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5e Psion+++++thread
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<blockquote data-quote="Stormonu" data-source="post: 9608696" data-attributes="member: 52734"><p>Clerics don't have an entirely different "Miracle" system, nor do Bards have some sort of "Song" system - they simply have their own unique set of spells (for the most part).</p><p></p><p>At first, I was against doing the same thing with psions - treating their abilities as spells. However, the more I thought about it, the more I realized it should use the spell system in some form because so many times I didn't include psionics in previous editions because they had a completely seperate system you had to pick up, learn and be familiar with to answer/judicate player questions and actions.</p><p></p><p>For the record, this is the basic psion I've been working on. It is, in essence a Warlock with spell points.</p><p></p><p><EDIT:> Well, that didn't generate as expected! Here's the text:</p><p>[SPOILER="Homebrew Psion"]</p><p>## Psion</p><p></p><p>{{classTable,frame,decoration,wide</p><p>##### Psion</p><p>| | Bonus || | | Powers| Psi |Max||</p><p>| Level | Proficiency | Expertise | Features | Cantrips | Known | Points |Disciplines |Sciences|</p><p>|:---:|:---:|:---: |:--- |:---: |:---: |:---: |:---: |:---:|</p><p>| 1st | +0 | +1 | Psionics | 3 | 2 | 4 | 1st |─ |</p><p>| 2nd | +0 | +1 | Meditation | 3 | 3 | 6 | 1st|─|</p><p>| 3rd | +1 | +2 | Discipline | 3 | 4 | 14 | 2nd|─|</p><p>| 4th | +1 | +2 | Feat | 4 | 5 | 17 | 2nd|─|</p><p>| 5th | +1 | +2 | Psionic Resilience | 4 | 6 | 25 | 3rd|─|</p><p>| 6th | +2 | +4 | Discipline Feature | 4 | 7 | 29 | 3rd|─|</p><p>| 7th | +2 | +4 | Mental Fortitude | 5 | 8 | 34 | 4th|─|</p><p>| 8th | +2 | +4 | Feat | 5 | 9 | 39 | 4th|─|</p><p>| 9th | +3 | +6 | Major Science (1) | 5 | 10 | 44 | 4th|5th|</p><p>| 10th | +3 | +6 | Discipline Feature | 6 | 11 | 50 | 4th|5th|</p><p>| 11th | +3 | +6 | Major Science (2) | 6 | 12 | 50 | 4th|6th|</p><p>| 12th | +4 | +8 | Feat | 6 | 13 | 50 | 4th|6th|</p><p>| 13th | +4 | +8 | Major Science (3) | 6 | 14 | 50 | 4th|7th|</p><p>| 14th | +4 | +8 | Discipline Feature | 6 | 15 | 50 | 4th|7th|</p><p>| 15th | +5 | +10 | Major Science (4) | 6 | 16 | 50 | 4th|8th|</p><p>| 16th | +5 | +10 | Feat | 6 | 17 | 50 | 4th|8th|</p><p>| 17th | +5 | +10 | Major Science (5) | 6 | 18 | 50 | 4th|9th|</p><p>| 18th | +6 | +12 | Psionic Mastery | 6 | 19 | 56 | 4th|9th|</p><p>| 19th | +6 | +12 | Feat, Major Science (6) | 6 | 20 | 63 | 4th|9th|</p><p>| 20th | +6 | +12 | Empowered Manifestation | 6 | 21 | 71 | 4th|9th|</p><p>}}</p><p></p><p>### Mind over Matter</p><p>Psions are those whose mental abilities are far superior than the average person, allowing them to change reality with but a thought. As a psion grows more powerful their strengthening mind finds it easier to bend reality even further and farther. A psion's power comes through a mix of powerful intelligence and the force of personality to exert their will on the world and its surrounding inhabitants. They are known for great mental acuity, self-control and introspection.</p><p></p><p>### Creating a Psion</p><p>As you create a psion, think of how your character taps into the internal forces that allow you to bend the world to your will and how this knowledge came to you. Was it learned through years of rigorous training and insight? Did some emotional trauma or mental epiphany bring your powers to the fore? Are there more like you or are you somehow unique?</p><p>\column</p><p>##### Quick Build</p><p>You can make a psion quickly by following these suggestions. First make your Intelligence your highest ability score, followed by Constitution or Dexterity. Then choose the Sage background. Third, choose <em>contact</em>, <em>empty mind</em>, and <em>mind thrust</em> as your Cantrips. Choose <em>ego whip</em> and <em>mental barrier</em> as your 1st circle powers.</p><p></p><p>### Class Features</p><p>As a psion, you gain the following class features.</p><p></p><p>#### Hit Points</p><p></p><p><strong>Hit Dice:</strong> :: 1d6 per psion level</p><p><strong>Hit Points at 1st Level:</strong> :: 6 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels:</strong> :: 1d6 (or 4) your Constitution modifier per psion level after 1st</p><p></p><p>#### Proficiencies</p><p><strong>Tools:</strong> :: None</p><p><strong>Saving Throws:</strong> :: Intelligence, Wisdom</p><p><strong>Skills:</strong> :: Manifest. Choose four from Armor, Culture, Endurance, lnsight, lnvestigation, Lore, Medicine, Mentalism and Religion.</p><p></p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Manifesting Powers</p><p>As a fledgling practitioner of the mental arts, you start with a handful of known powers that will set you on your path to greater understanding - or power.</p><p></p><p>#### Cantrips</p><p>At 1st level, you know two cantrips of your choice from the psion power list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table</p><p></p><p>#### Known and Manifesting Discipline Powers</p><p>The Psion table shows how many discipline power slots you have to manifest powers of 1st circle and higher. To manifest one of these powers, you must expend psi points of the power's circle or higher. The cost to manifest a power based on its circle is shown on the table below. You regain all expended psi points when you finish a long rest.</p><p></p><p>{{frame,classTable</p><p>##### Psionic Power Cost</p><p>|Discipline circle| Point Cost|</p><p>|:---|:---:|</p><p>|1st | 2 |</p><p>|2nd | 3 |</p><p>|3rd | 4 |</p><p>|4th | 5 |</p><p>}}</p><p></p><p>You know a limited number of powers from which you manifest. You choose a number of psion powers from your class list as shown on your class table. The powers must be of a circle equal to or less than the maximum discipline circle. Once you reach 9th level, you can also learn sciences, up to a Science circle you can manifest.</p><p></p><p>For example. if you're a 3rd-level psion, you have 4 known disciplines of up to 2nd circle. At 9th level, you would have 10 known disciplines, including possibly some 5th circle sciences.</p><p></p><p>When you gain a level, you can change one discipline power you know, in addition to any that you might gain for increasing your level.</p><p></p><p>#### Manifesting</p><p></p><p>You use your Mentalism skill to determine your saving throw DC or power attack modifier.</p><p>:</p><p><strong>Power save DC</strong> = 8 + your Manifesting (Science) skill</p><p>:</p><p><strong>Power attack modifier</strong> = your Manifesting (Science) skill</p><p>\column</p><p>### Meditation</p><p>At 2nd level, with a short rest, you are able to rejuvenate and regain a small amount of psychic power. Once per day, when you take a short rest, you regain Psi points equal to half your psion level (rounded up).</p><p></p><p>### Discipline</p><p>At 3rd level, you begin to hone your knowledge and abilities, favoring a path of psychic development. You choose a subclass based on your area of focus.</p><p></p><p>Your choice grants you features at 3rd level, and again at 6th, 10th and 14th level.</p><p></p><p>### Feat</p><p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can gain a feat of your choice. You must meet the requirements of the feat.</p><p></p><p>### Psionic Resilience</p><p>Starting at 5th level, your mental discipline grants you resistance to psychic damage.</p><p></p><p>### Mental Fortitude</p><p>Beginning at 7th level, you have advantage on saving throws against being charmed or frightened.</p><p>:</p><p>### Major Science (5th circle)</p><p>At 9th level, you gain another powerful psionic power called a Science. Choose one single 5th circle power from the psion power list as this Science.</p><p></p><p>You can use your science once without expending psi points. You must finish a long rest before you can do so again.</p><p></p><p>At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest.</p><p></p><p>### Major Science (6th circle)</p><p>At 11th level, you gain another powerful psionic power called a Science. Choose one single 6th circle power from the psion power list as this Science.</p><p></p><p>You can use your science once without expending psi points. You must finish a long rest before you can do so again.</p><p></p><p>At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest.</p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Major Science (7th circle)</p><p>At 13th level, you gain another powerful psionic power called a Science. Choose one single 7th circle power from the psion power list as this Science.</p><p></p><p>You can use your science once without expending psi points. You must finish a long rest before you can do so again.</p><p></p><p>At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest.</p><p></p><p>### Major Science (8th circle)</p><p>At 15th level, you gain another powerful psionic power called a Science. Choose one single 8th circle power from the psion power list as this Science.</p><p></p><p>You can use your science once without expending psi points. You must finish a long rest before you can do so again.</p><p></p><p>At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest.</p><p></p><p>### Major Science (9th circle)</p><p>At 17th level, you gain another powerful psionic power called a Science. Choose one single 9th circle power from the psion power list as this Science.</p><p></p><p>You can use your science once without expending psi points. You must finish a long rest before you can do so again.</p><p></p><p>At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest.</p><p></p><p>### Psionic Mastery</p><p>At 18th level, you have achieved such mastery over certain powers that you can cast them without expending psi points. Choose a 1st-circle psion power and a 2nd-circle psion power that you know. You can cast those spells at their lowest circle without expending psi points. If you want to manifest either power at a higher circle, you must expend a spell slot as normal.</p><p></p><p>When you gain a level, you can choose to change one of the powers that you have mastered.</p><p>\column</p><p>### Empowered Manifestation </p><p>When you reach 20th level, you gain mastery over psionic disciplines. When a power can be manifested at a higher circle, you can do so at any power circle, up to 9th circle. The cost to increase a power's circle to 5th and beyond is shown on the table below.</p><p></p><p>Likewise, you can manifest psionic disciplines using your Major Science ability uses.</p><p></p><p>{{frame,classTable</p><p>##### Empowered Psionic Power Cost</p><p>|Discipline circle| Point Cost|</p><p>|:---:|:---:|</p><p>|5th | 6 |</p><p>|6th | 7 |</p><p>|7th | 8 |</p><p>|8th | 9 |</p><p>|9th | 10 |</p><p>}}</p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Egoist</p><p> A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.</p><p></p><p>##### Bonus Powers</p><p>|Level|Power|</p><p>|:---|:---|</p><p>|3rd |<em>body armor</em>, <em>body weaponry</em>|</p><p>|3rd |<em>alter Self, enhance Ability</em>|</p><p>|5th |<em>fly, haste</em>|</p><p>|7th |<em>polymorph, stoneskin</em>|</p><p></p><p>#### Combative</p><p>At 3rd level, you gain proficiency in Melee Combat and Armor.</p><p></p><p>#### Psychic Pocket</p><p>Starting at 3rd level, as an action you can reshape a portion of your own body to hide a dagger-sized object or smaller from detection. When you so will as a bonus action you can reveal the item. You can hide a number of such objects on your person equal to your proficiency bonus.</p><p></p><p>#### Cannibalize</p><p>At 6th level, as an action you can consume a hit dice and regain the rolled number as psi points instead of hit points. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Psychic Recovery</p><p>At 10th level, as an action you can heal up to 5 hit points per psychic point you expend. Furthermore, as an action you can expend a psychic point to remove a condition from yourself. If you use the latter ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Body Double</p><p>At 14th level, you can cast <em>Simulacrum</em> on yourself without expending psi points or needing material components. You cannot use this ability again until you dispel the creation or it is slain, and no more frequently than once per long rest. </p><p></p><p>{{imageMaskCorner14,--offsetX:52%,--offsetY:-10%,--rotation:0</p><p> <img src="https://i.imgur.com/gz5bzPP.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />{right:-30%,height:80%}</p><p>}}</p><p><!-- Use --offsetX to shift the mask left or right (can use cm instead of %)</p><p> Use --offsetY to shift the mask up or down</p><p> Use --rotation to set rotation angle in degrees. --></p><p></p><p></p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Kineticist</p><p>Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.</p><p></p><p>##### Bonus Powers</p><p>|Level|Power|</p><p>|:---|:---|</p><p>|3rd |<em>absorb elements</em>, <em>force burst</em>|</p><p>|3rd |<em>gust of wind</em>, <em>shatter</em>|</p><p>|5th |<em>mind blast</em>, <em>protection from energy</em>|</p><p>|7th |<em>Otiluke's resilient sphere</em>, <em>thunderbolt</em>|</p><p></p><p>#### Invisible Hand</p><p>At 3rd level, you can add <em>mage hand</em> to your list of known powers. Further, when using <em>mage hand</em>, it has carrying capacity as if it had a Strength equal to your Intelligence. It cannot be move swiftly or dexterously enough, however, to use to attack with.</p><p></p><p>#### Telekinetic Shield</p><p>At 6th level, you can erect a barrier of force to avoid harm to yourself or others. As a reaction when you or an ally within 15 feet are attacked, you can add 5 to the target's AC against the attack. You can do this a number of times per day equal to your proficiency bonus. You regain all uses of this ability after a long rest.</p><p></p><p>#### Telekinetic Strike</p><p>At 10th level, you can imbue your attacks with powerful force. You add you spellcasting modifier to damage with your powers and disciplines. Also, at this level, you have enough control that your <em>mage hand</em> can be used to fight with, as if it were a 3rd appendage.</p><p></p><p>#### Telekinetic Whirlwind</p><p>At 14th level, you can manifest a powerful whirlwind of mental energy. As an action, you can fly at your base movement rate. Also, any creature or object within 30 feet of you must make a Strength save. On a failure, the creature or object is picked up, granting it either flying or being grappled and whipped about and suffering 2d6 force damage (your choice). Grappled creatures affected by this ability move with you when you move. A creature may take an action to make a subsequent Strength or Dexterity save to escape the effect. This ability lasts for up to 10 minutes, and consumes your focus. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>{{imageMaskCorner30,--offsetX:63%,--offsetY:-20%,--rotation:0</p><p> <img src="https://i.imgur.com/BWY5VtZ.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />{right:-40%,height:80%}</p><p>}}</p><p><!-- Use --offsetX to shift the mask left or right (can use cm instead of %)</p><p> Use --offsetY to shift the mask up or down</p><p> Use --rotation to set rotation angle in degrees. --></p><p></p><p></p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Mindeater</p><p>Your psionic abilities are unusual, allowing you to reach out with your own mind and "eat" a foe's mind and thoughts, turning their own mind against them. Eventually you can use the mental energies you have consumed to power your own abilities.</p><p></p><p>::::::::</p><p>As you gain levels, you add the following Innate powers to your list of powers known. These powers do not count against your normal limit of known powers.</p><p></p><p>|Level| Powers|</p><p>|:---:| :---|</p><p>|3rd | <em>dissonant whispers</em>, <em>detect thoughts</em> |</p><p>|3rd | <em>phantasmal force</em>, <em>mind spike</em> |</p><p>|5th | <em>clairvoyance</em>, <em>hypnotic pattern</em> |</p><p>|7th | <em>compulsion</em>, <em>confusion</em> |</p><p>|9th | <em>mislead</em>, <em>Rary's telepathic bond</em> |</p><p>\column</p><p>#### Psionic Strike</p><p>At 3rd level, as an action you can spend one or more psionic points and psychically lash out at your enemies. A target within 120 feet of you must make a Wisdom save against your Power DC. On a failure, the target takes 1d6 psychic damage per psionic point you spend, up to a number of psionic points equal to your proficiency bonus. On a success the target takes half damage. You then gain temporary hit points equal to half the damage you inflict.</p><p></p><p>At 10th level, if the victim fails its Wisdom save against the attack, you can then move your speed without provoking an opportunity attack.</p><p></p><p>#### Mind Pierce</p><p>Also at 3rd level, when you hit an opponent with a power or weapon attack, the target suffers disadvantage on its next Wisdom saving throw. You can use this ability a number of times per long rest equal to your Proficiency bonus.</p><p></p><p>#### Thought Echo</p><p>At 6th level, when a target fails a Wisdom saving throw and you have dealt psychic damage to a target on the next round you can spend a bonus action to automatically deal half the same psychic damage to the target. You can use this ability once per long rest for free, and can use this ability again by spending 2 psionic points.</p><p></p><p>#### Cloak of Shadows</p><p>At 10th level, you can use <em>greater invisiblity</em> once per long rest. You also add the power to your known powers.</p><p></p><p>#### Psychic Devourer</p><p>At 14th level, when a foe within 30 feet of you is reduced to 0 hp you can use a bonus action or reaction to kill it and regain a number of psychic points equal to its level or CR. If the target was a psion, you may instead gain temporary psionic points equal to half the target's remaining psychic points (possibly allowing you to exceed your normal maximum number of psionic points). Once you use this ability, you cannot use it again until you take a long rest.</p><p>::</p><p>{{note</p><p>##### Psionic Foes</p><p>If the DM allows, creatures that are described as psionic, but using spells instead of psionic points can glean you temporary psionic points with your Psychic Devourer ability. In this case, convert the foe's unused spell slots or innate spell uses into psionic points using the Psionic Power Cost tables. Treat a leveled at-will ability as four unused slots for the purposes of converting to psionic points.</p><p></p><p>For example, if you killed a 5th level "psionic" wizard (four unused 1st level slots (8 pp), three unused 2nd level slots (9 pp), two unused 3rd level slots (8 pp) ), you would gain 12 psionic points with your Psychic Devourer ability.</p><p>}}</p><p></p><p>{{imageMaskCorner14,--offsetX:-54%,--offsetY:-30%,--rotation:0</p><p> <img src="https://i.imgur.com/npPapHZ.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />{left:-20%,height:60%}</p><p>}}</p><p><!-- Use --offsetX to shift the mask left or right (can use cm instead of %)</p><p> Use --offsetY to shift the mask up or down</p><p> Use --rotation to set rotation angle in degrees. --></p><p></p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Nomad</p><p>A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.</p><p></p><p>##### Bonus Powers</p><p>|Level|Power|</p><p>|:---|:---|</p><p>|3rd |<em>expedious retreat</em>, <em>jump</em>|</p><p>|3rd |<em>blur</em>, <em>misty step</em>|</p><p>|5th |<em>fly</em>, <em>slow</em>|</p><p>|7th |<em>dimension door</em>, <em>freedom of movement</em>|</p><p></p><p>#### Athletic Mind</p><p>At 3rd level, you gain proficiency in the Athletics skill if you do not already have it, and expertise in two Athletic subskills if you already have proficiency, allowing you to add twice your proficiency bonus when making skill checks associated with the subskill (min +1). </p><p></p><p>Furthermore, before or after you make a roll using this skill, you can treat the result as natural 20. Once you use this latter ability, you cannot use it again until you take a short or long rest.</p><p></p><p>#### Defensive Teleport</p><p>At 6th level, as a reaction to taking damage, you can teleport to another spot within 30 feet that you can see. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Far Mind</p><p>At 10th level, when you use a power or ability that involves movement, you can double the distance travelled. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Door To Everywhere</p><p>At 14th level, you can create a portal to any place you know. As an action, you create a free-standing two-way portal within 30 feet of you that you or other creatures can enter. The other end is affixed to a location that you are familiar with. While the portal is open, it may be passed through freely. Keeping the portal open consumes your concentration. The portal remains open for up to 1 minute. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>{{imageMaskCorner30,--offsetX:63%,--offsetY:-20%,--rotation:0</p><p> <img src="https://i.imgur.com/hnT3A2F.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />{right:-20%,height:80%}</p><p>}}</p><p><!-- Use --offsetX to shift the mask left or right (can use cm instead of %)</p><p> Use --offsetY to shift the mask up or down</p><p> Use --rotation to set rotation angle in degrees. --></p><p></p><p></p><p></p><p> {{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Psiblade</p><p>You have trained extensively with your mind and your body, becoming one with the weapons you wield. Your mental focus is unparrelled and you can channel it through your weapon as a deadly force.</p><p></p><p>As you gain levels, you add the following Innate powers to your list of powers known. These powers do not count against your normal limit of known powers.</p><p></p><p>|Level| Powers|</p><p>|:---:| :---|</p><p>|1st | <em>shield</em>, <em>wrathful smite</em> |</p><p>|3rd | <em>blur</em>, <em>phantasmal force</em> |</p><p>|5th | <em>clairvoyance</em>, <em>fly</em> |</p><p>|7th | <em>phantasmal killer</em>, <em>staggering smite</em> |</p><p>|9th | <em>banishing smite</em>, <em>synaptic static</em> |</p><p></p><p>#### Psychic Mark</p><p>Starting at 3rd level, you gain the ability to psychically mark your target. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">You gain a bonus to damage rolls against the marked target. The bonus equals your proficiency bonus (min +1).</li> <li data-xf-list-type="ul">Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.</li> <li data-xf-list-type="ul">If the marked target dies, you gain temporary hit points equal to your Psion level + your Intelligence modifier (minimum of 1 hit point).</li> </ul><p></p><p>You can’t use this feature again until you finish a short or long rest.</p><p></p><p>#### Psychic Warrior</p><p>At 3rd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency in the skill Armor. You also gain proficiency with the Melee Combat or Ranged Combat skill.</p><p></p><p>You also can mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. If the weapon is thrown, as a bonus action it returns to your hand after a hit or miss. This benefit lasts until you finish a long rest.</p><p></p><p>#### Extra Attack</p><p>Starting at 6th level, when you take the attack action, you can make two attacks instead of one.</p><p>\column</p><p>#### Psychic Lash</p><p>At 10th level, as a bonus action when you hit with a weapon attack you can spend psionic points to deal extra damage. For every psionic point you spend, you deal an extra 1d6 psychic damage, up to a number of dice equal to your Proficiency bonus.</p><p></p><p>#### Psychic Surge</p><p>Starting at 14th level, when you hit a weapon attack and spend use your psychic lash you can also use one of the following advanced combat actions for free. The effect created lasts for 1 minute, though the target can make a save against your Manifest DC to end the condition early.</p><p></p><p>| <strong>Attack</strong> | <strong>Attack</strong> |</p><p>| <strong>Option</strong> | <strong>Option</strong> |</p><p>| :---: | :---: |</p><p>| Blind | Pin |</p><p>| Cleave | Press Attack |</p><p>| Deafen | Push |</p><p>| Disable | Onslaught |</p><p>| Disarm | Ruse |</p><p>| Fend | Stun |</p><p>| Fluster | Sweep |</p><p>| Frighten | Tackle |</p><p>| Grab | Target |</p><p>| Hound | Trip |</p><p></p><p>{{imageMaskCorner14,--offsetX:54%,--offsetY:-34%,--rotation:0</p><p> <img src="https://i.imgur.com/Ii9hkTo.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />{right:-10%,height:55%}</p><p>}}</p><p><!-- Use --offsetX to shift the mask left or right (can use cm instead of %)</p><p> Use --offsetY to shift the mask up or down</p><p> Use --rotation to set rotation angle in degrees. --></p><p></p><p></p><p> </p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Shaper</p><p>A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.</p><p></p><p>##### Bonus Powers</p><p>|Level|Power|</p><p>|:---|:---|</p><p>|2nd |<em>lesser astral construct</em>, <em>unseen servant</em>|</p><p>|3rd |<em>enlarge/reduce</em>, <em>lesser creation</em>|</p><p>|5th |<em>astral Construct</em>, <em>major image</em>|</p><p>|7th |<em>fabricate</em>, <em>stone shape</em>|</p><p></p><p>#### Fabrication</p><p>At 3rd level, you gain proficiency in one Artisan's tool of your choice.</p><p></p><p>Furthermore, once per day you can fashion raw ectoplasm into a single, object or creature of up to small size, so long as you have the appropriate tool proficiency to craft the item or have seen a similar creature in the past. The created item last for a number of hours equal to your proficiency bonus or until destroyed. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Ectoplasmic Shield</p><p>At 6th level, you can fabricate raw ectoplasm into a protective shield. As a reaction when you are hit by an attack, you gain damage resistance to the attack. This effect is applied after any saving throws you make, but before damage is applied. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Ectoplasmic Strike</p><p>At 10th level, you can form raw ectoplasm into a shape you desire and use it to strike at your enemies. As an action, you can make a melee spell attack, or a ranged spell attack with a range of 90 feet. On a hit, you deal 4d6 force damage, and the target's speed is reduced by half until the end of its next turn. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Ectoplasmic Transformation</p><p>At 14th level, you can surround and disguise yourself or a nearby creature in ectoplasm, altering its appearance. As an action, you can cast <em>Polymorph</em> without expending any psionic points. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>{{imageMaskCorner30,--offsetX:63%,--offsetY:-20%,--rotation:0</p><p> <img src="https://i.imgur.com/oFE897p.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />{right:-20%,height:80%}</p><p>}}</p><p><!-- Use --offsetX to shift the mask left or right (can use cm instead of %)</p><p> Use --offsetY to shift the mask up or down</p><p> Use --rotation to set rotation angle in degrees. --></p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Seer</p><p>A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.</p><p></p><p>##### Bonus Powers</p><p>|Level|Power|</p><p>|:---|:---|</p><p>|2nd |<em>aim</em>, <em>object reading</em>|</p><p>|3rd |<em>locate object</em>, <em>mind spike</em><sup>XGtE</sup> |</p><p>|5th |<em>clairvoyance</em>, <em>tongues</em>|</p><p>|7th |<em>arcane eye</em>, <em>death ward</em> |</p><p></p><p>#### Psychic Insight</p><p>At 3rd level, you gain proficiency with the Insight skill if you do not already have it, and expertise with two subskills in Insight if you do, which allows you to add twice your proficiency bonus when making skill checks related to the subskill. </p><p></p><p>Furthermore, you can add your proficiency bonus to initiative rolls. </p><p></p><p>#### Danger Sense</p><p>At 6th level, you cannot be surprised while active and conscious. Furthermore, you gain advantage on Perception rolls to notice a trap or enemy creature nearby.</p><p></p><p>#### Advanced Awareness</p><p>At 10th level, as a bonus action or reaction you can give yourself or an ally with 30 feet of you advantage on a d20 roll. You can use this ability a number of times per day equal to your proficiency bonus. You regain all uses after a long rest.</p><p></p><p>#### The Sight</p><p>At 14th level, your ability to see into the future is uncanny. At dawn, you gain three uses of this ability. At any time thereafter, as a free action, you can use this ability to replace one 1d20 die roll for yourself or an ally within 60 feet of you with a result of natural 20.</p><p></p><p>{{imageMaskCorner30,--offsetX:63%,--offsetY:-20%,--rotation:0</p><p> <img src="https://i.imgur.com/EJco81g.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />{right:-10%,height:80%}</p><p>}}</p><p><!-- Use --offsetX to shift the mask left or right (can use cm instead of %)</p><p> Use --offsetY to shift the mask up or down</p><p> Use --rotation to set rotation angle in degrees. --></p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>\page</p><p>### Telepath</p><p>A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.</p><p></p><p>##### Bonus Powers</p><p>|Level|Power|</p><p>|:---|:---|</p><p>|2nd |<em>charm person</em>, <em>empathy</em>|</p><p>|3rd |<em>detect thoughts</em>, <em>suggestion</em>|</p><p>|5th |<em>clairvoyance</em>, <em>sending</em>|</p><p>|7th |<em>confusion</em>, <em>tower of iron will</em>|</p><p></p><p>#### Telepathy</p><p>At 3rd level, you can communicate telepathically with a creature you can see within 120 feet. The communication is two way. If you choose to communicate with another creature, the link to the first is broken. When you reach 5th level, you can telepathically communicate with up to two creatures at once. At 11th level, you can communicate with up to three creatures at once and at 16th level, you can communicate with up to four creatures at once.</p><p></p><p>#### Expansive Mind</p><p>At 6th level, targets of your Enchantment or Divination powers suffer disadvantage on their saving throws. Likewise, you gain advantage on your own saving throws against enemy Enchantments.</p><p></p><p>#### Indominatable</p><p>At 10th level, you are immune to charm and sleep spells or powers. You also add double your proficiency bonus against any spell or ability requiring a Wisdom saving throw.</p><p></p><p>#### Mental Redirection</p><p>at 14th level, when you are targeted by a Divination or Enchantment spell or ability, you can redirect the spell or ability to instead target another being within 120 feet of you, or to simply cause it to fail. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>{{imageMaskCenter10,--offsetX:12%,--offsetY:-40%,--rotation:0</p><p> <img src="https://i.imgur.com/5ZMI3o6.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />{left:0%,bottom:-30%,height:85%}</p><p>}}</p><p><!-- Use --offsetX to shift the mask left or right (can use cm instead of %)</p><p> Use --offsetY to shift the mask up or down</p><p> Use --rotation to set rotation angle in degrees. --></p><p></p><p></p><p>{{pageNumber,auto}}</p><p>{{footnote PART 3 | CLASSES}}</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9608696, member: 52734"] Clerics don't have an entirely different "Miracle" system, nor do Bards have some sort of "Song" system - they simply have their own unique set of spells (for the most part). At first, I was against doing the same thing with psions - treating their abilities as spells. However, the more I thought about it, the more I realized it should use the spell system in some form because so many times I didn't include psionics in previous editions because they had a completely seperate system you had to pick up, learn and be familiar with to answer/judicate player questions and actions. For the record, this is the basic psion I've been working on. It is, in essence a Warlock with spell points. <EDIT:> Well, that didn't generate as expected! Here's the text: [SPOILER="Homebrew Psion"] ## Psion {{classTable,frame,decoration,wide ##### Psion | | Bonus || | | Powers| Psi |Max|| | Level | Proficiency | Expertise | Features | Cantrips | Known | Points |Disciplines |Sciences| |:---:|:---:|:---: |:--- |:---: |:---: |:---: |:---: |:---:| | 1st | +0 | +1 | Psionics | 3 | 2 | 4 | 1st |─ | | 2nd | +0 | +1 | Meditation | 3 | 3 | 6 | 1st|─| | 3rd | +1 | +2 | Discipline | 3 | 4 | 14 | 2nd|─| | 4th | +1 | +2 | Feat | 4 | 5 | 17 | 2nd|─| | 5th | +1 | +2 | Psionic Resilience | 4 | 6 | 25 | 3rd|─| | 6th | +2 | +4 | Discipline Feature | 4 | 7 | 29 | 3rd|─| | 7th | +2 | +4 | Mental Fortitude | 5 | 8 | 34 | 4th|─| | 8th | +2 | +4 | Feat | 5 | 9 | 39 | 4th|─| | 9th | +3 | +6 | Major Science (1) | 5 | 10 | 44 | 4th|5th| | 10th | +3 | +6 | Discipline Feature | 6 | 11 | 50 | 4th|5th| | 11th | +3 | +6 | Major Science (2) | 6 | 12 | 50 | 4th|6th| | 12th | +4 | +8 | Feat | 6 | 13 | 50 | 4th|6th| | 13th | +4 | +8 | Major Science (3) | 6 | 14 | 50 | 4th|7th| | 14th | +4 | +8 | Discipline Feature | 6 | 15 | 50 | 4th|7th| | 15th | +5 | +10 | Major Science (4) | 6 | 16 | 50 | 4th|8th| | 16th | +5 | +10 | Feat | 6 | 17 | 50 | 4th|8th| | 17th | +5 | +10 | Major Science (5) | 6 | 18 | 50 | 4th|9th| | 18th | +6 | +12 | Psionic Mastery | 6 | 19 | 56 | 4th|9th| | 19th | +6 | +12 | Feat, Major Science (6) | 6 | 20 | 63 | 4th|9th| | 20th | +6 | +12 | Empowered Manifestation | 6 | 21 | 71 | 4th|9th| }} ### Mind over Matter Psions are those whose mental abilities are far superior than the average person, allowing them to change reality with but a thought. As a psion grows more powerful their strengthening mind finds it easier to bend reality even further and farther. A psion's power comes through a mix of powerful intelligence and the force of personality to exert their will on the world and its surrounding inhabitants. They are known for great mental acuity, self-control and introspection. ### Creating a Psion As you create a psion, think of how your character taps into the internal forces that allow you to bend the world to your will and how this knowledge came to you. Was it learned through years of rigorous training and insight? Did some emotional trauma or mental epiphany bring your powers to the fore? Are there more like you or are you somehow unique? \column ##### Quick Build You can make a psion quickly by following these suggestions. First make your Intelligence your highest ability score, followed by Constitution or Dexterity. Then choose the Sage background. Third, choose [I]contact[/I], [I]empty mind[/I], and [I]mind thrust[/I] as your Cantrips. Choose [I]ego whip[/I] and [I]mental barrier[/I] as your 1st circle powers. ### Class Features As a psion, you gain the following class features. #### Hit Points [B]Hit Dice:[/B] :: 1d6 per psion level [B]Hit Points at 1st Level:[/B] :: 6 + your Constitution modifier [B]Hit Points at Higher Levels:[/B] :: 1d6 (or 4) your Constitution modifier per psion level after 1st #### Proficiencies [B]Tools:[/B] :: None [B]Saving Throws:[/B] :: Intelligence, Wisdom [B]Skills:[/B] :: Manifest. Choose four from Armor, Culture, Endurance, lnsight, lnvestigation, Lore, Medicine, Mentalism and Religion. {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Manifesting Powers As a fledgling practitioner of the mental arts, you start with a handful of known powers that will set you on your path to greater understanding - or power. #### Cantrips At 1st level, you know two cantrips of your choice from the psion power list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table #### Known and Manifesting Discipline Powers The Psion table shows how many discipline power slots you have to manifest powers of 1st circle and higher. To manifest one of these powers, you must expend psi points of the power's circle or higher. The cost to manifest a power based on its circle is shown on the table below. You regain all expended psi points when you finish a long rest. {{frame,classTable ##### Psionic Power Cost |Discipline circle| Point Cost| |:---|:---:| |1st | 2 | |2nd | 3 | |3rd | 4 | |4th | 5 | }} You know a limited number of powers from which you manifest. You choose a number of psion powers from your class list as shown on your class table. The powers must be of a circle equal to or less than the maximum discipline circle. Once you reach 9th level, you can also learn sciences, up to a Science circle you can manifest. For example. if you're a 3rd-level psion, you have 4 known disciplines of up to 2nd circle. At 9th level, you would have 10 known disciplines, including possibly some 5th circle sciences. When you gain a level, you can change one discipline power you know, in addition to any that you might gain for increasing your level. #### Manifesting You use your Mentalism skill to determine your saving throw DC or power attack modifier. : [B]Power save DC[/B] = 8 + your Manifesting (Science) skill : [B]Power attack modifier[/B] = your Manifesting (Science) skill \column ### Meditation At 2nd level, with a short rest, you are able to rejuvenate and regain a small amount of psychic power. Once per day, when you take a short rest, you regain Psi points equal to half your psion level (rounded up). ### Discipline At 3rd level, you begin to hone your knowledge and abilities, favoring a path of psychic development. You choose a subclass based on your area of focus. Your choice grants you features at 3rd level, and again at 6th, 10th and 14th level. ### Feat When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can gain a feat of your choice. You must meet the requirements of the feat. ### Psionic Resilience Starting at 5th level, your mental discipline grants you resistance to psychic damage. ### Mental Fortitude Beginning at 7th level, you have advantage on saving throws against being charmed or frightened. : ### Major Science (5th circle) At 9th level, you gain another powerful psionic power called a Science. Choose one single 5th circle power from the psion power list as this Science. You can use your science once without expending psi points. You must finish a long rest before you can do so again. At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest. ### Major Science (6th circle) At 11th level, you gain another powerful psionic power called a Science. Choose one single 6th circle power from the psion power list as this Science. You can use your science once without expending psi points. You must finish a long rest before you can do so again. At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest. {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Major Science (7th circle) At 13th level, you gain another powerful psionic power called a Science. Choose one single 7th circle power from the psion power list as this Science. You can use your science once without expending psi points. You must finish a long rest before you can do so again. At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest. ### Major Science (8th circle) At 15th level, you gain another powerful psionic power called a Science. Choose one single 8th circle power from the psion power list as this Science. You can use your science once without expending psi points. You must finish a long rest before you can do so again. At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest. ### Major Science (9th circle) At 17th level, you gain another powerful psionic power called a Science. Choose one single 9th circle power from the psion power list as this Science. You can use your science once without expending psi points. You must finish a long rest before you can do so again. At higher levels, you gain more sciences of your choice that can be cast in this way: one 7th-circle power at 13th level, one 8th-circle power at 15th level, and one 9th-circle power at 17th level. You regain all uses of your Sciences when you finish a long rest. ### Psionic Mastery At 18th level, you have achieved such mastery over certain powers that you can cast them without expending psi points. Choose a 1st-circle psion power and a 2nd-circle psion power that you know. You can cast those spells at their lowest circle without expending psi points. If you want to manifest either power at a higher circle, you must expend a spell slot as normal. When you gain a level, you can choose to change one of the powers that you have mastered. \column ### Empowered Manifestation When you reach 20th level, you gain mastery over psionic disciplines. When a power can be manifested at a higher circle, you can do so at any power circle, up to 9th circle. The cost to increase a power's circle to 5th and beyond is shown on the table below. Likewise, you can manifest psionic disciplines using your Major Science ability uses. {{frame,classTable ##### Empowered Psionic Power Cost |Discipline circle| Point Cost| |:---:|:---:| |5th | 6 | |6th | 7 | |7th | 8 | |8th | 9 | |9th | 10 | }} {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Egoist A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter. ##### Bonus Powers |Level|Power| |:---|:---| |3rd |[I]body armor[/I], [I]body weaponry[/I]| |3rd |[I]alter Self, enhance Ability[/I]| |5th |[I]fly, haste[/I]| |7th |[I]polymorph, stoneskin[/I]| #### Combative At 3rd level, you gain proficiency in Melee Combat and Armor. #### Psychic Pocket Starting at 3rd level, as an action you can reshape a portion of your own body to hide a dagger-sized object or smaller from detection. When you so will as a bonus action you can reveal the item. You can hide a number of such objects on your person equal to your proficiency bonus. #### Cannibalize At 6th level, as an action you can consume a hit dice and regain the rolled number as psi points instead of hit points. Once you use this ability, you cannot use it again until you take a long rest. #### Psychic Recovery At 10th level, as an action you can heal up to 5 hit points per psychic point you expend. Furthermore, as an action you can expend a psychic point to remove a condition from yourself. If you use the latter ability, you cannot use it again until you take a long rest. #### Body Double At 14th level, you can cast [I]Simulacrum[/I] on yourself without expending psi points or needing material components. You cannot use this ability again until you dispel the creation or it is slain, and no more frequently than once per long rest. {{imageMaskCorner14,--offsetX:52%,--offsetY:-10%,--rotation:0 [IMG]https://i.imgur.com/gz5bzPP.png[/IMG]{right:-30%,height:80%} }} <!-- Use --offsetX to shift the mask left or right (can use cm instead of %) Use --offsetY to shift the mask up or down Use --rotation to set rotation angle in degrees. --> {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Kineticist Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. ##### Bonus Powers |Level|Power| |:---|:---| |3rd |[I]absorb elements[/I], [I]force burst[/I]| |3rd |[I]gust of wind[/I], [I]shatter[/I]| |5th |[I]mind blast[/I], [I]protection from energy[/I]| |7th |[I]Otiluke's resilient sphere[/I], [I]thunderbolt[/I]| #### Invisible Hand At 3rd level, you can add [I]mage hand[/I] to your list of known powers. Further, when using [I]mage hand[/I], it has carrying capacity as if it had a Strength equal to your Intelligence. It cannot be move swiftly or dexterously enough, however, to use to attack with. #### Telekinetic Shield At 6th level, you can erect a barrier of force to avoid harm to yourself or others. As a reaction when you or an ally within 15 feet are attacked, you can add 5 to the target's AC against the attack. You can do this a number of times per day equal to your proficiency bonus. You regain all uses of this ability after a long rest. #### Telekinetic Strike At 10th level, you can imbue your attacks with powerful force. You add you spellcasting modifier to damage with your powers and disciplines. Also, at this level, you have enough control that your [I]mage hand[/I] can be used to fight with, as if it were a 3rd appendage. #### Telekinetic Whirlwind At 14th level, you can manifest a powerful whirlwind of mental energy. As an action, you can fly at your base movement rate. Also, any creature or object within 30 feet of you must make a Strength save. On a failure, the creature or object is picked up, granting it either flying or being grappled and whipped about and suffering 2d6 force damage (your choice). Grappled creatures affected by this ability move with you when you move. A creature may take an action to make a subsequent Strength or Dexterity save to escape the effect. This ability lasts for up to 10 minutes, and consumes your focus. Once you use this ability, you cannot use it again until you take a long rest. {{imageMaskCorner30,--offsetX:63%,--offsetY:-20%,--rotation:0 [IMG]https://i.imgur.com/BWY5VtZ.png[/IMG]{right:-40%,height:80%} }} <!-- Use --offsetX to shift the mask left or right (can use cm instead of %) Use --offsetY to shift the mask up or down Use --rotation to set rotation angle in degrees. --> {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Mindeater Your psionic abilities are unusual, allowing you to reach out with your own mind and "eat" a foe's mind and thoughts, turning their own mind against them. Eventually you can use the mental energies you have consumed to power your own abilities. :::::::: As you gain levels, you add the following Innate powers to your list of powers known. These powers do not count against your normal limit of known powers. |Level| Powers| |:---:| :---| |3rd | [I]dissonant whispers[/I], [I]detect thoughts[/I] | |3rd | [I]phantasmal force[/I], [I]mind spike[/I] | |5th | [I]clairvoyance[/I], [I]hypnotic pattern[/I] | |7th | [I]compulsion[/I], [I]confusion[/I] | |9th | [I]mislead[/I], [I]Rary's telepathic bond[/I] | \column #### Psionic Strike At 3rd level, as an action you can spend one or more psionic points and psychically lash out at your enemies. A target within 120 feet of you must make a Wisdom save against your Power DC. On a failure, the target takes 1d6 psychic damage per psionic point you spend, up to a number of psionic points equal to your proficiency bonus. On a success the target takes half damage. You then gain temporary hit points equal to half the damage you inflict. At 10th level, if the victim fails its Wisdom save against the attack, you can then move your speed without provoking an opportunity attack. #### Mind Pierce Also at 3rd level, when you hit an opponent with a power or weapon attack, the target suffers disadvantage on its next Wisdom saving throw. You can use this ability a number of times per long rest equal to your Proficiency bonus. #### Thought Echo At 6th level, when a target fails a Wisdom saving throw and you have dealt psychic damage to a target on the next round you can spend a bonus action to automatically deal half the same psychic damage to the target. You can use this ability once per long rest for free, and can use this ability again by spending 2 psionic points. #### Cloak of Shadows At 10th level, you can use [I]greater invisiblity[/I] once per long rest. You also add the power to your known powers. #### Psychic Devourer At 14th level, when a foe within 30 feet of you is reduced to 0 hp you can use a bonus action or reaction to kill it and regain a number of psychic points equal to its level or CR. If the target was a psion, you may instead gain temporary psionic points equal to half the target's remaining psychic points (possibly allowing you to exceed your normal maximum number of psionic points). Once you use this ability, you cannot use it again until you take a long rest. :: {{note ##### Psionic Foes If the DM allows, creatures that are described as psionic, but using spells instead of psionic points can glean you temporary psionic points with your Psychic Devourer ability. In this case, convert the foe's unused spell slots or innate spell uses into psionic points using the Psionic Power Cost tables. Treat a leveled at-will ability as four unused slots for the purposes of converting to psionic points. For example, if you killed a 5th level "psionic" wizard (four unused 1st level slots (8 pp), three unused 2nd level slots (9 pp), two unused 3rd level slots (8 pp) ), you would gain 12 psionic points with your Psychic Devourer ability. }} {{imageMaskCorner14,--offsetX:-54%,--offsetY:-30%,--rotation:0 [IMG]https://i.imgur.com/npPapHZ.jpeg[/IMG]{left:-20%,height:60%} }} <!-- Use --offsetX to shift the mask left or right (can use cm instead of %) Use --offsetY to shift the mask up or down Use --rotation to set rotation angle in degrees. --> {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Nomad A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time. ##### Bonus Powers |Level|Power| |:---|:---| |3rd |[I]expedious retreat[/I], [I]jump[/I]| |3rd |[I]blur[/I], [I]misty step[/I]| |5th |[I]fly[/I], [I]slow[/I]| |7th |[I]dimension door[/I], [I]freedom of movement[/I]| #### Athletic Mind At 3rd level, you gain proficiency in the Athletics skill if you do not already have it, and expertise in two Athletic subskills if you already have proficiency, allowing you to add twice your proficiency bonus when making skill checks associated with the subskill (min +1). Furthermore, before or after you make a roll using this skill, you can treat the result as natural 20. Once you use this latter ability, you cannot use it again until you take a short or long rest. #### Defensive Teleport At 6th level, as a reaction to taking damage, you can teleport to another spot within 30 feet that you can see. Once you use this ability, you cannot use it again until you take a long rest. #### Far Mind At 10th level, when you use a power or ability that involves movement, you can double the distance travelled. Once you use this ability, you cannot use it again until you take a long rest. #### Door To Everywhere At 14th level, you can create a portal to any place you know. As an action, you create a free-standing two-way portal within 30 feet of you that you or other creatures can enter. The other end is affixed to a location that you are familiar with. While the portal is open, it may be passed through freely. Keeping the portal open consumes your concentration. The portal remains open for up to 1 minute. Once you use this ability, you cannot use it again until you take a long rest. {{imageMaskCorner30,--offsetX:63%,--offsetY:-20%,--rotation:0 [IMG]https://i.imgur.com/hnT3A2F.png[/IMG]{right:-20%,height:80%} }} <!-- Use --offsetX to shift the mask left or right (can use cm instead of %) Use --offsetY to shift the mask up or down Use --rotation to set rotation angle in degrees. --> {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Psiblade You have trained extensively with your mind and your body, becoming one with the weapons you wield. Your mental focus is unparrelled and you can channel it through your weapon as a deadly force. As you gain levels, you add the following Innate powers to your list of powers known. These powers do not count against your normal limit of known powers. |Level| Powers| |:---:| :---| |1st | [I]shield[/I], [I]wrathful smite[/I] | |3rd | [I]blur[/I], [I]phantasmal force[/I] | |5th | [I]clairvoyance[/I], [I]fly[/I] | |7th | [I]phantasmal killer[/I], [I]staggering smite[/I] | |9th | [I]banishing smite[/I], [I]synaptic static[/I] | #### Psychic Mark Starting at 3rd level, you gain the ability to psychically mark your target. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: [LIST] [*]You gain a bonus to damage rolls against the marked target. The bonus equals your proficiency bonus (min +1). [*]Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20. [*]If the marked target dies, you gain temporary hit points equal to your Psion level + your Intelligence modifier (minimum of 1 hit point). [/LIST] You can’t use this feature again until you finish a short or long rest. #### Psychic Warrior At 3rd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency in the skill Armor. You also gain proficiency with the Melee Combat or Ranged Combat skill. You also can mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. If the weapon is thrown, as a bonus action it returns to your hand after a hit or miss. This benefit lasts until you finish a long rest. #### Extra Attack Starting at 6th level, when you take the attack action, you can make two attacks instead of one. \column #### Psychic Lash At 10th level, as a bonus action when you hit with a weapon attack you can spend psionic points to deal extra damage. For every psionic point you spend, you deal an extra 1d6 psychic damage, up to a number of dice equal to your Proficiency bonus. #### Psychic Surge Starting at 14th level, when you hit a weapon attack and spend use your psychic lash you can also use one of the following advanced combat actions for free. The effect created lasts for 1 minute, though the target can make a save against your Manifest DC to end the condition early. | [B]Attack[/B] | [B]Attack[/B] | | [B]Option[/B] | [B]Option[/B] | | :---: | :---: | | Blind | Pin | | Cleave | Press Attack | | Deafen | Push | | Disable | Onslaught | | Disarm | Ruse | | Fend | Stun | | Fluster | Sweep | | Frighten | Tackle | | Grab | Target | | Hound | Trip | {{imageMaskCorner14,--offsetX:54%,--offsetY:-34%,--rotation:0 [IMG]https://i.imgur.com/Ii9hkTo.jpeg[/IMG]{right:-10%,height:55%} }} <!-- Use --offsetX to shift the mask left or right (can use cm instead of %) Use --offsetY to shift the mask up or down Use --rotation to set rotation angle in degrees. --> {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Shaper A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command. ##### Bonus Powers |Level|Power| |:---|:---| |2nd |[I]lesser astral construct[/I], [I]unseen servant[/I]| |3rd |[I]enlarge/reduce[/I], [I]lesser creation[/I]| |5th |[I]astral Construct[/I], [I]major image[/I]| |7th |[I]fabricate[/I], [I]stone shape[/I]| #### Fabrication At 3rd level, you gain proficiency in one Artisan's tool of your choice. Furthermore, once per day you can fashion raw ectoplasm into a single, object or creature of up to small size, so long as you have the appropriate tool proficiency to craft the item or have seen a similar creature in the past. The created item last for a number of hours equal to your proficiency bonus or until destroyed. Once you use this ability, you cannot use it again until you take a long rest. #### Ectoplasmic Shield At 6th level, you can fabricate raw ectoplasm into a protective shield. As a reaction when you are hit by an attack, you gain damage resistance to the attack. This effect is applied after any saving throws you make, but before damage is applied. Once you use this ability, you cannot use it again until you take a long rest. #### Ectoplasmic Strike At 10th level, you can form raw ectoplasm into a shape you desire and use it to strike at your enemies. As an action, you can make a melee spell attack, or a ranged spell attack with a range of 90 feet. On a hit, you deal 4d6 force damage, and the target's speed is reduced by half until the end of its next turn. Once you use this ability, you cannot use it again until you take a long rest. #### Ectoplasmic Transformation At 14th level, you can surround and disguise yourself or a nearby creature in ectoplasm, altering its appearance. As an action, you can cast [I]Polymorph[/I] without expending any psionic points. Once you use this ability, you cannot use it again until you take a long rest. {{imageMaskCorner30,--offsetX:63%,--offsetY:-20%,--rotation:0 [IMG]https://i.imgur.com/oFE897p.png[/IMG]{right:-20%,height:80%} }} <!-- Use --offsetX to shift the mask left or right (can use cm instead of %) Use --offsetY to shift the mask up or down Use --rotation to set rotation angle in degrees. --> {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Seer A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways. ##### Bonus Powers |Level|Power| |:---|:---| |2nd |[I]aim[/I], [I]object reading[/I]| |3rd |[I]locate object[/I], [I]mind spike[/I]<sup>XGtE</sup> | |5th |[I]clairvoyance[/I], [I]tongues[/I]| |7th |[I]arcane eye[/I], [I]death ward[/I] | #### Psychic Insight At 3rd level, you gain proficiency with the Insight skill if you do not already have it, and expertise with two subskills in Insight if you do, which allows you to add twice your proficiency bonus when making skill checks related to the subskill. Furthermore, you can add your proficiency bonus to initiative rolls. #### Danger Sense At 6th level, you cannot be surprised while active and conscious. Furthermore, you gain advantage on Perception rolls to notice a trap or enemy creature nearby. #### Advanced Awareness At 10th level, as a bonus action or reaction you can give yourself or an ally with 30 feet of you advantage on a d20 roll. You can use this ability a number of times per day equal to your proficiency bonus. You regain all uses after a long rest. #### The Sight At 14th level, your ability to see into the future is uncanny. At dawn, you gain three uses of this ability. At any time thereafter, as a free action, you can use this ability to replace one 1d20 die roll for yourself or an ally within 60 feet of you with a result of natural 20. {{imageMaskCorner30,--offsetX:63%,--offsetY:-20%,--rotation:0 [IMG]https://i.imgur.com/EJco81g.png[/IMG]{right:-10%,height:80%} }} <!-- Use --offsetX to shift the mask left or right (can use cm instead of %) Use --offsetY to shift the mask up or down Use --rotation to set rotation angle in degrees. --> {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} \page ### Telepath A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease. ##### Bonus Powers |Level|Power| |:---|:---| |2nd |[I]charm person[/I], [I]empathy[/I]| |3rd |[I]detect thoughts[/I], [I]suggestion[/I]| |5th |[I]clairvoyance[/I], [I]sending[/I]| |7th |[I]confusion[/I], [I]tower of iron will[/I]| #### Telepathy At 3rd level, you can communicate telepathically with a creature you can see within 120 feet. The communication is two way. If you choose to communicate with another creature, the link to the first is broken. When you reach 5th level, you can telepathically communicate with up to two creatures at once. At 11th level, you can communicate with up to three creatures at once and at 16th level, you can communicate with up to four creatures at once. #### Expansive Mind At 6th level, targets of your Enchantment or Divination powers suffer disadvantage on their saving throws. Likewise, you gain advantage on your own saving throws against enemy Enchantments. #### Indominatable At 10th level, you are immune to charm and sleep spells or powers. You also add double your proficiency bonus against any spell or ability requiring a Wisdom saving throw. #### Mental Redirection at 14th level, when you are targeted by a Divination or Enchantment spell or ability, you can redirect the spell or ability to instead target another being within 120 feet of you, or to simply cause it to fail. Once you use this ability, you cannot use it again until you take a long rest. {{imageMaskCenter10,--offsetX:12%,--offsetY:-40%,--rotation:0 [IMG]https://i.imgur.com/5ZMI3o6.png[/IMG]{left:0%,bottom:-30%,height:85%} }} <!-- Use --offsetX to shift the mask left or right (can use cm instead of %) Use --offsetY to shift the mask up or down Use --rotation to set rotation angle in degrees. --> {{pageNumber,auto}} {{footnote PART 3 | CLASSES}} [/SPOILER] [/QUOTE]
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