AkitoKamimura_Psionic 5e _ GM Binder
AkitoKamimura_Psionic 5e _ GM Binder
The Psionic
Class Features
As a Psionic, you gain the following class features
Is Psi a Form of Magic?
Hit Points Psi is a supernatural power that emanates from the
Hit Dice: 1d8 per Psionic level mind. Like other forms of supernatural power in
Hit Points at 1st Level: 8 + your Constitution modifier D&D, it can be used to create magical phenomena,
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution yet it can create other sorts of phenomena as well.
modifier per Psionic level after 1st In the game’s rules, only certain supernatural effects
are classified as magical: magic items, spells, spell
Proficiencies attacks, powers fueled by spell slots, and any other
Armor: Light Armor effect that the rules explicitly call magical. This
Weapons: Simple Weapons distinction is rarely relevant in play, typically coming
Tools: one musical instrument up only when something like an antimagic field
shows up.From a storytelling standpoint, some
Saving Throws: Inteligence, Wisdom
supernatural effects in D&D weave their power into
Skills: Choose two from Investigation, Stealth, Deception, a formalized form —a spell, for instance—that
Perception, Performance, other effects can disrupt. In contrast, there are
Equipment other supernatural effects that are so wild, formless,
or subtle that it is difficult or impossible to disrupt
You start with the following equipment, in addition to the
them. In this article, some of the psionic powers
equipment granted by your background:
create what the rules consider to be magic and
(a) a studded leather armor or (b) a leather armor, simple some don’t..
ranged weapon and 20 pieces of ammunition.
(a) two dagger or (b) a simple meele weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
2
1
Psionic Talent Psionic Core
You harbor a wellspring of psionic power within yourself, an When you reach 2nd level, you begin to refine your Psionic
energy that ebbs and flows as you channel it in various ways. Talents choosing a core way how to use your powers. Choose
This power is represented by your Psionic Talent die, the from: Psi Knight, Soul Knife or Psionic Soul.
starting size of which is a d6. At 1st level you start with three Your choice grants you features at 2nd level and again at
Psionic Talents Telekenetic Strike, Psi-Bolstered Knack and 6th, 12th and 18th level.
Telepathic Speech. Psionic Talent Options. You can use your
Psionic Talent die in the following ways: Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Telekinetic Strike. You can propel your attacks with
19th level, you can increase one ability score of your choice by
telekinetic force. Once on each of your turns, immediately
2, or you can increase two ability scores of your choice by 1. As
after you deal damage to a target within 30 feet of you with
normal, you can’t increase an ability score above 20 using this
a weapon attack, you can roll your Psionic Talent die and
feature.
also deal force damage to the target equal to the number
rolled. Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.
Psi-Bolstered Knack. When your non-psionic training
fails you, you can tap into your psionic power to help: if you Extra Attack
fail an ability check using a skill or tool with which you
Beginning at 10th level, you can attack twice, instead of once,
have proficiency, you can roll your Psionic Talent die and
whenever you take the Attack action on your turn.
add the number rolled to the check, potentially turning
failure into success
Psi-Enhanced Metabolism
Telepathic Speech. You can form a telepathic connection 11th-level Psionic Feature
between your mind and the mind of another. As a bonus The psionic energy flowing through you has bolstered your
action, choose one creature you can see, and roll your mind and body. You have resistance to poison and psychic
Psionic Talent die. For a number of hours equal to the damage, and you are immune to the poisoned condition.
number you rolled, you and the chosen creature can speak
telepathically with each other while the two of you are Psychic Aura
within a number of miles of each other equal to the
number you rolled. To understand each other, you each 20th-level Psionic
must speak mentally in a language the other knows. The If your Psionic Talent die is available, you can unleash your
telepathic connection ends early if you use this ability to psionic power in a crackling aura of psychic energy; as a
form a connection with a different creature. bonus action, you can magically radiate this transparent, 30-
foot-radius aura for 1 minute or until you’re incapacitated or
Changing the Die’s Size. If you roll the highest number on lose the use of your Psionic Talent die. Whenever a creature
your Psionic Talent die, it decreases by one die size after the starts its turn in the aura or moves into it for the first time on
roll. This represents you burning through your psionic energy. a turn, you can roll your Psionic Talent die and deal psychic
For example, if the die is a d6 and you roll a 6, it becomes a damage to the creature, equaling the number rolled plus your
d4. If it’s a d4 and you roll a 4, it becomes unusable until you Intelligence modifier. If the creature takes any of this damage,
finish a long rest. Conversely, if you roll a 1 on your Psionic its speed is halved until the start of its next turn.
Talent die, it increases by one die size after the roll, up to its
starting size. This represents you conserving psionic energy
for later use. For example, if you roll a 1 on a d4, the die then
becomes a d6. Whenever you finish a long rest, your Psionic
Talent die resets to its starting size. When you reach certain
levels in this class, the starting size of your Psionic Talent die
increases: at 5th level (d8), 11th level (d10), and 17th level
(d12) as shown at the Class table.
3
Psionic Cores
At 9th level: You can cast the Haste Spell as an action for a
number of times equal to your Intelligence modifier. You
Psi Knight dont need to concentrate on it and can forgo the verbal,
When choosing this Core at 2nd level you gain bonus somatic and material components but suffer 1 level of
proficiencies and learn additional Psionic talents at 5th, 9th, exhaustion at the end of its duration. Additional you can
13th and 17th. only target yourself with it.
Bonus Proficiencies At 13th level: You can cast the Tensers Transformation
spell as an action once per long rest. You dont need to
Armor: Medium Armor
concentrate on the spell and can forgo the verbal, somatic
Weapons: Martial Weapons
and material components of it but you suffer 1 level of
exhaustion at the end of its duration instead of rolling the
Psionic Talent saving throw. Additional you can only target yourself with
it.
You harbor a wellspring of psionic power within yourself, an
energy that ebbs and flows as you channel it in various ways. At 17th level: You can cast the Foresight spell as an action
You can choose one of the following psionic talents wich dont once per day. You dont need to concentrate on the spell
count against your maximum ammount: and can forgo the verbal, somatic and material components
but its duration is 10 minutes. Additional you can only
Protective Field. When you or another creature you can
target yourself with it.
see within 30 feet of you takes damage, you can use your
reaction to roll your Psionic Talent die and reduce the External Channeling
damage taken by the number rolled plus your Intelligence
modifier (minimum reduction of 1), as you create a You choose to focus on channeling your psionic powers
momentary shield of telekinetic force. outside of your body or into an object, using it as an extention
of your body. When choosing this option you gain the
Psi-Powered Leap. When you make a high or long jump, following Psionic Talents:
you can roll your Psionic Talent die and extend the
distance of the jump, up to a number of feet equal to twice At 2nd level: You can cast the Shadow Blade spell as an
the number rolled plus twice your Intelligence modifier bonus action at will, dont require concentrating on the
(minimum of 1 extra foot). This extra distance costs you spell can forgo the verbal and somatic components. You
only 1 foot of movement. can only Create a single weapon at a time but can also
choose from martial weapons.
Enhanced Channeling
At 5th level: You can cast the Psionic Blast spell as an
Also at 2nd level you can choose a way how you channle your action a number of times per day equal to your Intelligence
powers, you can choose one of the following options: modifier and can forgo the verbal components. The area
changes to an 15ft radius centerd on yourself.
Internal Channeling
At 9th level: You can cast the Steel Wind Strike spell as an
You choose to focus on channeling your Psionic powers action a number of times per day equal to your half
inside your body, improving yourself and shaping your body Intelligence modifier (rounded up) and can forgo the
into an weapon. When choosing this option, you gain the somatic and material components. Additionaly the range is
following Psionic Talents: 60ft instead of 30ft.
At 2nd level: When attacking without a weapon, you can At 13th level: You can cast the Investiture of Wind spell as
use your Psionic Die to determine the outcome of the an action once per day. You can forgo the verbal and
damage, you also can use your Intelligence modifier somatic components and dont need to concentrate on it
isntead of strenght or dexterity when adding your bonus to but the duration is only 1 minute. You can decrease your
attack rolls. Your attacks with your fist counts as Magic Psionic Talent die by one size to regain one use of this
Weapons for the sake of overcoming resistances. ability.
At 5th level: You can cast the Enhance Ability Spell as At 17th level: You can cast the Psychic Scream spell as an
Reaction but its duration lasts only until the end of your action once per day. At the end of your turn you gain 1 level
next turn. Whenever you use this Psionic Talent you can of exhaustion. Additionaly the range becomes 30ft, hits
forgo the verbal, somatic and material components for it everyone in range and everyone in range has disadvantage.
but decrease your Psionic die by one size. Additional you You can decrease your Psionic Talent die by one size to use
can only target yourself with it. this feature again.
4
Telekinetic Adept
6th-level Psi Knight feature
You have masterd a new way to use your telekinesis and
gain one of the following Psionic Talents wich doesnt count
towards your maximum ammount you can have. You can
choose from:
Bulwark of Force
12th-level Psi Knight feature
You can shield yourself and others with telekinetic force. As
a bonus action, you can choose creatures, which can include
you, that you can see within 30 feet of you, up to a number of
creatures equal to your Intelligence modifier (minimum of one
creature). Each of the chosen creatures is protected by half
cover for 1 minute or until you’re incapacitated. Once you use
this feature, you can’t do so again until you finish a long rest,
unless you decrease your Psionic Talent die by one die size to
use this feature again
Telekinetic Master
18th-level Psi Knight feature
Your ability to move creatures and objects with your mind is
matched by few. If your Psionic Talent die is available, you can
cast the telekinesis spell, requiring no components. Your
spellcasting ability for the spell is Intelligence. When you cast
this spell, your Psionic Talent die decreases by one die size.
5
Psychic Teleportation. If your Psionic Talent die is
Soulknife available, you can hurl your Psychic Blades to magically
When choosing this Core at 2nd level you also gain the ability transport yourself to another location. As a bonus action,
to Sneak Attack. you manifest one of your Psychic Blades and throw it at an
unoccupied space you can see, up to a number of feet away
Sneak Attack equal to 5 times the highest number on your Psionic Talent
die. You then teleport to that space, the blade vanishes, and
Beginning at 2nd level, you know how to strike subtly and
your Psionic Talent die decreases by one die size.
exploit a foe’s distraction. Once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack if you have Psionic Veil
advantage on the attack roll. The attack must use a finesse or
12th-level Soulknife feature
a ranged weapon You don’t need advantage on the attack roll
You can weave a veil of psychic static to mask yourself. As
if another enemy of the target is within 5 feet of it, that enemy
an action, you can magically become invisible, along with
isn’t incapacitated, and you don’t have disadvantage on the
anything you are wearing or carrying, for 10 minutes or until
attack roll.
you dismiss this effect (no action required). This invisibility
The amount of the extra damage increases as you gain
ends if you deal damage to a creature or if you force a creature
levels in this class, as shown in the Sneak Attack column.
to make a saving throw. Once you use this feature, you can’t
Sneak Attack do so again until you finish a long rest, unless you decrease
your Psionic Talent die by one die size to use this feature
Level Ammount
again
2nd 1d6
6th 2d6 Rend Mind
18th-level Soulknife feature
10th 3d6
You can sweep your Psychic Blades directly through a
14th 4d6 creature’s mind. When you use your Psychic Blades to deal
18th 5d6 Sneak Attack damage to a creature, you can force that target
to make a Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your Dexterity modifier) .Unless the save
Psychic Blades succeeds, the target is stunned until the end of your next turn.
2nd-level Soulknife feature Once you use this feature, you can’t do so again until you
You can manifest your psionic power as shimmering blades finish a long rest, unless you decrease your Psionic Talent die
of psychic energy. When you are about to make a melee or by one die size to use this feature again.
ranged weapon attack against a creature, you can manifest a
psychic blade from your free hand and make the attack with
that blade. This magic blade is a simple melee weapon with
the finesse and thrown properties. It has a normal range of 60
feet and no long range, and on a hit, it deals psychic damage
equal to your Psionic die plus the ability modifier you used for
the attack roll. The blade vanishes immediately after it hits or
misses its target, and it leaves no mark on its target if it deals
damage. When you hit your target with your first attack during
this turn you can use a bonus action to make one more attack
against the same target.
Soul Blades
6th-level Soulknife feature
Your Psychic Blades are now an expression of your psi-
suffused soul, giving you finer control over them. Choose one
of the following Psionic Talents:
6
Psionic Soul Psionic Soul Spellcasting
When choosing this Core at 2nd level you also gain the ability
to cast Spells.
Level Catrips Known Spells Known Spell Slots Slot Level
1st - - - -
Spellcasting 2nd 2 2 1 1st
Your ability to controll your Psionic Ability fuels your spells.
3rd 2 2 1 1st
See chapter 10 of the Player's Handbook for the general rules
of spellcasting and the end of the class description for your 4th 2 2 1 1st
spell list.
5th 2 3 1 1st
Cantrips 6th 2 3 1 2nd
At 2nd level, you know two cantrips of your choice from the 7th 2 3 1 2nd
Psionic spell list. You learn additional Psionic cantrips of your 8th 2 3 2 2nd
choice at higher levels, as shown in the Cantrips Known
column of the Psionic table. 9th 3 4 2 2nd
10th 3 4 2 3rd
Spell Slots
11th 3 4 2 3rd
The Psionic Soul table shows how many spell slots you have
to cast your Psionic spells of 1st through 5th level. The table 12th 3 4 2 3rd
also shows what the level of those slots is; all of your spell 13th 3 5 2 3rd
slots are the same level. To cast one of these Psionic spells, To
14th 3 5 3 4th
cast one of your Psionic spells of 1st level or higher, you must
expend a spell slot You regain all expended spell slots when 15th 4 5 3 4th
you finish a long rest.
16th 4 5 3 4th
For example, when you are 10th level, you have two 3rd-
level spell slots. To cast the 2nd-level spell Mind Spike, you 17th 4 6 3 4th
must spend one of those slots, and you cast it as a 3rd-level 18th 4 6 3 5th
spell.
19th 4 6 3 5th
Spells Known of 1st Level and 20th 4 6 4 5th
Higher
At 2nd level, you know two 1st-level spells of your choice from Psionic Talent
the Psionic spell list.
Also at 2nd level you can choose one of the following Psionic
The Spells Known column of the Psionic Soul table shows
Talents:
when you learn more Psionic spells of your choice of 1st level
and higher. A spell you choose must be of a level no higher Psionic Discovery. You can unlock the ability to cast a
than what’s shown in the table’s Slot Level column for your mind-oriented Psionic spell you don’t already know. After
level. When you reach 9th level, for example, you learn a new meditating for 10 minutes(which can be done during a
Psionic spell, which can be 1st or 2nd level. rest), roll your Psionic Talent die, and choose a Psionic
Additionally, when you gain a level in this class, you can spell of a level for which you have spell slots and that is in
choose one of the psionic spells you know and replace it with the school of divination or enchantment. You know the
another spell from the psionic spell list, which also must be of chosen spell for a number of hours equal to the number
a level for which you have spell slots. you rolled
Intelligence is your spellcasting ability for your Psionic
spells, ssince you learn your spells through dedicated study Psychic Sorcery. When you cast a spell, you can use your
and memorization. You use your Intelligence whenever a spell mind to form it, rather than relying on words, gestures, and
refers to your spellcasting ability. In addition, you use your materials. To do so, roll your Psionic Talent die. The spell
Intelligence modifier when setting the saving throw DC for a then requires no verbal component, and if you rolled the
Psionic spell you cast and when making an attack roll with level of the spell or higher, the spell doesn’t require somatic
one. or material components either.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear
section) as a spellcasting focus for your sorcerer spells.
7
Psychic Strike
6th-level Psionic Soul feature
You have learned to channel additional psychic energy into
your spells. Immediately after you deal damage to a creature
with a Psionic spell for which you expend a spell slot, you can
roll your Psionic Talent die and also deal psychic damage to
that creature equal to the number rolled. You can deal this
extra damage only once per turn.
Extendet Psyche
12th level Psionic Soul Feature
At 12th level your gaining your first Extendet Spell wich is a
6th lvl spell from your Psionics spell list. You have learnd to
tap into an hidden power that surounds everything, granting
you stronger Spell like Abilities. You gain more powers as you
grow stronger gaining an 7th level Spell at 14th level, an 8th
level spell at 16th level and an 9th level spell at 18th level.
Each use of those spells decrease your Psionic Talent die by
two sizes.
8
Blindness/Deafness Nondetection Chain Lightning
Cantrips (0 Level) Blur Psionic Blast Contingency
Booming Blade Calm Emotions Sending Disintegrate
Control Flames Cloud of Daggers Slow Eyebite
Eldritch Blast Continual Flame Thunder Step Find the Path
Friends Cordon of Arrows Tidal Wave Globe of Invulnerability
Guidance Crown of Madness Water Walk Harm
Gust Darkvision Wind Wall Investiture of Flame
Mage Hand Detect Thoughts Investiture of Ice
Message Dust Devil 4th Level Investiture of Stone
Mind Sliver Earthbind Charm Monster Investiture of Wind
Minor Illusion Enhance Ability Compulsion Magic Jar
Mold Earth Enthrall Confusion Mass Suggestion
Prestidigitation Flame Blade Control Water Mental Prison
Ressistance Gust of Wind Dominate Beast Move Earth
Shape Water Heat Metal Ego Whip Otto's Irresistible Dance
Sword Burst Hold Person Freedom of Movement Primordial Ward
Thaumaturgy Knock Grasping Vine Programmed Illusion
Thunderclap Lesser Restoration Hallucinatory Terrain Psychic Crush
True Strike Levitate Locate Creature Scatter
Vicious Mockery Mental Barrier Stone Shape Sunbeam
Mind Spike Storm Sphere Tenser´s Transformation
1st Level
Mind Thrust True Seeing
Animal Friendship 5th Level
Mirror Image
Bane
Misty Step
Animate Objects 7th Level
Beast Bond Antilife Shell Delayed Blast Fireball
Phantasmal Force
Bless Ray of Enfeeblement Arcane Hand Forcecage
Catapult See Invisible Awaken Mirage Arcane
Cause Fear Circle of Power Mordenkainen’s Sword
Shadow Blade
Charm Person Conjure Volley Power Word Pain
Shatter
Command Skywrite Control Winds Project Image
Compelled Duel Destructive Wave Reverse Gravity
Spider Climb
Comprehend Language Dominate Person Simulacrum
Spiritual Weapon
Dissonant Whispers Dream Teleport
Suggestion
Earth Tremor Thought Shield Far Step Whirlwind
Expeditious Retreat Geas
Warding Wind
Feather Fall Hold Monster 8th Level
Zone of Truth
Floating Disk Immolation Antimagic Field
Heroism 3rd Level Intellect Fortress Antipathy/Sympathy
Hideous Laughter Beacon of Hope Maelstrom Control Weather
Id Insinuation Blink Mislead Earthquake
Jump Call Lightning Modify Memory Feeblemind
Mage Armor Catnap Rary's Telepathic Bond Glibness
Magic Missile Clairvoyance Scrying Illusory Dragon
Shield Counterspell Skill Empowerment Maze
Shield of Faith Dispel Magic Steel Wind Strike Mind Blank
Sleep Enemies Abound Swift Quiver Telepathy
Speak with Animals Erupting Earth Synaptic Static
Thunderwave Telekinesis
9th Level
Fear
Unseen Servant Fly Wall of Force Astral Projection
Zephyr Strike Wall of Light Foresight
Haste
Imprisonment
Hypnotic Pattern
2nd Level 6th Level Psychic Scream
Lightning Bolt
Animal Messenger Major Image Blade Barrier Time Stop
Beast Sense Bones of the Earth Weird
Melfs Miniature Meteor
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