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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
 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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    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
                                                                                               5
                                                                                               5
                                                                                               5
                                                                                                             5
                                                                                                             5
                                                                                                             5
                                                                                                                             19
                                                                                                                             19
                                                                                                                             20
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    20th             +6          Self Supremacy                                                5             5               20
   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
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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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              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
                                                                                                                                     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
                                      e
 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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                  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
                 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
                                                                                                                                      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.
 (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.
                 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
                                                                                                                e
                                                                                 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.
                                                                                 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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                                                                                                                                     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
                                                                                                   e
                                                                    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
                                                                    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
                                                                    Mind Control
                                                                    14th-Level Awakening of the Psion Feature
                                                                                  duration.
                  1st-Level Awakening of the Wilder feature
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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
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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
                  which which must be spent before the end of your next turn
                  or vanish.
                  Destructive Surge
                  10th-Level Awakening of the Wilder feature
                                                                                                                                                     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.
                                                                                                                  e
 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,
        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
                                                                                                                       e
                  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
                                                       e
                  average person in your chosen craft. Choose one of the
                  following:
                                                                                     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.
   m
                     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.
                        e
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   m
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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
                                                                                                                   e
                                                                                     "Spellcasting," of the Player's Handbook.
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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.
                                                          e
                    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.
                    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.
                                                                                                                                   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
                                                                                                  e
                                                                  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
                                                                     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
              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
                                                                                                                    e
              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.
              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.
                                                                                                                                     Psionic
                                                                                                                                     Psionic Talents
 The psionic talents are presented here in alphabetical order
                                                                                                                                             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
                                                                                                  e
 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
                                      e
 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
   m
                                                                   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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                 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
                                                                                                                e
                 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.
                                                     e
                    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
   m
                 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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                                                                                                                                        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
                                                                                                   e
 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
 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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                 The psionic powers are presented here in alphabetical order           Astral Weapon
                                                                                       Metacreativity Power
                 Astral Guardian
                 Metacreativity Power                                                  Psionic Energy Cost: 2 dice
Psionic
                                                                                                                      e
                                                                                       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
                                                       pl
                                                                                       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.
   m
                    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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                   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
                                                                                                                                     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
                                                                                                 e
 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,
                                      e
 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
                                   pl
                                                                   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,
   m
 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
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 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
                 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
                                                                                                                   e
                 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
                                                    pl
                 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.
   m
                 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
                                                                                                                                        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
                                                                                                   e
 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
                                                                            fil
 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
                                       e
 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
                                    pl
   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
   m
 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
                 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.
                                                                                                                     e
                 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
                                                                                             fil
                 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
                                                       e
                 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
                                                    pl
                    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
                 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.
                                                                                                                                       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
                                                                                                   e
 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.
                                                                             fil
 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
                                        e
 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.
                                     pl
 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
   m
                                                                      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.
                 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
                                                                                                                            e
                 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
                                                                                              fil
                 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
                                                      e
                 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.
                                                   pl
                   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
   m
                   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
Sa
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.
                                                                                                        e
                                                                      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
                                                                          fil
 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,
                                      e
    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
                                   pl
 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 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
                                                                                                                   e
                    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
                                                                                            fil
                 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.
                                                      e
                    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.
                                                   pl
                                                                                     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
                                                                                     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.
                                                                                                                                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
                                                                                                e
 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
                                                                           fil
 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
                                      e
 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
                                   pl
 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
                 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
                                                                                                                             e
                 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
                                                                                                fil
                 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.
                                                      e
                    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
                                                   pl
                                                                                    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
Sa
                                                                                                                                         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,
                                                                                                    e
 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
                                                                             fil
 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
                                       e
 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.
                                    pl
 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
 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.
                                                                                                             e
                                                                                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.
                                                                                       fil
             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
                                                  e
             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
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             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.
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creatures at once.
                                                                                                                                      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
                                                                                                 e
     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
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                                                                  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
             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
                                                                                                               e
             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.
                                                                                       fil
             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.
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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                                                                                                                                          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
                                                                                                    e
 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.
                                      e
 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,
   m
 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
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 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.
             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
                                                                                                               e
                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
                                                   e
             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
   m
             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.