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0% found this document useful (0 votes)
285 views38 pages

Sample

Uploaded by

Nuri Altun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Special Thanks Index
First and foremost, my beloved wife who withstands my long Character Options ..................................................................... 1
roleplaying habits and love for this game. The Psychic .......................................................................................... 2

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To WotC for putting me on the spot of releasing this outside my Psychic Awakenings ...........................................................................7
regular venue. Remember that we won, and so did you. Awakening of the Collective ..............................................................7
Awakening of the Egoist .................................................................... 7
Credits Awakening of the Lurk .......................................................................8
Awakening of the Psion .....................................................................9
Class Design: Darel Dominguez
Awakening of the Wilder .................................................................. 9
Mechanical Consultants: Taron "Indestructoboy" Pounds, Eduardo
Feats ..................................................................................................... 11
"Edrack" Rodriguez
Backgrounds ...................................................................................... 12
Disclaimer By: JayPea.
Psionic Powers ..............................................................................13
Editing: DM Cas (Roll With Adventure)
Power Manifesting ........................................................................... 14
Writing Feedback: JCL, Kulkmummeln, NeoburnV2, Stephen Harris.
Cover Illustration: Raaveu

Jeshields, Julia E. Giral, Samantha Darcy.e


Interior Art: Blake Davis, Daniel Comerci, Dean Spencer, Eric Lofgren,

General Feedback: Akita, Amenadiel, AmIStrange, Anthony Miller,


CardstockCaster, Dragon King, Eduardo "Edrack" Rodriguez, 𝔊oblin
Psionic Focus ......................................................................................16
Psionic Talents ...................................................................................17
Psionic Powers .................................................................................. 20
Appendix A: Creating a Psychic .................................... 32
Appendix B: The Psionic System ..................................... 33
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𝔏ord, JayPea, Josh "Dungeoneer's Pack" Pacheco, Kulkmummeln,
Appendix C: Design Notes .................................................. 36
Mitchell "Awesome Soul" Turnbull, Numbers1999,
RoboticRavenMage, Steadfast Games, Stephen "DarkAbyssKeeper"
Harris, Xhango Games.

Legal
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
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Some artwork © 2022 Eric Lofgren, used with permission. All rights reserved.
Some artwork © 2018 by Samantha Darcy. Used with permission.

This work includes material taken from the System Reference Document 5.1
("SRD 5.1") by Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1
is licensed under the Creative Commons Attribution 4.0 International License
available at https://creativecommons.org/licenses/by/4.0/legalcode. Team Walrus Designs
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Class Version: 1.2


| Twitter | DMsGuild | DriveThruRPG |

Disclaimer: The following supplement will not grant the reader


ON THE COVER
psychic abilities of any kind. If you start to hear voices in your head,
Alyana, the psychic, manifests her
psionic energy to hold her target ignore them, this goes doubly for voices giving warnings of the end
high in the air for interrogation. times, chanting in long dead languages, or those giving the winning
lottery numbers for next Sunday.
PART 1
Character Options

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Psychic
The Psychic
The

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The Psychic Students of the Mind
Psychics need to continuously study their own minds to

A
n orc is hurled out the tavern's doors by an discover the reach of their power and how it can affect the
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unseen force. A lightly dressed woman, her eyes world. They achieve this through meditation, analyzing the
covered with thin strips of cloth, steps gingerly structure of reality, debating with fragments of their own
outside behind him. Brushing the dust from his consciousness, and delving deep into the recesses of their
head, the orc stands defiantly and lunges own minds to understand their placement in the world and
savagely towards the woman. Suddenly, he beyond.
stops dead in his tracks, his demeanor changed from that of
an angry monster to that of a scared child. He drops to the Becoming a Psychic
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ground and stares up at the woman in horror. He screams for The psychic is a full psionic class that uses its mind to assist
any passerby to save him. She stands before him unfazed, not its allies in and out of combat. It is typically strongest at
a single muscle tense in her body. After a moment, the once controlling the battlefield and providing support to its allies.
fearsome warrior passes out from the horror and the
gathering crowd disperses, all the while wondering what just Psionics: This feature provides a psychic with the energy
transpired. needed to manifest psionic powers, it is represented as a
Call them psychics, psions, mystics, or talented, many are pool of dice that refreshes every short rest. When you
the names given to those who strive to conquer their mind, manifest a psionic power, you chose how many dice you
and with it their body and the world. Many believe that by spend on it and therefore its relative power.
rigorous studying and intense training, one can unlock the Psionic Talents: These are equivalent to cantrips and
secrets of the psychic. But, few know this endeavour to be provide utility both in and out of combat.
futile, as one must be born this way. Truly, psychics who are Psionic Focus: With this feature, a psychic can choose from
master of their mind can use their innate ability to influence amongst a number of passive abilities to help it fulfill its
the world around them, even to reshape reality. chosen role in the party dynamic.
The Psychic v1.2 | The Psychic
2
The Psychic

The
The Psychic
Proficiency Psionic Psionic Psionic
Level Features
Bonus Focus Talents Energy
1st +2 Psionics (d6), Psychic Awakening — 2 2

Psychic
2nd +2 Autohypnosis, Psionic Focus 1 2 4
3rd +2 Psychic Awakening Feature 1 2 8
4th +2 Ability Score Improvement 1 2 8
5th +3 Psionics (d8) 2 3 10
6th +3 Psychic Awakening Feature 2 3 11

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7th +3 Body Supremacy 2 3 11
8th +3 Ability Score Improvement 2 3 12
9th +4 Psionics (d10) 3 4 12

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10th +4 Psychic Awakening Feature 3 4 14
11th +4 Consumptive Power 3 4 15
12th +4 Ability Score Improvement 3 4 15
13th +5 — 4 5 16
14th +5 Psychic Awakening Feature 4 5 16
15th +5 Mind Supremacy 4 5 17
16th +5 Ability Score Improvement 4 5 17
17th
18th
19th
+6
+6
+6
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Psionics (d12)
Psionic Apex
Ability Score Improvement
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5
5
5
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19
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20
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20th +6 Self Supremacy 5 5 20

Creating a Psychic Class Features


When creating a psychic, think about the event that
As a psychic, you gain the following class features.
unleashed your powers for the first time. Consider what your
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mind is capable of and the ramifications of this moment. Hit Points


Both aspects will help you decide which subclass best fits Hit Dice: 1d6 per psychic level
your character. Hit Points at 1st Level: 6 + your Constitution modifier
Psychics do not rely on magic to influence their Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
surroundings, instead their power stems completely from modifier per psychic level after 1st
within them. The moment a psychic realizes this fact
changes them forever. Proficiencies
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How did your awakening influences you? Did it change Armor: None
how others treated you? Did this influence your relationship Weapons: Daggers, darts, slings, quarterstaffs, light
with your abilities? Did you learn to control your mind on crossbows.
your own, or did you have a guide? Did your powers lead to Tools: None
being ostracized or revered by others? Has this experience Saving Throws: Intelligence, Wisdom
turned you bitter or optimistic towards the world? Skills: Choose two skills from Arcana, History, Insight,
Medicine, Nature, Perception, and Religion
Quick Build
You can make a psychic quickly by following these Equipment
suggestions. First, make Intelligence your highest ability You start with the following equipment, in addition to the
equipment granted by your background:
score, followed by followed by Dexterity. Second, choose the
sage background. Third, choose the energy manipulator and (a) a light crossbow with 20 bolts or (b) any simple
telekinetic throw psionic talents, along with the aversion, weapon
combustion, homing strikes, and psychic surgery psionic powers. (a) a dungeoneer's pack or (b) a scholar's pack.
a dagger.
The Psychic v1.2 | The Psychic
3
Alternatively, you can ignore the equipment here and in your Powers Known
background, and buy 4d4 × 10 gp worth of equipment from As a psychic, you know a number of psionic powers equal to
Psychic
The Psychic

chapter 5 in the Player's Handbook. your Intelligence modifier + your psychic level. For example,
if you're a 1st-level psychic with an Intelligence of 16, you
know four psionic powers of your choice. You learn
Multiclassing and the Psychic additional powers as you gain levels in this class.
If your group uses the optional rule on multiclassing in the Additionally, every time you gain a level in this class, you
The

Player's Handbook, here's what you need to know if you can choose one of the psionic powers you know and replace it
choose psychic as one of your classes.
with another power from the psychic's power list.
Ability Score Minimum. As a multiclass character you must
have at least an Intelligence score of 13 to take a level in this Psionic Ability
Intelligence is your psionic ability for your psionic powers.

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class, or to take a level in another class if you are already a
psychic. You use your Intelligence modifier when setting the saving
Proficiencies Gained. If psychic isn't your initial class, here is throw DC for psionic powers or when making an attack roll
the proficiency you gain when you take your first level as a with one.
psychic: none.

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Psionics. You determine the amount of dice you have Psionic save DC = 8 + your proficiency bonus + Intelligence
available, as well as how much psionic energy you can modifier.
channel and your dice size, by adding all your levels in the Psionic attack modifier = your proficiency bonus + your
psychic class to the appropriate levels from other psionic Intelligence modifier
classes (Check the multiclass section on page 15 for
details). Psychic Awakening
1st-Level Psychic Feature

Psionics The potential of your psionic abilities awakens violently.


Choose one awakening from amongst: Awakening of the
1st-Level Psychic Feature

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You harbor a source of psionic energy within yourself that
allows you to manifest incredible powers. These psionic
powers are supernatural abilities that your character has
Collective, Awakening of the Egoist, Awakening of the Lurk,
Awakening of the Psion or Awakening of the Wilder, each are
detailed at the end of the class description.
Your choice grants you features at 1st level, and again at
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awakened to and are considered magical for the purposes of 3rd, 6th, 10th, and 14th level.
vulnerabilities, resistances, and immunities.
For more details on psionic powers, see the Manifesting Autohypnosis
Powers section. 2nd-Level Psychic Feature
Psionic Talents Your mind begins to expand allowing you to access remote
Starting at 1st level, you know two psionic talents of your sections of it, granting you the following benefits:
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choice from the psionic talent list. You learn additional


psionic talents of your choice at higher levels, as shown in Learn. You can learn a language or proficiency with a tool in
the Psionic Talents column of the Psychic table. half the total time but at three times the cost.
When you gain a level in this class, you can choose one of Recall. You can accurately recall anything you have read in a
the psionic talent you know and replace it with another language you can read or write, or have heard in a
talent from the psionic' talent list. language you can speak.

Psionic Energy Psionic Focus


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The Psychic table shows how much psionic energy you have 2nd-Level Psychic Feature
to spend on your psionic powers at 1st-level and higher is
represented by a number of dice, which are each a d6. To use As you continue to develop your abilities, you learn how to
a psionic power, you must expend the specified number of focus your energy in specific ways to imbue your body with
Psionic Energy dice. You regain all expended Psionic Energy additional power.
dice when you finish a short or long rest. At 2nd level, you gain one psionic focus of your choice and
Your Psionic Energy die changes when you reach certain when you gain certain psychic levels, you gain additional foci
levels in this class. The die becomes a d8 at 5th level, a d10 at of your choice, as shown in the Psionic Focus column of the
9th level, and a d12 at 17th level. Psychic table.

The Psychic v1.2 | The Psychic


4
This feature counts as a psionic power with a Psionic Energy
Ability Score Improvement
cost of eighteen dice. Moreover, once you use this feature,

The
The Psychic
4th-Level Psychic Feature you can't use it again until you finish a long rest.
When you reach 4th level, you can increase one ability score Metacreativity. Your mind can create a copy of a magic item

Psychic
of your choice by 2, or you can increase two ability scores of you can see within 10 feet of you. The new item is an exact
your choice by 1. As normal, you can't increase an ability copy of the original with the only difference being that the
score above 20 using this feature. copy lacks sentience (if it had any) along with any ability
provided by it. The copy lasts for 1 hour or until you lose
Body Supremacy your concentration (as if you were concentrating on a
7th-Level Psychic Feature spell), after which it turns to dust. If the item requires
attument, a willing creature of the psychic's choice

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Mastering psionic power requires a deep understanding of (including themself) instantly attunes to it.
both mind and body. When you finish a long rest, you can Psychokinesis. You create a 30 foot radius sphere, ravaged
replace your proficiency in either Constitution, Dexterity, or by unseen winds, that is centered on you and moves with
Wisdom saving throws. To do so, choose one of the other you. The area of effect lasts for 1 minute or until you lose

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listed abilities. You gain proficiency in saving throws using your concentration (as if you were concentrating on a
the chosen ability, instead of the previous one. spell). While active, all ranged weapon attacks within the
Additionally, you only need to rest for 10 minutes to gain
area are impossible and fog, mists, and similar
the benefits of a short rest.
phenomena, whether mundane or magical, are dispersed
instantaneously. Additionally, creatures within the
Consumptive Power
affected area, other than you, that make Constitution
11th-Level Psychic Feature saving throws made to maintain concentration do so with
disadvantage as the debris kicked up by the wind batters
As your understanding of the forces you control increases,
against them.
your body becomes fuel for your powers. As a bonus action if

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you have two or less Psionic Energy dice, you can regain a
number of Psionic Energy dice up to your level in this class.
The first time you use this feature, you suffer no adverse
effect. If you use it again before you finish a long rest, you
Finally, whenever a hostile creature ,that you can see,
ends its turn in the affected area, it takes an amount of
lightning damage equal to one Psionic Energy dice + your
Intelligence modifier.
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Psychometabolism. A number of creatures up to your
take 1d6 psychic damage for each Psionic Energy dice
Intelligence modifier that you can see within 30 feet of
regained. Each time you use this feature again before
you, miraculously recover from grievous wounds and
finishing a long rest, the psychic damage per Psionic Energy
detrimental effects. Affected creatures heal to their hit
dice increases by 1d6. This damage ignores resistance and
point maximum and all effects on them, as described in
immunity.
the greater restoration spell, end.
Mind Supremacy Telekinesis. Your mind lets out a destructive wave of pure
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psionic energy. All creatures in a 40-foot-radius sphere


15th-Level Psychic Feature centered on you must make a Dexterity saving throw
Your mind has become like a fortress, it can resist all but the against your Psionic save DC. A creature takes 10d12 force
strongest of mental attacks. While you are conscious, you damage and 10d12 + 40 thunder damage, is knocked
have resistance to psychic damage, you can't be charmed or prone, and pushed away a number of feet equal to five
frightened, and your thoughts can't be read by telepathy or times your Intelligence modifier on a failed save, or only
other means, unless you allow it. half as much damage on a successful one and is not
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knocked prone and pushed away.


Psionic Apex An object that isn't being worn or carried also takes the
damage if it's in this area.
18th-Level Psychic Feature
A creature, and everything it is wearing, except magical
Your mind has reached the top echelon of psionic power, items, or an object, that isn't being wore or carried, is
allowing it to affect the world in ways few can imagine. reduced to a pile of fine gray dust if this damage reduces it
Choose one psionic discipline you desire to master, as an to 0 hit points. The creature can be restored to life only by
action you can manifest the chosen discipline's effects. When means of a true resurrection or a wish spell.
you finish a long rest, you can select a new discipline to
master.

The Psychic v1.2 | The Psychic


5
Telepathy. You flood the mind of all creatures in an area
with images of sorrow, despair, and loss, making them
Psychic
The Psychic

face their impending doom. Choose a point you can see


within 60 feet, each creature in a 20 foot radius sphere
must succeed on a Wisdom saving throw against your
Psionic save DC or feel doomed for the next 1 minute. A
doomed creature has their movement reduced by half,
The

can't regain hit points, can't cast spells of 1st-level or


higher, can't maintain concentration, and has
disadvantage on all attack rolls, ability checks, and saving
throws.

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At the end of each of its turns, a doomed creature can
attempt a Wisdom saving throw against your Psionic save
DC. If it succeeds, the creature is no longer doomed.
Self Supremacy

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20th-Level Psychic Feature

Your mastery of psionic power makes your mind transcend


the limitations of your own physical form. You gain the
following abilities:

You do not suffer the frailty of old age, and can't be aged
magically. However, you can still die of old age. In
addition, you no longer need food or water.
If you begin your turn with zero Psionic Energy dice, you
regain two.
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Once per long rest, you can manifest the astral projection
spell, targeting only yourself. The spell doesn't requires
any material, verbal, or somatic components and it is
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considered a psionic power for you with Intelligence as
your spellcasting ability.
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The Psychic v1.2 | The Psychic


6
Psychic Awakenings

The
The Psychic
As your power is unleashed upon the world, a wave that can Shared Proficiencies

Psychic
be destructive, overwhelming, or even outright unnerving 3rd-Level Awakening of the Collective Feature
affects most people around you.
Those connected can share their experiences amongst them.
Any linked creature can use its bonus action to, until the end
Each awakening provides tools that will help you fulfill a of its turn, gain proficiency with a weapon, tool, or skill that
specific role in your party.
another linked creature possesses proficiency in.
Awakening of the Collective: This is a buffer for your party Alternatively, you can gain the ability to speak, read, or write

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with features that many of your allies can use. a language another linked creature knows.
Awakening of the Egoist: A combat focused subclass that
benefits from being in the front line using your fists. Psychic Unity
Awakening of the Lurk: The debuffer and scoundrel of the 6th-Level Awakening of the Collective feature
bunch, making sure the enemy is not a big threat.

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Awakening of the Psion: Focusing on manifesting powers it The more allies you have linked, the better those linked to
obtains features that enhance its Psionics feature. you can fight. All linked creatures, gain a bonus to their
Awakening of the Wilder: This subclass focuses on damaging damage rolls equal to half the number (rounded down) of
creatures that are at a certain distance from you. creatures linked, including you.

Shared Mind
10th-Level Awakening of the Collective Feature
Awakening of the Collective
Your mind link turns you and your linked into a single shared
As your power was unleashed on the world, you connected to
consciousness. When you or one of your linked allies makes

another.

Mind Link
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the minds of everyone around you. Allowing the deepest and
darkest corners their minds to be shared between one
an Intelligence, Wisdom, Charisma saving throw or a
Constitution saving throw to maintain concentration, you
can use your reaction to spend three Psionic Energy dice. If
you do, the creature can instead use your Intelligence saving
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1st-Level Awakening of the Collective Feature throw modifier for the saving throw.

As an action, you can establish a Psychic Link between Shared Pain


yourself and a number of sentient willing creatures, up to 14th-Level Awakening of the Collective Feature
your Intelligence modifier, that you can see within 30 feet. As
Your psychic link has strengthened to the point where others
you turn your mind into a hub that allows you and all linked
can choose to absorb the pain you each feel in combat.
creatures to communicate telepathically through the bond so
Whenever a linked creature is dealt damage, another linked
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long as you all share a common language. While the link is


established, you and all other linked creatures are considered creature can use its reaction to take all the damage, instead of
linked creatures for the purpose of this archetype's features. that creature taking it. This feature doesn't transfer any other
The psychic link lasts for one hour, but ends early if you are effects that might accompany the damage.
incapacitated, or the creature is more than 30 feet away from
Awakening of the Egoist
you.
You can unlink a creature at any moment during your turn Most Psychics do not know the true depth of their strength
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(no action required) but you must use an action to link until it must be called upon. Those that follow the path of
another creature. If you attempt to link more creatures than Egoist learn to draw upon this inner wellspring of strength to
your Intelligence modifier, each attempted new connection tackle the challenges before them. Some call it adrenaline,
fails automatically. you know it is your mind claiming dominion over your body.
You can use this feature a number of times equal to your
Psionic Strength
proficiency bonus, and you regain all expended uses when
1st-Level Awakening of the Egoist Feature
you finish a long rest.
Beginning of 11th level, the range of your Psychic Link As a bonus action, you can try to grapple or shove a creature.
increases to 60 ft. When you make a grapple or shove check, you can use your
Psionic save DC, instead of making a Strength (Athletics)
check.

The Psychic v1.2 | The Psychic


7
Psionic Fists Awakening of the Lurk
3rd-Level Awakening of the Egoist Feature
Psychic
The Psychic

While most awakenings are violent and destructive, a lurk's


Your training has allowed you to invest even more of your awakening is silent and deadly. This awakening creates a
power into your own body. Thanks to your focus and being that is capable of debilitating others giving the
training, you gain the following benefits. advantage to its allies.

You can use Intelligence instead of Strength when Debilitating Psionics


The

determining the attack and damage rolls of your 1st-Level Awakening of the Lurk Feature
unarmed strikes.
Your power disorients the mind of one creature you can see
You can roll a die equal to the size of your Psionic Energy
within 30 feet of you. As a bonus action, you can select one
die in place of the normal damage of your unarmed

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creature you previously targeted with a psionic power or
strikes.
talent this turn. The selected creature has disadvantage on
Your unarmed strikes deal force damage instead of
the next attack roll it makes before the start of your next turn.
bludgeoning damage.

This feature counts as a psionic talent and thus benefits Psychic Assault

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from any psionic focus, power, or feat that enhances it. This 3rd-Level Awakening of the Lurk Feature
doesn't count against the number of psionic talents you You can debilitate a creature's body by imposing your mental
know. might. As an action, a creature within 5 feet of you must
Extra Attack make a Constitution saving throw against your Psionic save
6th-Level Awakening of the Egoist feature DC. On a failure, the creature's speed is halved and it can't
take reactions until the start of your next turn.
You can attack twice, instead of once, whenever you take the This feature counts as a psionic talent and thus benefits
Attack action on your turn. Moreover, you can manifest one from any psionic focus, power, or feat that enhances it. This

Bodyshifting e
psionic talent in place of one of those attacks.

10th-Level Awakening of the Egoist feature


doesn't count against the number of psionic talents you
know.

Psychic Decay
6th-Level Awakening of the Lurk Feature
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An egoist has trained their body to reactively defend itself
from harm. Before you roll a d20 to make a saving throw, you You temporarily cripple the target of your Psychic Assault,
can use your reaction to spend three Psionic Energy dice. If leaving them susceptible to attacks. When a creature fails its
you do, you can immediately use your Body Supremacy saving throw against your Psychic Assault feature, you can
feature. choose to inflict the creature with the effects of the slow spell,
as if it had failed its initial Wisdom saving throw to the spell.
Leptokinesis This slow effect lasts for 1 minute and requires your
14th-Level Awakening of the Egoist Feature
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concentration (as if concentrating on a Power). An affected


creature may make a Constitution saving throw, at the end of
As a bonus action, you can turn your skin into a diamond-like
its turn. On a successful save, the effect ends for it.
substance, granting you the following benefits, which last for
You can use this feature a number of times equal to half
10 minutes or until you fall unconscious:
your proficiency bonus (rounded down), and you regain all
You count as one size larger. expended uses when you finish a long rest.
Your unarmed strikes score a critical hit on a roll of 18-20.
Quintessence Consumption
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Damage that you take is reduced by your psychic level.


10th-Level Awakening of the Lurk Feature
Moreover, you can use a reaction to spend one or more
Psionic Energy dice. If you do, you reduce the damage by You can replenish your lifeforce by draining it from the
an additional amount equal to the sum of the roll. enemies of your mental onslaught. When a creature fails its
You can't manifest psionic powers or talents but you can saving throw against your Psychic Assault feature, you can
concentrate on psionic powers that are already active. spend any amount of Psionic Energy dice. For each die spent,
Once you use this feature, you can't do so again until you you deal one Psionic Energy die of necrotic damage to the
finish a long rest, unless you spend twelve Psionic Energy creature and you regain a number of hit points equal to the
dice to use it again. amount of necrotic damage dealt.

The Psychic v1.2 | The Psychic


8
Mental Shattering Awakening of the Psion
14th-Level Awakening of the Lurk Feature

The
The Psychic
Identifying a psion early in life is nearly impossible, as the
You can shatter a creature's mind, converting it into a mere only obvious sign is that they learn and ingest information
husk. When a creature targeted by your Psychic Assault far faster than anyone else. You could say that a Psion

Psychic
feature fails its saving throw, you can have its Intelligence, becomes a true genius from the moment their powers
Wisdom, and Charisma scores reduced to 1. The creature awaken.
can't cast spells, activate magic items, understand languages,
identify its friends, or communicate in any intelligible way.
Intuitive Aptitude
1st-Level Awakening of the Psion feature
This features effect last for 1 minute or until you lose your
concentration (as if you were concentrating on a spell). The You have the ability of remembering things you might have
creature repeats the saving throw Psionic save DC at the end

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only glanced over. Whenever you finish a long rest, you can
of each of its turns, ending the effect on itself on a success. choose one skill, tool, or language proficiency that you lack
Once you use this feature, you can't do so again until you and gain it. You lose this proficiency when you use this
finish a long rest, unless you spend twelve Psionic Energy feature to choose a different proficiency that you lack.
dice to use it again. When you reach 5th-level in this class, you can choose a

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different proficiency that you lack whenever you finish a
short or long rest.

Advanced Talent
3rd-Level Awakening of the Psion feature

Your mind better understands the intricacies of simple


psionic manifestation. You learn one additional psionic
talent of your choice, this talent doesn't count toward the

e number of talents that you know.


Moreover, when a creature succeeds on a saving throw
against a psionic talent that you manifested, the creature
takes half the talent's damage (if any) but suffers no
additional effect from it.
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Fundamental Psionics
6th-Level Awakening of the Psion feature

You are adept at channeling a specific psionic power that you


can manifest at no cost to you. When you finish a long rest,
choose a psionic power that you know with a cost of two
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Psionic Energy dice or less. Once per long rest, you can
manifest this power as if you had spent two Psionic Energy
dice.

Empower Psionics
10th-Level Awakening of the Psion feature

A psion can now modify their powers to make them harder to


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resist. When manifesting a psionic power, you can spend


three additional Psionic Energy dice to increase your psionic
save DC by 3 for this manifestation.

Mind Control
14th-Level Awakening of the Psion Feature

Your mind expands, allowing you to subject other creatures


to your will. You can manifest the spell dominate monster. The
spell doesn't requires any verbal or somatic components and
it is considered a psionic power for you with Intelligence as
your spellcasting ability.
Once you use this feature, you can't do so again until you
finish a long rest, unless you spend twelve Psionic Energy
dice to use it again.
The Psychic v1.2 | The Psychic
9
Awakening of the Wilder Controlled Surge
14th-Level Awakening of the Wilder Feature
Options
Psionic Options

As a wilder you can let your emotions rise to the surface


when manifesting psionic powers. When your psionic You can control your wild surge's area of effect, increasing or
powers awakened, a powerful emotion augmented your decreasing it at will. As a bonus action, you can expand or
powers explosively damaging everything around you. contract your wild surge by increments of 5 feet up to a
maximum of 30 feet and a minimum of 5 feet, for the
Chaotic Mind
Psionic

duration.
1st-Level Awakening of the Wilder feature

The chaos inside your mind ravages those who attempt to


understand you. Creatures have disadvantage on any

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Wisdom (Insight) check against you. Additionally, any saving
throw you make to resist any effect that would sense your
emotions or read your thoughts is made with advantage.

Wild Surge

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3rd-Level Awakening of the Wilder feature

You can unleash your power by creating an aura of


destructive energy around you. As a bonus action you can
enter this state, which lasts for 1 minute or until you are
knocked unconscious.
While in this state, at the end of each turn in which you
manifested a psionic power or talent, all creatures within 10
feet of you must make a Dexterity saving throw against your

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Psionic save DC. On a failed saving throw, a creature takes
force damage equal to a roll of a number of Psionic Energy
dice equal to half your proficiency bonus (rounded down).
When you activate this feature, you can spend one Psionic
Energy die to have it only affect hostile creatures.
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This feature counts as a psionic talent and thus benefits
from any psionic focus, power, or feat that enhances it. This
doesn't count against the number of psionic talents you
know.
You can use this feature a number of times equal to half
your proficiency bonus (rounded down), and you regain all
expended uses when you finish a long rest.
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Psychic Surge
6th-Level Awakening of the Wilder feature

The moment you unleash your emotions, your psionic power


increases temporarily. When you activate your wild surge,
you temporarily gain three additional Psionic Energy dice
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which which must be spent before the end of your next turn
or vanish.

Destructive Surge
10th-Level Awakening of the Wilder feature

You can immediately trigger your wild surge's destructive


capabilities by channeling psionic energy into it. As an
action, while in your wild surge state, you may spend any
number of Psionic Energy dice to force all creatures affected
by your wild surge to make a Dexterity saving throw against
your Psionic save DC. On a failed saving throw, a creature is
dealt one additional Psionic Energy die of force damage for
each die spent or half that on a success

The Psychic v1.2 | The Psychic


10
Feats

Psionic
Psionic Options
New feats are presented here in alphabetical order for groups
Improve Talent
that use them.
Prerequisite: The ability to manifest at least one psionic talent
Cerebremancy

Options
You understand the intricacies of a chosen psionic talent
Prerequisites: 8th level, Psionics and Spellcasting or Pact Magic allowing you to make it deadlier. Choose one psionic talent
feature that you know (chosen when you select this feat). When you
manifest the chosen talent, if the talent doesn't already add
Through the study of one's connection to magic and the
your psionic ability modifier to its damage you may add it.

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source of one's psionic powers can a student of both expand
You can select this feat multiple times. Each time you do
their power. As a bonus action, you can choose to do one of
so, you must choose another psionic talent.
the following options:

Recover a spent spell slot with a level equal to your Psionic Arcana

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proficiency bonus or lower. To recover this spell slot you Prerequisites: 4th level, Psionics and Spellcasting or Pact Magic
must spend an amount of Psionic Energy dice equal to feature
twice the spell slots level.
By spending a spell slot with a level equal to half your As you start to understand the connection between magic
proficiency bonus or lower, you can regain a number of and psionics you gain the following benefits:
Psionic Energy dice equal to twice the level of the spell
Whenever you deal damage with a spell, you can use a
slot used.
reaction to spend an amount of Psionic Energy dice up to
Combat Focus your proficiency bonus. For each Psionic Energy die spent,

Prerequisites: Psionics feature


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Your mind can't be easily distracted letting you maintain
concentration when it is most needed. You gain the following
you deal an additional 1d6 of damage. The damage type of
this benefit is the same as the spells damage type, and if it
has more than one type, you chose one.
Whenever you deal damage with a psionic power or
talent, you can use a reaction to spend a spell slot of a
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benefits:
level up to half your proficiency bonus. You for each level
You have advantage on Constitution saving throws that of spell slot spent you deal an additional amount of
you make to maintain your concentration on a psionic damage equal to a roll of a Psionic Energy die. The
power or talent when you take damage. damage type of this benefit is the same as the psionic
Being within 5 feet of a hostile creature doesn't impose powers damage type, and if it has more than one type,
disadvantage on your ranged psionic attack rolls. you chose one.
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Gifted Reactive Psionics


You are naturally sensitive to psychic forces and possess a Prerequisite: The ability to manifest at least one psionic talent
latent psionic talent which you have yet to expand upon. You
You are adept at quick thinking amidst the heat of battle.
gain the following benefits:
When a hostile creature's movement provokes an
Increase your Intelligence, Wisdom, or Charisma by 1, to a opportunity attack from you, you can use your reaction to
maximum of 20. manifest a psionic talent at the creature, rather than making
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You learn one psionic power of your choice from among an opportunity attack. The talent must have a manifesting
those available to the psychic class. Your psionic ability time of 1 action and must target only that creature.
for this power is the ability increased by this feat.
You gain two Psionic Energy dice, which are d6 (these
dice are added to any Psionic Energy dice you have from
another source). These dice are used to fuel your powers.
A Psionic Energy die is expended when you use it. You
regain your expended Psionic Energy dice when you
finish a long rest.1

1
: If you have the Psionics feature you regain these dice on a short rest.
d8 Personality Trait

Backgrounds I am curious, I like to find out how things in this world interact
Options
Psionic Options

1
with others.
This section offers additional background for any character. 2
I keep pushing myself beyond my natural capabilities to prove I
am worthy of my mentor's training.
Apprentice 3
I constantly practice my craft every day, as not doing this could
lead to failure.
Psionic

You have spent your life learning how to harness your


abilities under the tutelage of a mentor of your craft. You read 4 I constantly keep organizing stuff as my mentor taught me.
books, trained, and studied everything you could in order to 5 I idolize my mentor and constantly quote them.
overcome your limitations. Now the only thing standing I posses and inflated ego as my mentor was famous person in

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between you and becoming a true master is putting 6
their craft
everything you learned into practice, because learning in a
7 I can work all day without losing focus.
controlled environment can only go so far before you must
apply what you learned amidst the chaos of the world. 8 I am driven by my desire to master my craft.

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Skill Proficiencies: Two from among Athletics, Acrobatics, d6 Ideal
Arcana, History, Medicine, Nature, or Religion Kindness. My mentor told me that above anything else, I need
Languages: One of your choice 1
to find the best in people. (Good)
Tool Proficiencies. One type of artisan's tools
Aspiration. I have to prove that I am superior to my mentor by
Equipment: A book detailing your studies, a memento of 2
becoming more famous than them. (Any)
your mentor, a set of artisan's tools (one of your choice),
and a pouch containing 10 gp. Responsibility. I must follow the teachings of my mentor to the
3
letter as his words posses wisdom. (Lawful)
Feature: Master's Teachings Excellence. We should all seek perfection and the betterment
Your teacher has given you the knowledge to be above the 4

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average person in your chosen craft. Choose one of the
following:

Once per turn, you can give yourself advantage on your


5

6
of the world. (Neutral)
Respect. Why should I limit the way I use my power, others
should bow before me. (Evil)
Freedom. We should all have the freedom to choose our own
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next weapon attack roll. If the attack hits, you can add path in life. (Chaotic)
your proficiency bonus to the damage. You can use this
benefit a number of times equal to your proficiency d6 Bond
bonus, you regain all expended uses when you finish a My mentor got imprisoned because of me and I need to prove
long rest. 1
his innocence.
Choose one 1st-level spell of your choice which you can
I got saved by a kind stranger who taught me the limits of my
cast once per long rest without using a spell slot. Your 2
power, now I will pass on his teachings to others.
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spellcasting ability for the spell is Intelligence, Wisdom,


3 I will not fail, I was taught that failure is never an option.
or Charisma (choose when you select this background).
You can also cast this spell using spell slots you have of 4
I will show those who turned their face away from me how
the appropriate level. powerful I have become.
Choose one psionic power with a cost of 2 Psionic Energy My mentor lost grace with the kingdom, I will return them to
5
dice or less. Once per long rest, you can manifest this greatness.
power as if you had spent two Psionic Energy dice on it, My mentor entrusted me an ancient relic to unlock as my final
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which are d6 (If you have any Psionic Energy dice, these 6
task.
dice are of the same size as the rest). Your psionic ability
for the power is Intelligence, Wisdom, or Charisma d6 flaw
(choose when you select this background). You can also 1 I constantly try to push my masters lessons to others.
manifest this power using any Psionic Energy dice you
have available. I act superior to others as I was taught by one of the best
2
practitioners of my craft.
Suggested Characteristics 3 I secretly fear failure, people expect perfection out of me.
Apprentices learn their craft in hopes of one day mastering it
4 Now without my mentor I do not know what to do.
themselves and everything they do is in pursuit of learning
new ways to applying what they have learned. Some may be 5 I get angry when things do not go the way I want them.
reckless in their pursuit of this dream while others are 6 When I am in a stressful situation I freeze up.
methodical and patient, an apprentice is always defined by
their mentor's teachings.

The Psychic v1.2.1 | Psionic Options


12
PART 2
Psionic Powers

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Power Manifesting
Manifesting
Power Manifesting

A
psychic's supernatural capacity to manifest If a psionic power allows you to target an additional creature
psionic powers comes from their ability to use in exchange for Psionic Energy dice, it must make the same
the full potential of their mind. This section saving throw as the original target and will be affected in the
details the rules by which a character can same way.
manifest their psionic powers, their true nature
in most Dungeons & Dragons settings, how they Targets and Areas of Effect
interact with magic, and what their powers can do. Psionic powers use the same rules as spells for determining
Power

targets and areas of effect, as presented in chapter 10,


What is a Power?

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"Spellcasting," of the Player's Handbook.

Psionic powers are not spells, they are manifestations of a Duration


creature's own mental power. In most cases, harnessing and An effect option in a power specifies how long its effect lasts.
using psionic powers require the manifester to have Instantaneous. If no duration is specified, the effect of

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complete control over their own mind and body. the option is instantaneous.
Concentration. Some options require concentration to
Psionic Disciplines maintain their effects. This requirement is noted in the
power's duration, along with its Psionic Energy Cost,
Psionic powers are grouped into disciplines, each can be seen
Manifesting Time, and Range. Concentrating on a power
as a specific science which attempts to expand the mental
follows the same rules as concentrating on a spell. This rule
capacities of a psychic in a specific way. The most common
means you can't concentrate on a spell or feature, and a
disciplines found in the multiverse are named:
power at the same time, nor can you concentrate on two
Metacreativity: These powers allow you to modify matter powers at the same time. See chapter 10, "Spellcasting" in the
and use ectoplasm to reshape it.
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Psychokinesis: These powers permit you to tap into the
power of the mind to manipulate and transform energy.
Psychometabolism: These powers change the physical
Player's Handbook for how concentration works.

Psionic Energy Dice


Some psionic powers require that you roll a specific number
of Psionic Energy dice. This means that you must roll that
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properties of living beings.
number of dice. The size of these dice is detailed in the
Telekinesis: These powers allow you to move matter across
Psionic Energy dice size column of the psychic class table.
space and time.
Telepathy: These powers can affect or glimpse into the Spellcasting and Psionic Powers
minds of others, influencing their behavior. Powers are supernatural abilities but are still affected by
spells such as antimagic field, counterspell, detect magic, or
Psionic Talents dispel magic. For the purposes of these spells, psionic powers
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A psionic talent is a disciplin's simplest form of power have a spell level equal to half the Psionic Energy dice spent
manifestation. It grants a simple power you can manifest (rounded up) and their school can't be determined.
without having a minimum or expending Psionic Energy Expenditures of Psionic Energy Dice that would appear to
dice. These talents are part of a psionic character's nature raise a power's spell level above 9 display as equivalent to 9th
and are a display of the constant practice of their abilities. level spells. Psionic talents have a spell level of 0.
For the purposes of counterspell, spellcasters can detect the
Psionic Powers manifestation of any psionic energy and thus can effectively
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A psionic power is a manifestation of the character's mental target the creature with the spell.
prowess. This means that psionic powers are not spells and Psionics and spells are separate effects, and therefore their
as such they do not require any verbal, somatic, or material benefits and drawbacks overlap. A psionic effect that
components. But, ultimately they are still affected by and can reproduces a spell is an exception to this rule.
affect spells as the energy they release can be perceived by
spellcasters. Magic Items
Magic Items that affect a spellcaster's save DC, spell attack
Psionic Energy Cost modifier, or spell damage, also affect a psionic character in
To manifest a power, the character must first spend, at least, the same way. In addition, magic items that would grant
a number of Psionic Energy dice equal to the manifesting cost advantage or disadvantage on spell attacks or saving throws
of the power. You can also spend additional Psionic Energy against spells, also work on psionic powers. However, psionic
dice. If you do so, check what additional benefit you gain for energy can't be stored in a scroll or object that would allow a
each spent die. spell to be stored.

The Psychic v1.2.1 | Power Manifesting


14
Psionic Energy Dice. You determine the amount of dice you
Multiclassing have available by adding all your levels in the psychic class

Psionic
Psionic Manifesting
If your table uses the rules for multiclassing, your psionic with a third of your fighter or rogue levels (rounded down) if
power depends on your combined levels in all your psionic you have the Psi Warrior or the Soulknife feature (or any
classes. subclass with the Psionics feature). Use this total to
determine the amount of Psionic Energy dice you should
Psionics possess by consulting the Psionic Energy Dice column of the

Manifesting
Multiclass Psionic Power table.
Your capacity for manifesting psionic powers depends on
Dice Size. To determine the dice size of your psionics
your combined levels in all your psionic classes and partly on
feature, you must use the previously calculated total to
your individual level in those classes. Once you have the
consult the Die Size column of the Multiclass Psionic Power
Psionics feature from more than one class, use the rules

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table.
below to determine your Psionic Energy Dice and Dice Size. If
you multiclass but have the Psionics feature from only one Classes Not Detailed Here
class, you follow the rules as described in that class. For classes that are not detailed here but use the system, you
Powers Known. You determine what psionic powers you can refer to Appendix C: The Psionic System where you

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know and can prepare for each class individually, as if you can see how to multiclass with any of those progressions.
were a single-classed member of that class. For example, if
you are a psychic 4/monk 3 with the Way of the Mind's Eye Multiclass Psionic Power
(found in Tome of Psionics - Psionic Subclasses) feature and Level Psionic Energy Dice Dice Size
an Intelligence score of 16, you know seven powers based on 1st 2 d6
your levels in the psychic class. As a 3rd-level monk with the
2nd 4 d6
Way of the Mind's Eye feature, you know two psionic powers
for the fighter. 3rd 8 d6
Each psionic power you know is associated with one of 4th 8 d6

when you manifest the power.


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your classes, and you use the psionic ability of that class
5th
6th
7th
10
11
11
d8
d8
d8
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8th 12 d8
9th 12 d10
10th 14 d10
11th 15 d10
12th 15 d10
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13th 16 d10
14th 16 d10
15th 17 d10
16th 17 d10
17th 19 d12
18th 19 d12
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19th 20 d12
20th 20 d12

Other Classes and Psionic Powers


Class features that stop you from casting spells, such as the
barbarian's Rage or the druid's Wild Shape, also stop you
from manifesting psionic powers and talents. If the feature
states that it prevents you from concentrating on spells, you
are also unable to concentrate on psionic powers and talents.

The Psychic v1.2 | Power Manifesting


15
Psionic Focus
Focus
Power Focus

The psionic foci are presented here in alphabetical order In combat, the psicrystal shares your initiative count, but it
takes its turn immediately after yours. The only action it
Auto-Reflexes takes on its turn is the Dodge action, unless you take a bonus
Power

You gain a bonus to your initiative equal to your Intelligence action on your turn to command it to take another action.
modifier. Additionally, as an action, you can see and hear through your
Bioprotection psicrystal until the start of your next turn. During this time,
When you roll initiative, you gain a number of temporary hit you are deaf and blind with regard to your own senses.
points equal to the roll of one Psionic Energy die + your When you manifest a psionic power or talent with a range

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Intelligence modifier. of touch, your psicrystal can deliver the power as if it had
manifested it. Your psicrystal must be within 100 feet of you,
Distance Manipulation and it must use its reaction to deliver the power when you
Psionic talents with a range of 5 feet or greater have their manifest it. If the power requires an attack roll, it uses your

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range doubled. psionic attack modifier.

Echokinesis
You can mimic sounds you have heard, including voices. A
creature that hears the sounds can make a successful Psicrystal
Wisdom (Insight) check against your Psionic save DC to tell Tiny Construct
that they are imitations.
Armor Class 13
Enhanced Sight Hit Points your Intelligence modifier + three times your
Your ranged psionic attacks ignore half cover and three- psychic level (the psicrystal has a number of Hit Dice [d6s]
quarters cover.

Ergokinesis e
When you roll a 1 or 2 on a die to deal damage with a psionic
power or talent, you can reroll the die and must use the new
equal to your psychic level)
Speed fly 40 ft.

STR DEX CON INT WIS CHA


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roll, even if the new roll is a 1 or a 2. 6 (-2) 16 (+3) 10 (0) 6 (-2) 10 (0) 10 (0)
Flash Movement Skills Perception PB, Stealth +3 plus PB
You can take the Disengage or Dash action as a bonus action Condition Immunities charmed, exhaustion, poisoned
on your turn. Senses darkvision 60 ft., passive Perception 10 + PB
Languages understands Common but can't speak it
Mastering Touch Proficiency Bonus (PB) equals your proficiency bonus
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Choose melee or ranged weapons. When you make attack


and damage rolls with the chosen weapon type, you can use
Actions
your Intelligence modifier instead of Strength or Dexterity.
Psychic Ray. Melee or Ranged Weapon Attack: your psionic
Mithridatism attack modifier to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d6 + your Intelligence modifier force damage.
You have advantage on saving throws you make to avoid or
end the poisoned condition on yourself. You also have Invisibility. The psicrystal can turn invisible until it attacks,
resistance to acid and poison damage. manifests a power or it's dealt damage.
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Omnilingualism
If you listen to any language for 1 minute, until the end of Skin Hardening
your next long rest, you can speak the language fluently. While you are not wearing any armor, your AC equals 10 +
your Dexterity modifier + your Intelligence modifier.
Photokinesis
As a bonus action, you can shed bright light for a 10-foot Thermoregulation
radius and dim light for an additional 10-foot radius sphere When you make a Constitution saving throw to resist
or fill a 20-foot radius sphere with nonmagical darkness. extreme cold or heat weather conditions, you can instead use
your Intelligence saving throw.
Psicraft
During a short rest, you can craft a psicrystal that fits in the Transvection
palm of your hand. You can't have more than one psicrystal You have a flying speed equal to your walking speed. You
at a time and when it drops to 0 hit points, it turns to dust. can't use this flying speed if you're wearing armor.

The Psychic v1.2 | Psionic Focus


16
Psionic Talents

Psionic
Psionic Talents
The psionic talents are presented here in alphabetical order

Basic Telepathy Crystal Blast


Telepathy Talent Metacreativity Talent

Talents
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 120 feet Range: Self (10-foot radius)
Duration: 1 round Duration: Instantaneous

You choose one creature within range to mentally send a You create a group of ectoplasmic crystals that cut down

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message or sound to and the target can reply to you just by everything around you. All other creatures within 5 feet of
thinking. Moreover, you can make the message or sound you must succeed on a Dexterity saving throw or take 1d6 of
seem as if it originated from somewhere within range, other acid damage.
than in their mind. At higher levels, the amount of damage you can deal

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You can manifest this talent through solid objects if you increases. When you reach 5th level the damage increases to
are familiar with the target and know it is beyond the barrier. 2d8 and at 11th level it increases to 3d10. At 17th level, this
talent's damage changes to 3d12.
Basic Telekinesis
Telekinesis Talent Ectoplasmic Object
Metacreativity Talent
Manifesting Time: 1 action
Range: 30 feet Manifesting Time: 1 action
Duration: 1 minute Range: Self
Duration: Concentration, up to 10 minute
When you manifest this talent you choose an object you can

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see within range. You can use your action to manipulate an
object that weights up to 10 pounds as if you were holding it
in your hands. Alternatively, you can gently move the object
up to 30 feet but if you move it beyond the range of this
You create a single tiny ectoplasmic construct that creates no
sound, smell, or light. To the touch, the object feels real but
upon close inspection the object is clearly a fake. To
determine if the object is fake, a creature must make an
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talent, it falls to the ground. Intelligence (Investigate) check against your Psionic save DC.
If the creature is familiar with the object, the check is made
Body Affliction with advantage.
Psychometabolism Talent
Energy Manipulator
Manifesting Time: 1 action
Psychokinesis Talent
Range: Touch
Duration: Instantaneous Manifesting Time: 1 action
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Range: 30 feet
Your hand can afflict those it touches. Make a melee psionic Duration: Instantaneous
attack against a target you can touch. On a hit, the target
takes 2d6 necrotic damage and, until the start of your next You channel a bolt of elemental energy, striking an a creature
turn, the creature must spend 1 extra foot of movement for within range. Make a ranged psionic attack against the
every foot it moves. target. On a hit, the target take 2d6 acid, cold, fire, or
At higher levels, the amount of damage you can deal lightning damage (your choice whenever you use this talent).
As you reach higher levels in this class, the amount of
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increases. When you reach 5th level the damage increases to


3d8 and at 11th level it increases to 4d10. At 17th level, this damage you can deal increases. When you reach 5th level the
talent's damage changes to 4d12. damage increases to 3d8 and at 11th level it increases to 4d10.
At 17th level, this talent's damage changes to 4d12.
Clairsentience
Psychometabolism Talent
Manifesting Time: 1 action
Range: Self
Duration: 1 minute
You enhance your eyes to see in any type of darkness. Up to a
range of 30 feet, you can effectively see anything that isn't
behind total cover, even if you're blinded or in darkness,
magical or otherwise, as if it were in bright light.

The Psychic v1.2 | Psionic Talent


17
Heat Air Metabolic Charge
Psychokinesis Talent Psychometabolism Talent
Talent
Psionic Talent

Manifesting Time: 1 action Manifesting Time: 1 action


Range: 30-foot Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You start heating the air inside the lungs of a creature you A bolt of lightning shoots out from your fingers encasing a
Psionic

can see within range. The target must succeed a Constitution creature within reach. Make a ranged psionic attack against a
saving throw or have disadvantage on ability checks and creature you can see within range. On a hit, the creature takes
their speed halved for the duration of the talent. 1d6 lightning damage and it becomes sheathed in electricity
Additionally, on a failure, the target takes 1d4 fire damage. until the start of your next turn. If the target makes more
At higher levels, the amount of damage you can deal than one attack, it takes 1d6 lightning damage and this

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increases. When you reach 5th level the damage increases to talent's effects end.
2d6 and at 11th level it increases to 3d8. At 17th level, this At higher levels, the amount of lightning damage you can
talent's damage changes to 3d10. deal increases. When you reach 5th level both damages
increase to 2d8 and at 11th level they increase to 3d10. At 17th

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Manipulate Elements level, it changes to 3d12.
Psychokinesis Talent
Manifesting Time: 1 action Psionic Leap
Range: 30 feet Telekinesis Talent
Duration: Instantaneous Manifesting Time: 1 bonus action
Range: Self
When you use this talent, you make shapes, colors, or both to
Duration: Concentration, up to 1 minute
appear on dirt, fire, stone, or water, spelling out words,
creating images, or shaping patterns. The changes last for 1 You use your telekinesis to jump higher than normal. The
hour.

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Alternatively, you can move water (including change it's
flow), dirt, or stone as you direct it, up to 5 feet in any
direction. This movement doesn't have enough force to cause
damage.
next time you jump before the talent ends, your maximum
jumping distance is doubled and you are no required to make
a running start. When you jump, you can use your psionic
ability to calculate the maximum distance and don't suffer
falling damage from high jumps.
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Finally, you can instantaneously extinguish a fire or
expand it up to 5 feet in one direction, provided that wood or Psychic Assistance
other fuel is present in the new location. Telepathy Talent
Manifesting Time: 1 reaction, which you take when a
Manipulative Pheromones creature rolls an ability check with disadvantage
Psychometabolism Talent Range: 30 feet
Manifesting Time: 1 action Duration: Instantaneous
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Range: Touch
By focusing the mind of a creature you can see within range,
Duration: Concentration, up to 1 minute
you give it newfound hope. When the triggering creature
You release a wave of pheromones that, when breathed in by rolls an ability check with disadvantage, you can grant it
a sentient creature, causes them to become susceptible to advantage on the roll instead.
your words. The next time you say something that requires a
Charisma (Deception), Charisma (Intimidation), or
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Charisma (Persuasion) check, before the talent ends, it is


made with advantage. Moreover, you can use your psionic
ability modifier instead of Charisma for the check.

The Psychic v1.2 | Psionic Talent


18
Psychic Retribution Telepathic Assault
Telepathy Talent Telepathy Talent

Psionic
Psionic Talent
Manifesting Time: 1 reaction, which you take when a Manifesting Time: 1 action
creature deals damage to you Range: 30 feet
Range: 30 feet Duration: Instantaneous
Duration: Instantaneous
You attack the mind of a creature you can see within range to

Talent
Your mind projects psychic blasts of feedback at a creature debilitate it. The target must succeed on an Intelligence
that attacks you, and that you can see, within range. The saving throw or take 1d6 psychic damage and must subtract
triggering creature must succeed on an Intelligence saving 1d4 from the next attack roll it makes before the end of your
throw. On a failure, the creature takes 2d6 psychic damage next turn.
and subtracts 1d4 from the next saving throw it makes before At higher levels, the amount of damage you can deal

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the end of your next turn. increases. When you reach 5th level the damage increases to
As you reach higher levels in this class, the amount of 2d8 and at 11th level it increases to 3d10. At 17th level, this
damage you can deal increases. When you reach 5th level the talent's damage changes to 3d12.
damage increases to 3d8 and at 11th level it increases to 4d10.

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At 17th level, this talent's damage changes to 4d12. Weapon Sculpting
Metacreativity Talent
Telekinetic Push Manifesting Time: 1 action
Telekinesis Talent Range: Self
Manifesting Time: 1 action Duration: Instantaneous
Range: 30 feet
When you manifest this power, you create an ectoplasmic
Duration: Instantaneous
construct that takes on the appearance of a weapon. You can
Your mind is strong enough to manipulate creatures that are make one attack with it immediately. The weapon you create

and be pushed or pulled 10 feet. e


up to one size larger than you. The target creature must
succeed on a Strength saving throw or take 1d6 force damage

At higher levels, the amount of damage you can deal


increases. When you reach 5th level the damage increases to
takes the form of a one-handed melee weapon of your choice
which lasts until the end of your turn. This weapon is
considered a simple melee weapon which you are proficient
with. In addition, it has the finesse and light properties.
Finally, the created weapon deals an amount of bludgeoning,
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2d8 and at 11th level it increases to 3d10. At 17th level, this piercing, or slashing damage (your choice when using this
talent's damage changes to 3d12. talent) equal to one Psionic Energy die.
At higher levels, you become more adept at creating
Telekinetic Throw weapons. When you reach 5th level, you roll one additional
Telekinesis Talent die of damage (for a total of two Psionic Energy dice). Finally,
Manifesting Time: 1 action at 11th level, you roll one additional die of damage (for a total
Range: 60 feet of three Psionic Energy dice).
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Duration: Instantaneous
Your can levitate objects and toss them at a target with ease.
As an action, you can mentally lift one object that you can see
within 30 feet of you that a creature is not wearing or
wielding and that weights up to 10 pounds. Make a ranged
psionic attack against a target within range. On a hit, the
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object strikes the target and deals its respective amount of


damage if it is a weapon with the thrown property, or 1d4
damage if it's an object or weapon that doesn't have the
thrown property, and adds your Intelligence modifier to the
damage instead of Strength or Dexterity.
At higher levels, you become more adept at levitating. At
5th level, you can telekinetically levitate two separate
objects, allowing you to attack twice (once with each object),
the number of objects increases to three at 11th level, and
finally to four at 17th level. You can direct the objects at the
same target or separate targets. Make a separate attack for
each object.

The Psychic v1.2 | Psionic Talent


19
Psionic Powers
Powers
Psionic Powers

The psionic powers are presented here in alphabetical order Astral Weapon
Metacreativity Power
Astral Guardian
Metacreativity Power Psionic Energy Cost: 2 dice
Psionic

Manifesting Time: 1 bonus action


Psionic Energy Cost: 2 dice
Range: Touch
Manifesting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 15 feet
Duration: Concentration, up to 1 minute You transmute a weapon you touch into an astral construct

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of solidified ectoplasm. The weapon's damage type changes
You create a creature of pure ectoplasm which manifests in a
to force damage. Moreover, the first time you deal damage
location you can see within range. This creature uses the
with this weapon to a creature on your turn, it gains a
Astral Guardian stat block. The creature turns to dust when it
penalty to its next attack roll equal to one roll of a Psionic
drops to 0 hit points or the power ends.

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Energy die.
The creature is an ally to you and your companions. In
This power can be applied on your weapon sculpting or
combat, the creature shares your initiative count, but it takes
telekinetic throw talents and it enhances all usages for the
its turn immediately after yours. It obeys your verbal
duration of this power.
commands (no action required by you). If you don't issue any
orders on your turn, it takes the Dodge action. Aversion
Additional Dice. Check the creature's stat block to see Telepathy Power
how additional dice affect the AC, HP, abilities and actions of
Psionic Energy Cost: 2 dice
the Astral Guardian.
Manifesting Time: 1 action
Range: 30 feet

Astral Guardian
Large Ooze
e Duration: Concentration, up to 1 minute
You can force someone to have an unnatural fear of an object.
A target creature that you can see within range must succeed
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on a Wisdom saving throw or become frightened of an object
Armor Class 12 + the number of Psionic Energy dice spent
(natural armor) of your choice, that you can see, and it takes an amount of
Hit Points 15 + 5 for each Psionic Energy die spent psychic damage equal to one Psionic Energy die. The
Speed 30 ft. climb 30 ft. frightened target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. On a
failure, it takes psychic damage equal to another roll of your
STR DEX CON INT WIS CHA Psionic Energy die.
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16 (+3) 14 (+2) 16 (+3) 10 (0) 6 (-2) 1 (-5) Additional Dice. For each additional die spent, you deal
one more die of psychic damage or target one additional
Damage Resistances slashing creature within range of the first one.
Damage Immunities acid
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses darkvision 60 ft., passive Perception 8
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Languages understands Common but can't speak it

Corrosive Form. When a creature deals damage to it and is


within 5 feet of it, that creature takes an amount of acid
damage equal to the number of Psionic Energy dice spent.

Actions
Multiattack. The astral guardian makes a number of attacks
with its pseudopod equal to half your proficiency bonus
(rounded down).
Pseudopod. Melee Weapon Attack: your Psionic attack
modifier to hit, reach 5 ft., one target. Hit: one Psionic Energy
die + 3 + the number of Psionic Energy dice used acid damage

The Psychic v1.2 | Psionic Powers


20
Brain Fog Charm
Telepathy Power Telepathy Power

Psionic
Psionic Powers
Psionic Energy Cost: 2 dice Psionic Energy Cost: 2 dice
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Powers
You target the brain of a creature you can see within range, When you manifest this power you must choose a humanoid
preventing it from focusing on spells. For the duration of this you can see within range. It must make a Wisdom saving
power, the creature cannot cast spells of 1st-level or lower throw, and does so with advantage if you or your
unless it succeeds on a spellcasting ability saving throw. If companions are fighting it. If it fails the saving throw, it is
the creature is actively concentrating on a spell, it must charmed by you until the power ends or until you or your

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succeed on a concentration saving throw against your Psionic companions do anything harmful to it. The charmed creature
save DC to keep concentrating on the spell. regards you as a friendly acquaintance. When the power
Additional Dice. Whenever the target attempts to cast a ends, the creature knows it was charmed by you.
spell with a level equal to half the amount of Psionic Energy While the creature is charmed, you can use your action to

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dice spent or less, it must first succeed on a spellcasting spend one Psionic Energy die. If you do this, the charmed
ability saving throw or lose its concentration on the spell. creature must follow a one-word command you give it until
the start of your next turn. This has no effect if your
Burst of Speed command is directly harmful to it.
Telekinesis Power Additional Dice. For every two additional dice spent, this
Psionic Energy Cost: 1 die power can instead affect a creature with the beast, construct,
Manifesting Time: 1 bonus action fey, giant, magical beast, undead, plant, ooze or monstrosity
Range: 30 feet creature type. If you spend ten additional dice, this power
Duration: Instantaneous can instead affect a creature with the aberration, dragon,

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You can use your mind to focus on a single target aiding in
their escape from danger. When you manifest this power,
choose a creature you can see that is within range, that
creature can immediately use its reaction to move up to half
elemental, celestial, or fiend creature type.

Chemical Manipulation
Psychokinesis Power
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Psionic Energy Cost: 1 die
its speed without triggering opportunity attacks.
Manifesting Time: 1 action
Additional Dice. For each additional die spent, you can
Range: Touch
choose an additional creature or increase its speed by 5 feet
Duration: 1 hour
Chameleon You can temporary change a vial of one substance to another.
Psychometabolism Power For example, you can turn a vial of water into wine. You can
Psionic Energy Cost: 5 dice also convert a substance into a curing or poisonous liquid,
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Manifesting Time: 1 minute any creature that drinks the vial can regain an amount of hit
Range: Touch points equal to a roll of a Psionic Energy die or be dealt the
Duration: Concentration, up to 1 hour same amount of poison damage (your choice).
Additional Dice. For each additional die spent, you can
You can mold the appearance of a willing creature with your
heal or poison a creature for one additional die.
hands. You decide what it looks like, including its height,
weight, facial features, hair length, coloration, the sound of Choke
Sa

its voice, and any distinguishing characteristics. You can Telekinesis Power
make the creature appear as a member of another race,
Psionic Energy Cost: 12 dice
though none of its statistics change. The total mass of the
Manifesting Time: 1 action
creature cannot change, therefore the size as well as its basic
Range: 60 feet
features, such as number of legs, arms, and other
Duration: Concentration, up to 1 minute
appendages, must stay the same.
If you mimic the form of another creature, the target has You can choose a creature you can see within range, you
advantage on deception checks to pass itself off as that maintain a mental grip on that creature's throat preventing it
creature. from breathing. When you manifest this power, and as your
In your subsequent turns, as an action, you can spend one action each round for the duration, you can have the target
Psionic Energy die to change the appearance of the creature make a Constitution saving throw. On a failure, the creature
in any way as long as it is within range. is restrained and is choking. When the choked creature fails
the saving throw a number of times equal to its Constitution
modifier (minimum 1) it falls to 0 hit points, a successful
saving throw ends the effect.
The Psychic v1.2 | Psionic Powers
21
Combustion Crush
Psychokinesis Power Telekinesis Power
Powers
Psionic Powers

Psionic Energy Cost: 1 die Psionic Energy Cost: 5 dice


Manifesting Time: 1 action Manifesting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Psionic

You can cause things to spontaneously catch on fire. Choose The telekinetic force you wield allows you to exert your will
one creature or object you can see within range. The target on a creature or object, you can see within range, by causing
must make a Constitution save. On a failed save, the target it to collapse in on itself. One creature of your choice, that
takes an amount of fire damage equal to one Psionic Energy you can see within range, must succeed on a Strength saving
die, and it catches on fire, taking an amount of fire damage throw or be restrained for the duration. While the creature is

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equal to a roll of a Psionic Energy die at the end of each of its restrained in this way, you deal an amount of force damage
turns, for the duration of the power or until it or a creature equal to two rolls of your Psionic Energy die at the start of
adjacent to it extinguishes the flames with an action. On a each of its turns.
successful save, the target doesn't catch on fire. A flammable On your subsequent turns, you must use your action to

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object hit by this power ignites if it isn't being worn or maintain this power or it ends.
carried. The creature may repeat the saving throw at the end of
Additional Dice. For each additional die spent, you can each of its turns, ending the effect on itself on a success.
target one additional creature within range of the initial Additional Dice. For each additional die spent, you deal
target or deal one more die of fire damage. Alternatively, you one more die of force damage or target another creature
can spend three additional Psionic Energy dice to deal half within range.
the damage on a successful saving throw.
Crystal Shard
Corrode Metacreativity Power
Metacreativity Power
Psionic Energy Cost: 5 dice
Manifesting Time: 1 action
Range: Touch
e Manifesting Cost: 1 die
Manifesting Time: 1 action
Range: 30 feet
Duration: Instantaneous
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Duration: Instantaneous
You create and propel a razor-sharp crystal shard at a target
You make a melee psionic attack against a construct or you can see within range. Make a ranged psionic attack
nonmagical metallic object that you can see within reach. On against the target. On a hit, the crystal shard to deal an
a hit, the construct is dealt an amount of force damage equal amount of piercing damage equal to one Psionic Energy die
to two Psionic Energy dice. For a metallic weapon or armor, it to the target. This counts as magical for the purpose of
takes a permanent and cumulative -1 penalty to the damage overcoming resistance and immunity to nonmagical attacks
roll or AC bonus. When the bonus to AC or weapon damage and damage.
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maximum is reduced to zero it turns to dust. Additional Dice. For each additional die spent, you deal
Additional Dice. For every two additional dice spent, you one additional die of damage or make another shard that
can roll two additional dice. If you are corroding an object, it targets another creature within range.
gains an additional -1 to the damage roll or AC bonus.
Daze
Create Elemental Telepathy Power
Psychokinesis Power Psionic Energy Cost: 5 dice
Sa

Psionic Energy Cost: 10 dice Manifesting Time: 1 action


Manifesting Time: 1 Action Range: 30 feet
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour
Your mind can disorient the mind of a creature, making it
You can use psionic energy to manifest the conjure elemental momentarily forget what it was doing. A creature that you
spell in an unoccupied space you can see within range. can see within range, must make a Wisdom saving throw. On
Additional Dice. For every two additional dice you spent, a failure, the creature doesn't know what is happening and is
you manifest the spell as if you had used a spell slot of one stunned for the duration of the power or until it takes
level higher. You can spend up to ten additional dice on this damage.
power. The target may repeat the saving throw at the end of each
of its turns, ending the condition on itself on a success.
Additional Dice. For each additional die spent, choose
one additional creature within range of the first creature to
be affected by this power.
The Psychic v1.2 | Psionic Powers
22
Debilitate Dimensional Slime
Psychometabolism Power Metacreativity Power

Psionic
Psionic Powers
Psionic Energy Cost: 3 dice Psionic Energy Cost: 3 die
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 30 feet Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour

Powers
You target a creature you can see within range and cause its Dimensional slime covers a 10 foot cube centered on a point
body to break down. The target must succeed on a within range and turns it into difficult terrain for the
Constitution saving throw or it can't regain any hit points, its duration.
speed is reduced to zero, and it has disadvantage on all When the slime appears, each creature that starts its turn
Strength and Constitution ability checks and saving throws in its area or that enters it during their turn must make a

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for the duration. Dexterity saving throw. On a failure, the creature is
The target may repeat the saving throw at the end of each restrained.
of its turns, overcoming the effects on itself on a success. A creature restrained by the slime can use its action to
Additional Dice. For each additional die spent, you can make a Strength check against your psionic save DC. On a

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choose to affect one additional creature within range. success, it is no longer restrained.
Additional Dice. For each additional die spent, you can
Delusion extend the size of the cube by 5 feet.
Telepathy Power
Psionic Energy Cost: 1 die Dispirit
Manifesting Time: 1 action Psychometabolism Power
Range: 10 feet Psionic Energy Cost: 5 dice
Duration: 10 minutes Manifesting Time: 1 action
Range: 15 feet

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You speak a short statement, which a creature that can hear
and understand you believes to be true. Creatures that can't
be charmed are immune to this effect. The short statement
must be up to ten words, sound reasonable, and not be
combat related or harmful to the creature.
Duration: Concentration, up to 1 minute
You can lower the fighting spirit in a creature. A creature you
can see within reach must make a Charisma saving throw.
On a failure, all weapon attacks made by the target deal half
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The target makes a Wisdom saving throw. On a failed save, the damage (rounded down).
the creature believes the spoken statement and pursues the The creature may repeat the saving throw at the end of
course of action you described to the best of its ability. At the each of its turns, ending the effect on itself on a success.
end of this power the creature knows it was charmed. Additional Dice. For each additional dice you spend on
If you or any of your companions damage the target, the this power, you can target one additional creature within
power ends. range.
Additional Dice. For each additional die spent, you can
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choose one additional creature within range or speak five Distort Reality
more words. Telepathy Power
Psionic Energy Cost: 9 dice
Dimensional Interference Manifesting Time: 1 action
Telekinesis Power Range: 30 feet
Psionic Energy Cost: 5 dice Duration: Concentration, up to 1 minute
Manifesting Time: 1 reaction, which you can use when a
Sa

Your mind can manipulate a creature's perception of reality,


creature attempts to teleport
forcing it to wander aimlessly. A target creature you can see
Range: 60 feet
within range must make a Wisdom saving throw. On a
Duration: Instantaneous
failure, the creature is confused. During its turn, a confused
When a creature you can see within range attempts to creature doesn't take an action and uses all its movement to
teleport by any means, you can manifest this power to move in a random direction. To determine the direction, roll
attempt to stop them. The targets makes a Charisma saving a d8 and assign a direction to each die face.
throw. On a failure, the creature's attempt to teleport and it The creature may repeat the saving throw at the end of
takes an amount of psychic damage equal to three rolls of each of its turns, ending the effect on itself on a success.
your Psionic Energy dice. Additional Dice. For each additional die spent, you can
Additional Dice. For each additional die spent, you can choose one additional creature within range of the first
deal one more die of psychic damage creature or have the visions become so real that at the start of
each turn a confused creature is dealt an amount of psychic
damage equal to one Psionic Energy die.

The Psychic v1.2 | Psionic Powers


23
Distraction Ectoplasmic Cocoon
Telepathy Power Metacreativity Power
Powers
Psionic Powers

Psionic Energy Cost: 4 dice Manifesting Cost: 1 die


Manifesting Time: 1 action Manifesting Time: 1 action
Range: 15 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Psionic

You make a creature focus on a friendly creature you can see You summon ectoplasm to encase a creature you can see
within range, forgetting about anything else in the world. within range. The creature must make a Strength saving
Choose two creatures you can see within range. One creature throw or be restrained. The creature may repeat the saving
must be willing while the second, must make a Charisma throw at the end of each of its turns. On a success, it is no
saving throw. On a failed save, the second creature is so longer restrained.

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thoroughly distracted by the first that all other creatures are Additional Dice. For each additional die you spend on
invisible to it for the duration of the power or until it can't this power, you can encase one additional creature within
see the first creature anymore. range of the first.
Additional Dice. For each additional die spent, you can

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target one additional creature within range to be distracted Ectoplasmic Goop
by the first creature simultaneously. Metacreativity Power
Psionic Energy Cost: 1 die
Dowsing Manifesting Time: 1 action
Telepathy Power Range: 60 feet
Psionic Energy Cost: 4 dice Duration: Instantaneous
Manifesting Time: 1 action
You hurl a blob of stick ectoplasm at a creature within range.
Range: Self
The target must make a Dexterity saving throw. On a failed
Duration: Concentration, up to 1 hour

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You think of a creature or object that has a psychic signature
you are familiar with. You sense the direction to the target's
location, as long as that target is within 500 feet of you. If the
target is moving, you know the direction of its movement.
save, the creature takes an amount of acid damage equal to a
roll of a Psionic Energy die, and on its next turn it is only able
to take the Dodge or Disengage action.
Additional Dice. For each additional die you spend, you
deal an additional die of acid damage. Alternatively, you can
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To sense the direction of the target you must have seen it spend three additional Psionic Energy dice to deal half the
up close—within 30 feet—at least once. This power can't damage on a successful saving throw.
locate creatures or objects hidden from divination spells.
Empathic Transfer
Dragon's Breath Psychometabolism Power
Psychometabolism Power Psionic Energy Cost: 6 dice
Psionic Energy Cost: 2 die Manifesting Time: 1 action
m

Manifesting Time: 1 action Range: 30 feet


Range: Touch Duration: Instantaneous
Duration: Concentration, up to 1 minute
By touching a creature you can clean their body of maladies
You turn the saliva glands of a creature you can touch into a that hamper it from functioning correctly and transfer them
deadly breath weapon. Choose acid, cold, fire, lightning, or to yourself or another creature within range. You can transfer
poison (You chose when you manifest this power). For the either the blinded, deafened, poisoned, or stunned condition,
Sa

duration of the power, the creature can replace one of its or a single disease from a creature to yourself or another
attacks with an exhalation of energy of the chosen type in a creature within range. If the transferee creature is unwilling,
15-foot cone. Each creature in the cone must make a it must make a Wisdom saving throw and on a failure the
Dexterity saving throw against your Psionic save DC, taking disease or condition is transferred to it.
an amount of damage equal to one roll of your Psionic Energy Any transferred condition lasts for 1 minute. The creature
die of the chosen damage type on a failed save. may repeat the saving throw at the end of each of its turns,
Additional Dice. For every one additional dice spent, the ending the effect on itself on a success.
creature can roll one additional die of damage. Alternatively, Additional Dice. By spending three additional Psionic
you can spend three additional Psionic Energy dice to deal Energy dice, you can completely remove the disease or
half the damage on a successful saving throw. condition without transferring it. Moreover, by spending
four additional dice, you can remove the paralyzed condition,
or a level of exhaustion.

The Psychic v1.2 | Psionic Powers


24
Energy Adaptation Enfeeble
Psychometabolism Power Psychometabolism Power

Psionic
Psionic Powers
Psionic Energy Cost: 8 dice Psionic Energy Cost: 14 dice
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Powers
You can modify a body to resist energies that would You can reach deep into a creature's biology, modifying the
otherwise harm it. As an action, you touch one creature and genes that make it resistant to certain damage types. A
give it resistance to acid, cold, fire, lightning, or thunder creature within reach loses resistance to one damage type of
damage (your choice). your choice.
Additional dice. For every two additional Psionic Energy Additional Dice. For every two additional Psionic Energy

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dice spent, you can grant an additional type of damage dice spent on this power, you can choose one additional
resistance to the creature. In addition, for every six additional damage type it is no longer resistant to. In addition, you may
Psionic Energy dice spent, you can instead grant it immunity spend four additional Psionic Energy die to have one of the
to one of the listed damage types. creature's damage immunities turn into resistance.

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Energy Transmutation Enhance Armor
Psychokinesis Power Metacreativity Power
Psionic Energy Cost: 1 die Psionic Energy Cost: 1 die
Manifesting Time: 1 reaction, which you take when a Manifesting Time: 1 action
creature rolls for acid, cold, fire, force, lightning, necrotic, Range: Touch
poison, radiant, or thunder damage Duration: 1 hour
Range: 15 feet
You have learned how to modify the small nooks and
Duration: Instantaneous

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When a creature you can see within range deals acid, cold,
fire, force, lightning, necrotic, poison, radiant, or thunder
damage, choose one damage type from the list. Roll one
Psionic Energy die, an amount of damage equal to the
crannies of armor, making it easier to handle. For the
duration of this power, any armor that you touch no longer
has a Strength requirement and no longer imposes
disadvantage on Dexterity (Stealth) checks.
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number rolled + your psionic ability modifier is changed to Enhance Talent
the chosen damage type. Psychokinesis Power
Additional Dice. For each additional die spent, you can Psionic Energy Cost: 1 die
change one additional die in the same way. Manifesting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
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You use your psionic energy to amplify a psionic talent. Until


this power ends, you deal an amount of force damage equal
to one Psionic Energy die with a talent in addition to any
other damage or effects it may have.
Additional Dice. For each additional die spent, you can
deal one additional die of force damage with your talent. You
can spend a number of dice up to half your proficiency bonus
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(rounded down) in this power.

Etherealness
Psychokinesis Power
Psionic Energy Cost: 13 dice
Manifesting Time: 1 action
Range: Self
Duration: Up to 8 hours
Using psionic energy, you manifest the spell etherealness,
without using any verbal, somatic, and material
components.
Additional Dice. For each additional die spent, you can
make this power last for one hour longer.

The Psychic v1.2 | Psionic Powers


25
Fog Shield Ice Sheet
Psychokinesis Power Psychokinesis Power
Powers
Psionic Powers

Psionic Energy Cost: 2 dice Psionic Energy Cost: 2 dice


Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self (10-foot radius) Range: 30 foot
Duration: Concentration, 1 minute Duration: Concentration, up to 10 minutes
Psionic

You distort a 10-foot radius sphere around you with a psionic You cover the ground in a thin sheet of slippery black ice.
energy field in a fog-like manner. The area within the sphere Choose a point on the ground you can see within range. The
is heavily obscured for creatures other than you. A creature ground in a 20-foot radius centered on that point becomes
(other than you) that starts it turn within the area is dealt an covered in ice for the duration of this power. The ground is
amount of psychic damage equal to one roll of a Psionic difficult terrain, and any creature that moves more than 5

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Energy die. The energy moves with you and can be dispersed feet on it must succeed on a Dexterity saving throw or fall
by winds of moderate or greater speed (at least 10 miles per prone. If the surface is sloped, a creature that falls prone in
hour). the area immediately slides to the bottom of the slope.
Additional Dice. For each additional die spent, you can Additional Dice. For each additional die spent, the radius

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deal an additional die of psychic damage or expand the of the area grows by 5 feet.
radius of the energy field by 5 feet.
Illusion
Freedom of Movement Telepathy Power
Telekinesis Power Psionic Energy Cost: 1 die
Psionic Energy Cost: 13 dice Manifesting Time: 1 action
Manifesting Time: 1 action Range: 60 feet
Range: Touch Duration: 1 minute
Duration: 1 hour

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You use psionic power to manifest the spell freedom of
movement, targeting a willing creature within range for the
duration of the power, without using any verbal, somatic,
and material components.
You target a creature you can see within range, putting an
image into its mind. It sees an illusory image within range
that lasts for the duration. The illusion must be no larger
than a 5-foot cube. The image can't create sound, light, smell,
or any other sensory effect.
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Additional Dice. For each additional dice spent in this If a creature uses its action to examine the image, the
power, you can target one additional creature within range. creature can determine that it is an illusion with a successful
Intelligence (Investigation) check against your Psionic save
Homing Strikes DC. Physical interaction with the image reveals it to be an
Telekinesis Power illusion.
Psionic Energy Cost: 1 die Additional Dice. For each additional die spent, you can
Manifesting Time: 1 reaction which you take when a affect one additional creature, have the illusion increase in
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creature misses an attack roll within 30 feet of you size by 5 feet2, or have it create sound, smell, or light.
Range: 30 feet
Duration: Instantaneous Improve Weapon
Metacreativity Power
Your mind attempts to turn a miss into a hit. If a creature you
Psionic Energy Cost: 2 dice
can see within range makes an attack roll and misses, you
Manifesting Time: 1 bonus action
can roll one Psionic Energy die and add the number rolled to
Range: Touch
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the attack roll. Potentially turning the miss into a hit.


Duration: Concentration, up to 1 minute
Additional Dice. For each additional die spent, roll one
additional Psionic Energy die and add the combined number You channel your mind's power to reshape a weapon into a
rolled to the attack roll. higher quality one. A weapon you touch gains a +1 bonus to
attack rolls and attacks made with the weapon score a
critical hit on a roll of 19 or 20 for the duration.
Additional Dice. For every two additional Psionic Energy
dice spent, the weapon gains an additional +1 to attack rolls
up to a maximum of +4.

2 : This increases the size of the cube the illusion can use by 5 feet. For example,

The Psychic v1.2 | Psionic Powers spending two Psionic Energy dice could increase the cube from 5 feet to 10 feet.
26
Intellectual Protection Lighting Blast
Telepathy Power Psychokinesis Power

Psionic
Psionic Powers
Psionic Energy Cost: 11 dice Psionic Energy Cost: 2 dice
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: Self
Duration: Concentration, up to 1 hour Duration: Instantaneous

Powers
For the duration, you or one willing creature you can see You harness latent energy in the air, converting it into
within range has advantage on Intelligence, Wisdom, and electricity to blast creatures around you. Each creature
Charisma saving throws. within 5 feet of you must make a Dexterity saving throw. On
Additional Dice. For each additional die spent, you can a failed save, a target takes an amount of lighting damage
target one additional creature within range. equal to one roll of a Psionic Energy die.

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Additional Dice. For each additional die spent, you can
Invigorate deal one more die of damage or increase the cube by 5 feet.
Psychometabolism Power
Psionic Energy Cost: 2 dice Manipulate

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Manifesting Time: 1 action Telekinesis Power
Range: Touch Psionic Energy Cost: 4 dice
Duration: 8 hours Manifesting Time: 1 action
Range: 60 feet
You touch a willing creature, enhancing its vitality, giving it
Duration: Concentration, up to 10 minutes
the chance to withstand more grievous injuries than before.
The creature's hit point maximum increases by one roll of a When you manifest this power you must choose a creature or
Psionic Energy die. In addition, the creature regains a an object to affect. You can affect one target round after
number hit points equal to that same amount. round, or choose a new one at any time. If you switch targets,

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Additional Dice. For each additional die spent, you roll
one additional die when determining the increase to the
creature's hit point maximum and the number of hit points it
regains.
the prior one is no longer affected by the power.
Creature. You can try to move a small or smaller creature.
The target must make on a Strength saving throw. On a
failure, the creature is restrained. The creature may repeat
the saving throw at the end of each of its turns, ending the
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Invisibility effect on itself on a success.
Telepathy Power Object. You can try to move an object that isn't being
Psionic Energy Cost: 6 dice worn or carried and weighs up to 50 pounds. If an object is
Manifesting Time: 1 action being worn or carried, the wielder must succeed on a
Range: Self strength saving throw or lose its grip on the object.
Duration: Concentration, up to 10 minutes As an action, you can manipulate the affected target in any
way or move it up to 30 feet in any direction but not beyond
m

Your mind is capable of forcing others to not see you. Each


the range of this power. Alternatively, you can make a psionic
creature that can see you in a 10 foot radius must make a
ranged attack with the affected target, the range of this
Wisdom saving throw. On a failure, you are invisible to the
attack is 60 feet. The damage dealt depends on the target's
creature for the duration of the power while it is in the area
weight, as shown in the table bellow. You add your
of effect. If a creature enters the area while the power is
intelligence modifier to the damage dealt.
active, it must make a Wisdom saving throw to see you. If a
creature exits the area of effect you become visible to it. Weight Damage
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Additional Dice. For each additional die spent, you can


2001 lb. or more 16d10
expand the radius of the affected area by 5 feet.
401-2000 lb. 12d10
201-400 lb. 8d10
101-200 lb. 3d10
51-100 lb. 1d10
11-50 lb. 1d8
1-10 lb. 1d4

Additional Dice. For every two additional dice spent, the


maximum size of a creature that you can target increases by
one. Alternatively, you can affect an object of twice the
maximum weight.
The Psychic v1.2 | Psionic Powers
27
Mediumship Paralyze
Telepathy Power Psychometabolism Power
Powers
Psionic Powers

Psionic Energy Cost: 1 die Psionic Energy Cost: 12 dice


Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: 60 feet
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
Psionic

Your mind can reach beyond the veil to speak with the spirits You concentrate your power on a creature you can see within
of the departed. While touching the creature's remains or range stopping it in its tracks. The target must succeed on a
holding an object important to the creature that you wish to Wisdom saving throw or be paralyzed for the duration of the
summon, you can call forth its spirit into your body if it's power. At the end of each of its turns, the target can make
willing and not an undead. another Wisdom saving throw. On a success, the power ends

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While this power is active, other creatures can ask the on the target.
spirit any number of questions. The spirit knows what it Additional Dice. For every additional two dice spent, you
knew in life, including the languages it knew. Answers are can target one additional creature.
usually brief, cryptic, or repetitive, and the spirit is under no

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compulsion to offer a truthful answer. Additionally, the spirit Petrification
doesn't know anything that has happened since it died, can't Psychokinesis Power
speculate about future events, and can't control your body. Psionic Energy Cost: 16 dice
Once a spirit has been summoned with this power, the Manifesting Time: 1 action
same spirit cannot be summoned for 7 days with this power. Range: 60 feet
Additional Dice. If you spend an additional die, you can Duration: Concentration, up to 1 minute
channel the spirit's knowledge to gain further benefits. While
When you manifest this power, choose a creature made of
this power is active, you gain advantage on any ability check
flesh to affect with the spell flesh to stone without using any
you make.

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Alternatively, while this power is active, you can use a
bonus action to spend two additional dice. If you do so, you
gain advantage on the next attack roll you make.

Molecular Rive
verbal, somatic, and material components.
Additional Dice. For every two additional dice spent, you
can target one additional creature of your choice within
range.
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Physical Enhancement
Telekinesis Power
Psychometabolism Power
Psionic Energy Cost: 15 dice
Psionic Energy Cost: 2 dice
Manifesting Time: 1 action
Manifesting Time: 1 action
Range: 30 feet
Range: 15 feet
Duration: Instantaneous
Duration: 1 minute
You focus your mind on every single atom that forms your
m

You focus power to increase the muscles or nervous system of


target, tearing them apart molecule by molecule. A target
a creature. You give a creature you can see within range a +1
creature or nonmagical object that you can see within range,
bonus to its Strength or Dexterity scores (you choose which
must make a Constitution saving throw. On a failed save, the
when manifesting this power). This also increases its ability
target takes an amount of force damage equal to ten rolls of
score maximum by the same amount for the duration.
your Psionic Energy dice + five times your psionic ability
Additional Dice. For every additional two Psionic Energy
modifier.
dice spent, the bonus to the chosen score increases by 1 up to
A creature reduced to 0 hit points by this power,
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a maximum of +4.
disappears along with everything it was wearing and
carrying, except magic items. The creature can be restored to Pocket of Air
life only by means of a true resurrection or a wish spell. Psychokinesis Power
This power automatically disappears a Large or smaller Psionic Energy Cost: 1 die
nonmagical material object. If the target is a Huge or larger Manifesting Time: 1 action
object, this spell disappears a 10-foot-cube portion of it. All Range: Touch
magical items are unaffected by this power. Duration: 8 hours
Additional Dice. For each additional die spent, you deal
an additional Psionic Energy die of force damage. You create a pocket of breathable air around a creature you
Alternatively, you can spend three additional Psionic Energy can touch. The creature that you targeted is considered as if it
dice to deal half the damage on a successful saving throw. doesn't need to breathe for the duration this power.
Additional Dice. For each additional dice spent, you can
target one additional creature within range.

The Psychic v1.2 | Psionic Powers


28
Psychic Blast Psychic Knockout
Telekinesis Power Telepathy Power

Psionic
Psionic Powers
Psionic Energy Cost: 2 dice Psionic Energy Cost: 10 dice
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self (100-foot line) Range: 60 feet
Duration: Instantaneous Duration: Concentration, 1 minute

Powers
You create a strong blast of pure telekinetic force that rams Using psionic energy, you knockout a creature you can see
through everything in front of you. Each creature in a 100 feet withing range. The chosen creature must succeed on a
long and 5 feet wide line must make a Dexterity saving Wisdom saving throw or fall unconscious until the
throw. On a failure, a creature is pushed back 5 feet, and power ends. The creature wakes up if it takes any
takes an amount of thunder damage equal to one roll of a damage or if another creature

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Psionic Energy die on a failed save. uses its action to shake the
Additional Dice. For every two additional dice spent, you sleeper awake.
can deal one additional die of psychic damage. Alternatively, Additional Dice.
you can spend three additional Psionic Energy dice to deal For every additional die

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half the damage on a successful saving throw. spent, you can target
one additional creature
Psionic Charge within range of the
Metacreativity Power first.
Psionic Energy Cost: 1 die
Manifesting Time: 1 bonus action
Range: Touch
Duration: 1 round

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You coat an object in psionic force. Until the start of your
next turn, the next attack made with the coated object deals
an additional amount of force damage equal to one roll of a
Psionic Energy die.
Additional Dice. For each additional die spent, the object
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deals an additional die of force damage. You can spend an
additional number of dice equal to up to half your proficiency
bonus (rounded down) on this power.

Psychic Feedback
Telekinesis Power
Psionic Energy Cost: 1 die
m

Manifesting Time: 1 reaction, which you take when you are


dealt damage
Range: Self
Duration: Instantaneous
As a reflex to being hurt, you create a shield that protects you
from harm. When you manifest this power, the damage you
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take is reduced by one roll of a Psionic Energy die.


If you reduce the damage to 0, the attacking creature
must make a Dexterity saving throw. On a failure, the
remainder of the amount rolled is dealt as psychic damage
to the attacking creature. On a success, only half the
damage is dealt back.
Additional Dice. For each additional dice spent, you
can reduce the damage taken by one more roll of your
Psionic Energy die.

The Psychic v1.2 | Psionic Powers


29
Psychic Shield Read Minds
Metacreativity Power Telepathy Power
Powers
Psionic Powers

Psionic Energy Cost: 2 dice Psionic Energy Cost: 6 dice


Manifesting Time: 1 bonus action Manifesting Time: 1 action
Range: Touch Range: Self
Duration: Concentration, 1 hour Duration: Concentration, up to 1 minute
Psionic

You create a hardened membrane around a creature you can Your mind probes the thoughts of those around you, you
touch that while translucent, protects it from harm. This manifest the spell detect thoughts, without using any verbal,
membrane grants the target a +1 bonus to AC for the duration somatic, and material components.
of the power. Additional Dice. When you manifest this power you can
Additional Dice. For every two additional dice spent, the choose to spend an additional eight dice to affect the target

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target gains an additional +1 to their AC up to a maximum of creature with the spell modify memory.
+4.
Schism
Psychic Surgery Psychometabolism Power

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Psychometabolism Power Psionic Energy Cost: 14 dice
Psionic Energy Cost: 1 die Manifesting Time: 1 action
Manifesting Time: 1 action Range: Self
Range: 15 feet Duration: 1 minute
Duration: Instantaneous
Your mind splits into two independent consciousnesses.
With the power of your mind, you can close the wounds of a Each one being completely autonomous. Your new "second
creature. A creature that you can see within range regains a mind" does not control your body physically; but, it's free to
number of hit points equal to one roll of a Psionic Energy die take one additional action on your turn. The only action this
+ your psionic ability modifier.

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Additional dice. For each additional die spent, you can
choose to either heal the creature for one additional roll of
your Psionic Energy die or heal another creature within
range.
"second mind" can take is manifesting a psionic power or
talent.
If you are concentrating on a psionic power or talent, you
must make a concentration saving throw at the start of you
turn. Moreover, if you are concentration on two options3, you
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have disadvantage on all concentration saving throws.4
Psychometry
Metacreativity Power Sleep
Psionic Energy Cost: 1 dice Psychometabolism Power
Manifesting Time: 1 minute Psionic Energy Cost: 2 dice
Range: Touch Manifesting Time: 1 action
Duration: Instantaneous Range: 60 feet
m

Duration: 1 minute
When you manifest this power, choose an object in range to
affect with the spell identify without using verbal, somatic, or Using psionic energy, you manifest the spell sleep, without
material components. using any verbal, somatic, and material components.
Additional Dice. For every two additional dice you
Quake spend, you manifest the spell as if you had used a spell slot of
Psychokinesis Power one level higher. You can spend up to sixteen additional dice
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Psionic Energy Cost: 1 die on this power.


Manifesting Time: 1 action
Range: 30 foot Transpose
Duration: Instantaneous Telekinesis Power
Psionic Energy Cost: 5 dice
You place your hand on the ground causing a 10-foot square
Manifesting Time: 1 bonus action
within range to tremble. Each creature in the affected area
Range: Touch
must make a Dexterity saving throw. On a failure, it is
Duration: Instantaneous
knocked prone and its speed is reduced to zero until the end
of your next turn. You can use your power to move yourself or a willing creature
Additional Dice. For each additional die spent, you can up to 20 feet to an unoccupied space you can see.
extend the size of the affected area by 5 feet. Additional Dice. For each additional die spent, you can
move one more creature or increase the distance by 5 feet.
3
: While this power is active, you can concentrate in two psionic powers or one
psionic power and one talent, feature or spell (must use your main action).
The Psychic v1.2 | Psionic Powers 4 : If you fail a concentration saving throw, you lose concentration on both.
30
Telekinesis Cloak Venomous Blood
Telekinesis Power Psychometabolism Power

Psionic
Psionic Powers
Psionic Energy Cost: 4 dice Psionic Energy Cost: 2 dice
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Powers
You cover a creature in a shroud of telekinetic energy. For the You can touch a creature to turn its blood into poison. Make a
duration of the power, attack rolls made against the target melee psionic attack that on a hit deals an amount of poison
are made with disadvantage. Moreover, when a creature you damage equal to two rolls of your Psionic Energy die, and is
can see misses with a melee weapon attack against the poisoned for the duration of the power. At the end of each of
affected creature, you can use your reaction to redirect the its turns, the target can make a Constitution saving throw,

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attacking creature's attack back on itself. If the attack meets cleansing its blood on a success. On a failure, it takes an
or exceeds the attacking creature's AC, the attack hits it. amount of poison damage equal to two rolls of your Psionic
Energy die and is not cleansed of the poison.
Telepathic Explosion Additional Dice. For each additional die spent, you can

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Telepathy Power deal one more die of poison damage.
Psionic Energy Cost: 2 dice
Manifesting Time: 1 action Veristic Sight
Range: 60 feet Psychometabolism Power
Duration: Instantaneous Psionic Energy Cost: 6 dice
Manifesting Time: 1 action
You choose a point you can see within range, a psychic
Range: Touch
explosion that destroys creatures minds. Each creature in a
Duration: Concentration, up to 1 hour
10-foot-radius sphere centered on that point must make an

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Intelligence saving throw. A target takes an amount of
psychic damage equal to one roll of a Psionic Energy die and
is knocked prone on a failed saving throw.
Additional dice. For every two additional dice spent, you
can deal one additional die of psychic damage or enlarge the
For the duration, the target of this power can see invisible
creatures and objects within 30 feet of it, in addition to
automatically detecting visual illusions and succeeding on
saving throws against them.
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area if effect an additional 5 feet. Alternatively, you can spend Wall of Clouds
three additional Psionic Energy dice to deal half the damage Psychokinesis Power
on a successful saving throw. Psionic Energy Cost: 1 die
Manifesting Time: 1 action
Telekinetic Force Range: 30 feet
Telekinesis Power Duration: Concentration, up to 10 minutes
Psionic Energy Cost: 1 die
m

A wall of dense psychically agitated fog springs into existence


Manifesting Time: 1 action
at a point within range. The wall is 30 feet long, 15 feet high,
Range: 30 feet
and 5 feet thick and is composed of three 10-foot-by-5-foot
Duration: Instantaneous
panels. Each panel must be contiguous with at least one
You can concentrate your telekinetic power on a creature that other panel and only one panel must be created within the
is up to one size larger than you. If the creature is not willing, range of this power. The area within the wall is heavily
it must succeed on a Strength saving throw or be pushed or obscured, blocking line of sight through the wall. But,
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pulled (your choice) 20 feet and only half of that on a creatures can pass through through the wall unhindered.
success. Additional Dice. For each additional die spent, you can
Additional Dice. For each additional die spent, you can manifest one additional 10-foot-by-5-foot panel.
choose to either move the target by an additional 10 feet or
target one additional creature.

The Psychic v1.2 | Psionic Powers


31
Appendix A: Creating a Psychic
A
Appendix A
Appendix

This appendix is based on how classes were presented back


Adventuring
in 3e, to inspire players how to roleplay a psychic.
Remember that what you find here are recommendations A psychic adventures into the world to stimulate and
and in the end it is your choice how your character will act challenge its mind. They do this hoping that the chaos of the
and play. Additionally, aspects of your race, background, and world provides them with new experiences. Experiences that
setting should also affect the details found here. can lead the psychic into finding new powers to master.
The power a psychic wields is innate but not effortlessly
Characteristics attained. Some seek to preserve the world, while others seek

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to attain enough power to subdue those lesser than them.
A psychic's power comes from its own mind. This power is an
Whatever reason you come up with, it is also achieved
expression of study and training by ongoing self-study and
thanks to your background and lineage, both of which give
pushing the character's limits. Psionic powers do not scale
enough possibilities as to why someone whose life has been
like spells, but they provide enough flexibility by granting
of personal study might go on an adventure.

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early access to them and the ability to upcast them at will.
Additionally, a psychic is usually interested in studying the
Other Classes
world. They usually possesses small bits of information
about everything. All this means that psychics should be seen Psychics enjoy being around monks and fighters, as they
as the intellectual or sage of the party. This is why them share their dedication to mastering oneself. They might get
being archaeologist, scholar, experimenters, hermits, off on the wrong foot with spellcasters like clerics, druids,
investigators, or apprentices, make excellent choices for and wizards, this is because psychics believe magic is
them. something that holds back the expansion of ones mind. They
are very suspicious of sorcerers and barbarians as their
Religion
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Psychic are not particularly drawn to any deity, as they
believe that they prevent them from achieving their own
personal potential. But, from time to time, there are those
uncontained raw emotion is anathema to the psychic's
discipline.
This is no way means that all psychics will regard
characters as detailed here as each psychic is different from
the other. Remember that you might be adventuring with
pl
who worship deities and those who do, prefer to revere
such characters and must attempt to grow with them. Maybe
deities that prize personal growth, knowledge, and secrets.
your psychic learns that unleashing one's emotion like a
Psychics in Combat barbarian can be healthy. Maybe your psychic learns that
magic is just as hard as mastering psionic powers.
Depending on what powers, focus, and awakening they
choose, a psychic can take one of three possible roles,
controller, striker, or support.
m

Support: These psychics enhance the natural abilities of


their allies and keep them on the fight.
Controller: These psychics can debilitate and move their
foes so that the party can handle them with ease.
Striker: These psychics can either chose to deal large
amounts of damage to a single target or target multiple
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creatures at once.

Remember that psychics are relatively weak and should be


position themselves on the backline throwing powers at their
enemies. However, some subclasses actually benefit from
moving into the frontline.

The Psychic v1.2 | Appendix A: Creating a Psychic


32
Appendix B: The Psionic System

Appendix
Appendix B
Psionic Power Progression Full Psionic Classes
─ Psionic Energy Dice ─ This types of classes mainly focus on using psionic powers
Level Dice Size
Third Half Full constantly, they commonly have a Hit Dice of 1d6 or 1d8 and
stay in the backline as they are most effective from there.

B
1st — — 2 d6
To create a class that uses this progression the following
2nd — 2 4 d6
features need to be used.
3rd 2 4 8 d6
Psionics

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4th 4 4 8 d6
This features provides access to the full range of psionic
5th 4 8 10 d8 powers provided here or created by you for your class.
6th 4 8 11 d8 Psionic Energy. These classes provide and amount of d6's
of Psionic Energy dice at 1st level and onwards equal to that

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7th 8 8 11 d8
found in the Full column of the Psionic Power Progression
8th 8 8 12 d8 table. You regain all your expended Psionic Energy dice when
9th 8 10 12 d10 you finish a short or long rest.
When you reach certain levels in such a class, the size of
10th 8 10 14 d10
your Psionic Energy dice increases: at 5th level (d8), 9th level
11th 8 11 15 d10 (d10), and 17th level (d12).
12th 8 11 15 d10 Powers Known. While in this class I use the idea of
providing the class a number of powers known equal to your
13th 10 11 16 d10
Intelligence modifier + the level in this class, you can use
14th
15th
16th
17th
10
10
11
11
11
12
12
12
e16
17
17
19
d10
d10
d10
d12
whatever progression you desire. Possible options are
creating a prepared psionic caster like a wizard or a known
powers column that progresses like a sorcerer.
Psionic Talents. Just like spellcasters, full psionic
pl
characters should not have many weapon proficiencies and
18th 11 12 19 d12 should mostly depend on its powers. This means that a full
19th 11 14 20 d12 psionic needs to have something equivalent to a cantri,
which this fulfills.
20th 11 14 20 d12 When you gain a level in such a class, you can choose one
of the psionic talents you know and replace it with another
Using this System talent from the psionic's list.
m

The main objective of this appendix is to provide other


No Feature Levels
designers the tools necessary to make their own psionic
As a full psionic class there are levels recommended that a
options using this system freely, I just request you place the
class does not get a feature, this is to balance power increase
respective credit.
with the rest of the other classes in the game. The levels
Types of Progression where this applies are 5th level, 9th level, 13th level, and 17th
level.
Using this system you will be able to create three types of
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psionic characters. Regaining Dice


At 11th level, a full psionic class should grant a feature that
Third Psionic. This are commonly subclasses that offer allows a player to, once per long rest, regain a number of
psionic progression for non-psionic classes. They are Psionic Energy dice equal to your level in this class. This is
called as such because their total progression is only a done to let players use high costing psionic powers at least
third of what a complete progression can achieve. once per long rest.
Half Psionic. This progression is typically reserved for
classes that offer martial heavy options along with some Multiclassing
sort of Psionic Power. The best example for this is are the Classes that use this type of progression for multiclass
paladin and ranger classes provided in the Player's purposes should add all the levels of that class along with
Handbook any other psionic class to determine the amount of Psionic
Full Psionic. This progression is best reserved for classes Energy dice you have available at your current level.
whose main focus is going to be using powers by either
supporting the party or controlling the battlefield.

The Psychic v1.2 | Appendix B: The Psionic Systems


33
Half Psionic Classes Third Psionic Subclasses
B
Appendix B

This types of classes mainly focus on using psionic powers This type of progression is made for when you wish to create
Appendix

constantly, they commonly have a Hit Dice of 1d8 or 1d0 and a subclass that offers psionic powers.
stay in the midline or frontline as they are most effective To create a class that uses this progression the following
from there. features need to be used.
To create a class that uses this progression the following
features need to be used. Psionics
Starting at 3rd level, this features provides access to one third
Psionics the range of psionic powers provided here or created by you
Starting at 2nd level, this features provides access to half the for your class.
range of psionic powers provided here or created by you for Psionic Energy. These classes provide and amount of d6's

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your class. of Psionic Energy dice at 3rd level onwards equal to that
Psionic Energy. These classes provide and amount of d6's found in the Third column of the Psionic Power Progression
of Psionic Energy dice at 2nd level and onwards equal to that table. You regain all your expended Psionic Energy dice when
found in the Half column of the Psionic Power Progression you finish a short or long rest.

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table. You regain all your expended Psionic Energy dice when When you reach certain levels in such a class, the size of
you finish a short or long rest. your Psionic Energy dice increases: at 5th level (d8), 9th level
When you reach certain levels in such a class, the size of (d10), and 17th level (d12).
your Psionic Energy dice increases: at 5th level (d8), 9th level Powers Known. While in this class I use the idea of
(d10), and 17th level (d12). providing the class a number of powers known equal to your
Powers Known. While in this class I use the idea of Intelligence modifier + one third the levels in this class
providing the class a number of powers known equal to your (rounded up), you can use whatever progression you desire.
Intelligence modifier + half the level in this class (rounded An option being using something similar to the eldritch
up), you can use whatever progression you desire. An option knight.

Psionic Talent e
being using something similar to the paladin.

At 2nd level, or whenever your class gets its fighting style,


you can add the option of having two Psionic Talents as a
Power Features
It is recommended that if you use this progression, you
provide the least amount of features that require you to
spend Psionic Energy. One option is that you have features
pl
fighting style. that require you to have at least one Psionic Energy die.

Extra Attack Multiclassing


When you reach 5th level, like most other half-casters, this Classes that use this type of progression for multiclass
magic progression provides the Extra Attack feature found in purposes should add one third of the levels of that class
the Paladin and Ranger classes. If you desire to not grant an along with any other psionic class to determine the amount
extra attack at this level, you could grant a subclass feature of Psionic Energy dice you have available at your current
m

instead. level.

No Feature Levels
As a half psionic class there are levels recommended that a
class does not get a feature, this is to balance power increase
with the rest of the other classes in the game. The levels Tome of Psionics
Examples of third psionic subclasses can be found in the
where this applies are 9th level and 17th level.
DMsGuild here. The Tome of Psionics includes subclasses for
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blood hunters and monks in addition to reworks of the Psi


Multiclassing Warrior and Soulknife options for fighter and rogue
Classes that use this type of progression for multiclass respectively.
purposes should add half the levels of that class along with
any other psionic class to determine the amount of Psionic
Energy dice you have available at your current level.

The Psychic v1.2 | Appendix B: The Psionic Systems


34
Intelligence, Wisdom, or Charisma is its psionic ability for
Converting Psionic Power
these powers.

Appendix
Appendix B
The book Tasha's Cauldron of Everything provides an option If you are using Detect Balance as a reference, the Integer
for how to use Psionic Energy dice on subclass options for the Point Value of this feature is the same as Standard Delayed
fighter and rogue. As seen in this Appendix, the progression Magic.
detailed here does not mix well with that system and so if a
character using that system wishes to multiclass with
system, the dice provided by that subclass should not mix Psionic Races

B
with those provided here. Example of races using this system can be found in the
DMsGuild as the Maenad or Shardmind.
To convert a subclass that uses that system to this one so
that the conversion is seamless and not game breaking, you
need to use the following changes. Creating Psionic Powers

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Psionics If you wish to create your own here is a quick guide on how
Starting at 3rd level, this features provides access to one third to do it. The basis of it being the rules of creating spells found
the range of psionic powers provided here or created by you on page 283 of the Dungeon master's Guide, this means that
the Psionic Energy Cost of power must be equal to that of the

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for your class
Psionic Energy. You harbor a wellspring of psionic energy amount of damage used for the spell.
within yourself. This energy is represented by your Psionic The following point should be considered for creating a
Energy dice, which are each a d6. You have a number of these power and its Psionic Energy die cost.
dice equal to that found in the Third column of the Psionic
The standard cost for a manifesting a power should be 1
Power Progression table
action, reducing this to a bonus action or reaction reduces
Some of your powers expend the Psionic Energy die they
the damage it deals should be reduced by one dice.
use, as specified in a power's description, and you can't use a
If a power requires an attack roll or a saving throw that
power if it requires you to use a die when your dice are all
deals no damage on a miss, increases the damage by 1 die.
when you finish a short or long rest.
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expended. You regain all your expended Psionic Energy dice

When you reach certain levels in this class, the size of your
Psionic Energy dice increases: at 5th level (d8), 9th level
(d10), and 17th level (d12).
Most powers are should be single target powers and to
affect another creature the cost increases by 1 die.
By default area of effects should be 10 feet and increase by
10 feet for each additional dice.
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To deal half the damage on a success, you should have the
Powers Known. A character that uses this progression
power cost 3 Psionic Energy dice more.
can know a number of psionic powers equal to half its
If a power lasts longer than immediate, or now works on
proficiency bonus (rounded down).
a save when it normally would not, then decrease the
Multiclassing damage by the considerable amount.
Classes that use this type of progression for multiclass Dealing force, necrotic, psychic, radiant damage type
purposes should add one third of the levels of that class change reduces the dice cost. Meanwhile, bludgeoning,
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along with any other psionic class to determine the amount piercing, and slashing damage increases the damage.
of Psionic Energy dice you have available at your current If a power replicates a spell the cost for it should be twice
level. the spell level plus 1.
All powers allow damage increase, area of effect increase,
Innate Psionics or targeting additional creatures in exchange for
As a part of your world building, you may desire to have races spending additional Psionic Energy dice. This can
with innate psionic power. A creature with innate psionics reproduce the same amount of damage as a level 9 spell
Sa

gains one psionic talent at 1st level, when it reaches 3rd level by spending 18 or more dice on single power.
it gains a psionic power with a cost of up to two psionic
energy dice. It gains another similar power at 5th level.
In addition, when it reaches 3rd level it gains two Psionic
Energy dice, which are d6 (these dice are added to any
Psionic Energy dice it has from another source). These dice
are used to fuel its powers. A Psionic Energy die is expended
when it use it. It regain spent Psionic Energy dice when it
finish a long rest. At 5th level, it gain another two Psionic
Energy dice.

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Appendix C: Design Notes
C
Appendix C
Appendix

The following notes display the reasoning behind the options The Consumptive Power feature was created to allow tier 4
provided here. psychics into using several high cost psionic powers during
combat. In addition, this feature is the natural continuation
Inspiration of the Psionics feature as it allows you to push yourself
So the inspiration for this class was taken from the following: beyond your limits. This should lead into the idea that at 18th
level you reached your Psionic Apex.
Historical depictions of psychic powers. Finally, Self Supremacy is a feature that is the
Force powers from Star Wars. culmination of the Autohypnosis, Body Supremacy and

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The X-Men, mainly the psychic characters found there. Mind Supremacy features, this showcases your absolute
Complete Psionics and Expanded Psionics Handbook control over your mind and body.
published by Wizards of the Coast.
The Mystic class by Wizards of the Cost released in 2017. Psychic Awakenings
The Mystic Revivified by Taron "Indestructoboy" Pounds.

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This short guide details the inspirations and objective of each
subclass so you can better choose one.
Goals
Create a system for psionics that is similar to what was Awakening of the Collective. Flavored after the Stepford
published in previous editions books as well as a simple Cuckoos from the X-Men and the Borg from Star Trek. The
enough system of psionics. fantasy of this is display strength in sharing information.
It is of utmost importance that this class follows fifth Awakening of the Egoist. This is the idea of someone who
edition design principles and is as extensive as well as uses their mind to enhance their body. Based of on Emma
innovative. Also this class should provide the necessary Frost and Armor from the X-Men.
Awakening of the Lurk. Based on in the idea of someone

Main Class
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options that fulfill a psionic characters base fantasy. This is
why many of the features allow you to choose.

The idea of this class is that your psionic power and body are
who gains power by debilitating others flavored after
Rogue and Selene Gallio from X-Men comics.
Awakening of the Psion. Based on the idea of Professor X
and Prodigy from the X-Men. The idea is someone who
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integrally connected, enhancing one enhances the other. This enhances their mind.
is why resting is such an integral part of the class and you can Awakening of the Wilder. Main idea is the rage psychic,
use your Intelligence modifier instead of physical stats. this is the guy who unleashes powers and destroys
Since psionic powers originate from your own weave, their everything. Shaped after Jean Grey in her Dark Phoenix
range should not be as big as a spellcasters. This means, that persona and Hellion from the X-Men.
you need to be within reach of most ranged attackers. Feats
A psychic depends deeply on not only what powers you
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choose but also on your awakening, focus, and talents. The feats provided in here grant several options similar to
what is granted to spells.
Awakening. These will define your position in combat
being either midliner or backliner. Also, it will define if you Cerebremancy. The name comes from the 3e prestige
are better suited to be a striker or a buffer/debuffer. class that allowed you to mix psionics and spellcasting.
While this does not allow you to continue increasing your
Psionic Talent. The talent is an activated power and at
level in both classes, this grants you the chance to create
early levels acts as your main combat/utility weapon.
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spell slots.
Psionic Focus. The focus provides most of the utility
Combat Focus. This powers should feel like you are so
features that define your character. This features are not
concentrated and can easily stay in focus.
iconic features of psychics in fiction (like mind reading)
Gifted. This is an alternative to make a character that has
but they are still common features of a psychic.
some sort of innate psionic power.
Psionic Apex. is a feature that should feel like 9th level
spell. It should not deal damage and can't be replicated Improve Talent. This feature is to grant psychics a small
with any power. damage boost with one psionic talent and makes it
deadlier.
Psionic Arcana. This is the basic feat you should take
for a Psionic Arcane build.
Reactive Psionics. This is the basic defensive casting
feat that you need to use.

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