Psion
Psyche Unleashed
When the mind’s eye opens, a psion begins their journey towards self improvement, but the accidental triggering of a psychokinetic push in the wrong place at the wrong time might have dire consequences. And even when such an unleashing of psychic power actually ends up doing good rather than causing disaster, those that witness it (including the psychics themselves) may react in fear.
In the best case scenario, the burgeoning psychic has someone they can trust and a mentor they can seek out or study under. In the worst case, fear of these uncanny powers can drive many negative behaviors, even from the well-meaning.
Self-Empowered
Psions direct their thoughts, master their emotions, and temper their bodies. They are at the pinnacle of self actualization. Sometimes a psionicist’s powers are mistakenly attributed to dark, sorcerous ways or ancient religions. In truth, psionics is powered by an internal force, willed into being, cultivated through effort, and mastered by self discipline.
Creating a Psion
A psion’s personality often informs their psychic abilities and vice versa. You may be an athlete who excels in altering your physiology and augmenting your strength and speed. You might be an intellectual whose impatience with the incompetence of others has led you to habitually transfer your thoughts directly into their heads. Your psionic powers and abilities set you apart from others. As you create your psion, consider how this may have affected you. Did you hide your psychic talent? Do you still? What was your psionic awakening moment? Did it occur in early childhood or later in life? Were you supported in your efforts or shunned for your uncanny nature? Are your psychic talents more intellectual, sensory, or visceral in nature?
|
Proficiency |
|
Blast |
DIscoveries |
Psionic |
Reflexes |
Power |
1st |
+2 |
Psionic Blast, Psionic Powers |
1d8 |
- |
4 |
1 | I |
2nd |
+2 |
Cognitive Discoveries, Mental Discipline (1), Unassailable Ego
|
1d8 |
1 |
6 |
1 | I |
3rd |
+2 |
Psion Archetype |
1d10 |
1 |
6 |
2 | I |
4th |
+2 |
Ability Score Improvement, Demanding Excellence (1)
|
1d10 |
1 |
6 |
2 | II |
5th |
+3 |
Psionic Effort |
1d12 |
2 |
7 |
3 | II |
6th |
+3 |
Enhanced Blast (1) |
1d12 |
2 |
7 |
3 | II |
7th |
+3 |
Psion Archetype feature |
2d8 |
2 |
9 |
3 | III |
8th |
+3 |
Ability Score Improvement |
2d8 |
3 |
9 |
3 | III |
9th |
+4 |
Demanding Excellence (2), Enhanced Blast (2)
|
2d10 |
3 |
10 |
4 | III |
10th |
+4 |
Guarded Mind (1) |
2d10 |
3 |
10 |
4 | IV |
11th |
+4 |
Mental Discipline (2) |
2d12 |
3 |
11 |
4 | IV |
12th |
+4 |
Ability Score Improvement, Enhanced Blast (3)
|
2d12 |
4 |
11 |
4 | IV |
13th |
+5 |
Mental Fortitude |
3d8 |
4 |
13 |
5 | V |
14th |
+5 |
Self Evolution |
3d8 |
4 |
13 |
5 | V |
15th |
+5 |
Archetype feature, Guarded Mind (2)
|
3d10 |
4 |
14 |
5 | V |
16th |
+5 |
Ability Score Improvement |
3d10 |
5 |
14 |
5 | VI |
17th |
+6 |
Demanding Excellence (3) |
3d12 |
5 |
15 |
5 | VI |
18th |
+6 |
- |
3d12 |
6 |
16 |
6 | VI |
19th |
+6 |
Ability Score Improvement |
3d12 |
6 |
17 |
6 | VII |
20th |
+6 |
Space & Mind |
3d12 |
6 |
18 |
6 | VII |
CLASS FEATURES
As a psion, you gain the following class features.
Hit Points
Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, medium mauls, tk gauntlets
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Arcana, plus three from Animal Handling, Athletics, Insight, Investigation, Perception, Religion, and Stealth
Equipment
You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Pensive Sage’s Package (cost 137 credits): antiinhibitive (2 uses), backpack, data wafer with historical lore, medium shock maul, canvas armor, focusing agent (2 uses), nano-bandage, notebook and pen, rations (10 Supply), psychic crystal (totem), two-person tent
- Commercial Telepath’s Package (cost 115 credits): personal communicator, slugger, synthweave, fine clothes
- Field Medic’s Package (cost 185 credits): antiseptic (5 uses), anxiety medication, blanket, 2 data wafers (medical journals), first aid kit (15 uses), flashlight, hyperweave armor, medium maul, handgun and 5 standard ammunition cartridges (20 ea.), smelling salts, sleeping bag, tactical case, two-person tent, universal airhypo
Pionic Powers
At 1st level you have learned to tap into your reservoir of psychic energy to manifest and channel psionic powers.
Reflexes
At 1st level, you learn certain fundamentals of psionics. Level 0 psionic powers, called reflexes, can be channeled without spending psionic points. You learn one reflex of your choice from the psionics powers list. You learn additional reflexes of your choice at higher levels, as shown in the Reflexes Known column of the Psion table. Whenever you gain a level in this class, you can replace one of the psychic reflexes you know with another reflex from the psionics powers list.
Psionic Points
The Psion table shows the total number of psionic points you have. To use one of your psionic powers, you must expend a number of points equal to its level. When you finish a short rest, you may expend one or more hit dice to regain some of your energy. You gain a number of psionic points equal to the result, up to your total psionic points. You regain all spent psionic points when you finish a long rest.
Psionic Powers Known of Rating I And Higher
You know one level I psionic power of your choice from the psionic powers list.
Whenever your power rating increases, as shown in the Power Rating column of the Psion table, you learn one new power of your choice. This power must be of a level less than or equal to your power rating.
Additionally, when you gain a level in this class, you can replace one power you know with a different power of your choice. This power must also be of a level less than or equal to your power rating.
Psionics Ability
There are many paths to mental mastery. Choose Intelligence, Wisdom, or Charisma to be your psionics ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a power or feature refers to your psionics ability. In addition, you use that ability modifier when setting the saving throw DC for a psionic power or feature and when making an attack roll with one.
Psionics save DC = 8 + your proficiency bonus + your chosen ability modifier
Psionics attack modifier = your proficiency bonus + your chosen ability modifier
Psionic Focus
You can use a psionic focus, such as a psychic crystal, for any of your powers. This enables you to concentrate on one additional power you know, as long as the sum of the powers’ levels is less than or equal to your power rating. If you have to make a check to maintain concentration, roll for both powers individually.
Psionic Blast
Starting at 1st level you learn to direct your mental energies as a focused blast. Choose a damage type from the following list: cold, fire, lightning, psychic, or thunder. Your Psionic Blast deals damage of the chosen type, also called your primary damage type. Once this choice is made it cannot be changed. You can use an action to strike a creature you can see within 30 feet. Make a ranged psionic attack against the creature, dealing 1d8 damage plus your psionic ability modifier of the chosen type. The damage dealt increases as you gain Psion levels, as shown in the Blast Damage column of the Psion table.
Cognitive Discoveries
At 2nd level you gain one cognitive discovery of your choice. As a psion, much of your exploration is inward facing. However, sometimes being aware of your surroundings is exactly what is needed to reach the next level of psionic mastery. Your discoveries are detailed at the end of the class description.The Discoveries Known column of the Psion table shows when you learn more cognitive discoveries. If you gain a bonus discovery, it does not count against your Discoveries known.
Psionic Speciality
When you reach 2nd level and again at 11th level, you can choose a psionic discipline to specialize in: dynakinetic, kinesthetic, telekinetic, or telepathic. All psionic powers belong to one or more of these disciplines. As your psionic power grows, your focused dedication allows you to manifest more strongly within one discipline over the others. You gain the following benefits from this focused specialization:
- You learn one power from this discipline. This power does not count against your number of powers known.
- Once per long rest you can manifest a power you know from this discipline without expending points from your reservoir as long as that power’s level doesn’t exceed your current power rating. You must still expend points for any surge options you wish to apply.
Unassailable Ego
At 2nd level, the ability to transform reality with the power of your mind requires removing any self-imposed limits or doubts. It requires a measure of belief that borders on blind faith. Choose one of the following features.
Ambition
You believe you are born for greatness and nothing must stand in your way; the rules that pertain to most don’t apply to you. You gain proficiency with History and Intimidation or an expertise die if you already have proficiency.
Order
You believe you must always follow a strict code, whether that be religious or legal. Whatever the consequences, the ends justify the means. You gain proficiency with Culture and Investigation or an expertise die if you already have proficiency.
Selflessness
You believe your powers must be used in service to a greater purpose. You gain proficiency with Medicine and Religion or an expertise die if you already have proficiency.
Psion Archetype
At 3rd level, you choose a psion archetype that reflects the journey upon which you have embarked, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Demanding Excellence
At 4th level, and again at 9th and 17th level, choose one of the following skills: Insight, Perception, Persuasion, or Religion. You gain proficiency with the chosen skill. If you are already proficient, you gain an expertise die in that skill instead
Psionic Effort
Starting at 5th level, you may use a bonus action to expend one or more hit dice to gain a number of psionic points equal to the number of hit dice you expended.
Enhanced Blast
At 6th level choose two of the following improvements to your Psionic Blast feature. A level prerequisite refers to your level in the psion class.
You may choose one additional improvement from this list at 9th level, and again at 12th level and 18th level. Unless otherwise noted, these effects are cumulative. When you gain a level in this class, you can choose one of the improvements you know and replace it with another improvement that you could learn at that level.
Blast Accuracy
You gain an expertise die to your Psionic Blast attack roll. You can choose this enhancement multiple times, improving the expertise die each time.
Blast Alternator
Each time you use your Psionic Blast, you can choose to inflict a damage type based on your Unassailable Ego choice: force (Order), necrotic (Ambition), or radiant (Selflessness).
Blast Multiplier
Prerequisite 9th level
When you make a Psionic Blast attack, you can make a second Psionic Blast attack at a different target.
Blast Output
Your Psionic Blast deals additional damage equal to your proficiency bonus.
Blast Radius
You can pick a spot within range instead of individual targets. All creatures within 10 feet of that spot are targeted, but your damage is halved.
Blast Range
Your range increases by 30 feet.
Blast Response
When a creature you can see within 30 feet deals damage to you, you can use your reaction to make one Psionic Blast attack against it.
Archetype Feature
At 7th level you gain another archetype feature.
Guarded Mind
At 10th level, you gain resistance to psychic damage. Additionally, choose one of the following conditions: charmed, frightened, poisoned, rattled. Once between long rests when you would suffer the chosen condition, you can choose to ignore it instead.
At 15th level you can use this feature with all of the listed conditions
Archetype Feature
At 10th level you gain another archetype feature.
Mental Fortitude
At 13th level, you gain an expertise die on concentration checks and can use a psionic focus to channel up to 3 powers simultaneously. The sum of the power levels must be less than or equal to your power rating.
Self Evolution
At 14th level, you gain proficiency in Wisdom and Charisma saving throws.
Archetype Feature
At 15th level you gain another archetype feature.
Martial Legacy
At 18th level, your mastered maneuvers have become as natural as breathing, and you have the opportunity to pass your techniques down to the next generation. By spending 8 hours sparring, you can teach another willing creature a maneuver you have mastered using Maneuver Specialization. A creature must be proficient in at least one combat tradition to learn a maneuver in this way, it can only learn maneuvers of a degree from which it already knows at least one maneuver, this counts against its numbers of maneuvers known.
Space & Mind
At 20th level, your mental power is unparalleled and you transcend the barriers between space, matter, and mind. With only a thought, your consciousness can travel the cosmos, taking your physical form along with you. As an action you can teleport instantly to any location in the universe. Once you have used this feature, you cannot do so again until you have finished a long rest
Cognitive Discoveries
If a cognitive discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you meet its prerequisites. A level prerequisite refers to your psion class level.
Buoy Spirits
You use your empathic resonance to uplift your companions’ spirits as they travel. Once per region (or planetary system), allies can gain an expertise die for one journey activity they undertake.
Empty Mind
You are able to clear your mind of emotional distraction. Any psionic attempt to read or detect your emotions automatically fails, and Insight checks against you are made at disadvantage.
Energy Conservation
You can forgo your Supply requirement for a number of days equal to your Constitution modifier. Once you use this feature you cannot do so again until you complete a long rest at a haven.
Into the Void
Prerequisite: Suspended Breath
You can survive in the void of space for a number of minutes equal to your Constitution modifier. Once you use this feature you cannot do so again until you complete a long rest at a haven.
Meditative Rest
When you take a long rest, you can choose to meditate instead. You remain conscious during the rest, although you may not undertake strenuous actions.
Psychic Isometric
You learn one of the following psyknight isometrics, which counts as a cognitive discovery for you: Diplomatic Intervention, Faceless Mask, Mystic Hunter, Haptic Feedback. You can take this discovery more than once, each time learning a new psychic isometric.
Sense Disturbance
You can always choose to use your psionics ability when making Perception checks and determining your passive Perception. You also gain an expertise die on checks made to detect or identify hidden emotions, imminent danger, and psionic or other supernatural powers.
Speed of Thought
Prerequisite: 3rd Level
When you manifest a reflex that requires 1 action, you can use 1 bonus action instead.
Suppress Hunger
Prerequisite: Energy Conservation
You can share your ability to forgo Supply requirements with others, dividing the number of days between yourself and the chosen creatures.
Suspended Breath
Once between long rests, you can go without breathing for up to 1 hour.