```metadata title: Psion Learned Caster - 5e24 PHB Style description: >- A 2024 Psion based on a standard spell casting progression - empowered with Psionic Traits to provide Telekinetic, Telepathic, and Clairvoyant abilities. The class is fleshed out as a concept with a separate spell list, unique casting abilities, and additional spells that are focused on providing utility to party members and fit thematically with a more limited and traditional view of what psychic powers are. Credit to KaiburrKathHound for the 2024 Template. tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ```css /* FONT IMPORTS __________________________________________________ */ /* _______________________________________________________________ */ @import url('https://rawcdn.githack.com/Kaiburr-kath-hound/HomebreweryStyles/b8a78e9cc74d925556a6e17b32894be6eb26935a/PHB2024Style.css'); /* _______________________________________________________________ */ :root { --Note_Background : #e8d7c4; --Descriptive : #dae8ed; --Light_Gray : #888; --New_Gold : #d3b885; --New_Dark_Red : #6f1f11; --Table_Color_White : #f2f7f9; --Table_Color_Blue : #dae8ed; --MonsterBackground : #f6f3f3; --Monster_Table_Yellow : #e8e2d6; --Monster_Table_Red : #d9d0ca; --Monster_Table_Green : #d2d6ce; --Monster_Table_Purple : #cbc6c8; } .page { /* PAGE TEXTURE */ background-image : url(https://i.imgur.com/KjUQoJD.jpg); /* PARAGRAPHS / PLAIN TEXT */ p { line-height : 1.2em; } /* FOOTER IMAGE */ &::after { height : 70px; background-image : url(https://i.imgur.com/vLDUmXL.png); opacity : 0.5; z-index : -2; } /* HEADERS */ h1, h2, h3, h4 { color : var(--New_Dark_Red); } h1 { + p::first-letter { font-size : 61px; font-family : 'Wolpe Pegasus'; float : left; padding-bottom : 2px; padding-left : 40px; padding-right : 6px; margin-top : -1.8mm; margin-bottom : -20px; margin-left : -40px; line-height : 1em; color : rgba(0, 0, 0, 0); background-image : linear-gradient(#b89956, #d8cdb6); -webkit-background-clip : text; background-clip : text; } &::before { content : ''; position : relative; display : inline-block; margin :-7.3mm; top : 38px; right : 6px; width : 55px; height : 57px; background-size : 100% 100%; background-image : url('https://i.imgur.com/6tnz3j7.png'); z-index : -1; opacity : 0.7; } /* Makes the first line after an h1 header small-caps */ + p::first-line { font-size : 116%; font-variant : small-caps; letter-spacing : 0.05mm; } } .chapter, .toc, &:has(.frontCover,.insideCover,.frontCredit,.fullPage,.partCover,.backCover) { h1::before { all : unset; } } h2, h1 { letter-spacing : 1px; + p { margin-top : 4px; } } h3 { border-bottom : 2px solid var(--New_Gold); } h5 { margin-bottom : -2px; -webkit-text-stroke : 0.1px black; + table { margin-top : 1px; } } /* NOTES */ .note { background-color : var(--Note_Background); padding-top : 6px; border-image : url(https://i.imgur.com/KtrHa62.png) 14 stretch; border-image-outset : 6px 0px; border-image-width : 11px; } /* DESCRIPTIVE NOTES */ .descriptive { border-width : 14px; border-image : url('https://i.imgur.com/xIYKaUC.png') 24 fill stretch; border-image-outset : 1px 14px 1px 0px; margin : -3px -7px; box-shadow : unset; background-color : unset; } /* TABLES */ table { tbody tr { background-color : var(--Table_Color_White); &:nth-child(odd) { background-color : var(--Table_Color_Blue); } td { padding : 0.94mm; } } thead th { padding : 0.94mm; } + h5 { margin-top : 23px; } } /* SPELL LIST TABLES */ &:has(.spellList) table { th:first-child, td:first-child { width : 180px; } } /* FOOTNOTES & PAGE NUMBERS */ .footnote, .pageNumber { color : var(--New_Dark_Red); font-family : 'OPTIPegasus'; font-size : 14px; &.light { color : var(--New_Gold); } } .footnote { font-family : 'Wolpe Pegasus'; width : fit-content; text-transform : uppercase !important; right : 74px; bottom : 31px; } .pageNumber { right : 0; bottom : 29px; } /* GRAY HORIZONTAL SEPARATOR */ &:not(:has(.frontCover,.insideCover,.backCover)) hr { visibility : visible; height : 2.5mm; margin : 4mm 0 2mm; background-image : url(https://i.imgur.com/RhYXAkP.png); background-size : 100% 100%; border : none; opacity : 0.15; } /* ARTIST CREDITS */ .artist { position : absolute !important; bottom : 100px; width : 400px; left : 32px; transform : rotate(-90deg); transform-origin : bottom left; text-align : left; font-family : ScalySansSmallCapsRemake; font-size : 13px; text-transform : lowercase; color : #999; } /* SMALL CAPS */ caps { font-variant : small-caps; font-size : 116%; letter-spacing : 0.05mm; } small { position : relative; text-transform : lowercase; bottom : 10px; font-size : 98%; } /* HYPERLINKS */ a { color : inherit; text-decoration : none; color : var(--New_Dark_Red); font-weight : bold; } a:hover{ text-decoration : underline; } /* SPACERS - usually for after subclass captions */ .spacer { display : block; margin-bottom : -6px; } /* ORIGINS (BACKGROUNDS) */ .origin { --height : 290px; display : block; column-span : all; height : var(--height); min-height : 64px; width : 817px; margin-left : -72px; margin-top : -53px; img { position : relative; min-width : 817px; height : calc(var(--height) - 22px); min-height : 43px; top : -0; left : -0; z-index : -2; } + h3 { position : relative; top : -54px; margin-bottom : -35px; font-size : 23px; border : none; text-shadow : 0 0 3px rgba(247, 247, 247, 0.5), 0 0 10px rgba(247, 247, 247, 0.8); &::after { content : ''; position : absolute; top : -6px; left : -72px; width : 817px; height : 70px; background-size : 100%; background-image : url('https://i.imgur.com/KixYKcX.png'); background-repeat : no-repeat; z-index : -1; } } &:not(:first-of-type) { margin-top : 50px; background-image : url('https://i.imgur.com/ZL9AKPe.png'); background-size : 100% 10px; background-repeat : no-repeat; } } /* FRONT COVER */ &:has(.frontCover) { padding-top : 80px; img { position : absolute; } .logo { all : unset; display : inline-block; width : 60px; height : 60px; margin : -10px -4px -12px -4px; background-image : url('/assets/naturalCritLogoWhite.svg'); background-size : contain; background-position : center; background-repeat : no-repeat; filter : drop-shadow(0 0 0.5px white) drop-shadow(0 0 0px white) drop-shadow(0 0 0px white) drop-shadow(0 0 0px white) drop-shadow(0 0 0px white); } h3 { position : absolute; top : 43px; left : 0; right : 0; font-family : 'Elan'; font-size : 17px; letter-spacing : 1px; border : none; color : red; } h2 { font-family : 'Elan'; font-size : 52px; font-weight : 900; -webkit-text-stroke : unset; filter : drop-shadow(0 0 4px black) drop-shadow(0 0 3px rgba(0,0,0,0.7)); letter-spacing : 0; } h1 { position : absolute; left : 0; right : 0; top : 811px; -webkit-text-stroke : 2.5mm black; text-shadow : 0 6px 8px rgba(0,0,0,0.7), 0 6px 12px rgba(0,0,0,0.7); } &::before { content : ''; position : absolute; /* or absolute, depending on your page structure */ top : 0; left : 0; width : 100%; height : 100%; background : linear-gradient(to bottom, rgba(5, 5, 5, 0.65) 0%, rgba(5, 5, 5, 0.4) 6%, rgba(0, 0, 0, 0) 11%); z-index : 0; } } /* INSIDE COVER */ &:has(.insideCover) { h1 { font-size : 2.3cm; width : 110%; margin-left : -5%; } hr { margin : 5mm auto; } .footnote { text-align : center; left : 0; right : 0; padding : 0 50px; text-transform : none; } } /* CREDITS PAGE */ .frontCredit { position : relative; margin-bottom : 14px; padding : 6px; filter : drop-shadow(0 6px 4px rgba(0,0,0,0.25)); img { width : 100%; clip-path : polygon( 0 20px, 15px 15px, 20px 0, calc(100% - 20px) 0, calc(100% - 15px) 15px, 100% 20px, 100% calc(100% - 20px), calc(100% - 15px) calc(100% - 15px), calc(100% - 20px) 100%, 20px 100%, 15px calc(100% - 15px), 0 calc(100% - 20px)); } &::after { content : ''; position : absolute; top : 0; right : 0; bottom : 0; left : 0; border-image-slice : 270; border-image-width : 90px; border-image-outset : 5px 5px 0; border-image-source : url('https://i.imgur.com/Yx3OuGx.png'); } } /* TABLE OF CONTENTS */ &:has(.toc)::after { display : inherit; } .toc { h1 { text-align : left; } a { font-weight : 100; } } .toc h3, .toc h4 { font-family : BookInsanityRemake; font-size : 12px; letter-spacing : 0; } .toc h3 { border-bottom : unset; span:first-of-type { -webkit-text-stroke : 1px var(--New_Dark_Red); } } .toc h4 { margin-top : 2px; color : black; } .toc ul h3 span:first-child::after { border-bottom : 0.05cm dotted #000; } .toc ul li + li h3 { margin-top : 8px; } .toc.wide { columns : 3; column-gap : 16px; } /* CLASS PAGE */ .classSymbol img { position : absolute; top : 12px; left : 0; right : 0; margin : auto; max-width : 50px; } &:has(.classTraits) { padding-top : 62px; &::before { content : ''; position : absolute; top : 12px; left : 7%; width : 86%; height : 550px; background-size : 100% 100%; background-image : url('https://i.imgur.com/BZza3sd.png'); z-index : -1; } .classTraits { padding-bottom : 3mm; margin-bottom : 6mm; :first-child { margin-top : 2px; } table { margin-top : 4px; tbody tr { td { padding : 0.65mm 1.5mm; } } thead th { padding : 0.65mm 1.5mm; } th:first-child, td:first-child { width : 140px; } } + p::first-letter { font-size : 57px; font-family : 'Wolpe Pegasus'; float : left; padding-bottom : 2px; padding-left : 40px; padding-right : 6px; margin-top : -1.8mm; margin-bottom : -20px; margin-left : -40px; line-height : 1em; color : rgba(0, 0, 0, 0); background-image : linear-gradient(#b89956, #d8cdb6); -webkit-background-clip : text; background-clip : text; } + p::first-line { font-variant : small-caps; font-size : 116%; letter-spacing : 0.05mm; } border-image-slice : 50; border-image-width : 2.95mm; border-image-outset : 0 4.57mm 1.2mm 3.8mm; border-image-repeat : stretch stretch; border-image-source : url('https://i.imgur.com/EpSRi9J.png'); border-style : solid; } } /* FULL PAGE ART, w/ SUBTITLE */ &:has(.fullPage) { columns : 1; padding-bottom : 106px; display : flex; flex-direction : column; justify-content : flex-end; .artist { left : 28px; bottom : 500px; } h1 { font-family : 'OPTIPegasus'; font-variant : small-caps; font-size : 96px; text-align : center; letter-spacing: 1px; margin-bottom : 0; --shadow0 : 0 0 3px #656464; --shadow1 : var(--shadow0), var(--shadow0), var(--shadow0), var(--shadow0); --shadow2 : var(--shadow1), var(--shadow1), var(--shadow1), var(--shadow1); --shadow3 : var(--shadow2), var(--shadow2), var(--shadow2), var(--shadow2); text-shadow : var(--shadow3), var(--shadow3), var(--shadow3), 0 0 10px black; color : white; z-index : 200; } h2 { text-align : center; text-shadow : 1px 2px 3px rgba(0,0,0,0.7); color : white; font-family : 'TT Jenevers'; font-size : 22px; font-weight : 100; font-style : italic; letter-spacing : 0.4px; } .banner { padding : 10px; background-image : linear-gradient(to right, rgba(0,0,0,0), rgba(177, 154, 120, 0.8), rgba(177, 154, 120, 0.8), rgba(0,0,0,0)); z-index : 200; } .caption { position : absolute; left : 68px; top : 100px; padding : 3px 5px; font-family : 'WalterTurncoat'; font-size : 12px; width : fit-content; filter : drop-shadow(0 0 10px black) drop-shadow(0 0 20px black) drop-shadow(0 0 10px rgba(0,0,0,0.5)); color : white; p { text-indent : 0; } &.right { left : unset; right : 68px; } } .fullPage { img { position : absolute; left : 50px; top : 30px; min-height : 974px; min-width : 716px; z-index : -4; } } &::before { content : ''; position : absolute; bottom : 0; left : 0; width : 100%; height : 100%; background-image : url('https://i.imgur.com/TTwKQ0H.png'); background-size : 100% 100%; z-index : -3; } } /* HALF PAGE ART */ &:has(.borderImage) { .imageWrapper { --maskWidth : 332px; --maskHeight : 940px; --maskLeft : 41px; --maskTop : 29px; --offsetX : calc(var(--maskLeft) / 2); --offsetY : calc(var( --maskTop) / 2); &::before { content : ''; position : absolute; top : var(--maskTop); left : var(--maskLeft); width : max(calc(var(--maskWidth) + 7.6mm), 48mm); height : max(calc(var(--maskHeight) + 7.6mm), 48mm); border-image-slice : 270; border-image-width : 24mm; border-image-source : url('https://i.imgur.com/10FwDJM.png'); z-index : 1; } &.leftSide { --maskHeight : 1048px; --maskLeft : 44px; } &.rightSide { --maskHeight : 1048px; --maskLeft : 417px; } .borderImage { position : absolute; top : calc(var(--offsetY) + 3.8mm); left : calc(var(--offsetX) + 3.8mm); clip-path : polygon( var(--offsetX) calc(var(--offsetY) + 20px), calc(var(--offsetX) + 15px) calc(var(--offsetY) + 15px), calc(var(--offsetX) + 20px) var(--offsetY), calc(var(--offsetX) + var(--maskWidth) - 20px) var(--offsetY), calc(var(--offsetX) + var(--maskWidth) - 15px) calc(var(--offsetY) + 15px), calc(var(--offsetX) + var(--maskWidth)) calc(var(--offsetY) + 20px), calc(var(--offsetX) + var(--maskWidth)) calc(var(--offsetY) + var(--maskHeight) - 20px), calc(var(--offsetX) + var(--maskWidth) - 15px) calc(var(--offsetY) + var(--maskHeight) - 15px), calc(var(--offsetX) + var(--maskWidth) - 20px) calc(var(--offsetY) + var(--maskHeight)), calc(var(--offsetX) + 20px) calc(var(--offsetY) + var(--maskHeight)), calc(var(--offsetX) + 15px) calc(var(--offsetY) + var(--maskHeight) - 15px), var(--offsetX) calc(var(--offsetY) + var(--maskHeight) - 20px) ); img { position : absolute; width : var(--maskWidth); height : max(var(--maskHeight), auto); transform : translateY(var(--offsetY)) translateX(var(--offsetX)); } } .caption { position : absolute; left : calc(var(--offsetX) + 50px); top : calc(var(--offsetY) + var(--maskHeight) * 4/5); font-family : 'WalterTurncoat'; font-size : 12px; width : fit-content; max-width : 314px; filter : drop-shadow(0 0 10px black) drop-shadow(0 0 15px black) drop-shadow(0 0 10px rgba(0,0,0,0.5)); color : white; p { text-indent : 0; } &.rightCaption { left : unset; right : calc(794px - var(--maskWidth) - var(--offsetX)); } } } } /* CHAPTER HEADERS */ .chapter { --color : #bc9e5c; column-span : all; display : block; text-align : center; margin-bottom : 14px; filter : drop-shadow(0 0 5px white) drop-shadow(0 0 3px white); h1 { font-family : 'Wolpe Pegasus'; font-variant : small-caps; color : rgba(0,0,0,0); background-image : linear-gradient(#610500 25%, #be897e); background-size : 100% 1em; -webkit-background-clip : text; letter-spacing : 2px; font-size : 54px; font-weight : normal; + h2 { margin-top : -2mm; } } hr { height : 25px; left : 0; right : 0; margin-top : 0; background-size : 100% 100%; background-image : url('https://i.imgur.com/w1Yiycy.png'); opacity : 1; } &.gradient hr::after { content : ''; position : absolute; width : 90%; height : 100%; left : 0; right : 0; margin : auto; bottom : 7.8mm; -webkit-mask-image : url('https://i.imgur.com/X4dbBP0.png'); -webkit-mask-size : 100% 100%; background-color : hsl(from var(--color) /* hue */ h /* saturation */ max(calc(s / 2), 30) /* lightness */ clamp(30, calc(l * 0.75), 70)); opacity : 20%; z-index : -1; } h2 { margin-top : -20px; font-family : 'Wolpe Pegasus'; font-size : 28px; font-variant : small-caps; font-weight : 100; letter-spacing : 2px; display : inline-flex; align-items : center; color : hsl(from var(--color) /* hue */ h /* saturation */ s /* lightness */ clamp(40, l, 60)); &::before, &::after { content : ''; display : inline-block; width : 118px; height : 38px; background-size : 100% 100%; } &::before { background-image : url('https://i.imgur.com/BRYhmdx.png'); margin-right : 4px; } &::after { background-image : url('https://i.imgur.com/OKvFuZW.png'); margin-left : 4px; } } + p::first-letter { font-size : 61px; font-family : 'Wolpe Pegasus'; float : left; padding-bottom : 2px; padding-left : 40px; padding-right : 6px; margin-top : -1.8mm; margin-bottom : -20px; margin-left : -40px; line-height : 1em; color : rgba(0, 0, 0, 0); background-image : linear-gradient(#b89956, #d8cdb6); -webkit-background-clip : text; background-clip : text; } + p::first-letter { font-size : 61px; font-family : 'Wolpe Pegasus'; float : left; padding-bottom : 2px; padding-left : 40px; padding-right : 6px; margin-top : -1.8mm; margin-bottom : -20px; margin-left : -40px; line-height : 1em; color : rgba(0, 0, 0, 0); background-image : linear-gradient(#b89956, #d8cdb6); -webkit-background-clip : text; background-clip : text; } /* Yellow Symbol for Drop Cap */ &::after { content : ''; position : absolute; bottom : -62px; left : -32px; width : 55px; height : 57px; background-size : 100% 100%; background-image : url('https://i.imgur.com/6tnz3j7.png'); z-index : -1; opacity : 0.7; } /* Makes the first line after an h1 header small-caps */ + p::first-line { font-size : 116%; font-variant : small-caps; letter-spacing : 0.05mm; } /* Removes all the drop cap formatting if you add "noCap" to the class */ &.noCap + p::first-letter, &.noCap + p::first-line, &.noCap::after { all : unset; } } /* MONSTER STATBLOCKS */ /* ________________________________________________________ */ /* */ /* !! Below is u/Gambatte's code, only slightly modified !! */ /* ________________________________________________________ */ .monster { &.frame { padding : 10px 8px; background-image : none; background-color : var(--MonsterBackground); border-image : none; border : 3.5px double var(--Light_Gray); border-radius : 10px; box-shadow : 2px 2px 5px rgba(136, 136, 136, 0.5); margin : 0 -8px; width : 105%; } &.wide { h2 + p { column-span : all; } } h2 { column-span : all; margin-bottom : 3px; font-family : ScalySansSmallCapsRemake; font-size : 5.1mm; letter-spacing : -0.15mm; border-bottom : 1.5px solid var(--New_Dark_Red); color : var(--New_Dark_Red); -webkit-text-stroke : 0.1px var(--New_Dark_Red); + p { color : var(--Light_Gray); font-size : inherit; } } h3:first-of-type { margin-top : 14px; } .block { margin-top : 0; } .stats { color : var(--HB_Color_HeaderText); margin-top : 5px; .vitals { columns : 2; } .tables { columns : 3; column-gap : 5px; margin-top : -10px; margin-bottom : 6px; table { border-collapse : separate; border-spacing : 0 1.5px; th { color : var(--Light_Gray); font-weight : normal; font-size : 8px; position : relative; top : 6px; } tr:nth-of-type(odd) { td { background-color : var(--Monster_Table_Red); padding-top : 2px; } td:nth-of-type(-n+2) { background-color : var(--Monster_Table_Yellow); font-weight : bold; font-variant : small-caps; padding-left : 4px; } } tr:nth-of-type(even) { td { background-color : var(--Monster_Table_Purple); padding-top : 2px; } td:nth-of-type(-n+2) { background-color : var(--Monster_Table_Green); font-weight : bold; font-variant : small-caps; padding-left : 4px; } } } } } } /* _______________ End of u/Gambatte's code _______________ */ /* ________________________________________________________ */ /* BACK COVER */ &:has(.backCover) { padding-bottom : 50px; display : flex; flex-direction : column; justify-content : flex-end; .backCover { width : 100%; background-image : url('https://i.imgur.com/2meGzjO.png'); background-size : contain; background-position : 0 max(var(--height), 70px); padding : 20px; width : 100%; color : white; } h1 { left : 0; right : 0; width : 700px; margin : 70px auto; font-weight : 100; font-size : 1.65cm; -webkit-text-stroke : 1.5mm black; paint-order : stroke; color : white; } img { height : calc(var(--height) + 110px); min-width : 100%; width : auto; position : absolute; left : 0; top : 0; } p { font-family : 'Copper Penny DTP'; font-size : 2.7mm; line-height : 4.4mm; width : 464px; + p { text-indent : 0; padding-top : 16px; } } caps { -webkit-text-stroke : 0.1mm white; } .banner { --color : #555557; padding : 3mm 0.16cm; padding-left : 13mm; margin-top : 8mm; margin-left : -13mm; background : linear-gradient(to right, var(--color) 0%, var(--color) 90%, rgba(0, 0, 0, 0) 100%); width : 490px; p { width : 390px; } } .logo { bottom : max(calc((1156px - var(--height))/2), 2.5cm); left : unset; right : 0mm; img { height : 2.3cm; min-width : unset; width : 2.3cm; } hr { margin-top : 6px; + * { margin-top : 20px; } } a { color : #68686a; } p { font-family : 'Copper Penny DTP'; font-variant : small-caps; line-height : 1em; color : #d69d00; /* The following lines of code restore the "golden" texture for text; delete this line of code (line 1045) as well as line 1050 color : rgba(0,0,0); background-image : linear-gradient(-45deg, #c9a02c, #f9bf24, #815003, #dfa311); -webkit-background-clip : text; background-clip : text; */ } p:nth-letter(2) { color : red; } } } /* EVEN-NUMBERED PAGE DIFFERENCES */ &:nth-of-type(even) { .footnote { left : 74px; } .pageNumber { left : 0; } .artist { left : 784px; } &:has(.fullPage) { .artist { left : 803px; } } } } ``` {{descriptive ##### THIS VERSION IS OLD! There is an updated and improved version of this class available here. I am keeping this one alive becaues there are major flavour changes in the new version. New Version Here: https://homebrewery.naturalcrit.com/share/mouQQenQdbh5 }} \page ## The Psion ##### Core Psion Traits {{classTable,frame | | | |:------------------|:-----:| |**Primary Ability** | Intelligence | | **Hit Point Die** | D8 per Psion level | | **Saving Throw Proficiency** | Wisdom and Intelligence | | **Skill Proficiencies** | *Choose 2:* Animal Handling, Arcana Insight, Investigation, Nature, Perception, Survival | | **Weapon Proficiencies** | Simple Weapons | | **Armor Training** | Light | | **Starting Equipment** | *Choose A or B:* (A) Leather Armor, Quarterstaff, Shortbow with 20 Arrows, Scholar's Pack, and 15 GP; or (B) 100 GP | }} {{width:10px}} Psions, harness magic through the might of their own will by using their innate ability to sense and manipulate magic within the world like a sixth-sense. Psions, can sense magic permeate the static mass of a stone, feel it flash in the flicker of a flame, beat through coursing blood, and spark around the intellect of all beings. {{width:10px}}For master Psions, magic in the world is felt just as clearly as the warmth of the sun and seen just as simply as an ordinary object. Over years of attunement and close observation a psion can manipulate this magic with the force of their own mind and will, using invisible muscles unfathomable to those who lack their unique sense. {{width:10px}} Casting in this way has limitations; Psions are generally unable to evoke pure destructive force and elemental might, nor can they heal wounds. However, their power over the world around them and the wills of others make them valuable friends who can traverse obstacles, see hidden truths, and bolster abilities, as well as dangerous foes who turn ordinary objects into weapons, sap the will to fight from their enemies, and confound the mind. ### Becoming a Psion... #### As a Level 1 Character - Gain all the traits in the Core Psion Traits table. - Gain the Psion's level 1 features, which are listed in the Psion Features table. #### As a Multiclass Character - Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armour. \column - Gain the Psion's level 1 features, which are listed in the Psion Features table. See the multiclassing rules in chapter 2 of the PHB to determine your available slots. ## Psion Class Features As a Psion, you gain the following class features when you reach the specified Psion levels. These features are listed in the Psion Features table. #### Level 1: Psionic Traits As you hone the power of your mind you unlock unique Psionic Traits. You gain two Psionic Traits of your choice. At each level after, you pick 1 additional trait which you meet the prerequisites for. Traits are described in the "Psionic Trait Options" section later in this class's description On a Short or Long Rest you can activate/reactivate a number of these traits equal to the amount shown in the Active Traits column of the Psion table. #### Level 1: Spell Casting Your attunement to the world and ability to reach to it with your mind has granted you the ability to cast certain spells. See chapter 7 of the PHB for the rules on spellcasting. The information below details how you use those rules with Psion spells, which appear in the Psion spell list later in the class's description. **Cantrips**: You know three Psion cantrips of your choice. *Mage Hand,* *Minor Telepathy,* and *Mind Sliver* are recommended. **Spell Slots**: The Psion Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. **Prepared Spells of Level 1+** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start choose 4 level 1 Psion spells. *Telekinetic Shield, Bless, Catapult, and Dissonant Whispers* are recommended. The number of spells on your list increases as you gain Psion levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Psion spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Psion, your list of prepared spells can include six Psion spells of level 1 or 2 in any combination. If another Psion feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Psion spells for you. :: {{descriptive ##### Prefer a Wiki Style Website? [Click here to access.](https://sites.google.com/view/psion2024/home) }} {{pageNumber,auto}} \page :: {{classTable,frame,decoration,wide ##### Psion Features | Level | Proficiency | Features | Active | Cantrips |Prepared | --- Spell Slots Per Spell Level ---||||||||| | ^| Bonus ^| ^| Traits ^| Known ^|Spells ^|1st |2nd |3rd |4th |5th |6th |7th |8th |9th | |:-----:|:-----------:|:-------------|:--------|:---------|:-----:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:| | 1st | +2 | Psionic Spell Casting, Psionic Traits| 1 | 3 | 4 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Mind's Eye | 3 | 3 | 5 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Psionic Subclass| 3 | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Adaptive Mind | 5 | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Subclass Feature | 5 | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Psionic Reconstitution | 6 | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 6 | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | - | 7 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Subclass Feature | 7 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | - | 7 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 8 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | - | 8 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Subclass Feature | 8 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | - | 9 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 9 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | - | 9 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Signature Traits | 10 |5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Epic Boon | 10 | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Psychic Burst | 10 | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | }} **Changing Your Prepared Spells.** Whenever you gain a Psion level, you can replace one spell on your list for another Psion spell for which you have spell slots. **Spellcasting Ability**: Intelligence is your spellcasting ability for your Psion spells. **Spellcasting Focus**: Your mind itself is a material focus for casting spells as a Psion and follows the same rules as an Arcane Focus. To cast spells with material costs you must have components with a specific cost and also a free hand to touch your head. Alternatively, some Psions use an object of significance or attunement as their spell focus such as the item they first used to practice their telekinesis or an augury component. \column #### Level 2: Mind's Eye You are adept at seeing things as they are and shaping them into what you want them to be. Choose 2 of the following skills: *Animal Handling, Deception, Insight, Medicine, Perception, Persuasion, and Survival.* From now on these are Intelligence based abilities for you. #### Level 3: Psionic Subclass You gain a Psion subclass of your choice. Clairvoyant, Guardian, Psionic Fighter, Rift Master, Telekinetic Master, and Telepathy Master are detailed after this class's description. A subclass is a specialization that grants you features at certain Psion levels. For the rest of your career, you gain each of your subclass's features that are of your Psion level or lower. : #### Level 4: Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Psion levels 8, 12, and 16. {{pageNumber,auto}} \page #### Level 5: Adaptive Mind You can prepare one additional spell on a Short or Long Rest. When you prepare this spell it must be a Psion spell with a level equal to, or less than one third your Psion level rounded down. You can prepare an additional spell with this feature at level 9, 13 and 17. You cannot maintain a spell effect if that spell is replaced with another during a rest. #### Level 7: Psionic Reconstitution You have learned how to channel the passive power of your Psionic Traits into reserves of magical power. Once per Long Rest you can choose to cast a spell by deactivating a number of your traits. The number of traits you need to deactivate to cast certain level spells is detailed in the table below. You may reactivate the traits on a Short or Long rest. ##### Spell Cost | Spell Slot Level | Psionic Trait Cost | Min. Psion Level |:------------------|:-----:|:-----------------:| | 1 | 2 | 2nd | 2 | 3 | 3rd | | 3 | 5 | 5th | | 4 | 6 | 7th | | 5 | 7 | 9th | #### Level 18: Signature Traits You may pick 2 of your learned traits. These traits are always active and do not count against your number of Active Traits. They cannot be used to fuel Psionic Reconstitution. #### Level 19: Epic Boon You gain an Epic Boon feat or another feat of your choice for which you qualify. #### Level 20: Psychic Burst You have learned to tap into the full might of your spellcasting abilities. As a Bonus Action you can activate Psychic Burst for a duration of 1 minute. While this feature is active you gain the following effects: - Your Intelligence Score is improved by +4 - You gain the effects of the *Haste* spell and can use cantrips with your additional action. - You cannot lose concentration on a spell due to damage less than 30 Hit Points. - The effects of any spell you cast is upcasted by 1 level if applicable. You can use this feature once per long rest. ### Psionic Traits Options The following options are available to your Psionic Trait Feature. The options are presented in order of their level prerequisite and then alphabetized. :: #### Agonizing Sliver When you cast the *Mind Sliver* cantrip and the creature fails the save you can add damage equal to your Intelligence modifier. #### Greater Telepathy You may cast the *Minor Telepathy* cantrip as a Bonus Action. In addition, you may choose to expend a spell slot of Level 1+ at the time of casting. Expending a spell slot this way allows you two way communication and increases the duration of the bond, and the distance it can be maintained, to a number of hours and miles equal to the spell level which was expended. #### Psionic Hand The *Mage Hand* cantrip's range is increased to 60 feet, the hand can be made invisible, and it's carrying capacity is increased to 25 lbs. It may be cast without components. #### Premonition You add your Intelligence modifier to your Initiative. #### Reverberating Hurl When you land an attack with the *Telekinetic Hurl* cantrip the target's AC is decreased by 2 and it receives disadvantage on Dexterity saving throws until the start of your next turn. #### Telekinetic Precision Your telekinetic control bolsters the force and accuracy of your thrown attacks. When you throw a weapon you may use your Intelligence modifier for the attack and damage rolls. In addition, attacking at the weapon's long range does not impose disadvantage. #### Telekinetic Deflection You may cast the *Telekinetic Shield* spell when a target is forced to make a Strength or Dexterity throw. When cast this way you add the spell effect to any of these saving throws made before the start of your next turn as you use your power to deflect and enhance you or an ally’s reactions. When cast this way the spell does not improve AC. #### Telekinetic Gale When you cast the *Gust* cantrip it may now push Large or smaller creatures and unfixed objects weighing less than 10 pounds the specified distances in any horizontal direction of your choosing. In addition, you may cast it as Bonus Action a number of times equal to your Intelligence modifier each time this trait is activated. #### Crushing Force *Prerequisite: Level 3; Telekinetic Master Subclass* : When a creature takes damage as a result of failing a save against a spell you cast of level 1+, within the Evocation or Transmutation Schools of Magic, they are additionally knocked prone. {{pageNumber,auto}} \page #### Element Weaver *Prerequisite: Level 3; Rift Master Subclass* : You have become accustomed to weaving elemental powers. When you suffer fire, lightning, or cold damage you can expend a Reaction to take half damage and redirect the other half of the damage to a creature of your choice within 60 feet. You can use this feature a number of times equal to half your Intelligence Modifier (minimum of once) each time this trait is activated. #### Encouraging Whispers *Prerequisite: level 3; Telepathy Master Subclass* : The *Guidance* cantrip and *Telepathic Ward* spell have an increased range of 60 feet and can be cast without components. #### Greater Mind's Eye *Prerequisite: Level 3* : Choose two of your skills that use Intelligence. You gain Proficiency in those skills. If you already had Proficiency in one or both of them you instead gain Expertise. #### Guiding Mind *Prerequisite: Level 3; Clairvoyant Subclass* : The *Guidance* cantrip and *Telepathic Ward* spell have an increased range of 30 feet and provide an additional +1 to their effects. #### Psionic Maneuvers *Prerequisite: Level 3; Psionic Fighter Subclass* : Each time you activate this trait you may choose a maneuver to learn from the Fighter's Battle Master subclass. If the maneuver involves a saving throw it is calculated using your Intelligence modifier. In addition, you gain 1d8 which you can use to fuel this maneuver. On a Short or Long Rest this die is discarded if left unused. #### Psionic Ward *Prerequisite: Level 3; Guardian Subclass* : The *Blade Ward* cantrip's range is increased to 30 feet and can be used to target other creatures. #### Telekinetic Attacks *Prerequisite: Level 3* : The *Mage Hand* cantrip is capable of attacking. As part of casting the cantrip or later commanding it with an Action on your turn, the hand can make a Weapon attack with a handheld object. The hand can grasp a nearby object or drop an object as part of this attack similar to drawing and stowing a weapon. It uses your Intelligence modifier for attacks and damage rolls and damage is dealt according to the weapon or object which it wields. #### Telekinetic Movement *Prerequisite: Level 3* : When you cast the *Mage Hand* cantrip you can expend a spell slot of Level 1+ to modify the cantrip. When modified this way the hand is invisible and manifests as a loose amorphic bundle of your psychic energy. As part of your Action to cast to spell, and as a subsequent Magic Action during it's duration, you may target a loose object or willing creature within range to move. The target may be moved the same distance as the cantrip's range and this movement can be vertical, horizontal, or both. The level of the spell slot expended determines the maximum size of what you can target as well as the duration. At Level 1 you can target a Medium creature or object, Level 2 a Large creature or object, and Level 4+ a Huge creature or object. When cast this way the duration equals 1 minute per spell level. #### Elemental Master *Prerequisite: Level 5; Rift Master Subclass* : Once per turn when you deal elemental damage that matches your Elemental Attunement feature you can add additional damage equal to your Intelligence modifier. #### Enhanced Subtlelty *Prerequisite: Level 5; Telepathy Master Subclass* : The precision and subtlety of your manipulative spell casting has improved. When you cast spells from the Enchantment and Illusion schools of magic you may do so without any components, with the exception of Material components that are consumed by the spell or that have a cost specified in the spell. #### Ever-Sensing Mind *Prerequisite: Level 5* : As a Bonus Action you gain Blindsight out to a range of 30 feet. While you have Blindsight from this Trait you cannot Concentrate on a spell. Blindsight may be dropped on your turn at no expense. #### Shared Senses *Prerequisite: Level 5* : When you bond with a creature using the *Minor Telepathy* cantrip you may perceive through the other's senses until the start of their next turn. This perception can be maintained or reactivated by use of a Bonus Action on subsequent turns while the bond is still in effect. While perceiving through the bonded creature's senses the perceiver benefits from any special senses possessed by that creature. If you also have the *Greater Telepathy* Trait activated this sensory bond can go both ways. The bonded target may use their Bonus Action while the bond is in effect to perceive through your senses. {{pageNumber,auto}} \page #### Guided Insights *Prerequisite: Level 5; Clairvoyant Subclass* : When you cast *Guided Strike*, you can do so as a Bonus Action a number of times equal to your Intelligence modifier each time this trait is activated. In addition, you can have the advantage transfer to another creature of your choosing within range instead of yourself. #### Improved Protection *Prerequisite: Level 5* : When you cast the *Telekinetic Shield* or *Psionic Ward* spells and roll a one you can reroll the die. You must use the new number. #### Pantologist *Prerequisite: Level 5* : Each time you activate this trait you may pick two cantrips from the Psion spell list. While the trait is active you may cast them. #### Psionic Weapon *Prerequisite: Level 5; Psionic Fighter Subclass* : Your weapon acts as an extension of your mind and can be used as a Spellcasting Focus. Weapon damage that you deal is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Ricochet *Prerequisite: Level 5; Telekinetic Master Subclass* : When you cast the *Telekinetic Hurl* cantrip you can immediately make another attack against the same target or another within range. If it hits, the second attack's damage is cast at one damage level lower than the first's. (*Example: at 5th level the first hit would deal 2d6 and the second would deal 1d6 on successful attack rolls.) #### Shield Restoration *Prerequisite: Level 6; Guardian Subclass* : When expending Hit Die to recover Hit Points, you can charge your Zone of Psionic Control by an amount equal to the Hit Points restored. #### Distant Wards *Prerequisite: Level 7* : The range of the *Telekinetic Shield* and *Telepathic Ward* spells are increased by 15 feet. #### Enhanced Deflection *Prerequisite: Level 7* : When a target of your *Telekinetic Shield* or *Psionic Ward* spells succeed on a saving throw that was improved by the spell they take no damage. \column #### Reflecting Shield *Prerequisite: Level 7* : When you cast the *Telekinetic Shield* spell you can choose to add the following additional effect: Once per turn when the spell fails to block an incoming blow it can reflect psychic damage back on the attacker. The attacker must make an Intelligence saving throw or take 2d6 psychic damage and suffer -1d4 on its next attack roll or ability saving throw. This feature cannot stack with the Reinforced Shield trait. When you use this feature you can't cast spells other than cantrips until the end of your next turn. #### Reinforced Shield *Prerequisite: Level 7* : When you cast *Telekinetic Shield* you can choose to provide Temporary Hit Points equal to the total AC rolled + your Intelligence modifier to the targeted creature. These Temporary Hit Points can stack with other sources and are reduced by incoming damage first. Any remaining Temporary Hit Points from this source are negated at the start of your next turn. This feature cannot stack with the Reflecting Shield trait. When you use this feature you can't cast spells other than cantrips until the end of your next turn. #### Resolved Mind *Prerequisite: Level 7* : When you cast the *Psionic Ward* spell you can choose to provide the targeted creature advantage on their next D20 Test as their confidence is spurred. When you use this feature you can't cast spells other than cantrips until the end of your next turn. #### Telekinetic Flight *Prerequisite: Level 7* : When you cast the *Telekinetic Leap* spell you can choose do to so with a duration of Concentration for 1 minute. When cast this way you can use a Bonus Action on subsequent turns to reapply the spell effect. #### Ward of Concentration *Prerequisite: Level 7* : When you cast the *Psionic Ward* spell on a target they also gain the bonus provided by the spell to any Concentration Saving Throws they must make as a result of taking damage while the spell is in effect. In addition, you may cast the spell on a target that is forced to make a Concentration Saving Throw. #### Aura of the Seer *Prerequisite: Level 9; Clairvoyant Subclass* : You, and all allies within 30 feet, are immune to being surprised. {{pageNumber,auto}} \page #### Depths of Concentration *Prerequisite: Level 9* : When you cast a Concentration spell in place of another active Concentration spell, that is 3rd level or less, you can store the magical energy of your spell in the depths of your mind. This allows you to recast the stored spell without expending a spell slot. Only one spell can be stored like this at a time and you must continue tracking its duration. Moreover, when a spell is stored like this you must still roll Concentration saving throws each time you are dealt damage; a fail results in the spell being lost. When the spell is recast it uses the remainder of it's duration. The stored spell is also lost if you are incapacitated or die. You can use this trait once each time it is activated. #### Detect Intellect *Prerequisite: Level 9* : As a Bonus Action, you can detect the presence of creatures with an Intelligence score of 5 or higher within 60 feet. When sensing their presence this way you can discern a general direction, but not a precise location. : #### Empowered Zone of Control *Prerequisite: Level 9; Guardian Subclass* : You gain a +1 to attack rolls and your spell save DC is increased by +1 when you target a creature within the range of your Zone of Telekinetic Zone Control with an attack or spell. #### Greater Psionic Hand *Prerequisite level 9; Telekinetic Master Subclass* Activating this trait gives you the benefits of the Psionic Hand trait. In addition, you prepare the spell *Bigby's Hand* as a Psion spell. When you cast it the hand is invisible. #### Guarded Mind *Prerequisite: Level 9* : The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage and may add your Proficiency Bonus to Concentration Saving Throws #### Mind Breach *Prerequisite: Level 9; Telepathy Master Subclass* : When you cast the *Mind Sliver* cantrip and the creature fails the save you can choose to freely command it with one telepathic command following the rules of the *Command* spell. You can use this feature a number of times equal to half your Intelligence modifier each time this trait is activated. Or at the expense of a Level 1+ Spell slot made after the creature fails it's save. \column #### Psionic Fortitude *Prerequisite: Level 9; Psionic Fighter Subclass* : When you take the Attack action you can cast *Mind over Matter* in place of a cantrip. You may cast it this way a number of times equal to your Intelligence modifier each time this trait is activated. #### Rapid Recovery *Prerequisite: Level 9* : Activating this trait allows you to cast an additional spell with your *Psionic Reconstitution* feature. #### Sharpened Sliver *Prerequisite: Level 9* : When you cast the *Mind Sliver* cantrip and the creature fails the save the malus becomes 1d6 instead of 1d4. #### Stable Rifts *Prerequisite: Level 9; Rift Master Subclass* : When you fail a Concentration Saving Throw to maintain a spell granted by this subclass you can expend a spell slot of Level 1+ to maintain the spell. This does not cost a Reaction. #### Telekinetic Dexterity *Prerequisite: Level 9* : When you make a thrown weapon attack or cast the *Telekinetic Hurl* cantrip within 5 ft of an opponent it does not impose disadvantage. #### All Seeing Mind *Prerequisite: Level 15* : When you cast the *Darkvision, See Invisibility,* or *True Seeing* spells on yourself their duration is tripled and you become immune to the *Blinded* condition. #### Powerful Hurl *Prerequisite: Level 15* : When you hit a target with the *Telekinetic Hurl* cantrip you can choose to push it 10 feet away. #### Psychic Barricade *Prerequisite: Level 15* : You extend an aura of telekinetic force and telepathic dread in a radius of 10ft around yourself. This area counts as difficult terrain to enemies and each time a hostile creature enters the space or starts its turn there they must make an Intelligence saving throw. On a failed save they suffer disadvantage on their next attack roll. {{pageNumber,auto}} \page #### Salvage Psyche *Prerequisite: Level 15* : You can target a corpse with the *Detect Thoughts* spell provided that it has not been deceased for longer than 1 week. When cast this way you gain a telepathic link with the spirit of the corpse and can speak to it following the rules of *Speak with Undead*. #### Telekinetic Hold *Prerequisite: Level 15* : As a Bonus Action you can choose one target within 30 feet that must make a Strength saving throw against your spell DC. If it fails, it receives the Grappled condition until the end of your next turn. Only one target can be held this way at a time. If the target contests the hold it is also against your spell save DC. #### Vivid Detection *Prerequisite: Level 15* You gain advantage on Insight checks. Moreover, when you cast the *Detect Thoughts* spell and use the Read Thoughts Magic Action you gain an additional +1 to your Spell Save DC. If a creature fails the save you not only learn it's thoughts, but can vividly see any associated imagery or memories that are passing through its mind at that moment. ### Psion Spell List This section presents the Psion spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Spells which are bolded are Psionic additions which are detailed later on. ##### Cantrips (Level 0 Psion Spells) [16] | Spell | School | Special | |:------|:-------|:------- | | Blade Ward | Abjuration | C | | Control Flames | Transmutation | - | | Friends | Enchantment | C | | Guidance | Divination |C | **Guided Strike** | Divination | - | Gust | Transmutation | - | Mage Hand | Conjuration | - | Mind Sliver | Enchantment | - | Minor Illusion | Illusion | - | **Minor Telepathy** | Enchantment | - | Prestidigitation | Transmutation | - | Shape Water | Transmutation | - | Thaumaturgy | Transmutation | - | Spell | School | Special | |:------|:-------|:------- | | **Telekinetic Hurl** | Transmutation | - | Thunderclap | Evocation | - | True Strike | Divination | - ##### Level 1 Psion Spells [31] | Spell | School | Special | |:------|:-------|:------- | | Absorb Elements | Abjuration | - | Animal Friendship | Enchantment | - | Bane | Enchantment | C | Bless | Enchantment | C | Catapult | Transmutation | - | Charm Person | Enchantment | - | Colour Spray | Illusion | - | Command | Enchantment | - | Comprehend Languages | Divination | R | Detect Magic | Divination| C, R | Dissonant Whispers | Enchantment | - | Disguise Self | Illusion | - | Distort Value | Illusion | - | Earth Tremor | Evocation | - | Feather Fall | Transmutation | - | Heroism | Enchantment | C | Identify | Divination | R, M | Illusory Script | Illusion |R, M | Jump | Transmutation |- | Magnify Gravity | Transmutation | - | **Mind Over Matter** | Enchantment | - | Shield of Faith | Abjuration | C | Sleep | Enchantment | C | Speak with Animals | Divination | R | Tasha's Hideous Laughter | Enchantment | C | **Telekinetic Shield** | Abjuration | - | Tenser's Floating Disc | Conjuration | R | **Telepathic Ward** | Abjuration | - | Thunderwave | Evocation | - | Unseen Servant | Conjuration| R {{pageNumber,auto}} \page ##### Level 2 Psion Spells [27] | Spell | School | Special | |:------|:-------|:------- | | Aid | Abjuration | - | Air Bubble | Conjuration | - | Arcane Vigor| Abjuration | - | Augury | Divination | R, M | Blur | Illusion | C | Calm Emotions | Enchantment | C | Detect Thoughts | Divination | C | Earthbind | Transmutation | C | Enhance Ability | Transmutation | C | Enthrall | Enchantmnet | - | Gift of Gab | Enchantment | - | Gust of Wind | Evocation | C | Hold Person | Enchantment | C | Invisibility | Illusion | C | Knock | Transmutation | - | Levitate | Transmutation | C | Mind Spike | Divination | C | Mirror Image | Illusion | - | Pass Without Trace | Abjuration | C | Phantasmal Force | Illusion | C | Pyrotechnics | Transmutation | - | See Invisibility | Divination | - | Shatter | Evocation | - | Silence | Illusion | C, R | Suggestion | Enchantment | C | Tasha's Mind Whip | Enchantment | - | **Telekinetic Leap** | Transmutation | - | Zone of Truth | Enchantment | - ##### Level 3 Psion Spells [20] | Spell | School | Special | |:------|:-------|:------- | | Antagonize | Enchantment | - | **Beacon of Clarity** | Abjuration | C | Catnap | Enchantment | - | **Control Objects** | Transmutation | C | Counterspell | Abjuration | - | Dispel Magic | Abjuration | - | Enemies Abound | Enchantment | C | Erupting Earth | Transmutation | - | Spell | School | Special | |:------|:-------|:------- | | Fast Friends | Enchantment | C | Fear | Illusion | C | Fly | Transmutation | C | Haste | Transmutation | C | Hypnotic Pattern | Transmutation | C | Incite Greed | Enchantment | C | Intellect Fortress | Abjuration | C | Major Image |Illusion | C | **Psionic Eminence** | Enchantment | C | Pulse Wave | Evocation | - | Sending | Evocation | - | Slow | Transmutation | C | Water Walk | Transmutation | C, R | Wind Wall | Evocation | C ##### Level 4 Psion Spells [13] | Spell | School | Special | |:------|:-------|:------- | | Charm Monster | Enchantment | - | Compulsion | Enchantment | C | Confusion | Enchantment | C | Control Weather | Transmutation | C | Dominate Beast | Enchantment | C | Ego Whip (UA) | Enchantment | C | Gravity Sinkhole | Evocation | - | Greater Invisibility | Illusion | C | Hallucinatory Terrain | Illusion | - | Phantasmal Killer | Illusion | C | Raulothim's Psychic Lance | Enchantment | - | **Sphere of Psionic Containment** | Abjuration | - | Stone Shape | Transmutation | - ##### Level 5 Psion Spells [14] | Spell | School | Special | |:------|:-------|:------- | | Control Winds | Transmutation | C | Dominate Person | Enchantment | C | Dream | Illusion | - | Geas | Enchantment | - | Hold Monster | Enchantment | C | Mislead | Illusion | C | Modify Memory | Enchantment | C {{pageNumber,auto}} \page | Spell | School | Special | |:------|:-------|:------- | | **Psionic Puppetry** | Enchantment | C | Rary's Telepathic Bond | Divination | R | Seeming | Illusion | - | Skill Empowerment | Transmutation | C | Synaptic Static | Enchantment | - | Telekinesis | Transmutation | C | **Wall of Psionic Force** | Abjuration | C ##### Level 6 Psion Spells [9] | Spell | School | Special | |:------|:-------|:------- | | Globe of Invulnerability | Abjuration | C | Gravity Fissure | Evocation | - | Mass Suggestion | Enchantment | - | Spell | School | Special | |:------|:-------|:------- | | Mental Prison | Illusion | C | Move Earth | Transmutation | C | Programmed Illusion | Illusion | M | **Telekinetic Rend** | Transmutation | C | Tenser's Transformation | Transmutation | C | True Seeing | Divination | M ##### 7th Level [4] | Spell | School | Special | |:------|:-------|:------- | | Mirage Arcance | Illusion | - | Project Image | Illusion | C, M | Reverse Gravity | Transmutation | C | Whirlwind | Evocation | C : ##### 8th Level [9] | Spell | School | Special | |:------|:-------|:------- | | Antipathy/Sympathy | Enchantment | - | Befuddlement | Enchantment | - | Control Weather | Transmutation | C | Dominate Monster | Enchantment | C | Earthquake | Evocation | C | Glibness | Transmutation | - | Mind Blank | Abjuration | - | Power Word: Stun | Enchantment | - | Telepathy | Enchantment | - \column ##### 9th Level [4] | Spell | School | Special | |:------|:-------|:------- | | Foresight | Divination | - | Psychic Scream | Enchantment | - | Time Stop | Transmutation | - | Weird | Illusion | C ## Psion Subclasses A Psion subclass is a specialization that grants you features at certain Psion levels, as specified in the subclass. This section presents the Clairvoyant, Guardian, Psionic Fighter, Telekinetic Master, and Telepathy Master subclasses. ### Clairvoyant Subclass Psions on the path of clairvoyance excel at reading the world around themselves and specialize in not only identifying things, but also predicting their future. They are masters of divination magic. #### Level 3: Guiding Seer You have become an expert at identifying and locating objects in the world and have developed powers no other Psion has. You add the following spells to the Psion Spell list and can prepare them in the same way you prepare other Psion spells. In addition, you may freely prepare two Psion spells from the Divination school of magic each Long Rest that do not count against your number of Prepared Spells. | Spell Level | Spells | |:------------|:-------| | 2 | *Locate Animals or Plants, Locate Object* | | 3 | *Clairvoyance*| | 4 |*Divination, Locate Creature*| | 5 | *Contact Other Plane, Legend Lore, Scrying* | | 6 | *Find the Path* | #### Level 6: Effortless Seer You have become an expert at using your Psionic Divination in ways that are less taxing on your mind. All of your prepared Divination Spells of Level 4 or less may be cast as Rituals. Moreover, the time it takes to cast a Divination spell as a Ritual is reduced to 1 minute per spell level. {{pageNumber,auto}} \page #### Level 10: Deep Vision You can use a Bonus Action to read details about a target creature within your line of sight. Each time you do this you can choose to learn one thing about a creature at your DM’s discretion. Examples you could choose to learn: - 1 condition a creature could inflict - 1 proficiency a creature has - The current AC of a creature - A creature's name - The next target a creature would attack should nothing change beforehand. #### Level 14: Aura of Foretelling You can see how things will unfold seamlessly in the area around you. Once per turn when an ally you can see fails a D20 test within 30 feet you can forewarn them of their folly. When you do this, you expend a reaction and they can re-roll the d20. They must take the new roll regardless of its value. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and it refreshes on a long rest. #### Unique Psionic Traits Choosing the Clairvoyant Subclass allows you to access the following Psionic Traits: - **Guiding Mind (prerequisite level 3;Clairvoyant Subclass)**. The *Guidance* cantrip and *Telepathic Ward* spell have an increased range of 30 feet and provide an additional +1 to their effects. - **Guided Insights (prerequisite level 5; Clairvoyant Subclass)**. *Guided Strike* no longer requires Concentration and you may cast it as a Bonus Action a number of times equal to your Intelligence modifier each time you activate this trait. In addition, you can have the advantage transfer to another creature of your choosing within range instead of yourself. - **Aura of the Seer (prerequisite level 9; Clairvoyant Subclass)**. You, and all allies within 30 feet, are immune to being surprised. ### Guardian Subclass Psionic Guardians specialize in honing the power of their Abjuration magic to full effect. They are bulwarks of force capable of repelling the most savage of attacks and treacherous conditions. #### Level 3: Psionic Defense You are constantly intune with your body and the area around it. While not wearing armor or wearing a shield you gain an AC of 10 + Dexterity + Intelligence. \column #### Level 3: Readied Protection You may prepare 2 Psion spells from the Abjuration school of magic which you are able to cast. Each time you prepare new spells you may swap these provided they meet these criteria. Moreover, at the end of each Long Rest you may roll a number of d4s equal to your Intelligence modifier and record these values. At any point when you cast the *Telekinetic Shield or Telepathic Ward* spells you may choose to roll the d4s as is prescribed in the spell description, or substitute the dice rolls with any of the values previously recorded. A recorded value can only be used once. #### Level 6: Zone of Psionic Control You have become an expert at using your psionic abilities to hinder your foes and protect yourself and your allies. You can expend a Bonus Action to activate, and deactivate, a Zone of Psionic Control which has Hit Points equal to a maximum of twice your psion level + your Intelligence modifier. The barrier's Hit Points represent the abjuration you can now maintain within a 30 foot emanation. While the zone is active you cannot Concentrate on a spell, and lose Concentration if you were maintaining it previously. When the zone is deactivated it's Hit Points remain the same as they were, they do not recover. Anytime you, or a creature of your choosing, within that range takes damage you can choose to subtract the damage from the zone's reserve instead. If the zone is reduced to 0 Hit Points as part of an attack, any residual damage is transferred to the target. This does not cost a reaction. If the zone is reduced to 0 Hit Points it is immediately deactivated. Hit Points are subtracted from the zone's reserve based on the Damage rolled without accounting for resistances or vulnerabilities. The zone can be replenished in two ways: 1) As a Bonus Action a spell slot can be expended to restore the reserve; a level 1 spell slot refreshes 2d4 + your Intelligence modifier Hit Points. Each spell level after level 1 increases the amount regenerated by 5. 2) After a Long Rest the entire reserve can be restored. #### Level 10: Greater Zone of Control Once per Short Rest, when you activate your Zone of Psionic of Control, or as a Bonus Action on a subsequent turn, you can choose one type of damage that it is resistant to. It maintains this resistance until it is deactivated, or until a new resistance is chosen. {{pageNumber,auto}} \page #### Level 14: Globe of Psionic Force You always have the *Wall of Psionic Force* spell prepared. If you already had the spell prepared you can immediately choose to prepare another Psion spell from the school of Abjuration that is eligible for you to cast. Moreover, You can concentrate the might of your Zone of Psionic Control to cast the spell *Wall of Psionic Force* as a 6th level spell. When cast this way, it forms a globe with a radius of 10 feet chosen at the time of casting and centred on you. This feature can only be used if the Zone of Psionic Control is active and has more than half of its Hit Points remaining. Once this feature is used, the Zone of Psionic Control is completely expended for the day and can only be refreshed after a Long Rest. #### Unique Psionic Traits Choosing the Psionic Guardian Specialization allows you to access the following Psionic Traits: - **Psionic Ward (prerequisite level 3; Guardian Subclass)**. The *Blade Ward* cantrip's range is increased to 30 feet and can be used to target other creatures. It can be cast as a Bonus Action a number of times equal to your Intelligence modifier each time this trait is activated. - **Shield Restoration (prerequisite level 6; Guardian Subclass)**. When expending Hit Die to recover Hit Points, you can charge your Zone of Psionic Control by an amount equal to the Hit Points restored. - **Empowered Zone of Telekinetic Control (prerequisite level 9; Guardian Subclass)**. You gain a +1 to attack rolls and your spell save DC is increased by +1 when you target a creature within the range of your Zone of Psionic Control with an attack or spell. ### Psionic Fighter Subclass You have augmented your psionic abilities with a focus on developing martial prowess. With training you have learned new proficiencies and centre your psionics around targeting foes with your physical assault. #### Level 3: Martial Focus Starting at 3rd level when you choose this subclass you gain the following proficiencies: - **Armor**: Medium Armor, Shields - **Weapons**: Martial Weapons In addition, you add the following spells to the Psion spell list: | Spell Level | Spells | |:------------|:-------| | 1 | *Zephyr Strike* | | 2 | *Magic Weapon* | | 5 | *Steel Wind Strike* | \column #### Level 3: Psionic Mark You gain the ability to attune to and mark one target with your psionic energy. As a Bonus Action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The condition ends early if the target dies, you die, or you are incapacitated. Until the condition ends, you gain the following benefits: - Once per turn you gain a bonus to a damage roll against the marked target when you hit with a weapon attack. The bonus equals your Intelligence Modifier. When you deal this damage you can chose to make it psychic or the same type as the weapon. - You add +1 to attack rolls and spell save DC when targeting a marked target with a weapon attack or Psion spell. You can use this feature a number of times equal to your twice Intelligence modifier (minimum once), refreshing on a Long Rest. #### Level 6: Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. #### Level 10: Psionic Thrust You gain the ability to focus your telekinetic energy into your marked targets. Once per turn when you land a weapon attack against a target suffering from Psionic Mark you can deal an additional 1d8 psychic damage. In addition, once this damage is dealt you can choose to knock the target 10 feet in any direction except vertical or you may knock it prone. The target must succeed on a Strength saving throw equal to your spell DC or suffer the chosen effect. #### Level 14: Twin Mark You can target two creatures at a time with your psionic mark. Each time you use your Bonus Action to mark a target you can select two targets. When you damage one of these targets with your Psionic Thrust feature the other target must make an Intelligence saving throw. On a failed save it takes the amount of damage rolled on the d8 + your Intelligence modifier; on a save it takes half. This damage is psychic. If one of the marked targets dies the other mark remains. Both marks are dropped if you die or are incapacitated. #### Unique Psionic Traits Choosing the Psionic Fighter Specialization allows you to access the following Psionic Traits - **Psionic Maneuvers (prerequisite level 3; Psionic Fighter Subclass)**. Each time you activate this trait you may choose a maneuver to learn from the Fighter's Battle Master subclass. If the maneuver involves a saving throw it is calculated using your Intelligence modifier. You have 1 d8 which you can expend to fuel this maneuver. {{pageNumber,auto}} \page - **Psionic Weapon (prerequisite level 5; Psionic Fighter Subclass)**. Your weapon acts as an extension of your psionic focus and can be used as a Spellcasting Focus. Weapon damage that you deal is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - **Psionic Fortitude (prerequisite level 9; Psionic Fighter Subclass)**. When you take the Attack action you can cast *Mind over Matter* in place of a cantrip. You may cast it this way a number of times equal to your Intelligence modifier each time this trait is activated. ### Rift Master Subclass Rift Masters see the minute ways magic ebbs and flows between the realms and gradually build up immense psionic precision to make micro tears through which they can harvest elemental energy from other planes. #### Level 3: Elemental Rifts. You add the following cantrips to the Psion spell list and can pick two of them for free: | *Elementalism* | *Firebolt* | *Frost Bite* | *Green-Flame Blade* | |:---------|:--------------|:------------------|:-----------| | *Lightning Lure* | *Produce Flame*| *Ray of Frost* | *Resistance* | |:-------------|:---------------|:---------------|:-| | *Shocking Grasp* | |:-------------| #### Level 3: Elemental Attunement You choose **one** plane that you are most comfortable attuning to. You add the corresponding spells to the Psion spell list and can prepare them in the same way you do other Psion spells. Each time you gain a level in this class you can freely prepare one which doesn't count against your number of Prepared Spells. : In addition, as a Bonus Action once per Long Rest you can weave around yourself the corresponding elemental energy and gain the following effects when you activate this feature. The effect lasts 1 minute. - You gain resistance to the chosen element - Every creature of your choice ending it's turn within five feet of you takes 1d6 damage of the chosen element. **Fire Adept** | Spell Level | Spells | |:------------|:-------| | 1 | *Burning Hands* | | 2 | *Scorching Ray* | | 3 | *Fireball* | | 4 | *Wall of Fire* | \column **Cold Adept** | Spell Level | Spells | |:------------|:-------| | 1 | *Frost Fingers* | | 2 | *Snilloc's Snowball Storm* | | 5 | *Cone of Cold* | | 6 | *Wall of Ice* | : **Lightning Adept** | Spell Level | Spells | |:------------|:-------| | 1 | *Witch Bolt* | | 3 | *Lightning Bolt, Call Lightning* | | 6 | *Chain Lightning* | #### Level 6: Rift Walker You have become a master at carefully tearing and patching small rifts between planes, allowing you to travel between them in the blink of an eye. You add the following spells to the Psion spell list and can learn them in the same way you prepare other Psion spells. Each time you gain a level in this class you can freely prepare one which doesn't count against your number of Prepared Spells. |Spell Level | Spells | |:-----------|:-------| | 2 | *Misty Step, Blink* | | 4 | *Dimension Door* | | 5 | *Far Step* | #### Level 10: Elemental Conjuration You are able to harness and pull massive amounts of elemental energy between planes. You add the following spells to the Psion spell list and can prepare them in the same way you learn other Psion spells. Each time you gain a level in this class you can freely prepare one which doesn't count against your number of Prepared Spells. |Spell Level | Spells | |:-----------|:-------| | 4 | *Fire Shield, Conjure Minor Elementals* | | 5 | *Conjure Elemental* | | 8 | *Incendiary Cloud* | | 9 | *Storm of Vengeance* | {{pageNumber,auto}} \page #### Level 14: Zone of Rifts You are able to prepare an area with numerous micro rifts to harness greater elemental energy. Based on the size of the area you wish to create it takes a varying amount of time. - With one action you can prepare a 5 foot space - With 10 minutes you can prepare an area up to a 60 foot cube - With 1 hour you can prepare an area up to a 600 foot cube provided that you can move around the space during the time it takes. When you cast spells gained through this specialization within the area they are cast at 1 level higher than your psion spell level allows. In addition, as a Bonus Action, you can add 1d6 damage of either fire, lightning, or cold to your cantrips and weapon attacks while within the space. You can use this feature once per Long Rest. #### Unique Psionic Traits Choosing the Rift Master Specialization allows you to access the following Psionic Traits: - **Element Weaver (prerequisite level 3; Rift Master Subclass)**. You have become accustomed to weaving elemental powers. When you suffer fire, lightning, or cold damage you can expend a Reaction to take half damage and redirect the other half of the damage to a creature of your choice within 60 feet. You can use this feature a number of times equal to half your Intelligence Modifier (minimum of once) each time this trait is activated. - **Elemental Master (prerequisite level 5; Rift Master Subclass)**. Once per turn when you deal elemental damage that matches your Elemental Attunement feature you can add additional damage equal to your Intelligence modifier. - **Stable Conjuration (prerequisite level 9; Rift Master Subclass)**. When you fail a Concentration Saving Throw to maintain a spell granted by this subclass you can expend a spell slot of Level 1+ to maintain the spell. This does not cost a Reaction. ### Telekinetic Master Subclass Psions on the path to telekinetic/transmutation mastery focus on the manipulation of objects in the world and are able to generate massive amounts of force through this practice. \column #### Level 3: Telekinetic Prowess You have honed your transmutation magic through careful attunement to the physical world. You may pick 2 Psion spells in the Evocation or Transmutation Schools of Magic to prepare that are of an eligible level to cast. These do not count against your number of prepared spells. Each time you gain a level in this class you can swap one of these spells for another within those schools of magic. #### Level 3: Telekinetic Accuracy The precision of your telekinesis is unmatched. When you cast a Transmutation or Evocation Psion spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage. #### Level 6: Telekinetic Mobility You can use your telekinetic abilities to enhance your own movement. You gain the following effects: - Your walking speed is increased by 10 feet. - You may calculate your high jump and long jump, as well as any associated checks while jumping, by using your Intelligence score and you can reach full distance from a standing start. #### Level 10: Telekinetic Might You have improved the might of your telekinetic attacks. You get a +1 to attack rolls and spell save DC for Psion spells and cantrips in the Transmutation and Evocation school of magic. #### Level 14: Telekinetic Mastery You have mastered the art of Telekinesis. Once per Long Rest when you cast a Psion Concentration spell within the Transmutation or Evocation Schools of Magic that is Level 5 or less and has a duration of under 1 hour you can chose to ignore the Concentration requirement. #### Unique Psionic Traits Choosing the Telekinetic Master Specialization allows you to access the following Psionic Traits: - **Crushing Force (prerequisite level 3; Telekinetic Master Subclass)**. When a creature takes damage as a result of failing a save against a spell you cast of level 1+, within the Evocation or Transmutation Schools of Magic, they are additionally knocked prone. - **Ricochet (prerequisite level 5; Telekinetic Master Subclass)**. When you cast the *Telekinetic Hurl* cantrip you can immediately make another attack against the same target or another within range. If it hits, the second attack’s damage is cast at one damage level lower than the first’s. *(Example: at 5th level the first hit would deal 2d6 and the second would deal 1d6 on successful attack rolls.)* {{pageNumber,auto}} \page - **Greater Psionic Hand (prerequisite level 9; Telekinetic Master Subclass)** Activating this trait gives you the benefits of the Psionic Hand trait. In addition, you prepare the spell *Bigby's Hand* as a Psion spell. When you cast it the hand is invisible. ### Telepathy Master Subclass Psions on the path of mastering telepathy through enchantment and illusion focus in on attuning to the intellects of others and manipulating them. They are masters of mind tricks and often loved by their friends and hated by their enemies for it. Though for the telepathy master, the difference between friend and foe is simply a spell away. #### Level 3: Subtle Manipulation You have become proficient at subtly manipulating the minds of those who you are interacting with. You gain Proficiency in the Persuasion and Deception skills. If you already have proficiency in one or both of these skills from another source you instead gain expertise. In addition, you always have the *Charm Person* spell prepared. The spell doesn’t count towards your number of prepared spells and you can cast it without expending a spell slot a number of times equal to your Intelligence modifier refreshing on a Long Rest. When cast this way it cannot target the same creature more than once per day. You can expend multiple uses of this feature to cast the spell at higher levels at a ratio of 1:1 with the limitation that it can only be cast at a level no greater than your highest level spell slot. If you already had *Charm Person* prepared you can immediately pick a replacement from the Psion Spell list that is in either the Enchantment or Illusion Schools of Magic that you are eligible to cast. Moreover, when you cast charming spells like this the affected creatures don’t automatically know they were charmed. Instead, they must roll a post-spell Intelligence saving throw against your spell DC to determine that. #### Level 6: Telepathic Pathways Whenever a creature, or creatures, are actively affected by a Psion Concentration spell of yours within the Enchantment or Illusion Schools of Magic you have telepathic bond. You can choose at the time of casting for this to be a one way bond which you can communicate through or a two way way bond which all affected creatures can commmunicate through. Whenever you have an active telepathic bond granted through this feature, another Psionic spell, or a Psionic Trait, you may use it to more efficiently cast additional spells within the aforementioned schools of magic. When you target a creature you have a telekinetic bond with a qualifying spell or cantrip you may change the casting time from an Action to a Bonus Action. You may do this a number of times per equal to your Intelligence modifier per Long Rest. \column #### Level 10: Fierce Manipulation You have improved the intensity and guile of your thought manipulation. You add +1 to attack rolls and spell save DC for Psion cantrips and spells that are in the Enchantment and Illusion schools of magic. #### Level 14: Master of Thoughts You are a master of thought manipulation, able to both create and end effects. As a reaction, immediately after being inflicted with the charmed or frightened condition, as well as any other effect of an Enchantment or Illusion School of Magic spell cast at level 3 or below you can end the condition on yourself. Alternatively, as an action on your turn, you can target yourself or a creature within 60 feet and end these conditions. You can use this feature a number of times equal to your Intelligence modifier and can cure greater spell level effects at a ratio of 1:1. (Example: expending 2 uses of this feature would nullify the effect of a level 4 Confusion spell). #### Unique Psionic Traits Choosing the Telepathy Master Specialization allows you to access the following Psionic Traits: - **Encouraging Whispers (prerequisite level 3; Telepathy Master Subclass)**. The *Guidance* cantrip and *Telepathic Ward* spell have an increased range of 60 feet and can be cast without components. - **Enhanced Subtlety (prerequisite level 5; Telepathy Master Subclass)**. The precision and subtlety of your manipulative spell casting has improved. When you cast Psion spells from the Enchantment and Illusion Schools of Magic you may do so without any components, with the exception of Material components that are consumed by the spell or that have a cost specified in the spell. - **Mind Breach (prerequisite level 9; Telepathy Master Subclass)**. When you cast the *Mind Sliver* cantrip and the creature fails the save you can choose to freely command it with one telepathic command following the rules of the *Command* spell. You can use this feature a number of times equal to half your Intelligence modifier each time this trait is activated. {{pageNumber,auto}} \page # Psionic Spell Descriptions {{wide The following spell additions exist only on the Psion Spell List unless stated otherwise in their description. }} #### Beacon of Clarity *3rd-level Abjuration* **Casting Time:** 1 Action **Range:** 30 feet **Components:** V, S **Duration:** Concentration, up to 1 minute Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom, Intelligence, and Concentration Saving Throws. #### Control Objects *3rd-level Transmutation* **Casting Time:** 1 Action **Range:** 60 feet **Components:** V, S **Duration:** Concentration, Up to 10 minutes You manipulate a set of tiny to medium inanimate objects into a telekinetic swirl that takes up a 5 foot space and reaches 10 feet high. You can choose the objects when casting this spell. When you move on your turn, you can also move the swirl of objects 30 feet to an unoccupied space you can see, however the spell ends early if it is ever moved or dispersed more than 60 feet away from yourself. You have Advantage on Dexterity saving throws when you are within 5 feet of the swirl. Whenever the swirl moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the swirl or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage. A creature makes this save only once per turn. The swirl cannot be destroyed by physical damage, however it may be manipulated by other effects such as the push of *Thunderwave*. If the swirl ever must make a saving throw, it does so using your Intelligence Saving Throw regardless of the effect. **Using a Higher-Level Spell Slot.** The damage increases by 1d10 for each spell slot level above 3rd. : #### Guided Strike *Divination Cantrip* **Casting Time:** 1 Action **Range:** 30 Feet **Components:** S **Duration:** Concentration up to 1 Round You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended. **Spell Lists:** Bard, Psion, Sorcerer, Warlock, Wizard **Cantrip Upgrade.** If the attack roll modified by this cantrip hits, it deals an additional 1d6 when you reach levels 5 (1d6), 11(2d6), and 17(3d6). The damage matches one of the damage types dealt in the attack. #### Mind Over Matter *1st-level Enchantment* **Casting Time:** 1 Action **Range:** 15 Feet **Components:** V, S **Duration:** Instantaneous You numb a creature's mind to pain so they may push their body to its true physical limits. They gain 10 Temporary Hit Points. **Using a Higher-Level Spell Slot.** The target gains 5 additional Temporary Hit Points for each spell slot level above 1. #### Minor Telepathy *Enchantment Cantrip* **Casting Time:** 1 Action **Range:** 60 Feet **Components:** S **Duration:** 1 Minute You create a telepathic bond with a creature within range. If the target is hostile or does not wish to communicate with you it may roll an Intelligence Saving Throw to prevent this bond. While bonded you may speak telepathically to the creature for the duration of the cantrip. In order for the creature to understand you, you must share a language. The bond ends early if you create a new bond or the target is more than 60 feet away. #### Psionic Eminence *3rd-level Enchantment* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V, S **Duration:** Concentration, Up to 1 Minute You focus your psionic energy around yourself in a 10 foot Emanation for the spell’s duration. When you cast this spell you choose one of the following spell options: - Vexing Eminence: Creatures of your choice within the area suffer the effects of the *Bane* spell. They cannot suffer this condition from multiple sources. - Spurring Eminence: Creatures of your choice within the area, including yourself, benefit from the effects of the *Bless* spell. They cannot benefit from this condition from multiple sources. In addition, each time you deal Psychic Damage to a creature within the area you may add additional damage equal to your Intillegence modifier. A creature can only suffer this damage once per round. **Using a Higher-Level Spell Slot.** The range of this spell is increased by 5 feet for each spell slot level above 3. {{pageNumber,auto}} \page #### Psionic Puppetry *5th-level Transmutation* **Casting Time:** 1 Action **Range:** 60 Feet **Components:** V, S, M (the target object) **Duration:** Concentration, Up to 1 Hour You split a piece of your psyche and wrap it into an object to command. Choose a non-magical object within range that isn't being worn or carried, isn’t fixed to a surface, and is Medium or smaller. It becomes a Construct and uses the **Psionic Puppet** stat block. This creature remains under your control until the spell ends, until the creature is more than 120 feet away from you, or until its Hit Points are reduced to 0 at which point your control over the object is removed. The creature is an ally to you and your allies, in combat, it shares your Initiative count, but takes its turn immediately after yours. You have a psychic bond with the creature and it follows your commands (no action required by you). If you don’t issue any it takes the Dodge action and uses its movement to avoid danger. **Using a Higher-Level Spell Slot.** Use the spell slot’s level for the spell level in the stat block. ::::: #### Sphere of Psionic Containment *4th-level Abjuration* **Casting Time:** 1 Action **Range:** 30 Feet **Components:** V, S **Duration:** Concentration, Up to 1 Minute An invisible sphere of force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing – not physical objects, energy, or other spell effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there. In addition, the inside of the sphere is Silenced. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is just large enough to contain the creature or object inside. You can move the sphere telekinetically in any direction as an Action on your turn. However, if it is ever more than 30 Feet away from the caster the spell ends early. A Disintegrate spell destroys the sphere without harming anything inside it. :: {{monster,frame,wide ## Psionic Puppet *Medium or smaller Construct, Unaligned* ___ **Armor Class** :: 13 + the spell's level **Hit Points** :: 50+10 for each spell level above 5 **Speed** :: Fly 30 ft. + 10 ft for each spell level above 5 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |--|--|--|--|--|--| ___ **Condition Immunities** :: Charmed, Frightened, Poisoned **Senses** :: Blindsight 5ft., Passive Perception 11 **Languages** :: None **Challenge** :: - (XP 0; PB equals your Proficiency Bonus) ### Traits ***Shared Psyche.*** All of the puppet's Ability Scores are equal to your Intelligence Score -2; the puppet and the caster each share perception; if the puppet receives Psychic damage, that damage is instead dealt to the caster; when the caster restores Hit Points it may instead choose to grant an equal number of Hit Points to the puppet and vice versa. : ***Coordinate*** Once per turn the puppet can grant advantage to an attack roll that is made against a target within 5 feet of it (no action required). ### Actions ***Multiattack.*** The puppet makes a number of Strike attacks equal to half this spell's level (round down). : ***Strike.*** *Melee Attack Roll:* Bonus equals your spell attack modifier, reach 5 ft. *Hit* 1d10 + 4 + the spell's level Bludgenoning, Piercing, or Slashing damage (chosen at the time of casting). }} {{pageNumber,auto}} \page #### Shatter Senses *3rd-level Enchantment* **Casting Time:** 1 Action **Range:** 60 Feet **Components:** V, S **Duration:** 1 Minute You sabotage the ability of a creature within range to interpret sensory information. The target must make a Wisdom saving throw. On a failed save they receive the Blinded condition and can't benefit from any special senses such as Blindsight or Tremorsense. At the end of each of their turns they may roll another Wisdom save. On a success the spell ends early. **Using a Higher-Level Spell Slot.** You can target one additional creature for each spell slot level above 3. #### Telekinetic Hurl *Transmutation cantrip* **Casting Time:** 1 Action **Range:** 10 feet **Components:** S, M (a small object that is used in the attack.) **Duration**: 1 minute You telekinetically hurl a small hand held object no heavier than 5 lbs, such as a stone, that is within your hands or within range. Make a ranged spell attack against a target with a range of 60 feet. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. **Cantrip Upgrade.** The object’s damage increases by 1d6 when you reach levels 5 (2d6), 11(3d6), and 17(4d6). : #### Telekinetic Leap *2nd-level Transmutation* **Casting Time:** Bonus Action **Range:** Self **Components:** S **Duration:** Instantenous : You gain a Fly speed equal to twice your Speed until the end of the current turn. The first time you move this turn, any Opportunity Attacks made against you are made with Disadvantage. \column #### Telekinetic Rend *6th-level Transmutation* **Casting Time:** Action **Range:** 60 feet **Components:** V, S **Duration:** Concentration, Up to 1 Minute : You target a creature or object and attempt to telekinetically tear it apart. A creature targeted by this spell must make a Strength saving throw. On a failed save, the target takes 8d8 force damage and suffers the Restrained condition until the start of your next turn. On a save the creature takes half damage and suffers no additional effects. As Magic action on subsequent turns you can reapply these effects until the spell ends even if the target succeeded the initial saving throw. The spell ends early if the creature or object that is targeted is destroyed. If this damage reduces the target to 0 hit points, it is torn apart into many smaller pieces. This spell automatically dismantles a Large or smaller nonmagical object into several smaller pieces. If the target is a Huge or larger object, this spell dismantles a 10-foot-cube portion of it and then ends. A magic item is unaffected by this spell. **Using a Higher-Level Spell Slot.** The damage increases by 1d8 for each spell slot level above 6th. #### Telekinetic Shield *1st-level Abjuration* **Casting Time:** 1 Reaction which you take when you, or an ally within range, are targeted by an attack roll **Range:** 15 feet **Components:** V, S **Duration:** 1 Round : When you, or a friendly creature within range, is targeted with an attack roll you can use your reaction to improve you or your ally’s AC. You take this reaction after the attack roll is made, but before any resulting damage. Until the start of your next turn the target gains additional AC equal to 1d4+1, including against the triggering attack, as you focus your energy on protecting them. **Using a Higher-Level Spell Slot.** The amount of protection increases by 1d4 every two spell slot levels above 1 to a maximum of 3d4. {{pageNumber,auto}} \page #### Telepathic Ward *1st-level Abjuration* **Casting Time:** 1 Reaction which you take when you or an ally within range a forced to make a Wisdom, Intelligence, or Charisma Saving Throw **Range:** 15 feet **Components:** V, S **Duration:** 1 Round You telepathically bolster the abilities of a creature who must make a Wisdom, Intelligence, or Charisma saving throw. Until the start of your next turn the target gains an additional 1d4+1 to all saves of these kind including against the triggering effect, potentially turning a fail into a success. **Using a Higher-Level Spell Slot.** The amount of protection increases by 1d4 every two spell slot levels above 1 to a maximum of 3d4. #### Wall of Psionic Force *5th-level Abjuration* **Casting Time:** Action **Range:** 120 feet **Components:** V, S **Duration:** Concentration, up to 10 minutes You conjure an invisble wall of psionic energy at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it apppears, the creature is pushed to one side of the wall (you choose which side) and it must make an Intelligence saving throw taking 2d10 psychic damage on a failed save or half on a successful one. The wall is an object which provides total cover from targeting and can be damaged and thus breached. Each panel has an AC of 16 and a shared pool of 100 Hit Points. Reducing this pool to 0 results in the entirety of the wall being destroyed and the spell ending. If subjected to a saving throw, the wall uses your Intelligence score and proficiencies regardless of the effect. It has immunity to Poison damage. Creatures are unable to move through the wall. If a creature attempts to teleport to the other side of the wall by any means they must make an Intelligence saving throw. On a failed save they take 2d10 psychic damage, remain in their original position, and are incapacitated until the start of their next turn. On a succesful save they take half damage and succeed in making it to the other side. **Using a Higher-Level Spell Slot.** The Wall's Hit Point Pool is increased by 50 Hit Points for each spell slot level above 5. {{pageNumber,auto}} \page ### Changelog from V1 - Warlock Model #### Major Class/Table Changes 1) Moved away from Warlock progression to Full Caster Table 2) Eliminated Telekinetic Shield entirely as a feature and turned it instead to two unique spells - TK shield and TP ward 3) Moved Enhanced Shield features into optional Psionic Traits 6) Adjusted features for 2024. 7) Eliminated Psionic Adept Feature and instead built in extra traits to match 2024 Warlock and Level 18 Signature Traits feature 8) Moved Guarded Mind from Class feature to Trait 9) Redid Capstone Feature to be unique from other classes. 10) Added unique Psionic Spells 11) Added Mind's Eye Feature #### Psionic Trait Changes 10) Changed Psionic Hand and Push traits to be different from TK Trait 13) Eliminated Read Thoughts and changed TP Bond to be different from TP Trait 14) Added and Eliminated several to match with new class progression 4) Eliminated all free casts from Traits. 5) Traits are now learned and activated instead of always passively on. #### Subclass Changes ###### Psionic Fighter 15) Eliminated Crit Range change and changed Twin Mark to add Thrust DMG instead of Crit DMG. ### Changelog From V2 - Learned/Prepared #### General Changes and Remarks 1) Reformatted to fit 2024 PHB theme and flavour text. 2) Alphabetized Subclasses #### Major Class/Table Changes 3) Eliminated *Mind Palace* prepare mechanics in favour of "Learned Caster" mechanics. 4) Increased Known Cantrips by 1 to be between Bard and Sorcerer and to make Traits more useable. 5) Added Adaptive Mind Feature at level 5 for limited Short Rest prepares of low level spells. 6) Transfered Psionic Reconstitution to level 7. 7) Changed specifics of Psychic Burst Capstone 8) Changed Saving Throw from CON to WIS because it makes much more sense in terms of what you are saving for. \column #### Psionic Trait Changes 9) Changed Psionic Hand to regular Action instead of BA to make it less powerful. 9) Changed Reverberating Hurl to AC malus 10) Eliminated Attuned Mind, Divergent Catapult Sharpened Sliver, Far-Reaching Mind, Telekinetic Aura, Practiced Meditations, Enchanting Speech, Absorbing Shield, and Light Step 11) Renamed Debilitating Sliver to Sharpened Sliver 12) Telekinetic Accuracy now uses INT modifier instead of +2 and applies to both attack and damage rolls 13) Changed Telekinetic Push to work off of Gust and made it more powerful, but limited BA use. 14) Changed Resolved Mind to add ADV instead of Temp HP 15) Renamed Concentrated Mind to Ward of Concentration 16) Added Telekinetic Dexterity and Telekinetic Attacks 17) Replaced and Reworked Psionic Assault into Psionic Fortitude 18) Changed Stable Conjuration to Stable Rifts and brought to level 9. Now allows use of a spell slot to maintain Concentration on a failed save instead of an HP limit. 19) Changed Mind Breach to level 9 and limited to half of INT uses per activation 20) Added Vivid Detection 21) Changed Psychic Barricade to 10ft from 5. Changed it to Disadvantage on one roll rather than malus on all. 22) Updated wordings to be per activation rather than Short or Long Rests. 23) Changed Force Crush to Crushing Force which can apply to more spells. 24) Changed Shield Restoration wording to account for Arcane Vigor. 25) Changed Fighting Style to Psionic Maneuver to grant a maneuver instead of a fighting style. This way it is limited use and makes more sense for a Psionic trait. 26) Changed Telekinetic Bond ranges and placed a limit on duration. 27) Renamed and Reworked Gaze of Two Minds to be unique - now Shared Senses which works through new Minor Telepathy Cantrip. 28) Changed All Seeing Mind to increasing duration of sight spells rather than full on true-sight. 29) Changed Telekinetic Flight to allow you to cast TK Leap as a Concentration spell for 1 minute - retriggered by BAs. 30) Changed Telekinetic Movement to be based off of Mage Hand and use Spell Slots. 31) Renamed Guided Body to Guided Insights and eliminated Concentration 32) Changed Distant Abjuration to 15ft from 10ft to match 15/30 foot spell range conventions {{pageNumber,auto}} \page 34) Changed Telepathic Bond to Greater Telepathy and made it based on the new Minor Telepathy Cantrip. 35) Changed Guarded Mind to add Prof to Concentration instead of Charm and Frighten throws. 36) Replaced Rebounding Shield with Greater Psionic Hand. 37) Changed Ever-Sensing Mind to be activation based and disallow Concentration spells while active to reduce power. #### Subclass Changes ###### Clairvoyant 38) Expanded Aura of Fortelling to account for all D20 tests instead of just attacks and dex saves. 35) Changed Level 6 Feature to take longer but expand number of ritual spells. ###### Guardian 40) Renamed to Zone of Psionic Control and can now be used to cast Wall of Psionic Force rather than Globe of Invulnerability. Feature now auto-prepares Wall of Psionic Force spell. 38) Renamed Psionic Armour to Psionic Defense 38) Changed range of Zone of Psionic Control to 30 feet and now has a separate HP bank rather than stacking Temp HP which adds Psion level. Activating the Zone also bars Concentration. 39) Changed level 10 feature to add a resistance to the Zone ###### Psionic Fighter 44) Eliminated Athletics/Acrobatics proficiences 40) Built in Combat spells instead of being dependent on the Active Trait ###### Rift Master 46) Swapped levels for Conjuration and Zone of Rifts so that spells are more useful when you get them. ###### Telekinetic Master 47) Completely redid level 3, 6, and 14 features to move away from focus on Level 1 spells that become obsolete in tier 3. ###### Telepathy Master 48) Buffed free casts of Charm Person 47) Completely redid Level 6 feature #### Spell Changes 50) Aligned Control Objects with Conjure Animals by changing spell level, damage, and effects to level 3 45) Added Psionic Eminence as an option to compare with Spirit Guardians/Shroud / Conjure Minor Elementals / Crusader's Mantle. Changed to be mostly utility instead of damage based. 46) Added Psionic Puppetry at level 5 to fill gap from having no Conjuration 47) Changed the upcasting of TP Ward and TK Shield to increase # of dice every two levels to max of 3d4 given the unreliablity and minimal increase of up-sizing. This also matches the convention of other spells. 48) Eliminated Message, True Strike, and Ray of Enfeeblement, Maximillian's Earthern Grip, Sky Write, Eyebite, Blindness/Deafness from list. 49) Changed Wall of Psionic Force Upcast HP to 50 from 25 for level 6+ slots. 50) Changed TK Shield and TP Ward to 15 feet range. 51) Added Telekinetic Leap as Level 2 spell - 1 turn of Fly speed ending at the end of that turn. AoO have disadvantage the first time you move after casting the spell. Aims to be alternative to Misty Step. 52) Added Minor Telepathy Cantrip (Enchantment) to replace Message (Transmutation.) Greater range but doesn't allow two-way or to go around obstacles at the time of casting. Also forms the base of Telepathy Traits. 53) Added Beacon of Clarity as on par option with Beacon of Hope 54) Added Sphere of Psionic Containment - Marginally more powerful than Otiluke's in terms of effect, but ends early if you are ever more than 30 feet away. 56) Added Shatter Senses as level upped alternative to Blindness/Deafness {{pageNumber,auto}}