mental Acuity
When you learn this power, you’re able to focus your mind more clearly on the task at hand. You may expend 1 energy to gain advantage on any skill check, whether you are proficient or not.
Sense Object
Using this power, you are able to sense objects around you and glean insight from objects you hold. As an action, expend 1 energy to open your awareness, and name a mundane or magical object. The more specific you are, the more likely this sense is to find the correct object. If the object is within 1000 ft. of you, it pings your mind and you know its exact location for 10 minutes.
Alternatively, you may expend 1 energy to glean insight from an object you hold. Roll a d6 and consult the Sense Object table to determine what you learn from the object. You must remain in contact with the item for at least 10 minutes to gain these insights.
Sense Object Table
d6
Effect
1
The object's most recent owner, including name, race, age, and gender.
2
Where the object was made.
3
The material(s) from which the object is made.
4
Any magical properties of the object.
5
The most recent use of the object.
6
The intended purpose of the object.
Third Eye
When you learn this power, you are able to extend your consciousness to view areas otherwise inaccessible to you. As a 10 minute rite, you may expend 1 energy to create a sensor of your mind in a place familiar to you or obvious to you (such as behind a door or around a corner). The location must be within 1 mile of you and on the same plane of existence as you. You may see or hear (your choice) through the sensor for up to 10 minutes, at which time it disappears in a puff of astral energy. The sensor can neither cause nor receive damage, and cannot interact with objects or creatures.
Touch of Destiny
Your mere touch can show a creature terrible visions of infinite futures. As an action, you expend 1 energy to make a melee energy attack against a creature you can see. On a hit, the target is wracked with immeasurable pain and fear at the infinite futures awaiting it. The target takes 2d6 psychic damage and must make an intelligence saving throw. On a failure it is stunned until the end of its next turn.
Twist Fate
Prerequisite: 18th level
Your connection to fate is so strong that you are able to directly manipulate it. As a reaction when you or a friendly creature within 30 ft. makes an attack roll, ability check, or saving throw, you may expend 1 energy to allow the target to automatically succeed on the roll. You may use this power once, and must complete a long rest before using it again.