Psionicist
Psionicists or "Psions" wield magic and extraordinary powers through the power of thought. They develop their minds as fonts of power that manifest spells and grow stronger over the course of their adventuring careers.
Psionicist
Because magic is so prevalent in Faerun, the mental powers known as psionics have never played an important role in its lore. Today in Toril, most people regard psionics as an ability possessed only by specific monsters, such as mind flayers and rakshasas. But in truth, anyone sufficiently dedicated can learn to wield psionic powers.
Choose A or B: (A) Spear, 2 Daggers, Light Crossbow, 20 bolts, Case, and 6 GP; or (B) 50 GP
You have learned how to channel magical energy using the power of your mind.
Cantrips. You know two Psion cantrips of your choice.
Whenever you gain a Psion level, you can replace one of your cantrips from this feature with another Psion cantrip of your choice.
When you reach Psion levels 4 and 10, you learn another Psion cantrip of your choice, as shown in the Cantrips column of the Psion Features table.
Spell Slots. The Psion Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 Psion spells.
The number of spells on your list increases as you gain Psion levels, as shown in the Prepared Spells column of the Psion Features table. Whenever that number increases, choose additional Psion spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Psion, your list of prepared spells can include six Psion spells of levels 1 and 2 in any combination.
If another Psion feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Psion spells for you.
Changing Your Prepared Spells. Whenever you gain a Psion level, you can replace one spell on your list with another Psion spell of an eligible level.
Spellcasting Ability. Intelligence is your spellcasting ability for your Psion spells.
Psionic Spellcasting. When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.
Level 1: Psionic Power
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice. Your Psion level determines the die size and number of Psionic Energy Dice you have, as shown in the Energy Dice column of the Psion Features table.
Your Psionic Energy Dice are used to enhance or fuel certain Psion features. You start with two such features: Telekinetic Propel and Telepathic Connection, each of which is detailed below. Some of your powers expend the Psionic Energy Dice, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Psionic Energy Dice are expended.
You regain one expended Psionic Energy Die when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Some features that use Psionic Energy Dice require your target to make a saving throw. The save DC equals the spell save DC from this class’s Spellcasting feature.
Telekinetic Propel. As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw or be moved 5 feet straight toward you or straight away from you. Alternatively, you can roll one Psionic Energy Die when you take this Bonus Action, and the distance moved is equal to 5 times the number rolled. The die is expended only if the target fails the saving throw.
Telepathic Connection. You have telepathy with a range of 30 feet. As a Bonus Action, you can roll one Psionic Energy Die. For the next hour, the range of your telepathy increases by a number of feet equal to 10 times the number rolled. The first time you use this Bonus Action after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use this feature, you expend the die.
Level 1: Subtle Telekinesis
You know the Mage Hand cantrip. You can cast it without Somatic components, and you can make the spectral hand Invisible when you cast it.
Level 2: Psionic Discipline
You learn further psionic techniques that are fueled by your Psionic Energy Dice. You gain two disciplines of your choice, such as Expanded Awareness and Id Insinuation. Disciplines are described in the “Psionic Discipline Options” section later in this class’s description.
You can use only one Discipline each turn and only once per turn unless otherwise noted in one of those options.
Whenever you gain a Psion level, you can replace one of your Psionic Discipline options with one you don’t know. You gain one additional option at Psion levels 5, 10, 13, and 17.
Level 3: Mind Infiltrator
When you cast Detect Thoughts, you can expend one Psionic Energy Die to modify the spell so that the spell doesn’t require spell components or Concentration. In addition, when you use the Read Thoughts effect of the spell, the target doesn’t know you’re probing its mind if it fails the Wisdom saving throw.
Level 3: Telepathic Distraction
When a creature you can see within range of your telepathy hits with an attack roll, you can take a Reaction to roll one Psionic Energy Die and subtract the number rolled from attack roll, potentially causing the attack to miss. The die is expended only if the target misses the attack.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Psionicist levels 8, 12, and 16.
Level 5: Psionic Restoration
You can perform a meditation that focuses the mind for 1 minute. At the end of it, you regain expended Psionic Energy Dice. Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 6: Bulwark Mind
At the start of your turn, you can expend one Psionic Energy Die to strengthen your mind and enter a fortified state. For the next 10 minutes, you have Resistance to Psychic damage; and whenever you make an Intelligence, Wisdom, or Charisma saving throw, you add a roll of your Psionic Energy Die to the save. Rolling the Psionic Energy Die doesn’t expend it. You can’t use this benefit if you have the Incapacitated condition.
Level 6: Potent Spells
You have telepathy with a range of 60 feet. In addition, you add your Intelligence modifier to the damage you deal with any Psion cantrip.
Level 7: Psionic Surge
You can push your psionic powers using your life force. After you roll one or more Psionic Energy Dice, you can expend one of your Hit Point Dice and treat any roll of 1, 2, or 3 on those Psionic Energy Dice as a 4.
Level 10: Telepathic Bolstering
When you or a creature you can see within range of your telepathy fails an ability check or misses with an attack roll, you can take a Reaction to expend one Psionic Energy Die. Roll the die and add the number rolled to the d20, potentially turning a failed check into a success or a miss into a hit. The Psionic Energy Die is expended only if the check succeeds or the attack hits.
Level 14: Scramble Minds
You can cast Confusion without expending a spell slot by instead expending four Psionic Energy Dice. When you cast Confusion without a spell slot using this feature, you can modify the spell so that the radius of the spell’s Sphere becomes 30 feet and you can choose one creature you can see in the spell’s area to automatically succeed on their saving throw against the spell.
In addition, when a creature under the effect of the spell starts its turn, you choose their behavior from the table for the turn instead of the creature rolling to determine its behavior.
Level 18: Psionic Reserves
When you roll Initiative, you regain expended uses of Psionic Energy Dice until you have four if you have fewer than that.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.
Level 20: Enkindled Life Force
You burn your life force to achieve greater psionics. Once per turn, when you roll one or more Psionic Energy Dice for a Psion feature or Psionic Discipline, you can expend one or two of your Hit Point Dice. For each Hit Point Die expended, roll an additional Psionic Energy Die and add the numbers rolled to the total. This roll does not expend the Psionic Energy Die.
Psionic Discipline Options
Psionic Discipline options appear in alphabetical order.
Biofeedback
When you cast a Psion spell from the Necromancy or Transmutation school, you can expend a number of Psionic Energy Dice up to your Intelligence modifier, roll them, and gain a number of Temporary Hit Points equal to the total number rolled plus your Intelligence modifier (minimum of one).
Bolstering Precognition
When you cast a Psion spell from the Abjuration or Divination school, you can expend one Psionic Energy Die. Roll the die and choose a creature you can see within 60 feet (which can be yourself). Until the end of your next turn, the creature gains a bonus to the next D20 Test it makes equal to the number rolled.
Destructive Thoughts
When you cast a Psion spell from the Conjuration or Evocation school that forces a creature you can see to make a saving throw against the spell, you can expend a number of Psionic Energy Dice up to your Intelligence modifier, and roll them. The creature takes Psychic damage equal to the total number rolled plus your Intelligence modifier (minimum of one), regardless of the result of the saving throw.
Devilish Tongue
When you take the Influence action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended.
Expanded Awareness
When you take the Search action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended.
Id Insinuation
When you cast a Psion spell from the Enchantment or Illusion school that forces a creature to make a saving throw, you can expend one Psionic Energy Dice and roll it. One target of the spell you can see subtracts half the number rolled (round up) from its saving throw against the spell.
Inerrant Aim
When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
Observant Mind
When you take the Study action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended.
Psionic Backlash
Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll it, and reduce the damage you take from the attack equal to two times the number rolled plus your Intelligence modifier (minimum of two). In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount of damage you reduced.
Psionic Guards
At the start of your turn, you can expend one Psionic Energy Die. Until the start of your next turn, you have Immunity to the Charmed and Frightened conditions and Advantage on Intelligence saving throws. If you are Charmed or Frightened when you use this discipline, the condition ends on you.
When you use Psionic Guards, you can also use a different Psionic Discipline this turn.
Sharpened Mind
At the start of your turn, you can expend one Psionic Energy Die to hone your destructive psionics. Roll the die and record the number rolled. You gain the following benefits for 1 minute or until you have the Incapacitated condition.
Bypassing Psionics. Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic damage.
Attack Mode. Once per turn, when you deal Psychic damage to one or more creatures, you can replace the number rolled on one of the damage dice with the number recorded when you activated this Psionic Discipline.
When you use Sharpened Mind, you can also use a different Psionic Discipline this turn.
Level | Proficiency Bonus | Psionicist Class Features | Energy Dice | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Psionic Power, Subtle Telekinesis | 4d6 | 2 | 4 | 2 | - | - | - | - | - | - | - | - | |
2 | +2 | Psionic Discipline | 4d6 | 2 | 5 | 3 | - | - | - | - | - | - | - | - | |
3 | +2 | Mind Infiltrator, Telepathic Distraction | 4d6 | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - | |
4 | +2 | Ability Score Improvement | 4d6 | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - | |
5 | +3 | Psionic Discipline, Psionic Restoration | 6d8 | 3 | 9 | 4 | 3 | 2 | - | - | - | - | - | - | |
6 | +3 | Ability Score Improvement, Bulwark Mind | 6d8 | 3 | 10 | 4 | 3 | 3 | - | - | - | - | - | - | |
7 | +3 | Psionic Surge | 6d8 | 3 | 11 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8 | +3 | Ability Score Improvement | 6d8 | 3 | 12 | 4 | 3 | 3 | 2 | - | - | - | - | - | |
9 | +4 | - | 8d8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10 | +4 | Psionic Discipline, Telepathic Bolstering | 8d8 | 3 | 15 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | |
11 | +4 | - | 8d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12 | +4 | Ability Score Improvement | 8d10 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
13 | +5 | Psionic Discipline | 10d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14 | +5 | Scramble Minds | 10d10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
15 | +5 | 10d10 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | ||
16 | +5 | Ability Score Improvement | 10d10 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
17 | +6 | Psionic Discipline | 12d12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18 | +6 | Psionic Reserves | 12d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19 | +6 | Epic Boon | 12d12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | |
20 | +6 | Enkindled Life Force | 12d12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | |
| Cantrips (Level 0 Psionicist Spells) | ||
|---|---|---|
| Spell | School | Special |
| Blade Ward | Abjuration | C |
| Dancing Lights | Illusion | C |
| Friends | Enchantment | C |
| Light | Evocation | — |
| Mage Hand | Conjuration | — |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Mind Sliver | Enchantment | — |
| Minor Illusion | Illusion | — |
| Prestidigitation | Transmutation | — |
| Telekinetic Fling | Evocation | — |
| Starry Wisp | Evocation | — |
| True Strike | Divination | — |
| Level 1 Psionicist Spells | ||
|---|---|---|
| Spell | School | Special |
| Animal Friendship | Enchantment | — |
| Charm Person | Enchantment | — |
| Command | Enchantment | — |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Dissonant Whispers | Enchantment | — |
| Feather Fall | Transmutation | — |
| Identify | Divination | R, M |
| Jump | Transmutation | — |
| Life Siphon | Evocation | — |
| Longstrider | Transmutation | — |
| Mage Armor | Abjuration | — |
| Sanctuary | Abjuration | — |
| Shield | Abjuration | — |
| Silent Image | Illusion | C |
| Sleep | Enchantment | C |
| Speak with Animals | Divination | R |
| Tasha’s Hideous Laughter | Enchantment | C |
| Tenser's Floating Disk | Conjuration | R |
| Thunderwave | Evocation | — |
| Level 2 Psionicist Spells | ||
|---|---|---|
| Spell | School | Special |
| Animal Messenger | Enchantment | R |
| Blindness/Deafness | Transmutation | — |
| Calm Emotions | Enchantment | C |
| Crown of Madness | Enchantment | C |
| Detect Thoughts | Divination | C |
| Ectoplasmic Trail | Necromancy | — |
| Ego Whip | Enchantment | — |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Enthrall | Enchantment | C |
| Heat Metal | Transmutation | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Knock | Transmutation | — |
| Locate Animals or Plants | Divination | R |
| Locate Object | Divination | C |
| Magic Mouth | Illusion | R, M |
| Mirror Image | Illusion | — |
| Phantasmal Force | Illusion | C |
| See Invisibility | Divination | — |
| Shatter | Evocation | — |
| Silence | Illusion | C, R |
| Suggestion | Enchantment | C |
| Tasha's Mind Whip | Enchantment | — |
| Zone of Truth | Enchantment | — |
| Level 3 Psionicist Spells | ||
|---|---|---|
| Spell | School | Special |
| Bestow Curse | Necromancy | C |
| Bleeding Darkness | Evocation | — |
| Clairvoyance | Divination | C, M |
| Dispel Magic | Abjuration | — |
| Enemies Abound | Enchantment | — |
| Fear | Illusion | C |
| Fly | Transmutation | — |
| Hypnotic Pattern | Illusion | C |
| Intelligence Fortress | Abjuration | C |
| Major Image | Illusion | C |
| Nondetection | Abjuration | M |
| Plant Growth | Transmutation | — |
| Sending | Divination | — |
| Summon Astral Entity | Conjuration | C, M |
| Telekinetic Crush | Transmutation | — |
| Tongues | Divination | — |
| Level 4 Psionicist Spells | ||
|---|---|---|
| Spell | School | Special |
| Arcane Eye | Divination | C |
| Banishment | Abjuration | C |
| Charm Monster | Enchantment | — |
| Compulsion | Enchantment | C |
| Confusion | Enchantment | C |
| Dimension Door | Conjuration | — |
| Freedom of Movement | Abjuration | — |
| Greater Invisibility | Illusion | C |
| Hallucinatory Terrain | Illusion | — |
| Life Inversion Field | Abjuration | C |
| Locate Creature | Divination | C |
| Phantasmal Killer | Illusion | C |
| Polymorph | Transmutation | C |
| Raulothim's Psychic Lance | Enchantment | — |
| Summon Aberration | Conjuration | C, M |
| Level 5 Psionicist Spells | ||
|---|---|---|
| Spell | School | Special |
| Animate Objects | Transmutation | C |
| Awaken | Transmutation | M |
| Contact Other Plane | Divination | R |
| Dominate Person | Enchantment | C |
| Dream | Illusion | — |
| Geas | Enchantment | — |
| Hold Monster | Enchantment | C |
| Legend Lore | Divination | M |
| Mislead | Illusion | C |
| Modify Memory | Enchantment | C |
| Rary’s Telepathic Bond | Divination | R |
| Scrying | Divination | C, M |
| Seeming | Illusion | — |
| Synaptic Static | Enchantment | — |
| Telekinesis | Transmutation | C |
| Teleportation Circle | Conjuration | M |
| Level 6 Psionicist Spells | ||
|---|---|---|
| Spell | School | Special |
| Blade Barrier | Evocation | C |
| Disintegrate | Transmutation | — |
| Eyebite | Necromancy | C |
| Find the Path | Divination | C, M |
| Mass Suggestion | Enchantment | — |
| Mental Prison | Illusion | C |
| Move Earth | Transmutation | C |
| Otto’s Irresistible Dance | Enchantment | C |
| Programmed Illusion | Illusion | M |
| Psionic Blast | Evocation | — |
| Thought Form | Transmutation | C, M |
| True Seeing | Divination | M |
| Reverse | Level 7 Psionicist Spells | |
|---|---|---|
| Spell | School | Special |
| Etherealness | Conjuration | — |
| Forcecage | Evocation | C, M |
| Mirage Arcane | Illusion | — |
| Plane Shift | Conjuration | M |
| Power Word Fortify | Enchantment | — |
| Project Image | Illusion | C, M |
| Reverse Gravity | Transmutation | C |
| Teleport | Conjuration | — |
| Level 8 Psionicist Spells | ||
|---|---|---|
| Spell | School | Special |
| Abi-Dalzim's Horrid Wilting | Necromancy | — |
| Antimagic Field | Abjuration | C |
| Antipathy/Sympathy | Enchantment | — |
| Befuddlement | Enchantment | — |
| Dominate Monster | Enchantment | C |
| Glibness | Enchantment | — |
| Maze | Conjuration | C |
| Mind Blank | Abjuration | — |
| Power Word Stun | Enchantment | — |
| Telepathy | Divination | — |
| Level 9 Psionicist Spells | ||
|---|---|---|
| Spell | School | Special |
| Astral Projection | Necromancy | M |
| Foresight | Divination | — |
| Power Word Heal | Enchantment | — |
| Power Word Kill | Enchantment | — |
| Psychic Scream | Enchantment | — |
| Shapechange | Transmutation | C, M |
| Time Stop | Transmutation | — |
| Weird | Illusion | C |
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