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5e - Psion (KibblesTasty) - GM Binder

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50% found this document useful (2 votes)
383 views19 pages

5e - Psion (KibblesTasty) - GM Binder

Uploaded by

Kánya Zoltán
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Psion v1.

A
large orc is flung across the
room, smashing through
tables and chairs before hitting
the wall with a thunderous
crash, collapsing dazed. A
human, her eyes still glowing
with unearthly power, tosses a
few extra coins on the bar. "Sorry for the
mess. If he wakes up, tell him to try picking
on someone his own size next time".
The prisoner's expression turns from
defiant to puzzled as the interrogator asks no
questions, merely stares at them silently. His
puzzled expression turns worried as he finds
himself, unbidden, recalling where he stashed
the loot. "Under the stables behind the Rusty
Hook Inn" the interrogator finally speaks,
as the thief's expression becomes terrified.
"Ain't you... cold or somethin'?" the dwarf
asks the elf as they trudge through the snow,
eying her simple robe and bare feet. "I just
think 'warm'" the elf replies with a distracted
air. The dwarf snorts, a puff of chilled air.
Typical elf nonsense. Except... they haven't
frozen to death yet. "Say... could you think some
'warm' this way?" the dwarf asks hopefully.
To the dwarfs surprise, the chill of the snow
fades away completely "that's downright
creepy... hey don't stop now! Was jus' sayin'
it was creepy."
Psions are those who have tapped into a
special otherworldly force, with the ability to
actualize the power of their mind to accomplish
impossible feats. Reading minds, lifting vast
weights, and transcending physical limitations,
they tend to inspire awe and terror in equal measure.
The exact nature of what is Psionic power might be a
question answered in your setting, or it might not be. Most
view Psionic power as coming from within, though other
answers exist - anything from the leaking power of the Far
Realm, to an alternate way to express magic, to an
actualization of an individual's will upon the world. Misunderstood Power
Powerful Minds In a world of widespread magic, many will assume a Psion to
be a type of Sorcerer or Wizard, mistaking their powers for
Since a psion's weapon is their mind, they are always a the common applications of magic. The common villager
careless thought away from harming those around them. For keeps only one mental category for the supernatural and
a psion, the line between thinking and doing can be very thin, creepy people that bend reality to their will. But even among
forcing them to keep their thoughts and emotions in check, magic users, a Psion's powers will frequently be found
lest their powers run amok. This leads to many of them unnerving.
developing odd behaviors or mannerisms to help them It is often those who do understand magic that finds a
control their state of mind, frequently seeming quite eccentric Psion’s abilities the most aberrant. A force that intersects the
to an outside observer. magical weave rather than obeys it, the nature of the power
Consider how your psion keeps their powers in check, and that the psion wields one can only contemplate with unease.
how much their power bleeds into their everyday life. How
reading minds may affect their body language or habits. Do
they add wood to the campfire from the comfort of their Psion is created by KibblesTasty. Support additional
bedroll, or do they restrain themselves from using their content and updates by KibblesTasty at
power for trivial matters lest they slip up? http://www.patreon.com/KibblesTasty.

1
Psion
Proficiency
Level Bonus Psi Points Psi Limit Features Psionic Talents
1st +2 1 1 Psionic Archetype, Psionics --
2nd +2 2 1 Psionic Talents 2
3rd +2 3 2 Secondary Discipline, Psionic Archetype Feature 2
4th +2 4 2 Ability Score Improvement 2
5th +3 5 3 Psionic Mastery 3
6th +3 6 3 Psionic Archetype Feature 3
7th +3 7 4 ─ 4
8th +3 8 4 Ability Score Improvement 4
9th +4 9 5 ─ 5
10th +4 10 5 Psionic Archetype Feature 5
11th +4 11 6 Innate Psionic Ability (6th level) 5
12th +4 12 6 Ability Score Improvement 6
13th +5 13 7 Innate Psionic Ability (7th level) 6
14th +5 14 7 Psionic Archetype Feature 6
15th +5 15 8 Innate Psionic Ability (8th level) 7
16th +5 16 8 Ability Score Improvement 7
17th +6 17 9 Innate Psionic Ability (9th level) 7
18th +6 18 9 Third Discipline 8
19th +6 19 10 Ability Score Improvement 8
20th +6 20 10 Ascension 8

Creating a Psion Class Features


When creating a Psion, consider your character's
background. How did you become a Psion? Were you born Hit Points
with latent powers? Or did something happen to you granting Hit Dice: 1d6 per Psion level
your powers? Or did you intentionally train yourself through Hit Points at 1st Level: 6 + your Constitution modifier
rigorous mental exercise to leverage them? Consider how Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
developing a rare and mysterious power would have affected modifier per psion level after 1st
your interactions with people. Proficiencies
Consider what your purpose is with your newfound Armor: Light armor.
powers, or how you plan to use your powers. Do you intend to Weapons: Simple weapons.
be taken for a Wizard casting magic, or are you freely open
about being of a... different nature? Saving Throws: Wisdom, Intelligence
Skills: Psionics, and choose two from Deception, History,
Quick Build Insight, Intimidation, Investigation, Medicine, Perception,
You can make a Psion quickly by following these suggestions. or Religion.
First, make Intelligence your highest ability score, followed Equipment
by Dexterity or Constitution. Second, choose the Acolyte, Far You start with the following equipment, in addition to the
Traveler or Hermit background. equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) leather armor
(a) a scholar's pack or (b) an explorer's pack

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KibblesTasty's Psion v1.4
Psionic Archetype Second Discipline
At 1st level, you pick the archetype of Psion you embody, When you reach 3rd level, you can select a second Psionic
choosing from Awakened, Unleashed, Transcended, or Discipline from the list of Psionic Disciplines. You cannot
Shaper, each of which are detailed at the end of the class select a Discipline you already know. You gain all features of a
description. Your choice grants you features at 1st level, and Psionic Discipline when selecting it.
again at 3rd, 6th, 10th, and 14th level.
Ability Score Improvement
Psionics When you reach 4th level, and again at 8th, 12th, 16th, and
Psionic Disciplines 19th level, you can increase one ability score of your choice
You are granted access to a psionic discipline (such as by 2, or you can increase two ability scores of your choice by
Telepathy or Telekinesis) by your chosen archetype. A psionic 1. As normal, you can't increase an ability score above 20
discipline comes with a passive feature that expands your using this feature.
character's capabilities and an active psionic power that can Psionic Mastery
be modified and empowered with Psi Points. Additionally you
can use your discipline in more detailed applications to When you reach 5th level, you gain mastery of your psionic
recreate the effect of certain spells, listed at the end of the powers. At the start of your turn you get 1 free Psi Point. This
discipline description. At 3rd level you can select a second can be spent to empower Psionic Disciplines, but not to
discipline, and 18th level you can select a 3rd discipline. recreate spells or fuel Psionic Talents. If you have any
Psionic powers are suppressed by anti-magic field and can unspent free Psi Points left at the end of your turn, then they
be dispelled with dispel magic, but are only affected by are lost.
counterspell if recreating the effect of a spell. Any check At 11th level, this is increased to 2 free Psi points, and at
required to dispel magic, counterspell or identify a spell being 17th level, this is increased to 3. Points can be split between
cast with Psionics is made at disadvantage unless the caster different abilities.
also has the Psionics feature. The spell detect magic will
detect the usage of psionics, but not their nature - it will show Innate Psionics
up as a mysterious untyped power, even if being used to At 11th level, you gain the ability to exert great feats of psionic
generate the effect of a spell. power. Choose one 6th-level spell from the Psion spell list as
When recreating a spell through a Psionic effect (using a an innate ability. You can use this innate ability to cast this
Psionic discipline to cast the spell) the spell has no Material spell once. You must finish a long rest before you can do so
or Verbal components, but using any psionic ability requires again. At higher level, you gain more innate abilities of your
Somatic components and causes the Psion to vibrantly glow choice that can be used in this way: one 7th level spell at 13th
with the otherworldly psionic energies they are controlling. level, one 8th level spell at 15th level, and one 9th-level spell
Psi Points at 17th level. You regain all uses of your Innate Psionics when
Starting at 1st level, you gain access to Psi Points used to fuel you finish a long rest.
psionic discipline powers and effects. You have a number of Innate Psionics are well beyond the normal scope of your
Psi Points equal to your Psion level, and regain all spent powers and are not restricted by what disciplines you have.
points after completing a short or long rest. You can spend a Unlike psionic disciplines, they require any component the
number of Psi Points equal to half your Psion level (rounded spell requires.
up) at a time (for example, at level 5, you can spend 3 psi Third Discipline
points on psionic power or cast a spell with a cost of 3 psi
points). When you reach 18th level, you can select a third Psionic
Discipline from the list of Psionic Disciplines. You cannot
Psionic Ability select a Discipline you already know. You gain all features of a
Psionic powers, psionic talents, and spells gained through Psionic Discipline when selecting it.
this class use your Psionic ability.
Ascension
Psionic Ability save DC = 8 + your proficiency bonus +
your Intelligence modifier
Starting at 20th level, if you die you can choose to become an
incorporeal entity on the ethereal plane at the spot you died
Psionic Ability attack modifier = your proficiency bonus + in the material plane at the start of your next turn. This entity
has the physical ability scores (Strength, Dexterity,
your Intelligence modifier Constitution) and abilities of a Ghost, but has your mental
Psionic Talents ability scores (Intelligence, Wisdom, Charisma) and your
Psion class abilities.
Starting at 2nd level, you gain access to a Psionic Talent When you take this from your current and maximum hit
allowing you to further specialize. Pick two talents from the points becomes that of the ghost while you are in the form, if
list of Psionic talents presented at the end of the class you have less than 10 psi points when you would assume this
description. You can pick a new Psionic talent at 5th, 7th, 9th, form, you have 10 psi points. While in this form you cannot
12th, 15th, and 18th level. When you level up, you can replace rest to regain spent abilities. If you exhaust all Psi Points or
a Psionic talent you have previously selected with a different the ghost is destroyed, you die as a normal creature would.
option.

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KibblesTasty's Psion v1.4
Psionic Archetypes
Awakened Mind
An Awakened Mind is a Psion who had their psionic power
awakened within them by an encounter, event, or
circumstance. Perhaps their powers were latent or perhaps
their destiny had been that of a normal creature until powers
were suddenly thrust on them. Perhaps they brushed the Far
Realm in a vivid dream, perhaps they wandered the Feywild
and came back warped, perhaps they merely glimpsed the
eyes of a creature that did not belong walking down the
street.
An awakening is often somewhat traumatic. Psions are not
well understood and the first power they manifest - telepathy -
is one of the most feared and shunned abilities.
An Awakened can be either empathetic or cruel, good or
evil. Knowing what is on the minds of others affects people in
different ways, driving some away from society as they see its
true face, while others feel drawn to help the problems only
they can see.
Opened Mind
At 1st level when you select this Archetype, your mind
awakens the ability to directly connect to the minds of other
creatures, granting the psionic discipline of Telepathy.
Mental Awareness
Additionally starting at 1st level, you can use Intelligence
instead of Wisdom when making an Insight check against a
creature with an Intelligence ability score of 6 or higher.
Further, if you have telepathically communicated with a
willing creature, you know their general location (direction
and rough estimate of distance) for the next hour as long as
you are on the same plane as them.
Mind Reader
Starting at 3rd level, when you use Telepathic intrusion, you
can force the target to make an Intelligence saving throw
instead of a Wisdom saving throw against the power
(deciding when you use the ability). Full Awakening
When a creature fails a saving throw against your Starting at 14th level, you can briefly fully awaken your
Telepathic Intrusion, you gain a d4. Until the end of your next expanded mind to true comprehension. At the start of your
turn, if you make an attack roll against the creature or the turn, you can expend 2 Psi Points to gain advantage on all
creature makes a saving throw against a Psionic power other saving throws and attack rolls until the start of your next turn.
than Telepathic Intrusion against you, you can add or
subtract the d4 from the roll (deciding to roll before you roll Unleashed Mind
the attack or use the power). An Unleashed Mind's power is most often an innate force
they struggle to understand or control, a reflection of their
Empowered Psionics state of mind and mood projected onto the world around
Starting at 6th level, when you deal damage with a Psionic them, often to devastating results. The life of an Unleashed
Discipline power you can add your Intelligence modifier to Psion is frequently their journey to control their unruly
the damage dealt. powers... or one of embracing the destructive powers they
grant fully.
All Seeing Eye What the wellspring of their innate power is varies - they
Starting at 10th level, you can see a creature by its mind. You could be a psionic race, born under the influence of distant
gain a mindsight of 60 feet, allowing you to see creatures twisted powers, warped by fey blood, or a herald of something
with an intelligence of 6 or higher within range as if by more sinister brushing against the material world.
blindsight. A creature you are unaware of can still be hidden Sometimes their power will show itself in simple
from you, but you can use your Intelligence modifier instead applications, but most often their power becomes known and
of your Wisdom modifier with making Perception checks to feared when their temper flares.
detect creatures.

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KibblesTasty's Psion v1.4
Their alignment frequently depends on the approach to their Uncontrollable Mind
powers they have taken, an Unleashed Psion who Starting at 10th level, the strength of your rampaging mind is
emphasizes control and restraint, keeping their emotions such that others' attempts to control it are futile. You gain
from running wild and their powers from running rampant immunity to charm, fear, and effects that would control your
will most often be lawful, following strict personal codes. On mind while your rampage die is a d8 or more.
the other hand, an Unleashed Psion who lets their power run
rampant will almost always be chaotic in nature, acting on Unstoppable Rampage
impulse... with great emphasis. Starting at 14th level, when an attack reduces you to zero hit
Unshackled Power points, you can roll your rampage die. If your roll + your
At 1st level when you select this archetype, you gain the Constitution modifier is higher than the excess damage you
ability to unleash your mind to physically interact with the took, you are instead reduced to one hit point. You can
world around you, granting you the psionic discipline expend 2 psi points to roll an additional rampage die, adding
Telekinesis. it to the result.
Overwhelming Power Transcended Mind
Additionally at 1st level, you gain the ability to cast A Transcended Psion is most often one that has found their
thaumaturgy with your psionic powers. When you cast in this path to psionic powers through a mental epiphany, realizing
way, you have an additional options: the place of their mind within the multiverse and how it ties
to everything else, seeing the keys and levers to the world laid
You cause up to 10 pounds of loose objects within 10 feet out before them in their mind's eye.
of you to start floating for 1 minute. Most often achieved either intentionally or accidentally
You can force all targets within 5 feet to make a Strength through meditation and ritual, this can sometimes even be a
saving throw, or be pushed by 5 feet away from you. passed on technique to reliably transcend the strictly material
Rampaging Power concerns, and explore the more cognitive realm and powers
Starting at 3rd level, you gain a d4 rampage die. Once per within.
turn during your turn when making a damage roll, you can Transcended Psions tend to have the best grasp on their
add this rampage die to the damage roll. If you dealt damage powers in control and principle, having come to understand
during your last turn, your rampage die becomes a d6, the greater cosmos, but lack the reckless abandon some
increasing with each subsequent turn you deal damage by other Psions may have. Unfortunately less transcendent
one step, up to a d12; if you did not deal damage during your minds frequently cannot understand the greater truths they
last turn or become incapacitated, it becomes a d4 once have learned and may view a Transcended Psion as a bit...
more. If you maintain a continuous d12 rampage die for more peculiar.
than one minute, you gain a level of exhaustion. Enlightened
Empowered Psionics At 1st level when you select this archetype, you gain the
Starting at 6th level, when you deal damage with a Psionic ability to empower your body with the power of your mind,
Discipline power you can add your Intelligence modifier to granting you the psionic discipline of Enhancement.
the damage dealt.

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KibblesTasty's Psion v1.4
State of Mind Vivid Existence Your Astral Construct fully materializes and
Additionally at 1st level, you can ignore the effects of extreme automatically uses Solidify at the start of its turn without
heat or cold, hold your breath twice as long as normal, and requiring a command to do so.
can go twice as long without eating or sleeping before You can change which benefit you grant it for the duration of
suffering exhaustion. the effect as a bonus action.
Balance of Power Astral Metastability
Starting at 3rd level, when you use a psionic ability (power or Starting at 3rd level, when you use your Psionic powers to
spell) to restore hit points or grant temporary hit points, you create an Astral Construct, it does not require concentration
can add the hit points granted to a stored pool. The maximum to maintain, and lasts until dismissed, but you cannot
value of the pool is your psion level, and any points beyond summon another one while you have one summoned.
the maximum are lost. The next time you make a damage roll,
you can expend the pool to add damage equal to the stored Empowered Construct
value to one target affected by the damage roll. This stored Starting at 6th level, when you deal damage with an Astral
damage is lost if not spent within 1 minute. Constructed or a weapon created by Project Item, you can
add your Intelligence modifier to the damage dealt.
Perfected Enhancement
Starting at 6th level, when you grant temporary hit points Astral Guardian
with a psionic power you can add your proficiency bonus to Starting at 10th level, when you would take damage while you
the temporary hit points gained by one creature. have an Astral Construct within 30 feet of you, you can use
your reaction to conjure it to you (sharing your space) and
Mental Control expend 1 psi point to Solidify it, transposing it between you
Starting at 10th level, when you have to make a Constitution and the source of damage. It takes the damage instead of you.
saving throw to avoid losing concentration on an effect from a If the attack deals more damage than it has hit points (from
psionic discipline, you can add your Intelligence modifier to Solidify), you take the remainder of the damage.
the saving throw.
Imaginary Army
Mind Over Matter Starting at 14th level, you can allow your mind to run wild,
Starting at 14th level, when you roll a Strength, Dexterity, or letting an astral army spring forth into reality. When you use
Constitution saving throw, you can expend 2 Psi Points to roll Replicate, one additional Astral Construct is created and can
an Intelligence saving throw instead. be controlled with the same action (commands still only
Additionally, when you roll a Death Saving throw, you can affect one Astral Construct of your choice). This additional
expend 4 Psi Points to roll a 20. construct lasts until the start of your next turn and cannot be
sustained.
Shaper's Mind Once you create an additional duplicate, you cannot do so
A Shaper is a Psion that specializes in the materialization of again until you complete a short or long rest.
their imagination, projecting it out into the world. No mere
conjurers borrowing the powers of other planes, a Shaper
manifests things from nothing but their own mind, weaving
Psionic Disciplines
their creations into existence through the exertion of raw Enhancement Discipline
psionic power and imagination. Enhancement is the ability to interact with a creature's nature
A Shaper's mind is a tool of nearly unrivaled power and abilities with your Psionic power.
possessing both boundless creativity and inexorable will, but
if that will is overrun, the world would do well to fear a Enhancing Skill
Shaper's nightmares. You can focus your psionics to enhance your abilities.
Creator's Mind Whenever you make a skill check using Strength or Dexterity,
At 1st level when you select this Archetype, you gain the you can add 1d4 to the result.
ability to will the contents of your mind into the world,
granting you the psionic discipline Projection.
Boundless Imagination
Additionally at 1st level, when you conjure your Astral
Construct, you can apply one of the following powers to it:
Devastating Weapons You imagine more deadly armaments
- from a greatsword to vicious fangs - causing your Astral
Construct to grow more deadly. The Astral Construct's
damage becomes 1d12
Psionic Conduit You can use your Psionic powers through
your Astral Construct, as if you were where it is.

KibblesTasty's Psion v1.4


Enhancing Surge Astral Construct
Psionic Power Psionic Power
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 60 feet
Components: S Components: S
Duration: 1 Round Duration: Concentration, Up to 1 minute
You empower the body of a target creature you can see with You project an ethereal creation from your mind taking the
your Psionics. The target gains 1d6 temporary hit points and shape of a medium or smaller creature, weapon, or other
the next time the target deals damage, it deals 1d6 additional object. This creation is clearly ethereal in nature. When you
damage to one application of that damage roll. Any remaining create it, and on subsequent turns using your action to
effects of this spell end at the start of your next turn. mentally control it, you can move it up to 30 feet in any
You can spend Psi Points up to your per use limit to add direction and attack; so long as it does not move beyond the
the following modifiers to Enhancing Surge (you can add range of the power. To attack with it, make a melee spell
multiple modifiers). The points must be spent when choosing attack. In a hit, the target takes 1d8 force damage.
the target of the power. While the Astral Construct is active, you can spend Psi
Points up to your per use limit to issue commands that effect
Savage (1+ psi point): The target's next weapon attack deals and empower your construct. Commands require no action,
an +1d6 additional damage for each point spent. but you cannot exceed your psi point limit in total commands
Fortifying (1+ psi point): The target gains an additional +1d6 issued, and each command can only be issued once per turn.
temporary hit points for each point spent. Strike (2 psi point): The construct makes an attack (even if it
Swift (2 psi points): The target gains an additional action. has already attacked).
That action can be used only to take the Dash, Disengage, Relocate (1 psi point): The construct disappears and
Hide, or Use an Object action. reappears anywhere within 60 feet of you.
Resilient (3 psi points): the target gains resistance to all Solidify (1 psi point): Your construct becomes solid, blocking
damage until the start of your next turn. its space until the start of your next turn. You can only use
Alternate Effects
this command if it is not in another creature's space. It has an
armor class of 16 and hit points equal to your Intelligence
Additionally, when you learn the Enhancement psionic modifier + your Psion level. The construct becomes ethereal
discipline you can use your Psionics feature to cast the again if it drops to zero hit points.
following spells as per the rules defined in the feature:
Grab (1 psi point): Can only be used while your construct is
Point Cost Alternate Effects Solidified. A target creature within 5 feet of your construct
1 heroism, longstrider, unlocked potentialpsion must make a Strength saving throw or become restrained by
the construct. At the end of the creatures turns it can repeat
2 alter self, enlarge/reduce, lesser restoration the saving throw. The condition ends of the construct
3 catnap, haste becomes ethereal again.
4 freedom of movement, stone skin Grow (1 psi points): Your construct increases by one size,
5 greater restoration, skill empowerment and its number of damage dice increases by one. It returns to
its normal size at the start of your next turn. It can only gain
If a spell can be cast at a higher level, you can spend an one additional die (for example, up to 2d8).
additional psi point to cast it at that higher level. Replicate (3 psi points): You use Relocate, but the original
does not disappear. Until the end of your turn, you have
Projection Discipline another construct and control both with the same action
Projection is the ability to project what is in your mind to the (commands only affect one of your choice). Pick one
outside world with your Psionic power. construct to fade at the start of your next turn or use Sustain.
Project Item Sustain (1+ psi point): At the start of your turn, you can
As an action, you can use your powers to project an sustain the effect of a Solidify, Grow or Replicate command
inanimate object you imagine into your hands. It cannot be an additional round. This costs 1 psi point for each effect
larger than 3 feet on any side or weigh more than 10 pounds, sustained. Sustaining solidify refreshes the construct's hit
and is clearly ethereal in nature. The item behaves as a solid points to its maximum.
object. Weapons created with this feature deal force damage.
Projected items fade after 1 minute, and you can have no Order of Operations
more than 3 projected items at a time. If you opt to Sustain a command, the sustained
command does not end at the start of your turn -
the Sustain happens first.

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KibblesTasty's Psion v1.4
Telekinesis Discipline
Telekinesis is the ability to interact with physical objects and Alternate Effects
energy with your psionic powers. Additionally, when you learn the Telekinesis psionic
Telekinetic Hands discipline you can use your Psionics feature to cast the
When you gain this feature, you can manipulate small objects following spells as per the rules defined in the feature:
within 30 feet with your mind as if using your hand to Points Cost Alternate Effects
interact with it. You can use this power to manipulate an
object, open an unlocked door or container, stow or retrieve 1 jump, catapult, thunderwave
an item from an open container, or pour the contents out of a 2 levitate, dust devil, shatter
vial. You cannot Attack, activate magical items, or carry more
than 10 pounds in this manner. You can move an item you are 3 fly, erupting earth
controlling in this way up to 30 feet during your turn. 4 orbital stonesK, resilient sphere
You can spend 1 or more psi point to increase how much 5 telekinesis, wall of force
you can lift by 100 pounds per psi point spent for 1 turn.
Telekinetic Force If a spell can be cast at a higher level, you can spend an
Psionic Power additional psi point to cast it at that higher level.
Casting Time: 1 Action Telepathy Discipline
Range: 60 feet
Components: S Telepathy is the ability to interact with the minds of other
Duration: Instantaneous creatures using your psionic abilities.
You smash a target creature you can see or object with your Telepathic Communication
mental power. The target must succeed on a Strength saving When you gain this feature, you can communicate
throw, or take 1d10 bludgeoning damage and be knocked 5 telepathically with any creature you can see within 30 feet of
feet in a direction of your choosing or knocked prone. you. You don't need to share a language with the creature for
You can spend Psi Points up to your per use limit to add the it to understand your telepathic utterances, but the creature
following modifiers to Telekinetic Force (you can add multiple must be able to understand at least one language.
modifiers). The points must be spent when choosing the Telepathic Intrusion
target of the power. Psionic Power
Hammering (1+ psi points): The target takes +1d10 Casting Time: 1 Action
bludgeoning damage for each point spent. Range: 60 feet
Hurling (1-3 psi points): The target is knocked +10 feet in a Components: S
direction of your choosing for each point spent. Duration: Instantaneous
You assault the mind of a creature you can see directly. The
Crushing (2 psi points): The target is restrained until the end target must succeed on a Wisdom saving throw, or take 1d8
of its next turn if it fails its saving throw. psychic damage. If the target fails the saving throw, it has
Zone of (1-3 psi points): You can target all creatures in a 5 disadvantage on attacks made against you until the start of
foot radius. The radius doubles for each point spent (5 ft., 10 your next turn. You can choose to deal no damage to the
ft., 20 ft.). creature when it fails its saving throw.

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KibblesTasty's Psion v1.4
You can spend Psi Points up to your per use limit to add the Disruptive (1+ psi point): Each target that fails their saving
following modifiers to Telepathic Intrusion (you can add throw takes an additional 1d8 force damage for each point
multiple modifiers). The points must be spent when choosing spent.
the target of the power.
Blurring (1-3 psi point): You gain an illusory duplicate, as per
Rending (1+ psi points): The target takes +1d8 psychic the mirror image spell. You gain 1 duplicate per psi point
damage for each additional point spent. spent (up to a maximum of 3). One remaining image fades at
Terrifying (1 psi point): The target is frightened of you until the start of each of your turns.
the end of its next turn if it fails its saving throw. Long (1-3 psi points): You can travel an additional 10 feet for
Meddling (2 psi points): You make one creature invisible to each point spent.
target creature or cause the creature to see something that is Echoing (2 psi points): You immediately Phase Rift again
not there with the effect of minor illusion until the start of with the same action.
your next turn if it fails its saving throw.
Ethereal (2 psi points): You can pass through solid objects,
Overwhelming (3 psi points): The target is stunned until the buildings, and terrain as long as you end your Phase Rift in a
end of its next turn if it fails its saving throw space you can occupy. If your Phase Rift would end inside a
Alternate Effects space you cannot occupy, the power fails.
Additionally, when you learn the Telepathy psionic discipline Alternate Effects
you can use your Psionics feature to cast the following spells
as per the rules defined in the feature: Additionally, when you learn the Transposition psionic
discipline you can use your Psionics feature to cast the
Point Cost Alternate Effects following spells as per the rules defined in the feature:
1 compelled querypsion, command, cause fear Point Cost Alternate Effects
2 detect thoughts, mind spike, suggestion 1 expeditious retreat, flickerpsion, zephyr strike
psionic
3 delve mind , fear, enemies abound 2 misty step, blur, pass without a trace
4 dominate beast, compulsion, confusion 3 blink, nondetection, thunder step
dominate person, modify memory, telepathic 4 banish, dimension door
5
bond, synaptic static
5 far step, steel wind strike
If a spell can be cast at a higher level, you can spend an
additional psi point to cast it at that higher level. If a spell can be cast at a higher level, you can spend an
additional psi point to cast it at that higher level.
Transposition Discipline
Psychokinetics Discipline
Transposition is the ability to modify the properties of space
and manipulate dimensional boundaries with your psionic Psychokinetics is the mental art of spontaneously creating
powers. and controlling energy; sapping energy to freeze or
spontaneously creating bursts of fire or arcs of lightning.
Phasing Steps Dangerous and destructive, it provides devastating power.
When you gain this feature, you can pass through difficult
terrain without expending additional movement, including Energy Manipulation
the spaces of friendly creatures. When you gain this feature, you can manipulate energy in
minor ways at will. As an action you can cause a light that
Phase Rift casts 30 feet of bright light and 30 feet of dim light, cause
Psionic Power things you touch to catch fire as if touched by a match, cause
Casting Time: 1 Action small arcs of electricity, freeze or thaw up to 5-foot cube of
Range: 10 feet water. Any ongoing effect you create lasts 1 minute. You can
Components: S have up your Intelligence modifier simultaneous effects, after
Duration: 1 Round which another ends the oldest ongoing effect.
You step through space traveling up to 10 feet in a straight Elemental Blast
line leaving a spatial tear behind. You can pass through Psionic Power
creatures but cannot pass through objects, buildings or Casting Time: 1 Action
terrain more than 4 inches thick. Any creature in the path of Range: 30 feet
this tear must make a Dexterity saving throw or take 1d8 Components: S
force damage. Duration: 1 Round
You can spend Psi Points up to your per use limit to add the You can use your mind to create a burst of elemental power,
following modifiers to Phase Rift (you can add multiple blasting a target you can see within range. Make a ranged
modifiers). The points must be spent when choosing the spell attack against the target. On a hit, the target takes 1d8
target of the power. cold, fire, force or lightning damage.
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KibblesTasty's Psion v1.4
For each die of cold damage dealt, the creature's movement If the attack roll is a critical hit or the target fails their
speed is reduced by 5 feet until the end of their next turn, for saving throw by 5 or more, the target becomes restrained
each die of fire damage dealt by the original attack, the while frozen.
creature takes 1d4 fire damage at the start of its next turn, When using your Psionics feature to cast a spell under
and for each die of lightning damage dealt, an arc of lightning Alternate Effects, the damage of the spell becomes Cold
strikes another creature of your choice within 20 feet, dealing damage.
1d4 lightning damage.
Electrokinetic
You can spend Psi Points up to your per use limit to add the You can only deal Lightning damage with Elemental Blast,
following modifiers to (you can add multiple modifiers). The but the size of the damage dice of Lightning damage (both the
points must be spent when choosing the target of the power. initial damage and arc damage ) is increased by one step (to a
Amplified (1+ psi points): The target takes an additional 1d8 d10 initial damage and d10 additional damage per point
cold, fire, force or lightning damage. spent on Amplified, and 1d6 arc damage to a nearby target
per die of initial damage).
Lasting (1 psi point): Your Elemental Blast leaves a 5 foot When using your Psionics feature to cast a spell under
radius sphere of devastating behind where it strikes until the Alternate Effects, the damage of the spell becomes Lightning
start of your next turn. Creatures that enter this zone for the damage.
first time or end their turn in it must make a Constitution
saving throw or suffer the secondary effects (slow, burn, arc) Pyrokinetic
of the blast as if they had been hit by it. You can only deal Fire damage with Elemental Blast, but the
Massive (1-3 psi points): You unleash a massive blast; rather size of the damage dice of fire damage (both the initial
than making an attack roll, all creatures within a 15 foot cone damage and burn damage) is increased by one step (to a d10
must make a Dexterity Saving throw. On failure, they take the initial damage and d10 additional damage per point spend on
effect as if hit by the Elemental Blast. The size of the cone is Amplified, and 1d6 burn damage at the start of their turn per
doubled for each point up to 3 spent (2 points for 30 foot, 3 die of initial damage).
points for 60 foot). When using your Psionics feature to cast a spell under
Alternate Effects, the damage of the spell becomes Fire
Overcharged (0 psi point): You take 1d4 force damage and damage.
do not add your Proficiency modifier from the attack or Spell
Save DC for your Elemental Blast, but increase the damage it
deals by twice your Proficiency modifier.
Alternate Effects
Additionally, when you learn the Psychokinetics psionic
discipline you can use your Psionics feature to cast the
following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1 burning hands, ice knife, thunderwave
2 flaming sphere, scorching ray
3 fireball, lightning bolt
4 ice storm, wall of flame
5 cone of cold, destructive wave

If a spell can be cast at a higher level, you can spend an


additional psi point to cast it at that higher level.
Specializations
When you take this Discipline, you may (but do not have to)
select a specialization from the following list. You may only
select a specialization at the time of gaining the Discipline,
and cannot change or remove a Specialization once selected.
Cryokinetic
You can only deal Cold damage with Elemental Blast. When
is hit by an attack of your Elemental Blast or fails a saving
throw against this power, it becomes frozen until the end of
its next turn, giving it disadvantage on its next attack roll or
dexterity saving throw, and reducing it's speed by an
additional 5 feet (to a total of 10 feet).

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KibblesTasty's Psion v1.4
Elemental Aegis
Prerequisite: Psychokinetics Discipline
Additional Psionic Disciplines As an action, you surround yourself with a swirling shield
You can find additional Psionic Disciplines in the shield of fire, ice, or lightning. You gain temporary hit points
Psion: Expanded Options document here! equal to your Psion level. Creatures that strike you while you
have these temporary hitpoints take 1d4 damage of the shield
type chosen.
Psionic Talents Once you use this talent, you cannot use it again until you
complete a short or long rest.
Animated Projections
Prerequisite: 10th level Psion, Projection Discipline. Enhanced Regrowth
As an action, you can project a swarm of ethereal objects. Prerequisite: Enhancement Discipline
You can cast expend 5 psi points to cast animate object but it You gain the cure wounds for 1 psi point. You can cast it at
creates new ethereal objects rather than animating existing a higher level by spending additional psi points. You can cast
ones. it a number of times equal to your Intelligence modifier, after
which you cannot cast it again until you complete a long rest.
Aura Sight When you cast cure wounds on a creature, you can use
You gain the ability to psionically see a creature's aura. As an Enhancing Surge on the target creature has a bonus action.
action you can spend 1 psi point you can determine if a
creature of your choice within 30 feet is under the influence Empowered Strike
of magic and what school it is, or if a creature is under the Prerequisite: Psychokinetics or Telekinetics Discipline
influence of psionics. A shape shifter or disguised creature Once per turn, as part of making a weapon attack as part of
makes a Charisma (Deception) check against your Psionics the attack action, you can empower a melee weapon you are
save, on failure you can see their true nature in their aura. holding with psionic power. When you hit a creature with a
weapon, you can apply Elemental Blast or Telekinetic Force
Awaken Mind modifiers (you can only select a power you know) to the
Prerequisite: 9th level Psion attack (you can use Psionic Mastery on this). This does not
You gain the ability to cast awaken without expending a deal the base damage of the power, but any added damage
spell slot. Once you cast this spell in this way, you cannot cast causes the additional effects of the power damage effects to
it again until you complete a long rest. occur.
When applying a modifier that would make it target an
Body Control area of effect, only the target takes the weapon damage, but
Prerequisite: 5th level Psion, Enhancement Discipline other creatures in the radius become a target of the attack as
You gain the ability to use your alter self ability at-will if using the power normally.
without expending psi points. Additionally, you can cast
enlarge/reduce on yourself for 1 psi point instead of 2. Kinetic Slam
Prerequisite: Telekinesis Discipline
Controlled Power When you use the Telekinetic Force power, you can
You gain the ability to suppress the glow and somatic unleash it as a blast of kinetic power. You can use your power
component of a Psionic Power. You can expend 2 psi points as a ranged psionic attack (applying damage and effect on
to use a power without a visual sign or somatic component. hit). You can only select the Hammering modifier when you
Each time you do this, the cost of doing so doubles until you use it in this way.
complete a short or long rest.
Matter Made Real
Divided Mind Prerequisite: Projection Discipline, 9th level Psion
Prerequisite: 9th level Psion You gain the ability to solidify some of your projections into
You learn the divide self spell, and can cast it by expending real objects, you can cast fabricate and wall of stone
5 psi points. You can cast it higher levels by expending a use expending psi points equal to the spell level.
of Innate Psionics to cast it once you gain the feature, casting
it at the level of the level of the use of Innate Psionics Mental Image
expended to cast it. You do not require the material Prerequisite: Telepathy Discipline
component of the spell even when casting it with Innate You gain the ability to use your Telepathy to project images
Psionics. into the minds of creatures with perfect clarity, interposing it
over their reality. The spells silent image, major image,
Empathy hallucinatory terrain and seeming are added to your
You can psionically link yourself to other creatures. As a Telepathic mastery alternate effects list costing psi points
reaction to a creature taking psychic, necrotic, or radiant equal to their spell level.
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.

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KibblesTasty's Psion v1.4
Mental Might Phase Shot
Prerequisite: 10th level Psion, Telekinesis Discipline Prerequisite: Transposition Discipline
You learn to focus your mental grip. You can make an When you make a ranged weapon attack roll, you can use
Intelligence (Athletics) check when you make an Athletics your bonus action to cause it to travel through a Phase Rift as
check. Additionally, when you initiate a grapple in this if you teleported using the ability. You do not teleport, and this
method, you can attempt to grapple a creature within 30 feet. does not extend the phase rift beyond its normal range - the
Maintaining a grapple like this requires Concentration, as if projectile continues as normal from the ending point if it
concentrating on a spell, and the grapple ends if travels further than it can phase rift. If the attack hits a target,
concentration is lost. the phase rift includes the space of the target hit, but stops
there.
Mind Devourer
Prerequisite: 5th level Psion Physical Surge
You gain the ability to cast psychic drain for 2 psi points. Prerequisite: Enhancement Discipline
Additionally, whenever a creature within 10 feet of you that When you use Enhancing Surge targeting yourself, you can
had an Intelligence score of 6 or higher dies, you can expend choose to make your Strength or Dexterity ability score equal
your reaction to draw in its psionic power, regaining 1d4 hit to your Intelligence modifier ability score until the start of
points and 1 expended psi point. your next turn.
Mind Rider Psi Crystal
As an action, you can touch a willing creature to see through You gain the ability to impart part of your mind into crystal.
its eyes and hear what it hears for the next hour, gaining the You can expend 2 psi points to cast the find familiar spell but
benefits of any Special Senses that the creature has. your familiar takes on the statics of a psi crystal (below) and
During this time, you are deaf and blind with regard to your the material component required is a crystal worth 10 gp
own Senses. You can end this effect at any time. While this is instead of the normal material components. The Psi Crystal
active, the creature has advantage on Intelligence, Wisdom, gains your mental stats. You can use Psionic Disciplines
and Charisma saving throws. without a range of Self through your Psi Crystal is if you were
standing in its location. If the psi crystal is destroyed, you
Perfect Focus gain its memories as your own. While you have a Psi Crystal
Prerequisite: 10th level Psion active, as a bonus action, you can deactivate it to regain 2
You can enter a state of extreme focus. Your concentration expended psi points.
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 Psi Crystal
concentration check, one of your concentration affects ends. Tiny construct, unaligned
If you fail the concentration check by 5 or more, you lose
concentration on both effects. Armor Class 20
Hit Points 2 (1d4)
Phase Slash Speed fly(hover) 20 ft.
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 STR DEX CON INT WIS CHA
pass through with your Phase Rift. You can spend 1 or more 1 (-5) 10 (0) 10 (0) 10 (+0) 10 (+0) 10 (+0)
psi points to make an additional attacks as part of the same
bonus action, but can only attack a creature as you pass
through them once per Phase Rift. Skills Perception +4
Damage Vulnerabilities bludgeoning
Damage Resistances piercing, slashing.
Phase Flurrying Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned, stunned
You can normally only make one attack against a Senses blindsight 60 ft. (blind beyond this radius),
creature when you Phase through them, but can passive Perception 14
spend additional psi points to attack additional Languages understands the languages of its creator
creatures. Note that Echoing Phase Rift would allow but can't speak
you to pass through a creature with two separate
Phase Rifts (as part of the same action) and
consequently you could make two attacks against
one creature in this way, albeit at a high cost to psi
points. 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.

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KibblesTasty's Psion v1.4
Courage. When you make a saving throw against the Surging Power
Frightened condition, you can use your reaction to shatter the Prerequisite: Enhancement Discipline
crystal to gain advantage on the save. When you target only yourself with Enhancing Surge, you
Cowardice. When your Psi Crystal is within 30 of you and a can use the power as a bonus action instead of an action, but
creature comes within 5 feet of you, you can use your the damage and temporary hit points the base power grants
reaction to shatter the crystal releasing that emotion and are reduced to 1d4 when using the power this way.
immediately move your movement speed away from the
creature without taking an attack of opportunity. Telepathic Link
Prerequisite: Telepathy Discipline
Cruelty. When your Psi Crystal is within 30 feet of a creature Your telepathic communication gains an unlimited range as
that takes damage, you can use your reaction to shatter the long as you have communicated with the creature within the
crystal releasing that emotion and causing the creature to last day, and the target willingly maintains the link. However,
take additional damage equal to your Psion level. it takes an action to focus to communicate over distance if
Sympathy. When your Psi crystal is within 30 feet of you and you cannot see the target (or for the target to communicate
another creature, if that creature takes damage, you can use with you if they cannot see you). You can maintain a link with
your reaction to shatter the crystal releasing that emotion a number of people equal to your Intelligence modifier in this
and granting the creature resistance to that damage and take way.
an equal amount of damage to the damage it takes. Telekinetic Movement
Potent Psionics Prerequisite: Telekinesis
When a target passes the saving throw against a damaging You can expend a psi point to gain 10 additional feet of
Psionic Power (granted by a Psionic Discipline), they still movement and the effect of spiderclimb, feather fall, or
take half the damage, but suffer no other effects. levitate until the
Projected Nightmares Telekinetic Weapons
Prerequisite: Shaper's Mind Archetype Prerequisite: Telekinesis Discipline
You gain an additional option for Boundless Imagination to You gain the Telekinetic Weapon psionic power as part of
apply to your Astral Construct: Horrifying Nightmare: your Telekinetic Discipline (in addition to your other psionic
Creatures that start their turn within 5 feet of your Astral powers), giving the ability to fling weapons as per the power.
Construct must make a Wisdom saving throw against your Transcendent Focus
Psionics DC or become frightened of your Astral Construct Prerequisite: Perfect Focus
until the start of their next turn. While in a state of perfect focus (concentrating on two
Once they have saved against this, they are immune to the spells), you gain a magical flying speed of 10 feet instead of a
effect for the next 24 hours or until you summon a new Astral movement speed of 0 feet. Moving with this speed does not
Construct. interrupt Perfect Focus.
Psionic Defenses Visionary Sight
You gain a way to defend yourself using your psionic powers. You can see a creature by its mind. You gain a mindsight of 15
While you are not wearing any armor or carrying a shield, feet, allowing you to see creatures with an intelligence of 6 or
your Armor Class equals 13 + your Intelligence modifier. higher within range as if by blindsight. A creature you are
Psionic Weapon unaware of can still be hidden from you, but you can use your
As a bonus action, you can expend 1 psi point to imbue a Intelligence modifier instead of your Wisdom modifier when
weapon you are holding with psionic energy. For 1 minute, making Perception checks to detect creatures.
once per turn when you deal damage with that weapon, you If you already have mindsight, the range of your mindsight
can deal an additional 1d6 psychic damage. increases by 30 feet.
At higher levels you can expend additional psi points to Additionally, due to your increased awareness, attacks from
further enhance the Psionic weapon; 2 points to enhance it creatures you cannot see due to blindness or obscurement do
2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level, not gain advantage against you if they are not hidden from
and 4 points to enhance it to 4d6 at 17th level. you.
Schism Multiclassing
Prerequisite: 5th level Psion Should you want to multiclass into Psion, the prerequisites
You can spend 1 psi point to temporarily divide your mind and proficiencies are listed below:
to do two things at once until the end of your turn. While
dividing your mind, if you use your action on a psionic power Prerequisite: 13 Intelligence.
or spell granted by a psionic discipline, you can use your Proficiencies gained: Psionics
bonus action to use a psionic power. The two powers share
your per use psi point limit between them. Psionic powers can be weird, strange, and rare. Your DM
may place additional restrictions or requirements into
multiclassing into Psionic classes.

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KibblesTasty's Psion v1.4
Psion Spell List Delve Mind
3rd-level psionic
6th Level Casting Time: 1 action
Arcane Gate Range: 60 feet
Blade Barrier Components: S
Chain Lightning Duration: Concentration, up to 1 minute.
Disintegrate You delve into a creature's mind forcing it to make an
Find the Path Intelligence saving throw. On failure, for the duration or until
Eyebite you end the spell you gain access to its memories from the
Harm past 12 hours, able to recall things it remembers as if they
Mass Suggestion are your own memories, but these memories contain only
Mental Prison things the target creature remembers.
Mind Blast Psion At Higher Levels: When you cast this spell using a spell
Scatter slot of 4th level or higher, you can delve an additional 12
7th Level hours further back in the creature's memories each slot level
Crown of Stars above 3rd.
Etherealness Divide Self
Geas* 5th-level psionic
Planeshift
Power Word Pain Casting Time: 1 Bonus Action
Regenerate Range: Self feet
Reverse Gravity Components: S
Teleport Duration: Concentration, 1 minute.
Whirlwind You you create an exact duplicate of yourself in an empty
8th Level
space you can see within 30 feet of you. When you cast this
spell at the start of each of your turns for the duration, you
Antimagic Field can determine which of the duplicates is you.
Demiplane It has all of your stats, abilities, and equipment (including
Dominate Monster magic items). It acts on your initiative, and has its own
Earthquake actions, though it shares its concentration on this spell, and if
Feeblemind either of you lose concentration, the spell ends. Your current
Maddening Darkness hit points are divided between you and the duplicate (you can
Power Word Stun divide them however you want) and shares all other
9th Level resources and abilities with you (including limited use magic
items), with any usage by either you or the duplicate depleting
Astral Projection the resource for both of you.
Foresight Your duplicate can take any action you can take, but it can
Gate deal a maximum of 15 damage on its turn (any additional
Power Word Kill damage dealt deals no further damage, when dealing area of
Psychic Scream effect damage, damage is split between all targets equally up
Time Stop to the maximum).
Spells with an * can be selected and cast as the level they If either you or the duplicate is reduced to zero, the spell
are listed at only. ends and you become the copy that was not reduced to zero
hit points. When the spell ends, if both you and the duplicate
are still present, decide which is you, and the other vanishes.
Psionic Spells Anything that was copied during the spell has the copied
Compelled Query version vanish.
1st-level psionic At Higher Levels: When you cast this spell using a spell
slot of 6th level or higher, the starting hit points of you and
Casting Time: 1 action the duplicate both increase by 15 (but neither you or the
Range: 60 feet duplicate can be given more maximum hit points) and the
Components: S maximum damage the duplicate can do during its turn
Duration: Instantaneous increases by 10 for each slot level above 5th
You focus your telepathic powers on a creature and ask it a
question. It must make an Intelligence saving throw, or it
conjures a short mental thought or image that answers your Split, not Copied.
question to the best of its ability that you can perceive When you switch which of the copies you are, no
telepathically. If a character passes a saving throw against status effects or resources are exchanged - you
this ability, they have advantage on saving throws against it become the duplicate and the old you becomes
for next 24 hours. the duplicate for the purposes of the spell.)

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KibblesTasty's Psion v1.4
Flicker Unlocked Potential
1st-level psionic 1st-level psionic
Casting Time: 1 reaction, when you would take damage Casting Time: 1 action
Range: Self Range: 60 feet
Components: S Components: S
Duration: 1 round Duration: Concentration, up to 1 minute.
You flicker between the material and ethereal plane. Until the You unlock the potential of a creature's mind, allowing it to
start of your next turn, each time you would take damage, fully reach its limits. For the duration, once per turn the
including the triggering attack, roll a d4. On a 2, you gain creature can add 1d4 to any attack roll, damage roll, or saving
resistance to that instance of damage. On a 4, you don't take throw it makes. Each time it adds the additional 1d4, it takes
any damage. 1 psychic damage as it pushes beyond its natural limitations.
Mind Blast
6th-level psionic
Psionic Powers
Casting Time: 1 action Telekinetic Weapons
Range: Self(60-foot cone) Psionic Power
Components: S Casting Time: 1 Action
Duration: Instantaneous Range: 30 feet
You emit a blast of psychic energy. Each creature in a 60-foot Components: S
cone must make an Intelligence saving throw. A creature Duration: Instantaneous
takes 6d8 Psychic damage and is stunned until the end of You telekinetically fling a weapon at a creature or object.
their next turn on a failed save. A creature takes half as much Choose a weapon within 15 feet that isn't being worn or
damage and is not stunned on a successful save. carried, or choose a weapon under your control. Make a
ranged spell attack. On hit the target takes damage equal to
Orbital Stones the weapon's damage dice. The range of the attack decreases
4th-level transmutation to 15 feet if the weapon has the heavy or special property, and
Classes: Druid, Sorcerer, Wizard increases to 60 feet if the weapon has the light property.
Casting Time: 1 action You can use Psionic Mastery points on this power, and this
Range: Self power counts as a Discipline Power of the Telekinetics
Components: V, S Discipline (for example, for the purpose of Empowered
Duration: Concentration, Up to 1 Minute. Psionics).
You lift three small to medium rocks or similar objects from You can spend Psi Points up to your per use limit to add the
within 10 feet of you, causing them defy gravity and slowly following modifiers to Telekinetic Force (you can add multiple
circle you. While any stones orbit you, if you are targeted by a modifiers). The points must be spent when choosing the
ranged attack or make a dexterity saving throw from effect target of the power.
that originates 5 feet or more from you, roll a d4. If the result
is equal to lower than than number of stones circling you, the Multiple (1+ psi points): For each additional psi point spent,
attack hits the stone instead. The stones 20 hit points and you can fling an additional weapon, making a seperate attack
have a damage threshold of 20 and resistance to all damage and damage roll for each weapon flung.
besides bludgeoning damage. Whirling (2+ psi points): You can replace throwing a weapon
As a bonus action while at least one object remains in with casting cloud of daggers. Is cast at one level higher for
orbit, you can magically fling it at target within 60 feet. Make each additional point spent after 2.
a ranged spell attack roll. On hit, the target takes 3d10
bludgeoning damage and is knocked backward 5 feet.
Psionic Feats
Psychic Drain
2nd-level psionic Psionic Mind
Casting Time: 1 action Prerequisite: The ability to use at least one Psionic Discipline
Range: 60 feet You tap deeper into your psionic potential drawing out a
Components: S new talent. You can select a psionic talent from the Psion
Duration: Instantaneous class psionic talent list. You cannot select a talent you already
You draw on the psychic energy of another creature to sustain know, or one that requires a level restriction, even if you are
yourself. The target must make a Charisma saving throw. On already of that level.
failure it takes 3d8 psychic damage and you gain temporary
hit points equal to half the amount of psychic damage dealt
and regain one expended psi point.
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the spell deals an additional 1d8
psychic damage.

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KibblesTasty's Psion v1.4
Psionic Adept Psionic Skills
You develop a minor grasp of psionic power, either Psionics
uncovering an innate potential within yourself, through
contact with a psionic source, or through training. You gain Psionics a new Intelligence based skill that serves to
one of the psionic disciplines of the Psion class, gaining the understand things of a Psionic nature as Arcana might
attached psionic feature and psionic power, but you do not understand things of an arcane nature. It is a skill to help you
gain use of any associated spells when gain a Discipline from identify Psionic objects, phenomena and creatures.
this feat.
You gain 1 psi point that you can use to empower the Fan Content Policy
Discipline. You regain use of this Psi Point when you
complete a short or long rest. Content is unofficial Fan Content permitted under
the Fan Content Policy. Not approved/endorsed by
Inner Power Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the
Prerequisite: At least 1 psi or ki point Coast LLC.
Your body is powered by the inner powers that course
through it. Your maximum psi or ki points (if you have both,
your choice of which) increases by one.
At the end of your turn after expending one or more psi or
ki points during your turn (not counting temporary or free
points, such as those from Psionic Mastery), you heal for a
number of hit points equal to the psi or ki points spent.
War Psion
Prerequisite: The ability to use at least one Psionic Discipline
You have utilizing psionics in the midst of combat, learning
techniques that grant you the following benefits:
You have advantage on Constitution saving throws that
you make to maintain your concentration on a psionic
ability when you take damage.
You can perform the somatic components of psionic
abilities even when you have weapons or a shield in one or
both hands.
When a hostile creature's movement provokes an
opportunity attack from you, you can use your reaction to
use a psionic discipline power or spell targeting the
creature, rather than making an opportunity attack. The
spell must have a casting time of 1 action and must target
only that creature.

16
KibblesTasty's Psion v1.4
Credits and Thanks!
Change Log 1.2.1
Design Notes
Change Log 1.2.2 I wanted to buff Transcended a little, and
Change Log 1.2.3 Proficiency bonus just works really well here for
scaling. I know not everyone loves it, but it fits the
Change Log 1.3 scaling I want, and like or not its a fairly standard
mechanic now.
Change Log 1.4
Awakened Shaper
Mind Reader has been revamped. It no longer requires a Boundless Imagination no longer requires an action. You
bonus action, and now allows you to select if you want to can just apply the effect when you summon the astral
target Intelligence or Wisdom with the saving throw. construct. You can change it as a bonus action.
Instead of granting advantage, it adds or subtracts a d4
from the attack roll or saving throw.
Full Awakening no longer requires a bonus action. Design Notes
Early game Shaper was a bit rough; late game they
are monsters, but early game they needed some
Design Notes help, and this is a large quality of life benefit. I
These are intended as a buff, and result in wanted them to keep the Astral Construct out
considerably more build flexibility for Awakened more, but I realized this design was unnecessary
Psions. and I was being stubborn.
I want to, in a future draft, make various
Projected Weapon builds more viable for the
Shaper (less reliant on Astral Construct; not taking
Unleashed any functionality away from it, but allowing Astral
Mental Emphasis has been changed to Overwhelming Guardian and Imaginary Army to work with non
Power, giving an additional power of being able to shove Astral Construct creations; I decided to postpone
all creatures within 5 feet of you 5 feet back on a Strength those changes for now as I couldn't make them
saving throw - this makes it no longer quite a ribbon work exactly right yet without introducing various
(intentionally). flavors of cheese.)

Design Notes Telekinesis


Unleashed is one of the most popular and in a
good spot. This is a relatively small buff because it
Orbital Stones added to Telekinetic Alternate Effects.
has a poor interaction with Rampage (as it does no
damage), but gives them an alternative that is Design notes
mostly flavorful, but occasionally useful.
The people have spoken their wishes are my
commands.
Transcended
Perfected Enhancement is now a bonus equal to your Enhancement
Proficiency bonus rather than half your Intelligence Swift Enhancing Surge now allows the disengage, hide or
modifier. I accept that not everyone is going to love this, use an object actions.
but this change works quite well. When you get it, this is a Enhancing Surge has been increased to 1d6 temporary
similar (+1) value, which is good, a small buff, and it scales hit points and bonus damage but Surging Power has been
much better as time goes on (capping at +6 instead of +3), altered (to reduce it back down to 1d4)
and opens Transcended up non-Physical Surge relient
builds - it no longer has to build Intelligence (though it
usually the best route, this gives some interesting options Design Notes
for gishes - Mental Control and your other Psionic abilities
still make Intelligence a great stat). Swift is a large buff that grants some interesting
opportunities. This is sort of a mini-haste based on
my experience with the Spell Alacrity. I considered
just giving Enhancement Alacrity, but it works
rather poorly with them being a bonus action,
there's few ways to use it effectively.

17
KibblesTasty's Psion v1.4
Psychokinetics
Energy Manipulation can now be used for Int Mod on Design Notes
going effects. This is a buff, as it's one of the weaker Astral Swap: This belonged in Psionic Synthesis
psionic discipline utility features. now that exists, where it can be buffed up
Cyronetic Specialized no longer requires a secondary Con somewhat, as it was a niche option. Cool when you
save, consequently the power of the effect was reduced to could use it, but rarely useful.
disadvantage the targets next attack or dex save instead of Elemental Weapon: Allowing this to work with
restraining. If the target fails their save by 5 or more or the Telekinetic Weapon as well gives people more
attack is a critical hit, it restrains them (this is more likely options there was no reason not to allow -
Telekinetic Slamming people with your weapon
to proc on a save, that's intentional though as that can be seems cool (note that it only works with that attack
legendary resistanced, while attack rolls cannot be). action)
Enhanced Regrowth: I am somewhat skeptical on
short rest based healing, but the ship on that one
Design Notes has sailed, and this is a large quality of life
The old one was roughly balanced, but the extra improvement for support Psions as they can pick
save every time got really tedious, and I was never up downed folks (though they still do not excel at
fond of it's poor interaction with Massive (it was it).
too good if restrained everything). It also was a bit Mind Thrust was always a crutch for the fact that
of a trap as it was less good than it looked as Wisdom saves were unreliably, but Awakened has
monster's Con saves are crazy good on average, been buffed for higher flexibility and no longer
this is more consistent, being a more reliable trade needs the crutch, and people often thought the
of reliable damage for reliable crowd control. It is talent was a bit silly, so it's nuked.
quite powerful, so I will keep an eye on it. Surging power is probably the second most
powerful talent in the class, so I needed to make
the buff to Enhancing Surge not buff it.
Phase Slash is a monstrously powerful Talent
Transposition early game, but has a tendency to fall off, making it
Blurring Phase Slash no longer renders you fully tricky to buff. With this change it can do somewhat
obscured, and now grants you a mirror image. absurd things, but gobbles psi points fiercely when
you do - at Psionic Mastery 3 (17th level) it allows
Talents some very flashy tricks, allowing it to scale better
Astral Swap moved to Psionic Synthesis talents into the end game. This might be too good, but
(Expanded Options) with the change to Blurring this seems fine so far,
Aura Sight clarified as an action. as Blurring was very powerful in its old iteration;
Awaken Mind is now once per long rest (rather than once ultimately this change should bring down the early
game power and bring up the late game power.
per short rest - the spell takes 8 hours to cast, so it Psionic Weapon: The early game buff helps some
shouldn't make much difference but limit some cheesy builds and brings it more in line with its value,
chases and give DMs peace of mind. while the late game can afford to spend more psi
Body Control now has a 5th level requirement. points and its free damage scaling design didn't
Elemental Weapon renamed Empowered Strike and now really fit the overall psion model.
works with Elemental Blast or Telekinetic Force
Enhanced Regrowth added from Expanded Options.
Mind Rider now grants advantage on Intelligence Wisdom Spells
and Charisma saves rather than just charm or frighten.
It's a small buff to the talent that gives it more situations Altered Divide Self and the talent that leads to it (Divided
where it's useful. Mind).
Mind Thrust Talent Removed
Surging Power is effectively the same, but now reduces Design Notes
Enhancing Surge to d4s when used (which is what
Enhancing surge originally was). Divide Self was a notoriously cheesy spell the point
Phase Slash now allows you to spend additional psi points where it was generally sort of bad unless you were
to make additional attacks against additional creatures cheesing it. This version is much more consistent.
you pass through as part of the same bonus action (and It always required the Talent to be particularly
effective, so this just makes the Talent necessary
allows you to attack the same creature twice using to take it.
Echoing Phase Slash).
Psionic Weapon cost is reduced to 1 point, but it now
scales (optionally) scales in cost when it scales in power.
This means at levels 1-4 it's directly buffed, at levels 5-10 Feats
it's the same, and at levels 11+ it's slightly nerfed. Clarified the Inner Power Feat does not work on free
Telekinetic Movement added from Expanded Options points, just expended points.

18
KibblesTasty's Psion v1.4
Micheal Molik
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