Psion 5

Level Proficiency Bonus Features Manifestation Die 1st-Order Powers Strain Maximum
1st +2 Feat, Psionic Manifestating, Strain to Maintain d4 4 5
2nd +2 Feat, Psionic Specialization d4 4 6
3rd +2 Psionic Exertion d4 4 7
4th +2 Feat d4 5 8
5th +3 3rd-Order Powers d6 5 9
6th +3 Feat, Psionic Specialization Feature d6 5 10
7th +3 Psychic Boost, Psionic Exertion improvement d6 5 11
8th +3 Feat d6 5 12
9th +4 4th-Order Powers d6 5 13
10th +4 Featm Psionic Specialization Feature d6 6 14
11th +4 Psionic Bastion, Psionic Exertion Improvement d6 6 15
12th +4 Feat, Psychic Boost (two uses) d6 6 16
13th +5 5th-Order Powers d8 6 17
14th +5 Feat, Psionic Specialization Feature d8 6 18
15th +5 Psionic Exertion Improvement d8 6 19
16th +5 Feat d8 6 20
17th +6 6th-Order Powers, Psychic Boost (three uses) d8 6 21
18th +6 Shielded Mind d8 6 22
19th +6 Feat d8 6 23
20th +6 Feat, Ignore Strain d8 6 24

Class Features

All of the following are class features of the Psion.

Feat

1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, and 20th-Level Psion Feature   You gain one feat of your choice.

Psionic Manifesting

1st-Level Psion Feature   With your psionic potential awakened, you can manifest powers through sheer force of will. See the general rules of manifesting powers for questions.

Manifestation Ability

Intelligence is your manifestation ability for your psion powers, letting the sheer might of your mind manipulate the world around you. You use Intelligence whenever a power refers to your manifestation ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion power you manifest or when making an attack roll with a psion power.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Table of Contents

 

Hit Points

Hit Dice
1d4 per Psion level
Hit Points at 1st Level
1d4 + your Constitution modifier
Hit Points at Higher Levels
1d4 (or 3) + your Constitution modifier per Psion level after 1st

Proficiencies

Armor
Light armor
Weapons
Clubs, Daggers, Light Crossbows, Quarterstaves, Slings, and Spears
Tools
None
Saving Throws
Constitution, Intelligence
Skills
Choose two from Animal Handling, Arcana, Deception, History, Insight, Investigation, Perception, Persuasion, and Psionics

Equipment

As a psion, you can choose to start with 3d4x10gp to purchase starting gear or with the following equipment:
  • (a) a spear or (b) a light crossbow and 20 bolts
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor and two daggers

Psion Power Reservoir

Your Psion Power Reservoir is equal to your Intelligence modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Intelligence modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Psion quickly by using these suggestions. First, make your Intelligence your highest ability score, followed by Constitution and then Dexterity. Second, choose the sage background.

Multiclassing and the Psion

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Psion class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Intelligence to take a Psion level or take a level in another class if you are already a Psion.
Proficiencies Gained
If Psion is not your initial class, you do not gain any proficiencies when you take your first level in this class.
Psi save DC = 8 + your proficiency bonus + your Intelligence modifier   Psi attack modifier = your proficiency bonus + your Intelligence modifier

Manifestation Die

You have a manifestation die that you use when making manifestation tests. At 1st level, your manifestation die is a d4. The die changes as you gain psion levels, as shown in the Manifestation Die column of the Psion table.

Manifestation Score

Every power of 2nd order or higher has a manifestation score equal to its order. A power's manifestation score increases by 1 for every other power you are concentrating on when you manifest it. For example, if you attempt to manifest the 2nd-order Again while concentrating on Apparition and Caress of Fire, the manifestation score of Again is 4.

Manifestation Tests

Whenever you manifest a power of 2nd order or higher, you must make a manifestation test at the end of the power's manifestation time. To make a manifestation test, roll your manifestation die and note the result:
  • If the roll is higher than the power's manifestation score, you manifest the power.
  • If the roll is equal to the power's manifestation score, you manifest the power, then gain 1 Strain.
  • If the roll is lower than the power's manifestation score, you manifest the power, then gain strain equal to the power's order.
If the amount of strain you gain from manifesting a power would cause you to exceed your strain maximum, you can choose to either manifest the power then immediately die; or to not manifest the power, gain no strain, and drop to 0 hit points.

Strain

Manifesting psionic powers can put stress on a manifester's body, mind, and soul. The strain mechanic represents this stress for your psion character.   Strain Maximum. At 1st level, your strain maximum is 5. If your strain ever exceeds your strain maximum, you die. If you are returned to life after dying as a result of gaining strain, you return to life with strain equal to your strain maximum.   Your strain maximum increases as you gain psion levels, as shown in the Strain Maximum column of the Psion table.   Gaining Strain. Strain can manifest in three different ways for a psion:
  • When you gain Body Strain, your physical prowess is depleted.
  • When you gain Mind Strain, your mental fortitude weakens.
  • When you gain Soul Strain, your connection to self and reality weakens.
Whenever you gain strain, you choose which type of strain it is and how much strain is applied as that type. For example, if you gain 3 strain while manifesting a 3rd-order power, you can choose to gain all 3 strain as body, mind, or soul strain; you can gain 2 strain in body and 1 in mind; you can gain 1 strain each in body, mind, and soul, and so forth.   Strain Effects. As you gain strain, you gain detrimental effects as shown on the table below. These effects are cumulative. For instance, if you have 3 body strain, you have disadvantage on Strength and Dexterity checks and your speed is halved.  
StrainBody Strain EffectsMind Strain EffectsSoul Strain Effects
1Disadvantage on Strength and Dexterity checksCan't take the Dash, Disengage, or Dodge actionsDisadvantage on Wisdom and Charisma checks
2No effectNo effectNo effect
3Speed halvedLose proficiency in all skillsDisadvantage on death saving throws
4No effectNo effectNo effect
5Disadvantage on Strength and Dexterity saving throws-5 penalty to ACDisadvantage on Wisdom and Charisma saving throws
6No effectNo effectNo effect
7Hit point maximum halvedLose proficiency in all saving throwsWhen a supernatural effect causes you to regain hit points, you regain only half the amount you normally would
8No effectNo effectNo effect
  Reducing Strain. When you finish a short rest, you can spend Hit Dice to remove strain instead of spending them to regain hit points. For each Hit Die spent this way, you lose 1 strain from body, mind, or soul (your choice). When you finish a long rest, your strain is reduced to 0.

1st-Order Powers

At 1st level, you know four 1st-order powers. You learn additional 1st-order powers of your choice at higher levels, as shown in the 1st-order Powers column of the Psion table. Manifesting 1st-order powers doesn't require a manifestation test.

Powers Known

At 1st level, you know two 2nd-order powers, which are the highest-order powers you can manifest. When you reach certain levels of this class, you can manifest powers of higher orders: 3rd-order powers at 5th level, 4th-order powers at 9th level, 5th-order powers at 13th level, and 6th-order powers at 17th level.

Learning New Powers of 2nd-Order or Higher

At 1st level, you can learn only 2nd-order powers, and can manifest 1st-order and 2nd-order powers. As you increase in level, there is no limit to the number of powers of 2nd-order or higher that you can learn. Whenever you are able to manifest powers of a particular order, you can learn powers of that order.   Each time you gain a level in this class, you can learn one new power of any order between 2nd and the highest order of power you can manifest.   Learning from Others. Whenever another creature you can see within 30 feet of you manifests a psionic power of 2nd order or higher, and that power is one you can learn and don't already know, you can use a reaction to roll your manifestation die. If you roll higher than the power's baseline order (ignoring any order increase when the power is manifested), you begin to learn the power. If you roll lower than the power's baseline order, you fail to learn the power and can't attempt to do so again until you finish a long rest.   The table below shows how long it takes to learn a new power you have successfully observed. You must spend 1 hour doing nothing but practicing the power each day of the learning period, and you can't attempt to learn any other new powers during this time. This 1-hour period can be undertaken as a short rest. If you fail to spend 1 hour each day of the learning period studying the power, or if you begin to learn a different power before the learning period is over, you must successfully observe the power once more before trying to learn in this way again.
OrderLearning Period
2nd1 day
3rd4 days
4th8 days
OrderLearning Period
5th12 days
6th16 days

Strain to Maintain

1st-Level Psion Feature   Whenever you fail a Constitution saving throw to maintain concentration on one or more powers you gain from this class, you can gain strain to keep all the powers you are concentrating on active. This strain is equal to the sum of the orders of those powers.

Psionic Specialization

2nd-Level Psion Feature   You choose a psionic specialization based on the specialty that is the focus of your academy. Each specialization grants you unique features that reflect your training. Alternatively, if your character has eschewed the focused training of an academy, you can choose the Maverick specialization.   Your choice of specialization grants you features when you choose it at 2nd level and again at 6th, 10th, and 14th. Psionic Specializations

 

Psionic Exertion

3rd-Level Psion Feature   You can expend your energy to give your powers an extra effect. You gain one of the following Psionic Exertion options of your choice. You gain additional options at 7th, 11th, and 15th level.   You can use only one Psionic Exertion option on a power when you manifest it. Psionic Exertion Options

Destructive Power

When you roll damage for a power, you can gain strain equal to half the power's order (minimum 1 strain) to make half the damage dice you rolled deal the die's maximum value instead of the number rolled.

Dynamic Power

When a Medium or smaller creature is hit by an attack roll for a power you manifest or fails a saving throw against a power you manifest, you can gain 2 strain to move the target up to 15 feet in any direction or knock the Prone. You can gain 3 strain to affect a Large creature with this Psionic Exertion option, or 4 strain to affect a Huge creature.

Expanded Power

After you make a manifestation test to manifest a power that creates an area of effect, you can gain strain equal to the power's order to double all dimensions of the area of effect.

Fascinating Power

When a creature fails a saving throw against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your psion level, you gain 2 strain and the target is Charmed by you for 1 minute or until you or your companions do anything harmful to it. If the creature has a challenge rating or level higher than your psion level, you gain no strain and the target is unaffected.   A creature charmed in this way is friendly to you. When the condition ends for the target, they know they were charmed by you.

Halting Power

When a Medium or smaller creature fails a saving throw against a power you manifest, you can gain 2 strain to make the target Restrained until the start of your next turn. You can gain 4 strain to affect a Large creature with this Psionic Exertion option.

Magnified Power

After yuu make a manifestation test to manifest a power that has a duration of 1 minute or longer, you can gain 1 strain to double its duration, to a maximum of 24 hours.   Alternatively, after you make a manifestation test to manifest a power that has a range of 5 feet or greater, you can gain 1 strain to double the range of the power. After you make a manifestation test to manifest a power that has a range of touch, you can gain 1 strain to make the range of the power 30 feet.

Overwhelming Power

When a creature succeeds on a saving throw against a power you manifest, you can gain strain equal to the power's order to force the creature to reroll the saving throw with a penalty equal to your Psion Power Reservoir. The creature must use the new roll.

Shared Power

After you make a manifestation test to manifest a power that can target only one creature and doesn't create an area of effect, you can gain strain equal to the power's order to target a second creature in range with the same power.

Terrifying Power

When a creature fails a saving throw against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your psion level, you gain 3 strain and the target is Frightened of you for 1 minute. If the creature has a challenge rating or level higher than your psion level, you gain no strain and the target is unaffected.   Whenever a creature frightened in this way takes damage, they make a Wisdom saving throw against your psion psi save DC, ending the condition on itself on a success.
 

Psychic Boost

7th-Level Psion Feature   You learn to focus your mind and draw forth reserved mental strength to replenish your body and brain. You can use a bonus action to remove strain equal to your Psion Power Reservoir. Once you use this feature, you can't use it again until you finish a long rest.   You can use this feature twice between long rests starting at 12th level, and three times between long rests starting at 17th level.

Psionic Bastion

11th-Level Psion Feature   You gain mastery over your mind and emotions. You can't be Charmed or Frightened, and magic or psionics can't put you to sleep. Additionally, you have resistance to psychic damage.

Shielded Mind

18th-Level Psion Feature   Your mind instinctively shields you from danger. You have advantage on Intelligence, Wisdom, and Charisma saving throws, and you are immune to powers, spells, and other supernatural effects that allow other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Additionally, creatures can telepathically communicate with you only if you allow it.

Ignore Strain

20th-Level Psion Feature   You use powers so frequently that your body has adapted to the strain put on it. Whenever you finish a long rest, choose body strain, mind strain, or soul strain. You ignore the effects of the chosen type of strain until you finish a long rest.    

Psion Powers

4th-Order

5th-Order

6th-Order


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