BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

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.

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons
tools: None
saving throws: Intelligence and Wisdom
skills: Choose 2: Arcana, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion
starting equipment:

Choose A or B: (A) Spear, 2 Daggers, Light Crossbow, 20 bolts, Case, and 6 GP; or (B) 50 GP




spellcasting:

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.

class features:

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.

subclass options:

Level

Proficiency BonusPsionicist Class FeaturesEnergy DiceCantripsPrepared Spells123456789

1

+2Psionic Power, Subtle Telekinesis4d6242--------

2

+2Psionic Discipline4d6253--------

3

+2Mind Infiltrator, Telepathic Distraction4d62642-------

4

+2Ability Score Improvement4d63743-------

5

+3Psionic Discipline, Psionic Restoration6d839432------

6

+3Ability Score Improvement, Bulwark Mind6d8310433------

7

+3Psionic Surge6d83114331-----

8

+3Ability Score Improvement6d83124332-----

9

+4-8d831443331----

10

+4Psionic Discipline, Telepathic Bolstering8d831543332----

11

+4-8d10416433321---

12

+4Ability Score Improvement8d10416433321---

13

+5Psionic Discipline10d104174333211--

14

+5Scramble Minds10d104174333211--

15

+510d1041843332111-

16

+5Ability Score Improvement10d1041843332111-

17

+6Psionic Discipline12d12419433321111

18

+6Psionic Reserves12d12420433331111

19

+6Epic Boon12d12421433332211

20

+6Enkindled Life Force12d12422433332211

Cantrips (Level 0 Psionicist Spells)
SpellSchoolSpecial
Blade WardAbjurationC
Dancing LightsIllusionC
FriendsEnchantmentC
LightEvocation
Mage HandConjuration
MendingTransmutation
MessageTransmutation
Mind SliverEnchantment
Minor IllusionIllusion
PrestidigitationTransmutation
Telekinetic FlingEvocation
Starry WispEvocation
True StrikeDivination
Level 1 Psionicist Spells
SpellSchoolSpecial
Animal FriendshipEnchantment
Charm PersonEnchantment
CommandEnchantment
Comprehend LanguagesDivinationR
Detect MagicDivinationC, R
Dissonant WhispersEnchantment
Feather FallTransmutation
IdentifyDivinationR, M
JumpTransmutation
Life SiphonEvocation
LongstriderTransmutation
Mage ArmorAbjuration
SanctuaryAbjuration
ShieldAbjuration
Silent ImageIllusionC
SleepEnchantmentC
Speak with AnimalsDivinationR
Tasha’s Hideous LaughterEnchantmentC
Tenser's Floating DiskConjurationR
ThunderwaveEvocation
Level 2 Psionicist Spells
SpellSchoolSpecial
Animal MessengerEnchantmentR
Blindness/DeafnessTransmutation
Calm EmotionsEnchantmentC
Crown of MadnessEnchantmentC
Detect ThoughtsDivinationC
Ectoplasmic TrailNecromancy
Ego WhipEnchantment
Enhance AbilityTransmutationC
Enlarge/ReduceTransmutationC
EnthrallEnchantmentC
Heat MetalTransmutationC
Hold PersonEnchantmentC
InvisibilityIllusionC
KnockTransmutation
Locate Animals or PlantsDivinationR
Locate ObjectDivinationC
Magic MouthIllusionR, M
Mirror ImageIllusion
Phantasmal ForceIllusionC
See InvisibilityDivination
ShatterEvocation
SilenceIllusionC, R
SuggestionEnchantmentC
Tasha's Mind WhipEnchantment
Zone of TruthEnchantment
Level 3 Psionicist Spells
SpellSchoolSpecial
Bestow CurseNecromancyC
Bleeding DarknessEvocation
ClairvoyanceDivinationC, M
Dispel MagicAbjuration
Enemies AboundEnchantment
FearIllusionC
FlyTransmutation
Hypnotic PatternIllusionC
Intelligence FortressAbjurationC
Major ImageIllusionC
NondetectionAbjurationM
Plant GrowthTransmutation
SendingDivination
Summon Astral EntityConjurationC, M
Telekinetic CrushTransmutation
TonguesDivination
Level 4 Psionicist Spells
SpellSchoolSpecial
Arcane EyeDivinationC
BanishmentAbjurationC
Charm MonsterEnchantment
CompulsionEnchantmentC
ConfusionEnchantmentC
Dimension DoorConjuration
Freedom of MovementAbjuration
Greater InvisibilityIllusionC
Hallucinatory TerrainIllusion
Life Inversion Field AbjurationC
Locate CreatureDivinationC
Phantasmal KillerIllusionC
PolymorphTransmutationC
Raulothim's Psychic LanceEnchantment
Summon AberrationConjurationC, M
Level 5 Psionicist Spells
SpellSchoolSpecial
Animate ObjectsTransmutationC
AwakenTransmutationM
Contact Other PlaneDivinationR
Dominate PersonEnchantmentC
DreamIllusion
GeasEnchantment
Hold MonsterEnchantmentC
Legend LoreDivinationM
MisleadIllusionC
Modify MemoryEnchantmentC
Rary’s Telepathic BondDivinationR
ScryingDivinationC, M
SeemingIllusion
Synaptic StaticEnchantment
TelekinesisTransmutationC
Teleportation CircleConjurationM
Level 6 Psionicist Spells
SpellSchoolSpecial
Blade BarrierEvocationC
DisintegrateTransmutation
EyebiteNecromancyC
Find the PathDivinationC, M
Mass SuggestionEnchantment
Mental PrisonIllusionC
Move EarthTransmutationC
Otto’s Irresistible DanceEnchantmentC
Programmed IllusionIllusionM
Psionic BlastEvocation
Thought FormTransmutationC, M
True SeeingDivinationM
Reverse Level 7 Psionicist Spells
SpellSchoolSpecial
EtherealnessConjuration
ForcecageEvocationC, M
Mirage ArcaneIllusion
Plane ShiftConjurationM
Power Word FortifyEnchantment
Project ImageIllusionC, M
Reverse GravityTransmutationC
TeleportConjuration
Level 8 Psionicist Spells
SpellSchoolSpecial
Abi-Dalzim's Horrid WiltingNecromancy
Antimagic FieldAbjurationC
Antipathy/SympathyEnchantment
BefuddlementEnchantment
Dominate MonsterEnchantmentC
GlibnessEnchantment
MazeConjurationC
Mind BlankAbjuration
Power Word StunEnchantment
TelepathyDivination
Level 9 Psionicist Spells
SpellSchoolSpecial
Astral ProjectionNecromancyM
ForesightDivination
Power Word HealEnchantment
Power Word KillEnchantment
Psychic ScreamEnchantment
ShapechangeTransmutationC, M
Time StopTransmutation
WeirdIllusionC


Comments

Please Login in order to comment!