Psionic Fighter and Rogue

Psionic Talent

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Changing the Die’s Size

If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use.


For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a short rest. At the end of a short rest the die becomes a d4 again. If you roll a 1 on a d4, the die then becomes a d6.


Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in a class with this feature (Psi-Knight or Psi-Knife), the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).


Additionally, you gain psionic talent options, as seen below. Some features don't add your psionic talent die roll to the ability, you however still use your psionic power to perform the feature and thus roll to confirm if the die increases or decreases in size.


The difficulty class for any feature that calls for a saving throw is 8 + Your Proficiency Bonus + Your Intelligence or Charisma Modifier.

Psi Replenishment

As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size if you still have access to the die. You then can’t use Psi Replenishment again until you finish a long rest.

Psionic Talent Lists

Each psionic sub-class has their own list of features they can use their psionic talent die with. The next page shows the Psi-Knight and Psi-Knife sub-classes.


If you multiclass you do not gain an additional die, but you do gain additional features to use the psionic talent die with. Your levels in psionic classes stack with regards to the size of your psionic talent die.

Psi-Knight

Starting at 3rd level you know the psi-field, psi-leap, and psi-strike psionic talents. You know a number of additional talents equal to your Intelligence or Charisma modifier (minimum 1). You may only use one psionic talent per turn.


Whenever you gain a level in the Fighter class, you may change out a known psionic talent for another.

  • Psi-Field: When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence or Charisma modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
  • Psi-Leap: When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence or Charisma modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.
  • Psi-Strike: You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.
  • Evasive Footwork: When you move, you can roll your psionic talent die, adding the number rolled to your AC until you stop moving.
  • Feinting Attack You can roll your psionic talent die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn.
  • Goading Attack: When you hit a creature with a weapon attack, you can roll your Psionic Talent die to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Menacing Attack: When you hit a creature with a weapon attack, you can roll your psionic talent die to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Pushing Attack: When you hit a creature with a weapon attack, you can roll your psionic talent die to drive the target back 5' if the target is Large or smaller.
  • Sweeping Attack: When you hit a creature with a melee weapon attack, you can roll your psionic talent die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. This damage type is psychic.

Psi-Enhanced Metabolism

6th-level Psi-Knight feature


The psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition.

Telekinetic Adept

10th-level Psi-Knight feature


You have learned new ways to use psi-field, psi-leap, and psi-strike features.

  • Psi-Field Adept: If your Psionic Talent die is available, you can form a small psionic field around and object or a creature in order to move them. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size
  • Psi-Leap Adept: Whenever you use your psi-leap talent, you may use a bonus action to use evasive footwork talent if you know it. You use the roll from psi-leap as your roll for evasive footwork.
  • Psi-Strike Adept: After using your psi-strike talent, you may use goading attack, pushing attack, or the sweeping attack talent with your next attack granted by your extra attack feature. You must know any talent you wish to use and any roll of the psionic talent die uses the roll from your psi-strike feature.

Psi-Knife (Soulknife) (Psi-Night)

Starting at 3rd level you know the psi-bolstering knack, psi-whispers, and distracting strike talents. You may only use one psionic talent per turn.


Whenever you gain a level in the Rogue class, you may change out a known psionic talent for another.

  • Psi-Bolstered Knack: When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.
  • Psychic Whispers: You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other
  • Distracting Strike: When you hit a creature with a weapon attack, you can roll your psionic talent die to flare your psionic power in order to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Psychic Blades

3rd-level Soulknife feature


You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.


After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.


Expertise Psi-Shift

6th-level Soulknife feature


As an action you may roll your psionic talent die in order to change which skills or tools you have expertise in using the same rules that apply to the expertise feature. Whenever you finish a long rest your choices revert back to normal.

Soul Blades

10th-level Soulknife feature


Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways:

  • Homing Strikes: If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled.
  • Psychic Teleportation: If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size.