The Psion
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Telepathy 30 ft. 4 3 2
2nd +2 2 Font of Magic 4 4 3
3rd +2 3 Subtle Spell 4 5 3 2
4th +2 4 Ability Score Improvement 4 6 4 3
5th +3 5 Telepathy 60 ft. 5 7 4 3 2
6th +3 6 Entropic Ward 5 8 4 3 3
7th +3 7 5 9 4 3 3 1
8th +3 8 Ability Score Improvement 5 10 4 3 3 2
9th +4 9 Metamagic 5 11 4 3 3 3 1
10th +4 10 Thought Shield 6 12 4 3 3 3 2
11th +4 11 Telepathy 120 ft. 6 13 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 14 4 3 3 3 2 1
13th +5 13 6 15 4 3 3 3 2 1 1
14th +5 14 Create Thrall 6 16 4 3 3 3 2 1 1
15th +5 15 6 16 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 17 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 6 18 4 3 3 3 2 1 1 1 1
18th +6 18 Improved Create Thrall 6 18 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 19 4 3 3 3 3 2 1 1 1
20th +6 20 Psionic Body 6 20 4 3 3 3 3 2 2 1 1

Class Features

As a psion, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Shields, Medium armor
  • Weapons: All simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, Insight, Investigation, Perception, Persuasion

 

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a spear or (b) a mace
  • (a) leather armor or (b) studded leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack

Alternatively, you can ignore the equipment here and in your background, and buy 5d4 x 10 gp worth of equipment from chapter 5 in the Player's Handbook.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with psionic energy. This font of magic, whatever its origin, fuels your spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of this document for the psion spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the psion spell list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table.

Spell Slots

The Psion table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these psion spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the psion spell list. The Spells Known column of the psion table shows when you learn more psion spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the psion spells you know and replace it with another spell from the psion spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your psion spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier

Innate Spellcasting Focus

You are always considered to have access to a spellcasting focus. You can eschew the material components of any spell without a cost listed for the components.

 

 

 

 

 

 

 

Font of Magic

At 2nd level, you tap into a deep wellspring of psionic magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Psion table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots of no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Telepathy

At 1st level you can communicate mentally with another creature that you are aware of within 30 ft. The contacted creature doesn't need to share a language with you to communicate with you in this way, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.

You don't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the creature is no longer within range of you or if you contact a different creature within range. You can initiate or terminate a telepathic conversation without using an action, but while you are incapacitated, you can't initiate telepathic contact, and any current contact is terminated.

The range of your telepathy increases to 60 feet when you reach 5th level in this class and to 120 feet when you reach 11th level in this class.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

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.

Metamagic

At 9th level, and again at 17th level, you gain one Metamagic option from the sorcerer metamagic ability on page 102 of the Player's Handbook.

You can only ue one Metamagic option, including Subtle Spell, on a spell when you cast it, unless otherwise noted.

Entropic Reversal

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, you can force the creature to repeat the attack roll against itself.

Once you use this feature, you can't use it again until you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with your psionic will. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

At 18th level, there is no limit to the number of thralls you can maintain.

Psionic Body

At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:

  • The range of your telepathy increases to 1 mile.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You no longer age.
  • You are immune to disease, poison damage, and the poisoned condition.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Psion Spells

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Cantrips (0 Level)
  • Blind Spot
  • Friends
  • Guidance
  • Light
  • Light Step
  • Mending
  • Resistance
  • Mage Hand
  • Mind Thrust
  • Minor Illusion
  • Psychic Hammer
  • Shocking Grasp
  • Spare the Dying
  • Thaumaturgy
  • True Strike
  • Vicious Mockery
1st Level
  • Absorb elements
  • Bane
  • Bless
  • Cause fear
  • Charm Person
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Expeditious Retreat
  • Feather Fall
  • Hunter's Mark
  • Jump
  • Mage Armor
  • Magic Missile
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
  • Tasha's Hideous Laughter
  • Thunderwave
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • See Invisibility
  • Shatter
  • Silence
  • Suggestion
3rd Level
  • Blink
  • Clairvoyance
  • Dispel Magic
  • Enemies abound
  • Fear
  • Feign Death
  • Fly
  • Haste
  • Lightning Bolt
  • Major Image
  • Meld into Stone
  • Protection from Energy
  • Revivify
  • Sending
  • Slow
  • Tongues
4th Level
  • Banishment
  • Charm monster
  • Confusion
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Hallucinatory Terrain
  • Locate Creature
  • Mind Blast
  • Phantasmal Killer
  • Stone Shape
5th Level
  • Animate Objects
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Dominate Person
  • Dream
  • Far step
  • Hold Monster
  • Mislead
  • Modify Memory
  • Passwall
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Synaptic Static
  • Telekinesis
  • Wall of Force
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Globe of Invulnerability
  • Mass Suggestion
  • Mental Prison
  • Programmed Illusion
  • True Seeing
7h Level
  • Etherealness
  • Finger of Death
  • Plane Shift
  • Project Image
  • Reverse Gravity
  • Teleport
8th Level
  • Antimagic Field
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Maddening darkness
  • Maze
  • Mind Blank
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Mind Swap
  • Psychic Scream
  • Shapechange
  • Time Stop
  • Weird

New Spells

Blind Spot

Illusion cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: 1 round

You erase your image from the mind of creature you can see within range; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Light Step

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 round

You alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Mind Thrust

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You target one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Psychic Hammer

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You target one creature you can see within range. The target must succeed on an Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater.

This spell's damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

 

 

 

 

Mind Blast

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: S
  • Duration: Instantaneous

You emit psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 4d8 psychic damage on a failed save, or half as much damage on a success. On a failed save, the creature is stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Mind Swap

9th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: 24 hours

You swap souls with another creature, gaining control over its body as if you had cast magic jar, while it gains control of yours.

This spell can be made permanent if it targets a creature of the same race as the caster. Doing so requires the expenditure of 5,000 gp worth of incense, herbs, and gems. After the first 24 hours of a permanent mind swap you revert to your original hit points, modified by your new Constitution modifier.