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Psion

Psion

The psion is able to bring the power of the mind to bear, using mental powers to manipulate energy and matter, or to telepathically connect with others. Choose the path of the prophetic Auger, the memory altering Mindshear, the lifeforce-attuned Voidmender, or the matter manipulating Warstorm.

 

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?


Level

Proficiency
Bonus


Features

Blast
Damage

DIscoveries
Known

Psionic
Points

Reflexes
Known

Power
Rating

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

 


1st LevelCLASS 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

1st LevelPionic 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.


1st LevelPsionic 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.


Level 2Cognitive 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.


Level 2Psionic 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 EgoLevel 2

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.


Level 3Psion 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.


Level 4Ability 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.


Level 4Demanding 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


Level 5Psionic 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.


6th LevelEnhanced 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.


7th LevelArchetype Feature

At 7th level you gain another archetype feature.


10th LevelGuarded 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


10th LevelArchetype Feature

At 10th level you gain another archetype feature.


1st LevelMental 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.


14th LevelSelf Evolution

At 14th level, you gain proficiency in Wisdom and Charisma saving throws.


15th LevelArchetype Feature

At 15th level you gain another archetype feature.


18th LevelMartial 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.


Level 20Space & 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.