I agree. I've searched every resource available online, and while many of them are fun, players are often lost or confused when it comes down to Psion Points and the weird way the Wizards has set the direction of the classes. That said, in their last iterations, found in Tasha's Caldron, the Psionic classes function like Wizard / Sorcerer classes, using spell slots, or as a unique subclass of the Fighter or Rogue. All of them are presented as a simplified version of creating a Psionic, but with all my research, I felt like more could be done.
In short, it comes down to the spell list and the flavor of the character. Nearly every Psionic PDF I read was somehow mimicking the primary D&D class roles in some way. So I came up with the following guidelines for my players and it's working out great (one of the coolest is the Blade Singer Wizard using the Psionic spell list, for the ultimate Psi Warrior build):
Psionics
The D&D multiverse is filled with supernatural forces, some of which emanate from the realms of the gods, others permeate the cosmos, and still others arise from the mind. That latter force—the power of the mind—is called Psi or Psionic power. Creatures such as mind flayers and githyanki wield psionic power, both to channel the magic of spells and to create other extraordinary phenomena.
Use of psionic power does not require spell components. Often psionic power could be activated much faster than either divine or arcane magic. All psionicists possessed formidable mental discipline in order to properly use their psionic powers.
Becoming Psionic
In a campaign, there are a few ways that a GM can let a character become a Psionic.
- Psionic Classes: Take an existing class that comes with Psionics such as the Wizard: School of Psionics, Sorcerer: Aberrant Mind, the Fighter: Psi Knight, or the Rogue: Soulknife.
- Psionic Feats: A player can willingly take the Wild Talent feat whenever they get an ability score improvement from their class, which will then unlock several other feats related to psionic abilities.
- Spell List Switch: A player character who is already a spellcaster can opt to just replace their class’ spell list with the Psionic Spell list (with GM approval). Doing so grants the player with some incredible Psionic spells, but they may have to sacrifice some of their class’ core spells.
- Psionic Test: As part of a campaign story, the GM can have your PC meet with a Psionicist who can test their mind for Wild Talent. If they roll under the required percentage, they can gain the Wild Talent feat.
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Psionic Classes
While any spellcasting class with access to psionic-like spells can customize their character choices to mimic a Psionic, there are a few official classes that are Psionic right out of the box!
Wizard: School of PsionicsGets some nice bonus spells. Can activate Psionic Form, granting resistance to damage and eventually the ability to fly.
Sorcerer: Aberrant MindAn alien influence has wrapped itself around your brain, granting your Psionic abilities, granting some cool bonus spells, and allowing you to transform into a psionic alien-like creature at higher levels.
Fighter: Psi KnightA powerful warrior who mixes melee combat with Telekinetic attacks, shielding allies, and moving objects.
Rogue: SoulknifeA psionic assassin who uses stealth and psionic combined to take out her enemies.
Monk: Psi Blade | |
Deadly assassins and bounty hunters, they use psionic powers to tear through bodies and track down foes.
Build Your Own
You can also turn any D&D class into a Psionic themed character by selecting spells that fit into your own personal Psionic theme, possibly adding some Wild Talent feats to top off your build. For example, an Eldritch Knight may use their core spell list and focus on fire-themed spells to create a pyrokinetic warrior. Then take some Wild Talent feats to enhance the theme further.
Psionic Feats
The Wild Talent feat is available to all players to take whenever they gain a class’ Ability Score Improvement, including those who may want to enhance an existing Psionic Class.
Once you have the Wild Talent feat, you will gain access to the additional feats listed below whenever you gain an Ability Score Improvement. | |
Wild Talent
(UA & homebrew mix)
Prerequisite: Intelligence, Wisdom, or Charisma score of 13+
A wild talent is someone from any other character class who has natural, latent psionic potential. This potential can be present in any character, regardless of class, alignment, or race. You awaken to your psionic potential, which enhances your mind or body.
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. Your psionic ability modifier will usually be the highest score of the 3.
- You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is 1d6. You gain one.
- You may completely replace your class’ spell list with the Psionic spell list. For example, a Wizard will lose valuable spells like Fireball and Find Familiar, but gains psionic healing and other powers.
Psionic Talent Options. You can use your Psionic Talent die once on each of your turns in the following ways:
- Psi-Boosted Ability. When you make an ability check, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
- Psi-Guided Strike. Once on each of your turns when you miss with an attack roll, you can roll your Psionic Talent die and add the number rolled to the attack, potentially causing a miss to hit instead.
- Psi-Shield. Once on each of your turns when a creature hits you with an attack roll, you can roll your Psionic Talent die and subtract the result from the creatures attack roll, potentially causing a hit to miss.
- Psi-Healing. Once on each of your turns, you can roll a Psionic Talent die and heal yourself or another creature by the amount rolled.
Changing the Die’s Size.
- If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is 1d6 and you roll a 6, it becomes 1d4. If it’s 1d4 and you roll a 4, it becomes unusable until you finish a long rest.
- Conversely, if you roll a 1 on your Psionic 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 1d4, the die then becomes 1d6.
- 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).
Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest. Whenever you finish a long rest, your Psionic Talent die also resets to its starting size.
Metabolic Control
Prerequisite: Wild Talent feat
You have refined psionic control over your body’s functions. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You can take an action to channel your psionic power to nourish yourself for the next 24 hours, as if you consumed sufficient food and water for a day. When you take this action, your Psionic Talent die decreases by one die size.
- You can meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one die size.
- As an action, you can concentrate on yourself or touch a creature and can end one disease or condition afflicting them (choose from blinded, deafened, paralyzed, or poisoned). When you take this action, your Psionic Talent die decreases by one die size.
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Telekinetic
Prerequisite: Wild Talent feat
You learn to move things with your mind. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature toward or away from you that you can see within 30 feet (DC8+Prof+Wild Talent Ability score).
- When you do so, the target must succeed a Strength save or be pushed a number of feet equal to 5x your prof bonus.
- If the creature hits a solid object, they take force damage equal to your Psionic Talent die roll + your proficiency bonus.
- A creature can willingly fail this save.
Telepathic
Prerequisite: Wild Talent feat
You awaken the ability to mentally connect with others. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 60 feet of you (treat like the Message cantrip with no verbal component).
- If your Psionic Talent die is available, you can cast the detect thoughts spell, requiring no components. When you start casting the spell, your Psionic Talent die decreases by one die size. Your spellcasting ability for the spell is the ability increased by this feat.
- Once on each of your turns when you cast a spell that deals Psychic damage, you can roll your Psionic Talent die and add the total to the roll.
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Tower of Iron Will
Prerequisite: Wild Talent feat
Your mind’s defenses are formidable.
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed.
- When any allies within 10 feet of you take Psychic damage from a spell, you can use your reaction to roll a Psionic Talent Die, reducing everyone’s damage by the number rolled.
Psionic Spell List
Gains & Losses
The spells below fit into the theme of Psionics, granting the player access to powerful attack, damage, protection, and even healing options.
If you decide to replace your class’ existing spell list, you may lose access to valuable spells such as Fireball, Magic Missile, Find Familiar, Summon Elementals, Spiritual Weapon, etc. | |
Psionic Test
In a campaign, a DM may allow their players to roll for a chance that they are naturally Psionic. This can come in the form of a quest to gain access to the Wild Talent feat during an Ability Score Improvement level, or any other reason the DM sees fit. This test is not a guarantee that you will gain Psionics, but a small chance based on your character background, ability scores, and level.
Every character (and NPC and monster, if the GM wishes) has a base chance of 1% to possess wild powers. This is modified as shown on the Wild Talent Chance table. Simply add up all the bonuses and roll percent dice. A PC can roll up to 4x during their career between levels 1-4, 5-10, 11-16, and 17+. Each roll at the time should include the bonuses from race, ability scores, and their total character level. | |
Wild Talent Chance | |
Intelligence Modifier | +1% per modifier bonus |
Wisdom Modifier | +1% per modifier bonus |
Charisma Modifier | +1% per modifier bonus |
Dark Elf (Drow) race | +2% |
Ghostwise Halfling race | +2% |
Kalashtar race | +2% |
Githyanki or Githzerai race | +5% |
Character Level 5-10 | +1% |
Character Level 11-16 | +2% |
Character Level 17+ | +3% |