The Psionic Class
| Level | Proficiency Modifier | Quick Max | MP | Quick Tier | Features |
|---|---|---|---|---|---|
| 1 | +2 | 2 | 0 | Basic | Quicks, Emanations |
| 2 | +2 | 2 | 2 | Basic | Psychs |
| 3 | +2 | 2 | 3 | Basic | Subclass I |
| 4 | +2 | 3 | 4 | Basic | Ability Score Improvement |
| 5 | +3 | 3 | 5 | Advanced | Advanced Tier |
| 6 | +3 | 3 | 6 | Advanced | Subclass II |
| 7 | +3 | 4 | 7 | Advanced | Psionic Surge I, Mind Barrier I |
| 8 | +3 | 4 | 8 | Advanced | Ability Score Improvement |
| 9 | +4 | 4 | 9 | Advanced | Subclass III |
| 10 | +4 | 5 | 10 | Elite | Elite Tier |
| 11 | +4 | 5 | 11 | Elite | Psionic Surge II, Mind Barrier II |
| 12 | +4 | 5 | 12 | Elite | Ability Score Improvement |
Basic Stats:
Level 1 HP = 6 + your Constitution Modifier; Gaining an additional [1d6 (or 4) + your Constitution Modifier] HP with every additional Psion Level
Proficiencies
Armor: None
Weapons: None
Tools: None
Language: None
Saves: Expertise with Intelligence Saves
Skills: Proficiency with Occultism and Choose 2 from Arcana, History, Insight, Nature, and Religion
Languages: None
a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope
Features:
Psionic Emanations - Occasionally, a Psion can push past their limits and utilize a pool of mental energy in the form of Psion Dice which are d4s. You have a number of them equal to your Intelligence Modifier which you regain upon completing a Short or Long Rest. You must choose to utilize an Emanation before rolling or using the ability. The list of ways you can push past your limits is listed below…
You can expend a Die when you make an Ability Check (with a Skill you gained Proficiency with via this Class) or an Intelligence Save. You add the amount rolled (dependent on your Psion Die) to the total
Quicks can be boosted at will, the additional benefit gained from doing so being labeled as Emanations as can be seen in the Quicks List
Each Subclass grants this Class additional options to utilize Emanations in this way
Your Psion Dice increase to a d6 at Level 4, a d8 at Level 7, and a d10 at Level 10
Quicks (Basic) - Every Psion has access to basic abilities which can be utilized regularly and without much effort, even able to utilize any of them with either an Action or Bonus Action and not requiring Somatic or Verbal Components
You have a Maximum number of Quicks you can know according to the Psion Table above, being able to change 1 Quick every time you gain a Level in this Class
You gain 2 Quicks of your choice from the Quick Lists, but at this Level you only have access to the Basic tier of each Quick. You gain access to the additional effects of each Quick you know according to the Psion Table above
You gain the Standard Quicks, Telepathy and Telekinesis at this Level, these Standard Quicks do not count towards your Quick Maximum
You cannot have more than 1 active Quick at a time, Quicks which are instantaneous do not interrupt your first Quick
Origin - As a power source drawing from the magic inherent in the mind of sapient creatures you cast Psychs which are similar to Arcane magic but vary greatly between the different Psions who utilize them and do not originate from the language of Dragons
Learning about the source of Psionics is a part of the Occultism Skill
Psychs - The Psion’s form of magical emanations are known as Psychs and utilize Mental Points (MP) to cast, a number of which you can see from the Psion Table above. You cannot have more than 1 active Psych at a time, Psychs which are instantaneous (such as attacks) do not affect the first Psych. Psychs require Concentration if they last for any more than 1 round.
A Psion has a number of Mental Points equal to their Psion Level as can seen in the Table above. To cast a Psych, you must utilize an amount of MP equal to the Psych’s Cost (which can be seen next to each Psych). You regain all your MP after completing a Long Rest and you regain MP equal to your Proficiency Bonus after a Short Rest
Casting Rules
The Casting of Psychs is very strenuous and unless otherwise stated every Psych has obvious Verbal and Somatic Components and costs an Action. Though unlike other Spellcasters the spoken words are unique to each Psion as there is no unified language which can be utilized to cast or understand them
Preparing Psychs - You can prepare Psychs up to your maximum MP, for instance a Lv.3 Psion has 3 MP ( and thus can prepare a 2-cost and a 1-cost Psych or three 1-cost and three 1-cost Psychs. You can replace one of these (while not exceeding your maximum) every time you finish a Long Rest
Additional Psychs can cost up to 5 MP per cast with 3-cost and 4-cost Psychs being Advanced while 5-cost Psychs being Elite. A Psion gains the ability to prepare these at the same time they gain access to the Advanced and Elite Quicks (Psion Level 5 and 10 respectively)
Spellcasting Focus
A Psion channels the energy of their mind through their body naturally, using their own body as its Material Requirement. This also means that a Psion must have both hands free to cast their Spells and cannot utilize any kind of Armor while casting [Unless it specifically has the Psionic Feature]
Ability Score Improvement - Increase any 2 Ability Scores by 1 or any 1 Ability Score by 2
Psionic Surge I - Your powers can be focused and enhanced to replenish your form as you expend energy, so when you cast a Psych of 3-cost or higher you can choose to enter your Surging state, gaining the following effects for 2 turns (but you cannot choose to end this effect early)
Your Psychs and Quicks have their Attack Rolls and Save DC increased by 1
When you deal Damage with Psychs or Quicks it gains a Base Damage equal to your Intelligence Modifier + your Proficiency Bonus
You gain a Flying Speed of increases by 4m
You have Advantage on Mental [Charisma/Intelligence/Wisdom] Saves and Ability Checks
You have Disadvantage on Physical [Constitution/Dexterity/Strength] Saves and Ability Checks
When this Feature ends you are Stupefied for on your next turn and your Movement Speed is reduced by 6m
Mind Barrier I - Your mind locks itself down from interference
You gain Resistance to Psychic Damage and grants yourself Advantage on all Saves against Conditions which would affect your Mind; such as Confused, Charmed, Dazed, or Stupefied
Psionic Surge II - Your surge can now enhance you further, though you can only activate this more powerful Surge once per Long Rest
You immediately gain 4 Psionic Dice
You can cast Psychs as Bonus Actions
You regain HP equal to your Psion Level + your Intelligence Modifier up to half your Maximum HP
Mind Barrier II - Your mind locks itself down from interference
You gain Immunity to Psychic Damage
You gain Proficiency with Wisdom Saves
You can roll a Psionic Die and add the total to any Mental [Charisma/Intelligence/Wisdom] Saving Throw, only expending the Die on Success
Subclass - Pick a type of style for you to specialize in as you increase in experience, with some Rangers becoming extremely adept at striking down foes one at a time while others seeks Beastial companions or becoming a vicious ambush predator
Bulwark
I
Bulwark Emanation I - This subclass can enhance their abilities using their Psionic Dice, gaining Proficiency with the Skill below and an Emanation below of your choice. You can change this selection any time you gain a Level in this Class
You gain Proficiency with Martial Swords, Bucklers, Medium Armor, and Athletics
You can utilize a Psion Die with Attack Rolls using Martial Swords and Athletics Checks
Bulwark - You can utilize a Psion Die as a Bonus Action to emanate a field of energy around yourself
Until the end of your next turn you gain Resistance to all Damage Types
Guarded Mind - If you are affected by a Negative Mental Condition (e.g. Confused, Paralyzed, or Stunned) you can expend a Psion Die to remove this effect as a Bonus Action
If you choose to utilize this Ability you do so as a Free Action as the start of your Turn
Protection Field - If you or an Ally takes Damage you can harness your Psionic abilities to mitigate it
When you or an ally you can see takes Damage you can use your Reaction to reduce the Damage by an amount equal to a roll of your Psion Die + your Proficiency Bonus
Quick - Psionic Strike: You swipe using a Blade you currently have Equipped with preternatural swiftness. You target a Creature you can see within 10m and make an Spell Attack Roll and deal 1d8 Force Damage on a hit
Advanced - You deal 2d8 Damage and range increases to 20m
Elite - You deal 3d8 Damage and range increases to 30m
Emanation - You can add the amount rolled to your Attack and Damage Rolls for this Quick
Psych - Soulbound Blade: You can harness the inherent magic within the Iron of a Weapon you’re Proficient with via a magical ritual which takes 1 Hour to complete. This magic holds indefinitely but can only be applied to one Weapon at a time. Once this Ritual is completed the Weapon of your Choice utilizes your Intelligence Modifier regardless of the Weapon Type for its Attack and Damage Rolls
If you take the Attack Action you can make your Attack with Advantage by Casting this Psych again with your Bonus Action
II
Bulwark Emanation II
You can now select 2 different Emanations to have available at a time
Psionic Feedback (Tier 3)
When you take Damage from a Creature you can see, you can deal Damage back using a Reaction by Casting this Psych. When you do so you immediately deal Psychic Damage equal to 2d6 + your Intelligence Modifier to the target
You can expend a Psion Die to use the Protection Field Emanation as a part of the same Reaction
III
Psionic Bulwark - You gain the following benefits as your Psionic abilities condense within your body
You gain Immunity to the Charmed, Confused, and Stunned Conditions
Your Maximum HP increases by 10
Your Movement Speed increases by 2m and you utilize your Intelligence Modifier when calculating your Jumping Distance, on Athletics Checks, and Initiative Checks
Enchanter
I
Enchanter Emanation I - This subclass can enhance their abilities using their Psionic Dice, gaining Proficiency with the Skills below and an Emanation of your choice. You can change this selection any time you gain a Level in this Class
You gain Proficiency with Medicine and History Checks and can utilize Psion Die with them
Binding Chain - You expend a Psion Die and a Bonus Action to send out chains to a Creature you can see within 12m. You immediately move yourself adjacent to them and deal 2d12 Psychic Damage
You gain Resistance to all Damage this Creature deals to you until you leave their Melee Range
Impairing Burst - Target a point you can see within 20m, as a Bonus Action you send a burst of magic erupting at the point in a 6m radius. All Creatures within that range take Psychic Damage equal to a roll of your Psion Die + your Proficiency Bonus
Affected Creatures make an Intelligence Save against your Spell Save DC, having their Movement Speed reduced by 4m on a Failure
Psionic Inspiration - You expend a Psion Die and a Bonus Action to unleash a wave of Psionic energy, surrounding yourself and all allies within 10m. This magic grants them an additional 4m of Movement Speed and Shielding equal to a roll of your Psion Die + your Proficiency Bonus
The Shielding lasts until the end of their next turn and the Movement Speed lasts as long as the Creature has Shielding
Quick - Concentration: You quickly harness a mote of magic from your mind, allowing you to more easily channel your abilities. When you Cast this Quick any Psych you Cast on this turn Costs 1 MP less than normal
Advanced - You can select 2 Emanations or reduce the MP cost by 2
Elite - You can select 3 Emanations or reduce the MP cost by 3
Emanation - Spend a Psion Die to empower your Psych in one way from the list below, by an amount equal to a roll of your Psion Die + your Proficiency Bonus
The Attack Roll
The Damage Roll
The Spell Save DC
The Size of the AoE (in meters)
Feature - Encompassing Magic: The Shielding you grant stacks on top of any other type of Shielding.
In addition, whenever you provide Shielding to an Ally you gain Shielding equal to your Proficiency Bonus
II
Enchanter Emanation II
You can now select 2 different Enchanter Emanations to have available at a time
Psionic Remembrance (Tier III)
You can only cast this Psych when holding a faceted diamond worth at least 300GP which the Spell consumes. You touch a Creature that died within the last minute and revive them at 1HP and with 1 Level of Exhaustion
III
Enchanter Emanation III
You now have access to all Enchanter Emanations
Defend the Weak - Your mental defenses can be utilized in a myriad of ways as you unlock your inner potential. Your magical Defenses produce Shielding equal to your Intelligence Modifier + your Proficiency Bonus, the triggers of which are below
When you Cast a Psych or a Quick you can grant yourself Shielding
If you are using this ability to grant any ally Shielding you can grant them this additional Shielding instead of yourself
When you or an Ally within 10m would be take Damage that would reduce them to the Dying Condition you can use your Reaction to grant this Shielding
If they are targeted by an Instant Death effect (such as Disintegrate) then they instead are dropped to Dying but not instantly killed
When you or an Ally within 10m is targeted by a Spell or other AoE you can grant all those affected this Shielding
If one target is Vulnerable or otherwise susceptible to this Effect then you can choose to instead offer the cumulative Shielding to this one Creature
Mentalist
I
Mentalist Emanation I - This subclass can enhance their abilities using their Psionic Dice, gaining Proficiency with the Skills below and an Emanation below of your choice. You can change this selection any time you gain a Level in this Class
You gain Proficiency with your Choice of 2 Skills between (Deception, Insight, Perception, and Persuasion) and can utilize a Psion Die with them
Call Strike - Target an ally you can see within 20m, they can use their Reaction to make a Melee Attack. If they do so they gain a bonus to their Attack and Damage Rolls equal to a roll of your Psion Die
Call Movement - Target an ally you can see within 20m, they can use their Reaction to move up 8m without provoking Opportunity Attacks. If they do so they gain Shielding equal to a roll of your Psion Die
Refocus - When you take Damage and lose Concentration on a Psych or Quick you can use your Reaction to immediately regain Concentration
Quick - Influence: Target a Creature within 6m to link with mentally for a brief moment, allowing you to make a Charisma Check with Advantage on that turn. However most creatures will turn aggressive or hostile after this effect is utilized
Advanced - Other Creatures don’t notice you casting this Quick at all
Elite - you can target up to 5 creatures at once with this Quick
Emanation - You don’t allow the magic to activate their sense of fear
Feature - Mindbender: Creatures you target with a Quick or a Psych on that turn have Disadvantage on Opportunity Attacks against you
II
Mentalist Emanation II
You gain Proficiency with the other 2 Skills you didn’t select
Languidity (Tier III) - Target a point you can see within 50m, causing time to alter in a 20m sphere around it. Each target must succeed on a Wisdom Save or be affected by this spell for the duration
An affected target’s Speed is halved, it gains a -2 penalty to AC and Dexterity Saves, can’t take Reactions, and can’t Cast Spells of 2nd Level or higher. On its turns, it can take either an Action or a Bonus Action, not both, and it can make only a single Attack with the Attack action
An affected target repeats the Save at the end of each of its turns, ending the spell on itself on a Success
III
Mentalist Emanation II
You gain Expertise with any one of the 4 Skills from this Subclass, you can change this selection whenever you finish a Long Rest
Mentalist’s Prowess
When you make an Ability Check utilizing any of the 4 Skills from this Subclass any value on the Die of 6 or less is treated as a 7
Soulknife
I
Soulknife Emanation - This subclass can enhance their abilities using their Psionic Dice, gaining Proficiency with the Skills below and an Emanation below of your choice. You can change this selection any time you gain a Level in this Class
You gain Proficiency with Light Armor, Light Melee Weapons, and Investigation Checks and can utilize a Psion Die to Attack Rolls with those Weapons and Investigation Checks
Untouchable
When you are making a Movement Action and are targeted by an Opportunity Attack you can use your Reaction to ignore this Attack and any other Opportunity Attacks that target you this turn. Upon doing so you increase the range of your Movement Action by 4m
Teleporting Blade
When you Throw your Psionic Dagger you can Teleport to the Target as a part of that Action. If you Attack a Adjacent to you (or you miss your Ranged Attack) you can Teleport to the opposite side of the targeted Creature instead
Psionic Evasion
If you take Damage from an Enemy Adjacent to you this ability can harness your Psionic abilities to mitigate it
Upon taking Damage you can use your Reaction to reduce the Damage by an amount equal to a roll of your Psion Die + (2x your Proficiency Bonus)
Quick - Psiblade: You can utilize your powers to form a Dagger made of your psionic powers, this has the Finesse and Thrown (10m) Properties, deals 1d6 + your Intelligence Modifier Psychic Damage on a Hit, and lasts for up to 1 minute or until Thrown and doesn’t require Concentration
Advanced - Increase to 2d6 Damage and range to 20m, Elite - Increase to 3d6 Damage and range to 30m
This magical Weapon utilizes your Spell Attack Roll, after making this Attack the Dagger disappears as the Psionic Energy dissipates. In addition, if you have Advantage on the Attack you double the dice on a Hit
Ability - Mobile Mind
You can take the Dash, Dodge, or Disengage Action as a Bonus Action
II
Lethal Aim
When you make an attack roll against a creature and miss, you can expend a Psion Die to turn the miss into a hit and Deal additional Damage equal to your Proficiency Bonus
Veil
You can cast the “Visibility (Greater)” Psych as a Bonus Action or an Action with a MP cost of 1
This invisibility ends early if you are knocked unconscious or are inflicted with the Paralyzed or Stunned Conditions. Once you use this Feature, you can't do so again until you finish a Short or Long Rest. You can expend a Psion Die to utilize this ability again if you haven’t Rested since the last use
III
Double Blade - If you target a Creature with your Psionic Dagger you can utilize your Bonus Action to inflict an additional effect. As a part of this Bonus Action you can expend a Psion Die to create an Emanation for additional effects
You deal an additional 2d6 Psychic Damage: Emanation - you deal another 2d6 Damage
You push them back 2m: Emanation - you push them another 4m
You knock them Prone (if they’re size Medium or Smaller): Emanation - you can effect size Large Creatures
You grant them Disadvantage on their Attack Rolls until the end of their next turn: Emanation - They cannot make Attack Rolls against Creatures greater than 10m away
You Teleport to a point you can see within 10m: Emanation - you can teleport up to 30m
You Deal 1d6 Psychic Damage to all Creatures adjacent to you: Emanation - you deal an additional 3d6 Damage
You grant yourself Shielding equal to 2d6 + your Intelligence Modifier: Emanation - you gain an additional 2d6 Shielding
Transcendant
I
Transcendent Emanation I - This subclass can enhance their abilities using their Psionic Dice, gaining Proficiency with the Skills below and an Emanation below of your choice. You can change this selection any time you finish a Long Rest
You gain Proficiency with any Skill of your Choice (not from the Psion Class List above) and can utilize a Psion Die with the Skills from this Subclass
Warp Space
As an Action you point in a straight line for 20m and pull space together in a 2m cylinder, dealing 1d12 + Psion die in Force Damage to all Creatures in that area then arriving at the end of this line
Warp Time
When you roll Initiative you can utilize this Emanation to expend a Psion Die and roll again. You go on both turns during the first round of combat then select one and that will be your initiative for the rest of the combat
Warp Energy
When you use your Action to cast a Psych you can expend an unlimited number of Psion Die you possess (up to the MP cost of the Psych) as a part of that same Action. You reduce the MP cost of that Psych by the amount of Psion Dice spent
Quick - Change
Utilizing this Quick as a Bonus Action instantly teleports you to a point you can see within 10m
Advanced - Increases the Range to 20m, Elite - Increases the Range to 30m
Emanation - The range increases to 30m and you also gain 4m of Movement Speed this turn
Feature - Void Bolts
Once per turn when you Teleport by any means in combat you can harness this energy into your form and utilize it to enhance yourself after teleporting. You can choose a benefit from the list below
You can deal Psychic Damage to an enemy you can see within 10m equal to a roll of your Psion Die
You gain Advantage on any Saves you make before the start of your next turn
You regain an amount of HP equal to a roll of your Psion Die up to half your Maximum
You gain an amount of Shielding equal to a roll of your Psion Die
You immediately teleport again with the same range as your last teleport
You gain AC equal to a roll of your Psion Die until the start of your next turn
II
Transcendent Emanation II - You gain Proficiency with any other Skill of your Choice
Psionic Step (Tier II) - You Cast this Psych using an Action, teleporting to a point of your Choice you can see within 40m. If you Cast your “Change” Quick immediately after you can teleport 20m instead of the normal Range
III
Transcendent Emanation III - You gain Proficiency with any other Skill of your Choice
Transcend Weakness - When you utilize a Psion Die to add to a Roll and still Fail you don’t lose that Psion Die