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Psion


Hit Points

Hit Dice: d6 per Psion level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Psion level after 1st

Proficiences

Tools:
Saving Throws: Intelligence, Wisdom
Skills: Psionics, and choose two from Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, or Religion.

Overview & Creation

Psions are made, not born. A seemingly rare reaction to the exposure of young minds to Far Realm corruption and energy, like white blood cells to an infection. They appear on the edges of civilization with bizarre abilities that are independent but can still act upon the Weave. While it would seem natural for those with psionic gifts to pursue the source of their.. activation, it is not always the case that they are even aware let alone willing. Some merely run off to capitalize the most of their gifts.  


 


Class Features

Psionic Manifestation

At 1st level, you pick the type of psionic manifestation you first embodied (Options are on the bottom of the page). Your choice grants you features at 1st level, and again at 3rd, 6th, 10th, and 14th level.  

Psionics

Psionic abilities often manifest in childhood or adolescence, through trauma or exposure the gift grows. And while a gifted Psion can unlock multiple gifts and expression of psionic power, their first is always their strongest and skillful ability.  

Psionic Disciplines

You are granted access to one of the Psionic Disciplines granted by your Psionic Manifestation. A psionic discipline comes with a passive feature that expands your character’s capabilities and an active psionic power that can be modified and empowered with Psi Points. Additionally you can use your discipline in more detailed applications to recreate the effect of certain spells, listed at the end of the discipline description. At 3rd level you can select a second discipline, and 18th level you can select a 3rd discipline. Psionic powers are suppressed by anti-magic field and can be dispelled with Dispel Magic, but are only affected by Counterspell if recreating the effect of a spell. Any check required to Dispel Magic, Counterspell or Identify a spell being cast with Psionics is made at disadvantage unless the caster also has the Psionics feature, a Psionic archetype, or Psionic Feat. The spell Detect Magic will detect the usage of psionics, but not their nature – it will show up as a mysterious untyped power, even if being used to generate the effect of a spell. When recreating a spell through a Psionic effect (using a Psionic Discipline to cast the spell) the spell has no Material or Verbal components, but always requires Somatic components and causes the Psion to vibrantly glow with the otherworldly psionic energies they are controlling.  

Psi Points

Starting at 1st level, you gain access to Psi Points used to fuel Psionic Discipline powers and effects. You have a number of Psi Points as shown in the Psi Points column in the above table, and regain all spent points after completing a long rest. You can spend a number of Psi Points equal to half your Psion level (rounded up) at a time (for example, at level 5, you can spend 3 psi points on psionic power or cast a spell with cost of 3 psi points) as shown in the table above.  

Psionic Ability

Psionic powers, psionic talents, and spells gained through this class use your Psionic ability.   Psionic Ability Save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic Ability Attack Modifier = your proficiency bonus + your Intelligence modifier  

Psionic Talents

Starting at 2nd level, you gain access to a Psionic Talent allowing you to further specialize, pick two Psionic Talents. You can pick a new Psionic talent at 5th, 7th, 9th, 12th, 15th, and 18th level. When you level up, you can replace a Psionic Talent you have previously selected with a different option.  

Second Discipline

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

Ability Score Improvement or Feat

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. Alternatively you can take a Feat from the Feats List.  

Psionic Mastery

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

Innate Psionics

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

Third Discipline

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

Ascension

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


Starting Equipment

Roll 2d4 x10gp

  Psions don’t have a lot of overt trapping of their abilities, so often they wear either normal clothing, or leather armour for protection. A Staff or Dagger makes for the appearance of basic competence to stop them from being harassed, but some Psions pretend to be Mages when in the company of the ungifted and nonmagical folk.


Subclass Options

Augmenter

While most psions look externally, you look within. Focusing on improving your body and the physical abilities of others, to elevate rather than destroy or control. Because of this you find it far easier to slip unnoticed amongst the unpowered. Often focused on noble pursuits and the protection of those less fortunate than yourself.   Psychokinetic Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp and Heater Shield (+2 AC): 8lb, 20gp
Sabre (1d8 slashing): 3lb, 25gp or Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Enlightened

At 1st level when you select this Archetype, you gain the ability to empower your body with the power of your mind, granting you the Enhancement Psionic Discipline.  

State of Mind

Additionally at 1st level, you gain proficiency with Shields and Martial Weapons. You can ignore the effects of extreme heat or cold, hold your breath twice as long as normal, and can go twice as long without eating or sleeping before suffering Exhaustion.  

Balance of Power

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

Perfected Enhancement

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

Mental Control

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

Mind Over Matter

At 14th level, when you roll a Strength, Dexterity, or Constitution saving throw, you can expend 2 Psi Points to roll an Intelligence saving throw instead. Additionally, when you roll a Death Saving throw, you can expend 4 Psi Points to roll a 20.  

Manipulator

Your powers were no mystery when they first appeared. Telekinesis, moving objects with your mind. You might have even mistaken yourself for a fletchling mage, as that is a common manifestation of the magically inclined. But your powers are much stronger, and more uncontained. The more you use your powers the stronger your force of mind. A destructive path of ever increasing force with your psionics.   Erudite Build
Arcanist Robes [Evoker] (1gp)
Spear (1d6/d8 piercing, range 20/60ft): 3lb, 1gp
Unpowered Wand (10gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Unshackled Power

At 1st level when you select this Archetype, you gain the ability to unleash your mind to physically interact with the world around you, granting you the Telekinesis Psionic Discipline.  

Overwhelming Telekinesis

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

Rampaging Telekinesis

Starting at 3rd level, you gain a d4 rampage die. Once per turn during your turn when make a psionic or spell damage roll, you can add this rampage die to the damage roll. If you dealt spell or psionic damage during your last turn, your rampage die becomes a d6, increasing with each subsequent turn you deal damage by one step, up to a d12; if you did not deal damage during your last turn, it becomes a d4 once more.  

Empowered Psionics

Beginning at 6th level, when you deal damage with a psionic discipline you can add your Intelligence modifier to one damage roll of that power.  

Uncontrollable Mind

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

Unstoppable Rampage

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

Nullifier

You’re first hint of power did not come from some type, it was not a simple talent like other Psions, but in reaction to the touch of The Weave. An arcanist or some other spell caster did their magic near you, and you flicked the weave from their touch like a spoon out of a lose hand. The more you focused, you can take magic used around you to enhance your protections.   Materia Guard Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp with Arcanist Robes [Abjurer] (1gp)
Longsword (1d8/d10 piercing): 3lb, 15gp.
Priest’s Pack (6 gp): Containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.  

Aegis Weaver

At 1st level when you select this Archetype, you gain the ability to disrupt magical affects and creatures you touch or focus on, granting you the Nullification Psionic Discipline.  

Guardos Prima Materia

Additionally at 1st level, you gain proficiency with Athletics and Longswords. You can use double your proficiencies bonus on grapple checks against creatures that are affected by your Disruptive Touch.  

Reactive Disruption

Starting at 3rd level, you can use your Disruptive Touch as a reaction if the creature you’re grappling casts a spell. Also when you are effected by magically created difficult terrain, your speed is doubled rather than halved.  

Disruptive Gaze

Beginning at 6th level, when you cast Denial you can target two creatures instead of one. You are sill restricted by your Psi limit for modifying their functionality.  

Stellar Protection

Starting at 10th level, when you would use Counterspell on a spell that does not affect you, you regain 2 psi points from the spell.  

Arcane Siphon

At 14th level, when you are subject to a spell under 5th level, or grappling a creature that is affected by a spell under 5th level, you can spend a number of Psi Points equal to that spells level to change the target of that spell to a creature within 30ft.  

Reader

When your powers first manifest, you thought you had merely gone mad. Voices, talking, always around you. But eventually you tweaked that those ‘voices’ were actually the people around you. A clairvoyant is neither good or evil, preternaturally empathetic or cruel depending on your opinion of mind-reading. Knowing what is on the minds of others affects people in different ways, driving some away from society as they see its true face, while others feel drawn to help the problems only they can see.   Telepath Build
Arcanist Robes [Seer] (1gp)
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Quartz Resonance (10gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Opened Mind

At 1st level when you select this Archetype, your mind awakens the ability to directly connect to the minds of other creatures, the Telepathy Psionic Discipline.  

Mental Awareness

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

Mind Reader

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

Empowered Psionics

Beginning at 6th level, when you deal damage with a psionic discipline you can add your Intelligence modifier to one damage roll of that power.  

All Seeing Eye

Starting at 10th level, you can see a creature by its mind. You gain blindsight with a range of 60 feet, but it only sees creatures with an intelligence of 6 or higher. Additionally, you no longer need to be able see a creature to use a psionic power on them, so long as you know where they are, and they are within range of your blindsight.  

Flawless Charm

At 14th level, you have learned to skim the thoughts of anyone you are speaking wit. As a reaction, you can expend 2 Psi Points to gain the effect of Glibness for the next 10 minutes.  

Resonator

You have a love for travelling far beyond anyone else you knew. Always your mind wanders to beyond the horizon, your curiosity unabated in the face of difficult terrain. You're steps were always lighter and greater, probably a champion of sprinting in your home town. Until one day you fell/stumbled/got hurt and instinctively you were elsewhere. Possibly quite further than you've ever managed to achieve since. And then you were freed, able to step massive lengths in a single bound, and you left not long after that. It didn't take you long before you learnt to   Echo Mage Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Staff (1d6/d8 bludgeoning): 4lb, 2sp
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Leap of Mind

At 1st level when you select this Archetype, you gain the ability to use your psionic abilities to blink around reality, granting you the Transposition Psionic Discipline.  

Manifest Echo

Additionally at 1st level, you gain the ability to leave behind a portion of yourself when you use Phase Rift. You can use a bonus action to manifest this copy. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're Incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. The Echo can use your Action to make an attack or use your Psionic spells and/or abilities. When you use Phase Rift on your turn, you can have the Echo teleport instead of you. When a creature moves within the Echo's reach, it can use a reaction to make an opportunity attack.  

Echo Avatar

Beginning at 3rd level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are Deafened and Blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.  

Unleashed Echo

Starting at 6th level, you can push your Echo with an aspect of your power. When you use Phase Rift, your Echo can cast it as well. Only one of you can add modifiers to their Phase Rift. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Shadow Martyr

Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. This freature can be used three times, regaining expended uses on a long rest.  

Reclaim Potential

At 14th level, you've learned to absorb the fleeting psionic energy of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.  

Sage

Your powers were noticed by others before yourself. You spoke of things to pass, your abilities manifesting before your childish mind could even distinguish between past and future. You shocked and horrified those around you, revealing secrets that were nothing to your powers. As you’ve grown, you’ve learnt to pretend, to keep the power hidden, and to share it only with those who respect you and heed your words of council.   Oracle Build
Arcanist Robes [Seer] (1gp)
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Star Orb (20gp) or Divination Bones (5sp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Sight Within Sight

At 1st level when you select this Archetype, you gain the ability to unleash your mind to physically interact with the world around you, granting you the Precognition Psionic Discipline.  

Wise Council

Additionally at 1st level, you gain the ability to cast Guidance with your psionic powers. When you cast in this way, you can grant the benefit to an ally within 30ft or one you can communicate telepathically with. You also gain proficiency in Insight, you can add twice your proficiency unless they are under the affect of Nondetection or protected against Divination magic.  

Split Mindedness

Starting at 3rd level, you can use all of the benefits of Presience without concentrating on it. Additionally you have advantage on Concentration checks while under the effects of a spell from the Divination school.  

Sight Beyond Sight

Beginning at 6th level, while wearing a blindfold or unable to see with your normal vision, you gain the ability to see perfectly for up to 30ft, even through smoke or magical darkness. This ability does not allow you to see through illusions or shapechangers.  

Always Prepared

Starting at 10th level, when you roll initiative you have a free action that can be spend to cast one of your Precognition Spells.  

Full Awakening

At 14th level, you can briefly fully awaken your expanded mind to true comprehension. As a bonus action, you can expend 3 Psi Points to gain the effect of Foresight until the start of your next turn.  

Shaper

Your psionics began with wishing, creating small objects and creatures from your very mind. You project your will into form and matter, forging it out into the world. No mere conjurers borrowing the powers of other planes, a Shaper manifests things from nothing but their own mind, weaving their creations into existence through the exertion of raw psionic power and imagination.   Summoner Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp with Arcanist Robes [Conjurer] (1gp)
Staff (1d6/d8 bludgeoning): 4lb, 2sp or Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Creator’s Mind

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

Boundless Imagination

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

Astral Metastability

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

Empowered Construct

Beginning at 6th level, when something created by the Projection Psionic Discipline deals damage, you can add your Intelligence modifier to the damage dealt.  

Astral Guardian

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

Imaginary Army

At 14th level, you can allow your mind to run wild, letting an astral army spring forth into reality. When you use Replicate, one additional Astral Construct is created and can by controlled with your action (commands only effect one of your choice). This additional construct last until the start of your next turn and cannot be sustained. You can create this additional duplicate feature three times, regaining expended uses on a long rest.  

Wu Jen

You were taken as a very young child from your home, so you hardly even remember your parents. Trained amongst the Monk of the Green Lotus in connection with the land. Your is a way known only in the East, to use psionics to shape the land and make the soil fertile. But the way of the Wu Jen is not only peace, you’re people guard against the creatures of the Veil that sully the lands of Kara-tur with their presence.   Green Lotus Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp with Arcanist Robes [Wu Jen] (1gp)
Staff (1d6/d8 bludgeoning): 4lb, 2sp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Gift of the Elements

At 1st level when you select this Archetype, you gain the ability to unleash your mind to physically interact with the world around you, granting you the Psychokinetics Psionic Discipline.  

Shaper of Wood and Earth

Additionally at 1st level, you gain a +2 to your AC. You can also cast Druidcraft, Mould Earth and Mould Plants cantrips.  

Mastery of Wood and Earth

Starting at 3rd level, you can create a concussive blast of stones and wood instead of elemental forces. When using elemental blast, you can use force instead of fire, cold or lightning damage. Doing so you do not gain any benefits of your Elemental Specializations.  

Mastery of Four Elements

Beginning at 6th level, you can pick two separate specialisations and can pick either affect when using your Psychokinetics Psionic Discipline or Alternate Effects.  

Stature of the Wu Jen

Starting at 10th level, you can grow to large size for the next minute, you have increased range by 5ft in this form and are resistant to all bludgeoning, piercing and slashing damage. You can use this feature three times, regaining all expended uses after a long rest.  

Mastery of the Five Elements

At 14th level, you benefit from all specialisations and can pick which affect when using your Psionic Disciplines or Alternate Effects.
 


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Falme.

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