Psion

Psionic Talents

Starting at 2nd level, you gain access to a Psionic Talent allowing you to further specialize. Pick two talents from the list of Psionic talents presented below. You can pick a new Psionic talent at 5th, 7th, 9th, 12th, 15th, and 18th level. When you level up, you can replace a Psionic talent you have previously selected with a different option.

Animated Projections

Prerequisite: 10th level Psion, Projection Discipline.

As an action, you can project a swarm of ethereal objects. You can cast expend 5 psi points to cast animate object but it creates new ethereal objects rather than animating existing ones.

Astral Swap

Prerequisite: Projection and Transposition Disciplines.

As an action, you can expend 1 psi point to swap places with your Astral Construct using Phase Rift. You can apply Phase Rift modifiers to this movement.

Aura Sight

You gain the ability to psionically see a creature's aura. By spending 1 psi point you can determine if a creature is under the influence of magic and what school it is, or if a creature is under the influence of psionics. A shape shifter or disguised creature makes a Charisma (Decepction) check against your Psionics save, on failure you can see their true nature in their aura.

Awaken Mind

Prerequisite: 9th level Psion

You gain the ability to cast awaken without expending a spell slot. Once you cast this spell in this way, you cannot cast it again until you complete a long or short rest.

Body Control

Prerequisite: Enhancement

You gain the ability to use your alter self ability at-will without expending psi points. Additionally, you can cast enlarge/reduce on yourself for half the psi point cost it would normally cost.

Controlled Power

You gain the ability to suppress the glow and somatic component of a Psionic Power. You can expend 2 psi points to use a power without a visual sign or somatic component. Each time you do this, the cost of doing so doubles until you complete a short or long rest.

Divided Mind

Prerequisite: Divide Spell Known

You can sustain your divide self spell by one additional round by expending 2 psi points at the start of your turn.

Empathy

You can psionically link yourself to other creatures. As a reaction to a creature taking psychic, necrotic, or radiant damage you can grant them resistance to the damage taken, but take damage equal to the damage they take (after resistance).

If the damage would inflict any further negative status effect on the target, you can choose for that effect to affect you instead.

Elemental Aegis

Prerequisite: Psychokinetics Discipline

As an action, you surround yourself with a swirling shield shield of fire, ice, or lightning. You gain temporary hit points equal to your Psion level. Creatures that strike you while you have these temporary hitpoints take 1d4 damage of the shield type chosen.

Once you use this talent, you cannot use it again until you complete a short or long rest.

Elemental Weapon

Prerequisite: Psychokinetics Discipline

As part of taking the attack action, you can empower a melee weapon you are holding with elemental energy. The next time before the end of your turn you deal damage to a creature with that weapon, you can treat the attack as an Elemental Blast, adding the Elemental Blast modifiers to that attack as if using the power (you can use Psionic Mastery on this). This does not deal the base damage of Elemental Blast, but any added damage causes the additional effects of Elemental Blast damage effects to occur.

Kinetic Slam

Prerequisite: Telekinesis Discipline

When you use the Telekinetic Force power, you can unleash it as a blast of kinetic power. You can use your power as a ranged psionic attack (applying damage and effect on hit). You can only select the Hammering modifier when you use it in this way.

Mind Thrust

Prerequisite: Telepathy Discipline

When you use your Telepathic Intrusion power, you can wield it as a lance of mental power. You can use your power as a ranged psionic attack (applying damage and effect on hit). You can only select the Rending modifier when you use it this way.

Matter Made Real

Prerequisite: Projection Discipline

You gain the ability to solidify some of your projections into real objects, you can cast fabricate and wall of stone expending psi points equal to the spell level.

Mental Image

Prerequisite: Telepathy Discipline

You gain the ability to use your Telepathy to project images into the minds of creatures with perfect clarity, interposing it over their reality. The spells silent image, major image, hallucinatory terrain and seeming are added to your Telepathic mastery alternate effects list.

Mental Might

Prerequisite: 10th level Psion, Telekinesis

You learn to focus your mental grip. You can make an Intelligence (Athletics) check when you make an Athletics check. Additionally, when you initiate a grapple in this method, you can attempt to grapple a creature within 30 feet. Maintaining a grapple like this requires Concentration, as if concentrating on a spell, and the grapple ends if concentration is lost.

Mind Devourer

Prerequisite: 5th level Psion

You gain the ability to cast psychic drain for 2 psi points. Additionally, whenever a creature within 10 feet of you that had an Intelligence score of 6 or higher dies, you can expend your reaction to draw in its psionic power, regaining 1d4 hit points and 1 expended psi point.

Mind Rider

As an action, you can touch a willing creature to see through its eyes and hear what it hears for the next hour, gaining the benefits of any Special Senses that the creature has. During this time, you are deaf and blind with regard to your own Senses. You can end this effect at any time. While this is active, the creature has advantage against being charmed or frightened.

Perfect Focus

Prerequisite: 10th level Psion

You can enter a state of extreme focus. Your concentration is no longer interrupted by using a second ability that requires concentration, but your movement speed is reduced to zero while concentrating on more than one effect you have a -5 penalty to any concentration check. If you move or fail a concentration check, one of your concentration effects ends. If fail the concentration check by 5 or more, you lose concentration on both effects.

Phase Slash

Prerequisite: Transposition Discipline

When you use your Phase Rift power, you can make one melee weapon attack as a bonus action against a target you pass through with your Phase Rift.

Phase Shot

Prerequisite: Transposition Discipline

When you make a ranged weapon attack roll, you can use your bonus action to cause it to travel through a Phase Rift as if you teleported using the ability. You do not teleport, and this does not extend the phase rift beyond its normal range - the projectile continues as normal from the ending point if it travels further than it can phase rift. If the attack hits

Physical Surge

Prerequisite: Enhancement Discipline

When you use Enhancing Surge targeting yourself, you can choose to make your Strength or Dexterity ability score equal to your Intelligence modifier ability score until the start of your next turn.

Psi Crystal

You gain the ability to impart part of your mind into crystal. You can expend 2 psi points to cast the find familiar spell but your familiar takes on the statics of a psi crystal (below) and the material component required is a crystal worth 10 gp instead of the normal material components. The Psi Crystal gains your mental stats. You can use Psionic Disciplines without a range of Self through your Psi Crystal is if you were standing in it's location. If the psi crystal is destroyed, you gain its memories as your own. While you have a Psi Crystal active, as a bonus action, you can deactivate it to regain 2 expended psi points.

Psi Crystal

Tiny construct, unaligned


  • Armor Class 20
  • Hit Points 2 (1d4)
  • Speed fly(hover) 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 10 (0) 10 (0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +4
  • Damage Vulnerabilities bludgeoning
  • Damage Resistances piercing, slashing.
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages understands the languages of its creator but can't speak

When you summon a Psi crystal, you can store a fragment of your personality, that you can then release by shattering the crystal. Select one of the following when summoning a psi crystal.

Courage. When you make a saving throw against the Frieghtend condition, you can use your reaction to shatter the crystal to gain advantage on the save.

Cowardice. When your Psi Crystal is within 30 of you and a creature comes within 5 feet of you, you can use your reaction to shatter the crystal releasing that emotion and immediately move your movement speed away from the creature without taking an attack of opportunity.

Cruelty. When your Psi Crystal is within 30 feet of a creature that takes damage, you can use your reaction to shatter the crystal releasing that emotion and causing the creature take additional damage equal to your Psion level.

Sympathy. When your Psi crystal is within 30 feet of you and another creature, if that creature takes damage, you can use your reaction shatter the crystal relasing that emotion and granting the creature resistance to that damage and take an equal amount of damage to the damage it takes.

Potent Psionics

When a target passes the saving throw against a damaging Psionic Power (granted by a Psionic Discipline), they still take half the damage, but suffer no other effects.

Projected Nightmares

Prerequisite: Shaper Subclass

You gain an additional option for Boundless Imagination to apply to your Astral Construct: Horrifying Nightmare: Creatures that start their turn within 5 feet of your Astral Construct must make a Wisdom saving throw against your Psionics DC or become frightened of your Astral Construct until the start of their next turn.

Once they have saved against this, they are immune to the effect for the next 24 hours or until you summon a new Astral Construct.

Psionic Defenses

You gain a way to defend yourself using your psionic powers. While you are not wearing any armor or carrying a shield, your Armor Class equals 13 + your Intelligence modifier.

Psionic Weapon

As a bonus action, you can expend 2 psi points to imbue a weapon you are holding with psionic energy. For the next minute, once per turn when you deal damage with that weapon, you can deal an additional 1d6 psychic damage.

The damage increases by 1d6 when you reach 5th level in Psion (2d6), 11th level in Psion (3d6), and 17th level in Psion (4d6).

Schism

Prerequisite: 5th level Psion

You can spend one psi point to temporarily divide your mind to do two things at once until the end of your turn. While are dividing your mind, if you use your action on a psionic power or spell granted by a psionic discipline, you can use your bonus action to use a psionic power. The two powers share your per use psi point limit between them.

Surging Power

Prerequisite: Enhancement Discipline

Your power is at your finger-tips. When you target only yourself with Enhancing Surge, you can use the power as a bonus action instead of an action.

Preqrequisite: Telepathy Discipline

Your telepathic communication gains an unlimited range as long as you have communicated with the creature within the last day, and the target willingly maintains the link. However, it takes an action to focus to communicate over distance if you cannot see the target (or for the target to communicate with you if they cannot see you). You can maintain a link with a number of people equal to your Intelligence modifier in this way.

Telekinetic Weapons

Prerequisite: Telekinesis Discipline

You gain the Telekinetic Weapon psionic power as part of your Telekinetic Discipline (in addition to your other psionic powers), giving the ability to fling weapons as per the power.

Telekinetic Weapon

Psionic Power


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You telekinetically fling a weapon at a creature or object. Choose a weapon within 15 feet that isn't been worn or carried, or choose a weapon under your control. Make a ranged spell attack. On hit the target takes damage equal to the weapon's damage dice. The range of the attack decreases to 15 feet if the weapon has the heavy or special property, and increases to 60 feet if the weapon has the light property.

You can use Psionic Mastery points on this power, and this power counts as a Discipline Power of the Telekinetics Discipline (for example, for the purpose of Empowered Psionics).


You can spend Psi Points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power.

Multiple (1+ psi points): For each additional psi point spent, you can fling an additional weapon, making a seperate attack and damage roll for each weapon flung.

Whirling (2 psi points): You can replace throwing a weapon with casting cloud of daggers.

Transcendent Focus

Prerequisite: Perfect Focus

While in a state of perfect focus (concentrating on two spells), you gain a magical flying speed of 10 feet instead of a movement speed of 0 feet. Moving with this speed does not interrupt Perfect Focus.

Visionary Sight

You can see a creature by its mind. You gain a mindsight of 15 feet, allowing you to see creatures with an intelligence of 6 or higher within range as if by blindsight. A creature you are unaware of can still be hidden from you, but you can use your Intelligence modifier instead of your Wisdom modifier with making Perception checks to detect creatures.

If you already have mindsight, the range of your mindsight increases by 30 feet.

Additionally, due to your increased awareness, attacks from creatures you cannot see due to blindness or obscurement do not gain against you if they are not hidden from you.