Psion

Masters of mental power, Psions would tell you that they are the purest magic users in existence. They don't rely on borrowed power, like Clerics or Warlocks; they don't depend on the content of vagaries of their blood, like Sorcerers; they don't filter magical energies through structure and rituals, like Wizards. A Psion places no barriers between herself and her powers-- it's just her, imposing her will on the world, with nothing more than the strength of their mind.

That said, becoming a Psion takes extensive practice and study. A keen intellect is needed to shape their power into coherent states; extensive study is necessary to develop the mind to the point where it can produce psychic energy.

Other types of mage--particularly Wizards-- look down on Psions as crude and uncultured. Common folk often have trouble telling Psions from Sorcerers, Warlocks, and other types of self-made spellcaster. When the truth is revealed, or in regions where magic is well-known enough for the man on the street to recognize Psions as somethind different, they are viewed with particular distrust.

Creating a Psion

When creating a Psion character, think about your character's background and drive for adventure. How did you learn to unleash the power of your mind? Were you self-taught, or did you have a mentor?

Psions become adventurers for many different reasons. Some seek to prove their power to those who look down on them. Others look for acceptance in heroism. Others still are scholars looking to expand their knowledge of the world.

Quick Build

You can make a Psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Hermit or Scholar background. Third, choose the Psychic Aptitude and Telepathic Assault Talents, along with the Disciplines Mastery of Force and Telepathic Contact.

Class Features

As a Psion, you gain the following class features.


Hit Points

Hit Dice: 1d6 per Psion level Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Psion level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion

EQUIPMENT

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

  • (a) a light crossbow or (b) any simple weapon
  • (a) a scholar’s pack or (b) an priest’s pack
  • One set of artisan's tools.
  • Leather armor, any simple weapon, and two daggers

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

Manifesting

As a student of psionics, you can master and use psionic powers, magic derived from the power of the mind unleashed.

Psionic Talent

At 1st level, you know four Talents of your choice from the Psionic Talent list, as well as the Talents associated with the Disciplines you know (see below). You learn additional Talents of your choice at higher levels, as shown in the Talents column of the Psion Table.

Psions can learn the following Talents: Delusion, Feed the Mind, Iron Heart, Mental Catapult, Mental Light, Mute Display, Psychic Aptitude, and Telepathic Assault.

Psi Dice

As a Psion, you gain an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi dice, which are each a d6. Each psionic discipline describes effects you can create with it by spending a certain number of psi dice. The number of psi dice you have is shown on the table of this class. The number shown for your level is your psi dice maximum. The number of psi dice you have can’t go below 0 or over your maximum.

You regain all expended psi dice when you finish a long or short rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. In a single round, you may not spend more psi dice than your Psi Limit, as shown on the table of this class.

Psionic Disciplines

A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. A Psion is only capable of mastering so many disciplines-- at 1st level, they know two disciplines of their choice. Every three levels they learn another discipline, as shown on the Disciplines Known column of the table. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psions can learn the following Disicplines: Aura Sight, Celerity, Crown of Despair, Crown of Disgust, Crown of Rage, Intellect Fortress, Mantle of Fear, Mastery of Force, Mastery of Light and Dark, Psionic Restoration, Psychic Assault, Psychic Disruption, Psychic Inquisition, Psychic Phantoms, Telepathic Contact, and Third Eye.

PSIONICS, RELOADED | CLASSES

The Psion
Level Proficiency Bonus Features Talents Disciplines Psi Dice Psi Limit
1st +2 Manifesting, Telepathy, Psi Dice (d6) 2 2 2 2
2nd +2 Mystic Order 3 3 4 2
3rd +2 3 3 6 3
4th +2 Ability Score Improvement 3 4 8 3
5th +3 Mind Over Matter, Psi Dice (d8) 3 4 10 5
6th +3 Order Feature 3 4 11 5
7th +3 -- 3 4 12 6
8th +3 Ability Score Improvement 3 5 14 6
9th +4 -- 3 5 17 7
10th +4 Psionic Body 3 5 18 7
11th +4 High Psionics I, Psi Dice (d10) 4 5 19 7
12th +4 Ability Score Improvement 4 5 20 7
13th +5 High Psionics II 4 5 21 8
14th +5 Order Feature 4 6 22 8
15th +5 High Psionics III 4 6 23 8
16th +5 Ability Score Improvement 4 6 24 8
17th +6 High Psionics IV, Psi Dice (d12) 4 6 26 9
18th +6 Consumptive Power 4 6 28 9
19th +6 Ability Score Improvement 4 6 30 9
20th +6 The Mind Unbound 4 6 32 9
Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic Disciplines and gain its Psychic Focus benefit, which is detailed in that Discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one Discipline doesn’t limit your ability to use abilities associated with other Disciplines.

Spellcasting Ability

Intelligence is your spellcasting ability for your manifesting. You use your Intelligence whenever a Talent or Discipline refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psion Talent or Discipline, and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Telepathy

Your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120ft of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one langauge or be telepathic itself.

Mystic Order

At 2nd level, you choose a Mystic Order: the Order of the Empath, the Order of the Kineticist, or the Order of the Seer. Each order represents approach to unlocking the power of the mind. Your order gives you features when you choose it at 2nd level, and additional features at 6th and 14th level.

Mind Over Matter

Beginning at 5th level, when you take damage, you may use a reaction to expend any number od psi die, roll them, and reduce the incoming damage by that amount. This counts against your Psi Limit for the round.

PSIONICS, RELOADED | CLASSES

Psionic Body

Beginning at 10th level, you have achieved perfect control over your physical form. You do not age, and gain immunity to poison and disease.

High Psionics

Beginning at 11th level, you begin to unlock the highest secrets of the mental arts: High Psionics. Select one ability from the High Psionics list for which you meet the level and order requirements. As an action, you may use that ability or cast the indicated spell without needing to provide components. Once you have done so, you may not use that ability again until you have completed a long rest.

At 13th, 15th, and 17th levels, you may select one additional High Psionic ability. Each may be used once before needing to take a long rest.

Consumptive Power

Beginning at 18th level, when activating a psionic discipline, you may choose to pay its psi dice cost using hit points. For every psi dice you replace this way, your current and maximum hit points are reduced by two. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Dice spent this way do not count against your psi limit for the round.

The Mind Unbound

Beginning at 20th level, you may expend psi dice to use one of your High Psionics abilities, even if you have already used it that day. You must pay a number of psi dice equal to the level required to pick that ability. Doing so only counts as spending nine psi dice for the purposes of your psychic limit.

High Psionic Powers

High Psionics I
  • Dire Dream: This ability functions as the spell Dream, but it can reach across planar boundaries and deals 5d6 psychic damage on a failed save. Instead of providing a physical component, creatures you know very well have disadvantage on their save.
  • Disintegrate (Kineticist)
  • Mass Suggestion
  • Possession (Empath): This ability functions as the spell Magic Jar, except that your soul does not inhabit a container. Instead, upon using this ability as an action, you may instantly attempt to possess any humanoid within 100ft of you that you can see, as per the spell rules. If you succeed in possessing them, the target's soul either moves into your body or hovers helplessly on the ethereal plane (your choice).
  • True Seeing (Seer)
High Psionics II
  • Crippling Emotion (Empath): You overload the minds of nearby creatures with a bust of raw emotion. All enemies within 30ft must make a Charisma save. On a failure, they are knocked prone and stunned for one round. If they have 40 hit points or fewer they are instead stunned for one minute, and if they have 20 hit points or fewer they are unconscious or killed (your choice).
  • Power Word Pain
  • Project Image
  • Psionic Entanglement (Seer): You focus on one creature, item, or location that you are familiar with, linking your mind to it. Until you use this ability again, you know exactly how far away it is, in what direction it lies, and can unerringly choose the most direct path towards it, as the spell Find the Path.
  • Whirlwind (Kineticist)
High Psionics III
  • Feeblemind
  • Glibness (Empath)
  • Fortress of Thought (Kineticist): This ability functions as the spell Mighty Fortress, save that the fortress only endures as long as you are within one mile of it.
  • Mind Blank (Seer)
  • Power Word Stun
High Psionics IV
  • Astral Projection
  • Dominate Mind (Empath): This ability functions as the spell Dominate Monster cast from a 9th level spell slot.
  • Foresight (Seer)
  • Kinetic Apocalypse (Kineticist): This ability functions as the spell Meteor Swarm,
  • Psychic Scream

PSIONICS, RELOADED | CLASSES

Mystic Order

Psionics is a mysterious form of ower within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve.

Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.

Order of the Empath

The Order of the Empath was founded by the Empire of Burning Glass many centures ago, to serve the undying emperor as spies and secret police. The Empire has long been lost to the sands of time, the original Order slaughtered, but the traditions they developed have been passed down in isolated schools and monasteries.

Empaths are the undisputed masters of telepathy, capable of feats far beyond what other orders can imagine. They are also the most feared-- no mind is truely safe when an Empath is around.

Empath Disciplines

Empaths, and only Empaths, can learn the Mantle of Awe and Mantle of Joy disciplines.

Psionic Talents

In addition to the normal list, Empaths may learn the following Talents:

  • Skim Mind: As an action, you designate one creature within 60ft who is not immune to charming and begin to detect hints of their thoughts and emotions—and use that knowledge to choose your words for maximum effect. For 1 minute, you may use your Intelligence modifier in place of your Charisma modifier when making ability checks to interact with them.

  • Blank Mind: As an action, designate one creature within 60ft who is not immune to charming. For the next minute, that creature loses their ability to recognize faces. This does not affect their senses, only their minds--they still see everything, they merely cannot connect patterns of features with specific individuals. The target is aware that they have lost the ability, and is perfectly capable of making logical assumptions such as "Lydia was next to me a moment ago, this must still be Lydia."

Psionic Investigation

You can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.

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

Psionic Surge

Beginning at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.

Astral Form

Beginning at 14th level, you gain the ability to leave your body and travel the world as a being of pure mental energy. As an action, you may project your astral form, a ghostly image of yourself that appears adjacent to your body. While you do, your physical body is unconscious. While your astral form is adjacent to your body, you may return to your body as another action.

Your astral form is intangible and cannot interact with the physical world. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. It is immune to damage from nonmagical weapons, and from being grappled, paralyzed, petrified, prone, or restrained. It has a fly speed equal to your land speed. Damage you take while in astral form is carried over when you return to your body. If you die while in astral form, your body also dies. Otherwise, its statistics are identical to your own.

You may maintain your astral form for up to thirty minutes with no consequence. Afterwards, you gain one level of exhaustion every ten minutes you spend outside your body.

Once you have returned to your body, you cannot use this ability again until you finish a long rest.

PSIONICS, RELOADED | CLASSES

Order of the Kineticist

The Order of the Kineticist believe themselves to have been the original psionic tradition. "Mind over matter" is the unofficial motto of psychics of all sorts, and what is telekinesis but the purest form of that?

For that is what Kineticists are-- masters of the art of moving objects with their minds. No other Psion can come close to matching their control or raw power.

Kineticist Disciplines

Kineticists, and only Kineticists, can learn the Mind Hammer and Telekinetic Finesse disciplines.

Psionic Talents

In addition to the normal list, Kineticists may learn the following Talents:

  • Telekinetic Routine: As an action, you may delegate a particular task to your subconciousness. For 10 minutes, you may telekinetically perform a simple task such as cleaning dirty weapons, fletching new arrows, digging with pick and shovel, and so on. You can exert force in this manner as if you had a Strength score equal to your Intelligence modifier. Once established, the routine continues until the task is complete, the duration expires, or you move more than 500 feet away.
  • Bullish Mind: As an action, you may force one creature within 60ft to make a Strength save or be pushed 10 feet in a direction of your choice. This distance increases by 10ft at 5th level, and again at 11th and 17th level.

Handful of Thoughts

Almost without noticing, objects simply float and levitate around you. You pick up and carry any number of objects within ten feet weighing ten pounds or less without touching them. Doing takes no more effort or action than using your hands. You can perform nonviolent Ability checks at a range of ten feet, and may take one additional item interaction per turn.

Rain of Hammers

Beginning at 6th level, add your Intelligence bonus to any force damage you deal. If you successfully damage a creature, you may push it 5ft in a direction of your choice—or, if using a power that allows you to move an unwilling creature, increase the distance they are moved by 5ft.

Crushing Mind

Beginning at 14th level, after manifesting a power or using a Psychic Talent, you may spent 1 psi die to use Mental Catapult, Bullish Mind, Mastery of Force, or Mind Hammer talent as a bonus action. You also learn one additional Talent, selected from the usual lists.

Order of the Seer

The Order of the Seer is the quietest and most secret of the three orders. They tend not to advertise their powers, or credit them to more traditional forms of magic. This is because, unlike Empaths and Kineticists, the powers of a Seer inspire desire, and the need to control.

For the power of the Seer is see that which is hidden--the lost, the hidden, and forgotten... even the future itself.

Seer Disciplines

Seers, and only Seers, can learn the Nomadic Mind and Precognition disciplines.

Psionic Talents

In addition to the normal list, Seers may learn the following Talents

  • Predictive Combat: As an action, you can pick one creature that you can see and gain a brief glimpse at its future actions. Until the end of your next turn, you may add your Intelligence modifier to attack rolls against them, to your AC against their attack, and to Dexterity saves against their abilities.

  • Clairvoyance: As an action, you can project your senses up to a point up to five feet away. While doing so, you see and hear as if your head was at the chosen point-- you can look in any direction, concentrate on smells or sounds, and so on. Once chosen, the point cannot be changed, and your normal senses do not function. The effect lasts until you either end it as a non-action or your body is damaged. This distance increases by 5ft at 5th level, and again at 11th and 17th level.

Prescient Insight

As an action, you may cast Augury without providing any components. You may use this ability a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a long rest.

Retroactive Preparation

Beginning at 6th level, as a reaction you may declare that you previously took a single action to be ready for just this occasion. You may declare that you purchased a particular potion the last time you were in town, rigged a trap, cast a spell on yourself, and so on. Immediately deduct any required resources, such as gold or psi dice, from your character’s total, at which point your declaration becomes true.

Once you have used this ability, you may not do so again until you have completed a short or long rest.

Clairsentience

Beginning at 14th level, you may cast Scrying without providing components by concentrating for 10 minutes. You do not get benefits from having a connection to your target, but they take a -4 penalty if you spoken to them in the past 24 hours, and a -8 penalty if you have spoken to them telepathically in the past 24 hours.

Once you have used this ability, you may not do so again until you have completed a short or long rest.

PSIONICS, RELOADED | CLASSES

Psychic Warrior

One who turns the mind’s potential to the warrior’s art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection.

The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.

Creating a Psychic Warrior

Psychic warriors know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Psychic warriors are eager to accumulate the treasure that adventuring brings and the power it buys.

Quick Build

You can make a Psychic Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.

Class Features

As a Psychic Warrior, you gain the following class features.


Hit Points

Hit Dice: 1d10 per Psychic Warrior level

Hit Points at 1st Level: 10 + your Constitution modifier.

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Psychic Warrior level after 1st

Proficiencies


  • Armor: Light armor, medium armor, heavy armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Athletics, Acrobatics, Arcana, Insight, Perception, Persuasion, and Religion.

EQUIPMENT

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

  • (a) scale mail or (b) leather armor, a longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a scholar’s pack or (b) an explorer’s pack

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

Meditation

You do not need to sleep—you may instead go into a trance, like an elf. If you spend four hours in intensive meditation, you gain the same benefit a human would from 8 hours of sleep. During a long rest, you may spend the remainder of the time engaged in light activity. When you emerge from your trance, you do not need to eat or drink for the next 24 hours.

Manifesting

As a student of psionics, you can master and use psionic powers, magic derived from the power of the mind unleashed.

Psionic Talent

At 1st level, you know two Talents of your choice from the Psychic Warrior Talent list, as well as the Talents associated with the Disciplines you know (see below). You learn additional Talents of your choice at higher levels, as shown in the Talents column of the Psychic Warrior Table.

Psychic Warriors can learn the following Talents: Iron Heart, Iron Mind, Light Step, Psychic Aptitude, Psychic Leap, and Telepathic Assault.

Psi Dice

As a Psychic Warrior, you gain an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi dice, which are each a d6. Each psionic discipline describes effects you can create with it by spending a certain number of psi dice. The number of psi dice you have is shown on the table of this class. The number shown for your level is your psi dice maximum. The number of psi dice you have can’t go below 0 or over your maximum.

You regain all expended psi dice when you finish a long or short rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. In a single round, you may not spend more psi dice than your Psi Limit, as shown on the table of this class.

Psionic Disciplines

A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. A Psychic Warrior is only capable of mastering so many disciplines-- at 1st level, they know two Disciplines of their choice. Every three levels they learn another Discipline, as shown on the Disciplines Known column of the table. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psions can learn the following Disicplines: Adaptive Body, Brute Force, Celerity, Corrosive Metabolism, Intellect Fortress, Iron Durability, Nomadic Arrow, and Psionic Weapon.

PSIONICS, RELOADED | CLASSES

The Psychic Warrior
Level Proficiency Bonus Features Talents Disciplines Psi Dice Psi Limit
1st +2 Meditation, Manifesting 2 -- -- --
2nd +2 Fighting Style 2 2 2 2
3rd +2 Warrior Order 3 2 2 2
4th +2 Ability Score Improvement 3 2 3 3
5th +3 Extra Attack 3 3 5 3
6th +3 Psionic Resilience 3 3 5 3
7th +3 Order Feature 3 3 6 3
8th +3 Ability Score Improvement 3 3 6 3
9th +4 -- 3 3 9 5
10th +4 Mind and Body 3 4 9 5
11th +4 Mental Hammer 3 4 11 5
12th +4 Ability Score Improvement 3 4 11 5
13th +5 -- 3 4 13 6
14th +5 Surge of Health 3 4 13 6
15th +5 Order Feature 3 4 15 6
16th +5 Ability Score Improvement 3 4 15 6
17th +6 -- 3 4 19 7
18th +6 Consumptive Power 3 4 19 7
19th +6 Ability Score Improvement 3 4 22 7
20th +6 The Body Unleashed 3 4 22 7
Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Spellcasting Ability

Wisdom is your spellcasting ability for your manifesting. You use your Wisdom whenever a Talent or Discipline refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Psychic Warrior Talents or Disciplines, and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Fighting Style

At 2nd level, choose one of the following options:

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Close Quarters Shooter (Revised): You don't suffer disadvantage when making ranged attacks while within 5ft of an enemy, and your ranged attacks ignore half and three-quarters cover against enemies within 30ft.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Einhander (New): When you are wielding a versatile melee weapon, you deal +1 damage when wielding it in two hands, and +1 AC when wielding it in one hand with no shield or other weapon in the other.
  • Mariner: When not wearing heavy armor or using your off-hand to wield a weapon or shield, you gain +1 AC and a swim and climb speed equal to your land speed.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

PSIONICS, RELOADED | CLASSES

Warrior Order

At 1st level, you chose one of three Warrior Orders to join: the Lurks, the Shifters, or the War Minds. Each order represents approach to unlocking the power of the mind. Your order gives you features when you choose it at 3rd level, and additional features at 7th and 15th level.

Psionic Resilience

Beginning at 6th level, whenever you spend psi dice, you gain temporary hit points equal to twice the amount spent. Whenever you use a Talent, you may roll a single psi die without expending it and gain temporary hit points equal to the result.

Mind and Body:

Beginning at 10th level, as long as you have psi dice remaining, you may make a Wisdom save in place of any other type of saving throw.

Mental Hammer

Beginning at 11th level, your weapon attacks deal one die of additional psychic damage, of a size equal to your psi die.

Unyielding Will

Beginning at 14th level, if you make a successful Wisdom save against an attack that would normally would have a lesser effect on a successful save, you instead completely negate the effect.

Once you have used this ability, you cannot do so again until you have completed a long or short rest.

Consumptive Will

Beginning at 18th level, when activating a psionic discipline, you may choose to pay its psi dice cost using hit points. For every die spent, your current and maximum hit points are reduced by one until you finish a long rest. This reduction can't be lessened in any way, nor can it be prematurely healed by any means short of a Wish spell. Dice replaced spent this way do not count against your psi limit for the round.

The Body Unleashed

Beginning at 20th level, you have achieved utter physical perfection. Your Strength, Dexterity, and Constitution scores are all increased by 2, to a maximum of 22. You no longer age, and your body returns to the state it was in at the prime of your life. You gain immunity to poison and disease.


Warrior Order

Psionics is a mysterious form of ower within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve.

Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.

Order of the Lurk

The Order of the Lurk is composed of assassins, not warriors. With their extraordinary ability to perceive an enemy's weaknesses, Lurks can vanish from sight and take advantage of the slightest distraction to make vicious strikes.

Lurk Disciplines

Lurks, and only Lurks, can learn the Nomadic Chameleon, Nomadic Mind, and Nomadic Step Disciplines.

Mind Strike

Beginning at 3rd level, you learn how to use your weapons as a conduit to a foe’s mind. As a bonus action, you may charge a weapon with psychic energy. They next successful attack you make with that weapon before the end of your turn has one of the effects listed below. Save DCs are the same as for your disciplines.

  • Disrupting Strike: The target must make a Constitution save or be poisoned until the beginning of your next turn.
  • Haunted Strike: The target must make a Wisdom save or be frightened of you until the beginning of your next turn.
  • Kinetic Strike: The target must make a Strength save or be pushed back 5ft and knocked prone.

Disciplined Practice

At 3rd level, you gain proficiency in Stealth, and in one skill or tool of your choice. If you were already proficient in Stealth, you may select a different skill in its place.

Dark Ambush

Beginning at 7th level, you may use the Hide action as a bonus action. If your target is unaware of your presence, all your attacks against them count as Mind Strikes and deal an additional 1d6 damage of the same type as your weapon.

Dire Mind Strike

Beginning at 15th level, you may use two options when making a Mind Strike.

PSIONICS, RELOADED | CLASSES

Order of the Shifter

Where most psions speak of "mind over matter," the Order of Shifters prefer to emphasize mind over body. They refuse to accept the limits of their flesh, drawing forth new strength--and even new shapes--through sheer mental power.

Shifter Disciplines

Shifters, and only Shifters, can learn the Bestial Form, Diminuation, and Giant Growth Disciplines.

Change Appearance

Beginning at 3rd level, may use a bonus action to transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form.

If you choose to equip your new form with fangs, claws, or other natural weapons, you unarmed strikes deal a base damage of 1d6, and gain the Light and Finesse qualities. If you choose to equip your new form with scales, bony plates, or other sorts of natural armor, your armor class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit. You may grow armor or claws even if your current form doesn't normally feature them, though this does mean you look particularly outlandish.

Physical Focus

Beginning at 3rd level, you learn new ways of using your mental energies to enhance your physical form. Physical Focuses work just like Psychic Focuses—you may assume one as a bonus action, and maintain it until you assume a different Focus, or end your current Focus as a bonus action. You may maintain a Psychic and a Physical Focus simultaneously.

The three types of Physical Focus are:

  • Strength of Character: For as long as you maintain this focus, your carrying capacity is doubled, and you gain a bonus to Strength checks equal to your Wisdom modifier.
  • Fast as Thought: For as long as you maintain this focus, your speed increases by 10ft, and you gain a bonus to Dexterity checks equal to your Wisdom modifier.
  • Unending Resolution: For as long as you maintain this focus, you gain temporary hit points equal to your Constitution bonus at the beginning of each of your turns, and you gain a bonus to Constitution checks equal to your Wisdom modifier.

Change Body

Beginning at 7th level, as a bonus action, you can transform into any humanoid with a challenge rating equal to or less than your level. This functions as the Wild Shape ability, save that you retain your original hit points and do not gain any Multiattack abilities that the new form might have.

While you can take on the appearance of a specific individual, you cannot gain the benefits of any special training they might have had, preventing you from taking the forms of "advanced" versions of the creature. For example, while you could take the form of a Goblin, you could not take that of a Goblin Boss. And while you could transform into an Elf, you could not take the form of an Knight, or any other NPC archetype statted out in the Monster Manual.

Intensive Focus

Beginning at 15th level, your Physical Focuses become more powerful.

  • Strength of Character: For as long as you maintain this focus, you also may add your Wisdom modifier to the damage you deal with Strength-based weapon attacks.
  • Fast as Thought: For as long as you maintain this focus, you also may add your Wisdom modifier to the damage you deal with Dexterity-based weapon attacks.
  • Unending Resolution For as long as you maintain this focus, you gain temporary hit points equal to your Constitution bonus at the beginning of each character's turn, not just your own.

PSIONICS, RELOADED | CLASSES

Order of the War Mind

War Minds are natural leaders. Where most Psychic Warriors turn their mental powers inward, War Minds spread their strength across their allies, binding them together in chains of warriors far greater than the sum of their parts.

War Mind Disciplines

War Minds, and only War Minds, can learn the Mantle of Courage, Mantle of Command, and Mantle of Fury Disciplines.

Telepathy

Your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any number of creatures you can see within 30ft of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one langauge or be telepathic itself.

Mental Chain

Beginning at 3rd level, you learn how to expand your psychic focus beyond the bounds of your body. Allies within 30ft of you gain the bonuses of whatever focus you are currently maintaining. In addition, you master the following special War Mind focuses:

  • Chain of Tactics. When you are within 30ft of one or more creatures under the effect of this Focus, you may use your reaction to gain a bonus to an attack roll equal to the number of linked creatures.

  • Chain of Shields. When you are within 30ft of one or more creatures under the effects of this Focus, you may use your reaction to gain a bonus to AC against one attack equal to the number of linked creatures.

  • Chain of Will. When you are within 30ft of one or more creatures under the effect of this Focus,you may use your reaction to gain a bonus to one saving throw equal to the number of linked creatures.

Extended Chain

Beginning at 7th level, the range of your Mental Chain ability increases to 60ft.

Double Chain

Beginning at 15th level, you may maintain two psychic focuses simultaneously.

PSIONICS, RELOADED | CLASSES

Wu Jen

Masters of the elements, Wu Jen are capable of controlling wind and flame with nothing but the power of their minds. They are often taken as Druids or Sorcerers, and occasionally even Monks.

Creating a Psion

When creating a Wu Jen character, think about your character's background and drive for adventure. How did you learn to unleash the power of your mind? Were you self-taught, or did you have a mentor?

Quick Build

You can make a Wu Jen quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Hermit or Sage background. Third, choose the Psychic Aptitude and Telepathic Assault Talents, along with the Disciplines Mastery of Force and Telepathic Contact.

Class Features

As a Wu Jen, you gain the following class features.


Hit Points

Hit Dice: 1d8 per Psion level Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Psion level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Arcana, Animal Handling, Insight, Nature, Perception, Religion, and Survival.


EQUIPMENT

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

  • (a) a wooden shield or (b) any simple weapon
  • (a) a light crossbow or (b) any simple melee weapon
  • Leather armor and an Explorer's pack.

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

Manifesting

As a student of psionics, you can master and use psionic powers, magic derived from the power of the mind unleashed.

Psionic Talent

At 1st level, you know two Talents of your choice from the Psionic Talent list, as well as the Talents associated with the Disciplines you know (see below). You learn additional Talents of your choice at higher levels, as shown in the Talents column of the Wu Jen Table.

Psions can learn the following Talents: Armor of Frost, Cleansing Touch, Elemental Burst, Elemental Charge, Elemental Smite, Flash Fire, Sheltering Mind, Strength of Stone, Threatening Storm, and Whispering Wind.

Psi Dice

As a Wu Jen, you gain an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi dice, which are each a d6. Each psionic discipline describes effects you can create with it by spending a certain number of psi dice. The number of psi dice you have is shown on the table of this class. The number shown for your level is your psi dice maximum. The number of psi dice you have can’t go below 0 or over your maximum.

You regain all expended psi dice when you finish a long or short rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. In a single round, you may not spend more psi dice than your Psi Limit, as shown on the table of this class.

Psionic Disciplines

A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. A Wu Jen is only capable of mastering so many disciplines-- at 1st level, they know two disciplines of their choice. Every three levels they learn another discipline, as shown on the Disciplines Known column of the table. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Wu Jen can learn the following Disicplines: Mastery of Air, Mastery of Earth, Mastery of Fire, Mastery of Ice, Mastery of Water, Mastery of Weather, and Mastery of Wood.

PSIONICS, RELOADED | CLASSES

The Wu Jen
Level Proficiency Bonus Features Talents Disciplines Psi Dice Psi Limit
1st +2 Psionic Talent, Manifesting 2 2 2 2
2nd +2 Elemental Attunement 3 3 4 2
3rd +2 Chosen of the Elements 3 3 6 3
4th +2 Ability Score Improvement 3 4 8 3
5th +3 Elemental Perfection 3 4 10 5
6th +3 Chosen Feature 3 4 11 5
7th +3 -- 3 4 12 6
8th +3 Ability Score Improvement 3 5 14 6
9th +4 -- 3 5 17 7
10th +4 Elemental Immunity 3 5 18 7
11th +4 High Psionics I 4 5 19 7
12th +4 Ability Score Improvement 4 5 20 7
13th +5 High Psionics II 4 5 21 8
14th +5 Chosen Feature 4 6 22 8
15th +5 High Psionics III 4 6 23 8
16th +5 Ability Score Improvement 4 6 24 8
17th +6 High Psionics IV 4 6 26 9
18th +6 Consumptive Power 4 6 28 9
19th +6 Ability Score Improvement 4 6 30 9
20th +6 Elemental Apocalypse 4 6 32 9
Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic Disciplines and gain its Psychic Focus benefit, which is detailed in that Discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one Discipline doesn’t limit your ability to use abilities associated with other Disciplines.

Spellcasting Ability

Intelligence is your spellcasting ability for your manifesting. You use your Intelligence whenever a Talent or Discipline refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psion Talent or Discipline, and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Elemental Attunement

At 2nd level, you learn the Control Flames, Gust, Mold Earth, and Shape Water cantrips, and may cast them without components.

Chosen of the Elements

At 3rd level, you must pick one element to specialize in-- air, earth, fire, or water. Your choice gives you features when you choose it at 3rd level, and additional features at 6th and 14th level.

However, specializing comes with a cost--a master of fire can no longer control cold as efficiently, and a master of air will struggle with earth. Each element has a forbidden Discipline which you can no longer learn. If you already know the Discipline, you may immedietly trade it for another upon gaining this feature.

  • Air: You may no longer learn the Mastery of Earth discipline.
  • Earth: You may no longer learn the Mastery of Weather discipline.
  • Fire: You may no longer learn the Mastery of Ice discipline.
  • Water: You may no longer learn the Mastery of Fire discipline.

PSIONICS, RELOADED | CLASSES

Elemental Perfection

Beginning at 5th level, if you have resistance to cold, fire, lightning, or thunder damage, you may spend 2 pp as a reaction when you take damage of that type to ignore the damage and gain immunity to that damage type until the end of your next turn.

When you damage a target with resistance or immunity to cold, fire, lightning, or thunder damage, you may spend 2pp to treat their immunity as resistance, or their resistance as if it didn't exist.

Elemental Immunity

Beginning at 10th level, if you gain resistance to cold, fire, lightning, or thunder damage from any source, it counts as immunity instead. You may spend 2 psi dice as a reaction when you take damage of that type to instead gain temporary hit points equal to half the damage.

High Psionics

Beginning at 11th level, you begin to unlock the highest secrets of the mental arts: High Psionics. Select one ability from the High Psionics list for which you meet the level and Mastery requirements. As an action, you may use that ability or cast the indicated spell without needing to provide components. Once you have done so, you may not use that ability again until you have completed a long rest.

At 13th, 15th, and 17th levels, you may select one additional High Psionic ability. Each may be used once before needing to take a long rest.

Consumptive Power

Beginning at 18th level, when activating a psionic discipline, you may choose to pay its psi point cost using hit points. For every psi point spent, your current and maximum hit points are reduced by two. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Dice spent this way do not count against your psi limit for the round.

Elemental Apocalypse

At 20th level, your power over the four elements explodes. You learn all Wu Jen disciplines you do not already know, including the one forbidden by your subclass.

When dealing cold, fire, lightning, or thunder damage, your damage dice explode-- any damage die that rolls the maximum result is rerolled, with both results being added to the total. If the die rolls the maximum value again, continue rolling and adding until it does not.

High Psionic Powers

High Psionics I
  • Bones of the Earth (Earth)
  • Chain Lightning (Air)
  • Elemental Investiture: This ability functions as the spell Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind, chosen at the time of casting.
  • Lurking Flame (Fire): This ability functions as the spell Delayed Blast Fireball, save for damage-- the effect's base damage is 5d6, but it increases by 2d6 at the end of each turn the bead has not yet detonated.
  • Heal (Water)
  • Ward of Worlds: As a bonus action, you may grant yourself immunity to cold, fire, lightning, and thunder damage for up to one minute. You must concentrate on this ability as if it were a spell.
High Psionics II
  • Internal Eruption: This ability functions as the spell Finger of Death, save that it deals cold, fire, lightning, or thunder damage (your choice). Creatures slain by the effect rise as mephits of a type corresponding to the damage type chosen, rather than zombies.
  • Fire Storm (Fire)
  • Planar Jaunt: This ability functions as the spell Plane Shift, but you may only transport targets to locations on the elemental planes, or back to the material plane.
  • Regenerate (Water)
  • Terraport (Earth): As an action, you may dive into the earth, emerging hundreds of miles away an instant later. This ability functions as the spell Teleport, save that your teleportation must begin and end on areas of unworked earth or stone. You may not target permanent teleportation circles, and relevant "associated objects" must be some sort of earth or stone from the destination.
  • Whirlwind (Air)
High Psionics III
  • Control Weather (Air)
  • Earthquake (Earth)
  • Elemental Servant: This ability functions as the spell Conjure Elemental cast from an 8th level spell slot. Instead of a single elemental of challenge rating 8 or less, you may choose to summon any number of elementals whose combined challenge rating is equal to 8 or less. These elementals vanish if your concentration is broken.
  • Fireburst (Fire): This ability functions as the spell Sunburst, save that it deals 15d6 fire damage instead of 12d6 radiant. Undead and oozes do not have disadvantage on the saving throw, but plants do.
  • Tsunami (Water)
High Psionics IV
  • Bound by Stone (Earth): This ability functions as the spell Imprisonment, but you may only select the Burial option.
  • Mass Heal (Water)
  • Meteor Swarm (Fire)
  • Storm of Vengeance (Air)
  • Wake the World: As an action, you may target a natural source of air, earth, fire, or water of at least Gargantuan size and summon an Elder Elemental* of the matching type. The elemental vanishes if your concentration is broken. Otherwise, this functions as a Conjure Elemental spell.

PSIONICS, RELOADED | CLASSES

Chosen of the Elements

Psychic control over the natural forces of the world owes as much to philosophy as to raw mental strength. What element a Wu Jen chooses to specialize in says as much about their personality as about their magical talets.

Chosen of Air

The Chosen of Air prize freedom above all other things. They strive to free themselves of attachment to earthly goods, preferring the perfection of mind and body.

Expanded Training

Chosen of Air add the Mastery of Force Discipline to the list of Disciplines they can choose from.

Martial Psychic

A strong mind needs a strong body to carry it, and so the Chosen of Air embark on a study of martial arts almost as intense as that of their mental powers. This grants a variety of bonuses:

  • You gain the Unarmored Defense feature-- when wearing no armor and carrying no shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

  • Your unarmed strikes become finesse weapons, dealing 1d4 bludgeoning damage. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

  • After taking the Attack action, you may use your bonus action to make an unarmed strike, or to move 10 feet without provoking attacks of opportunity.

Extra Attack

At 6th level, you may attack twice, instead of once, whenever you take the Attack action on your turn.

Whips of the Sky

At 14th level, you learn how to extend the range of your blows by harnessing the air itself. Your unarmed strikes have a range of 10 feet.

In addition, after using a power or Talent from the Mastery of Air, Mastery of Force, or Mastery of Weather Disciplines, you may make an unarmed strike or move 10 feet without provoking attacks of opportunity as a bonus action.


Chosen of Earth

The Chosen of the Earth are known for their patience and calm. When the world rages around them, they stand as strong and unbroken as stone itself.

Expanded Training

Chosen of Earth add the Iron Durability Discipline to the list of Disciplines they can choose from.

Mastery of Steel

At 3rd level, you gain proficiency in martial weapons and medium armor.

Bones of the Earth

At 3rd level, as long as you are standing on earth or stone, you gain temporary hit points at the beginning of your turn equal to your Wisdom modifier.

Extra Attack

At 6th level, you may attack twice, instead of once, whenever you take the Attack action on your turn.

Wrath of Stone

At 14th level, after using a power or Talent from the Iron Durability, Mastery of Earth, or Mastery of Wood Disciplines, you may make a melee weapon attack as a bonus action.

PSIONICS, RELOADED | CLASSES

Chosen of Fire

The Chosen of Fire are passionate and driven. They are no more capable of remaining in one place than the flames themselves--they are constantly seeking new discoveries, new pleasures, and new purposes.

Expanded Training

Chosen of Fire add the Mind Hammer Discipline to the list of Disciplines they can choose from.

Burning Mind

At 3rd level, whenever you roll damage for one of your Wu-Jen Talents or Disciplines, you deal the target or targets additional fire damage equal to your Wisdom modifier.

Selective Flame

At 6th level, your fire only burns those you wish it to. When dealing fire damage in an area, you may choose which creatures and objects are affected and which are not.

Endless Flame

At 14th level, after using a power or Talent from the Mastery of Fire or Mind Hammer Disciplines, you may spend 1 psi point to use the Elemental Smite Talent as a bonus action.


Chosen of Water

The Chosen of Water seek to emulate their element's fluid strength. They are rarely direct, preferring to tackle problems through a combination of patience and using their opponents' strength against them.

Expanded Training

Chosen of Water add the Psionic Restoration Discipline to the list of Disciplines they can choose from.

Hands of Healing

This ability functions as the Paladin's Lay on Hands.

Reaching Waves

At 6th level, when using your Hands of Healing ability, or using a power or Talent from the Psionic Restoration Discipline, you may increase the range to 30ft.

Comforting Mist

At 14th level, whenever you spend psi dice, you and all allies within 30ft regain hit points equal to the number of dice spent.

PSIONICS, RELOADED | CLASSES

Elder Elementals

Exceptionally large and powerful elementals, Elder Elemental are the ultimate expression of their kind.


Elder Elemental, Air

Gargantuan elemental, neutral


  • Armor Class 14
  • Hit Points 200 (16d12+96)
  • Speed 0 ft., fly 40ft. (hover)

STR DEX CON INT WIS CHA
27 (+8) 18 (+4) 22 (+6) 6 (-2) 16 (+3) 6 (-2)

  • Saving Throws Con +10, Wis +7
  • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious
  • Senses darkvision 60ft., passive perception 13
  • Languages Auran
  • Challenge 9 (5,000 XP)


Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack The elemental makes two slam attacks or uses its Toss Lightning ability twice.

Slam. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 21 (3d8+8) bludgeoning damage.

Toss Lightning. Ranged Spell Attack: +7, range 100ft., one target. Hit: 28 (5d10) lightning damage.


Elder Elemental, Earth

Gargantuan elemental, neutral


  • Armor Class 14 (natrual armor)
  • Hit Points 200 (16d12+96)
  • Speed 30 ft., buttow 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 8 (-1) 22 (+6) 6 (-2) 16 (+3) 6 (-2)

  • Saving Throws Con +10, Wis +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60ft., tremorsense 60ft., passive perception 13
  • Languages Terran
  • Challenge 9 (5,000 XP)


Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 21 (3d8+8) bludgeoning damage.

Rock. Ranged Weapon Attack: +12, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

PSIONICS, RELOADED | CLASSES


Elder Elemental, Fire

Gargantuan elemental, neutral


  • Armor Class 14
  • Hit Points 200 (16d12+96)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 18 (+4) 22 (+6) 6 (-2) 16 (+3) 6 (-2)

  • Saving Throws Con +10, Wis +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60ft., passive perception 13
  • Languages Ignan
  • Challenge 9 (5,000 XP)


Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 11 (2d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 ft..

Actions

Multiattack The elemental makes two touch attacks or uses its Throw Fire ability twice.

Touch. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 16 (3d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns.

Throw Fire. Ranged Spell Attack: +7, range 100ft., one target. Hit: 28 (5d10) lightning damage.


Elder Elemental, Water

Gargantuan elemental, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 200 (16d12+96)
  • Speed 0 ft., fly 40ft. (hover)

STR DEX CON INT WIS CHA
27 (+8) 10 (0) 22 (+6) 6 (-2) 16 (+3) 6 (-2)

  • Saving Throws Con +10, Wis +7
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60ft., passive perception 13
  • Languages Aquan
  • Challenge 9 (5,000 XP)


Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Actions

Multiattack The elemental makes two slam attacks or uses its Water Whip ability once.

Slam. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 21 (3d8+8) bludgeoning damage.

Water Whip. Melee Weapon Attack: +12, range 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

PSIONICS, RELOADED | CLASSES

Psionic Disciplines and Talents

Psionic talents and disciplines are the heart of a manifester’s craft. They are the mental exercises used to forge will into tangible, magical effects.

Using a Discipline

Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi dice it requires. It also details whether you must oncentrate on its effects, how many targets it ffects, what saving throws it requires, and so on. The following sections go into more detail on using a Discipline. Psionic disciplines are magical and function similarly to spells.

Psychic Focus

The Psychic Focus section of a Discipline describes the benefit you gain when you choose that discipline for your psychic focus.

Psionic Talent

The Psionic Talent section of a discipline describes the new Talent you gain when you learn the discipline.

Effect Options and Psi Dice

A discipline provides different options for how to use it with your psi dice. Each effect option has a name, and the psi die cost of that option appears in parentheses after its name. You must spend that number of psi dice to use that option, while abiding by your psi limit. If you don’t have enough psi dice left, or you have already reached your psi limit, you can’t use the option.

Some options show a range of psi dice, rather than a specific cost. To use that option, you must spend a number of dice within that point range, still abiding by your psi limit.

If you choose, whenever you spend psi dice to activate an ability, you may spend additional psi dice in order to increase its effect. The effect of doing so varies.

  • If the power deals damage, you may add the excess dice to one damage roll.

  • If the power has a duration, you may roll the excess dice and add the results together. The power's duration increases by ten percent, multiplied by this total.

    For example, say that you are using the Energy Adaptation ability from the Adaptive Body Discipline. Normally, the effect would cost five dice and last up to one hour, but you choose to spend seven dice instead. You roll the extra two dice and get a total of eight; thus, the effect will last eighty percent longer, or an extra 48 minutes.

  • Certain powers have specific bonuses when spending extra psi dice.

Again, you must abide by your psi limit, and you must spend all the dice when you first use the discipline; you can’t decide to spend additional dice once you see the discipline in action. If multiple augmentation options would apply, assign each die to one specific purpose.

Displays

Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind. However, that does not mean that they are invisible. When using a psionic power, some sort of obvious display occurs, such as glowing lights, strange humming, and so on.

The display can be auditory, material, mental, olfactory, or visual. No power’s display is significant enough to create consequences for the psionic creatures, allies, or opponents during combat, but it is more than clear that who is ultimately producing the effect.

Duration

An effect option in a discipline specifies how long its effect lasts. If no duration is specified, the effect of the option is instantaneous.

Concentration

Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s psi point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute.

Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.

Targets and Areas of Effect

Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.

Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.

Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi dice were used to create the effect— applies while the durations of the effects overlap.

PSIONICS, RELOADED | POWERS

Psionics and Magic

Psionics tap into the same sorts of power as more common forms of spellcasting. Magic resistance applies equally well to psionic powers, antimagic fields still disable manifesting, and spells like Dispel Magic and work on powers. If an effect requires a spell slot level, such as Counterspell or Globe of Invulnerablity, use ony-half your manifester level, rounded up.

[p]

Even more than spells, the power of psionic abilities stems entirely from the psychic's force of will. Rather than using static values or pre-selected dice, most Talents and Disciplines use your psi dice.

In these descriptions, [p] refers to a roll of one of your psi dice. When it appears in the description of an ability, roll one of your psi dice and replace [p] with the result of the roll.

Some abilities will call for you to roll multiple dice and sum the results. This is represented by a number in front of the [p] symbol. For example, a Talent dealing two dice worth of damage would say that it deals 2[p] damage.

If a Talent uses [p] multiple times, the same result applies to all.

Unless otherwise specified, the dice you roll are not expended. The dice spent to activate an ability are unrelated to those used to determine its effect.

If the result of your Psychic Talent Die roll is not to your liking, you may abort the Talent-- though the action is still consumed, the Display triggered, and you must accept any die size changes as a result of the roll.

Psionic Talents

Talents are small expressions of a psychic's power, taking comparatively little energy to produce. Talents may be used at will, without expending any psi dice. If they call for a roll of your psi die, that die is not expended. Otherwise, they use all normal rules for duration, display, and so on.


Armor of Frost: As an action, you may coat yourself in ice. Your AC is increased by [p] until the beginning of your next turn.


Cleansing Touch: As an action, touch a creature. They may make a new saving throw against an ongoing effect with a bonus of [p]. In order to use this Talent, the effect must offer you the chance to make a new save at the beginning or end of each turn.


Delusion: As an action, you plant a false belief in the mind of one creature that you can see within 60 feet. You can create a sound or an image. Only the target of this talent perceives the sound or image you create, but they do not notice the Talent's Display.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.

If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

Beginning at 5th level, you may target two creatures simultaneously, creating the same illusion for both. At 11th level, you may target three creatures, and at 17th level you may target four.


Elemental Burst: As an action, you may force all creatures in a 5ft radius burst, placed anywhere within 60ft, to make Dexterity saves or suffer 2[p] acid, cold, fire, lightning, or thunder damage.

This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.

Elemental Charge: As a bonus action, you may charge your weapon—or bare hands—with raw elemental energy. Until the end of your turn, attacks with that weapon—or unarmed strikes—deal an additional [p] acid, cold, fire, lightning, or thunder damage.


Elemental Smite: As an action, you may produce a ray of raw elemental force. This is a ranged spell attack with a range of 60ft, dealing 2[p] acid, cold, fire, lightning, or thunder damage.

This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.


Flash Fire: As a reaction after being struck by a melee attack, deal [p] fire damage to your attacker. If you do, you cannot use a bonus action on your next turn.


Iron Heart: As an action, you may make a new saving throw against an ongoing effect with a bonus of [p]. In order to use this Talent, the effect must offer you the chance to make a new save at the beginning or end of each turn.


Iron Mind: When making a saving throw against fear, charming, or psychic damage, you may increase your roll by [p],


Light Step: As a bonus action, you may partially shake off gravity’s grip on your body. For the next minute, you automatically succeed on all Dexterity checks to maintain your balance, and no object is too flimsy to support your weight.


Mental Catapult: As an action, you may telekinetically hurl an object you are holding that weights 5 pounds or less at at a foe. Make a ranged spell attack, with a range of 60ft. If you hit, the target takes 2[p] bludgeoning, piercing, or slashing damage, as appropriate for the type of object thrown.

This damage does not count as magical, unless you’re throwing a magic weapon. If you do, you may add its enhancement bonus to the attack and damage of your spell attack.

This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.

PSIONICS, RELOADED | POWERS


Mental Light: As an action, you may create up to four torch-sized lights anywhere within 60ft. The lights can have any appearance you desire, but each sheds dim light in a 10 foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this Talent.


Mute Display: When using a Discipline, you may attempt to hide the display of power. Roll your psi die; if the result is equal to or greater than the number of psi dice you're spending on the Discipline, the display is hidden.
You may also attempt to mute a Talent, in which case you need to roll a 2 or more on your Psychic Talent die. This Talent by itself never has a display.


Psychic Aptitude: When you learn this Talent, select one skill or tool. When making ability checks using that skill or tool, you may increase your roll by [p].

You may learn this Talent multiple times, selecting a new skill or tool each time.


Psychic Leap: You can jump twice as far as normal. No action is required to use this Talent.


Sheltering Mind: As a reaction when you suffer acid, cold, fire, lightning, or thunder damage, you may reduce the damage you suffer by [p].


Strength of Stone: When making a Strength check, you can increase your roll by [p].


Telepathic Assault: As an action, you may force one creature within 60ft to make a Wisdom save or take 2[p] psychic damage.

This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.

Threatening Storm: Thunder growls in time with your words. When making an Intimidation check, you may ignore penalties due to your current appearance, and increase your roll by [p].


Whispering Wind: As a bonus action, you call breezes towards yourself, bringing words and scents from far away. For the next minute, you can hear and smell creatures and objects five times farther away than normal.

PSIONICS, RELOADED | POWERS

Disciplines

Adaptive Body

Psychic Warrior

  • Psychic Focus. While focused on this discipline, you don't need to breathe, and ignore the effects of extreme heat and cold (but not cold or fire damage).
  • Psionic Talent. As a bonus action, you can grant yourself [p] temporary hit points.

    This value increases to 3[p] at 5th level. It increases again to 4[p] at 11th level and to 5[p] at 17th level.

Adaptive Shield (2 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.

Acquired Immunity (3 psi): If you succeed on a saving throw against a condition, you may activate this power as a reaction to become immune to that condition for one minute.

Energy Adaptation (5 psi; conc., 1 hr.). As a bonus action, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Restore Body (6 psi): As an action, you may reduce your exhaustion level by 1, and end one effect currently charming you, reducing your ability scores, reducing your hit point maximum, or one curse currently affecting you. You may take this action even if the condition would normally prevent you from taking that action.

Energy Immunity (7 psi; conc., 1 hr.). As a bonus action, you gain immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Aura Sight

Psion

  • Psychic Focus. While focused on this discipline, you can see a faint outline around living creatures, letting you know their physical state. You can tell if they are healthy (full hit points), injured (missing hit points), badly injured (missing at least half their hit points), or impaired (subject to a condition). You can see this outline even if darkness prevents you from seeing the creature, although any sort of solid barrier blocks it.
  • Psionic Talent. When making an Insight check, you may increase your roll by [p].

Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total, what if any conditions it is being affected by, and all its immunities, resistances, and vulnerabilities.

Read Moods (3 psi). As a bonus action, you learn a two-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.

View Aura (5 psi; 1 hr.). You may activate this ability as an action. Until your concentration ends, while you can see a creature, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. If you spend 1 additional psi point, whenever you make a Charisma check you can replace the number rolled with an 8.

Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Predictive Visions (7 psi, conc., 10 min). You may activate this ability as a bonus action. Until your concentration ends, you can predict the actions of your foes by minute shifts in their aura. This grants you advantage on all attack rolls, saving throws, and ability checks made against any foe you can see, and they have disadvantage to hit you with attack rolls.

Bestial Form

Psychic Warrior (Shifter)

  • Psychic Focus. While focused on this discipline, you can speak with animals as if you shared a language.
  • Psionic Talent. As a bonus action, you can grant yourself one Keen Sense for one minutes, gaining advantage on Perception checks using that sense.

Bestial Transformation (cost varies; conc., 1 hr). As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

  • Amphibious (1 psi). You gain gills; you can breathe air and water.
  • Climbing (1 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed Swimming (1 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
  • Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +1 bonus to AC. For every 2 additional pp you spend, this bonus increases by 1.
  • Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
  • Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
  • Dire Claws (3 psi; conc., 1 hr.): Your unarmed strikes become magic weapons with a +1 bonuses to attack and damage rolls. For every 2 additional pp you spend, this bonus increases by 1.

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PSIONICS, RELOADED | POWERS

Metamorph (6 psi., 1 hour): As an action, you may transform yourself into the form of any beast whose challenge rating is equal to or less than your level. You may remain in the new form for up to one hour and retain your mental ability scores, but otherwise this ability functions as the Polymorph spell. If you spend 1 additional psi point, you may also take the form of a monstrosity with Intelligence score of 3 or less and a challenge rating of no more than one-half your level.

Brute Force

Psychic Warrior

  • Psychic Focus. While focused on this discipline, you may add your Proficiency bonus to your Strength score when determining carrying capacity and making Strength checks.
  • Psionic Talent. When making a Strength check, you may increase your roll by [p].

Brute Strike(2 psi). As an action, you may make a melee weapon attack. If you hit, you deal an additional [p] bludgeoning damage, and the target must make a Strength save or be knocked prone.

Feat of Strength (3 psi). As a reaction when making a Strength check, you can grant yourself a bonus of 2[p], which lasts until the end of your next turn.

Endless Brawn (5 psi, Conc). As a bonus action, you may fill yourself with raw power. For up to one minute, you have advantage on Strength checks and saves, your melee weapon attacks deal an additional [p] damage, and you count as one size category larger when determining how large a foe you can grab or shove.

Knockback (6 psi). As an action, you may make a melee weapon attack. If you hit, you deal an additional 2[p] bludgeoning damage, the target is pushed back up to 30 feet, and is stunned until the end of its next turn. A successful Constitution save halves the knockback and prevents the target from being stunned.

Shattering Stomp (7 psi): As an action, you stomp on the ground with almost incalculable force. All creatures in a 30ft radius must make Constitution saves or be knocked prone and take 6[p] bludgeoning damage. A successful save halves the damage and stops the creature being knocked prone. Buildings and other structures in the area take maximum damage. In addition, the ground in the area becomes difficult terrain, and 1d3 fissures open in locations chosen by the DM. Each is 1d105ft deep, 5ft wide, and 1d45ft long. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.


Celerity

Psion, Psychic Warrior

  • Psychic Focus. While focused on this discipline, all of your movement speeds increase by 15 feet.
  • Psionic Talent. When rolling initiative, you may increase the result by [p].

Agile Defense (2 psi). As a bonus action, you take the Dodge action and may move up to 10ft.

Surge of Speed (3 psi, 1 min). As a bonus action, you move up to 10ft and accelerate yourself to incredible speed for 1 minute. During this time, you do not provoke opportunity attacks, your walking speed is doubled, and you gain a climb speed equal to your land speed.

If you spend 2 additional psi dice, this benefit lasts for 1 hour; if you spend 4, it lasts for 8 hours.

Surge of Action (5 psi). As a bonus action, you can move up to 10ft and take one action.

Blur of Motion (6 psi, conc., 1 min). As a bonus action, you may become invisible and move up to 10ft. As long as you move at least 30ft each round, you remain invisible.

Enduring Dash (7pp, 1 hour). Activating this ability takes an action. While active, your walk speed becomes 500ft. When moving overland, you may travel at a rate of 100 miles per hour, regardless of terrain.

Corrosive Metabolism

Psychic Warrior

  • Psychic Focus. While focused on this discipline, you gain resistance to acid and poison damage, and any creature that damages you with a bite attack takes acid damage equal to your Wisdom modifier.
  • Psionic Talent. As an action, you can spit a toxic glob. Make a ranged spell attack with a range of 30ft, using either your Wisdom or your Dexterity. On a hit, the target takes 2[p] acid or poison damage.

    This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.

Acid Spray (2 psi). As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you must make a Dexterity saving throw. They take 2[p] acid damage on a failed save, or half as much on a successful one.

Devour Toxin (3 psi). As a reaction you gain immunity to poison damage and the poisoned condition. If you would take poison damage, you instead heal that many hit points. If your hit points are at the maximum, you gain the remainder as temporary hit points. If you would gain the poisoned condition, you are instead filled with energy; until the end of your next turn, you may make all attack rolls, ability checks, and saving throws with advantage.

PSIONICS, RELOADED | POWERS

Breath of the Black Dragon (5 psi). You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 5[p] acid damage on a failed save, or half as much on a successful one.

Breath of the Green Dragon (6 psi). You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8[p] poison damage and gaining the poisoned condition until the end of their next turn on a failed save, or half as much damage and no poisoned condition on a successful one.

Ooze Body (7 psi, conc., 1 min).As an action, you may transmute your body into a mass of caustic slime. In this form, you have resistance to slashing, bludgeoning, and piercing damage, the Amorphous special quality, and are always considered to be under the effect of your Devour Toxin ability. Anyone striking your slime form with a melee attack takes [p] acid damage and [p] poison damage.

Crown of Despair

Psion

  • Psychic Focus. While focused on this discipline, adjacent creatures are weighed down by despair. If they begin their turn within 10ft of you, their movement speed for that turn is halved.
  • Psionic Talent. When a foe within 60ft who is not immune to charming makes an ability check, you may use your reaction to impose a -[p] penalty.

Call to Inaction (2 psi; conc., 10 min.). As an action, you may attempt to fill one creature within 60ft with overwhelming ennui. They must make a Wisdom saving throw, which automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Visions of Woe (3 psi). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 4[p] psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage.

You can increase the damage by 1d6 per additional psi point spent on it.

Crown of Despair (5 psi; conc., 1 min.). As an action, you don a crown of despair for as long as you concentrate. All creatures who start their turn within 30ft of you must make Wisdom saves or gain a level of exhaustion. At the end of each turn, they may make a second save. On a success, the effect ends and all levels of exhaustion imposed by this effect vanish. On a failure, they gain another level of exhaustion. This ability cannot inflict more than 3 levels of exhaustion on a given target.

Crippling Ennui (6 psi, conc., 1 min). As an action, you attempt to overwhelm one creature you can see within 30ft with fatalistic apathy. They must succeed on a Wisdom save or be incapacitated for as long as you concentrate, or until they take damage.

If you spend an additional 2 psi dice, you may target one additional creature.

Call of the Grave (7 psi, conc., 3 rounds). As an action, you fill one creature with the desire for oblivion. They must succeed on a Wisdom save or be overcome with suicidal impulses. As long as you concentrate, they will act in a manner most likely to bring about their death—falling on their sword, jumping off a cliff, and so on. A creature who attacks themselves as an action automatically deals themselves critical hit damage.At the end of each turn, the target can make a fresh save to end the effect. If they are still affected after the third round, they take 10[p] psychic damage and the effect ends.

Crown of Disgust

Psion

  • Psychic Focus. While you are focused on this discipline, the area in a 10 foot radius around you is difficult terrain for any enemy that isn't immune to being frightened.
  • Psionic Talent. When a foe who is not immune to charming attempts to grapple or shove you, you may use your reaction to force them to stop, wasting their action. Until the beginning of your next turn, you gain a +[p] bonus on checks to avoid or resist shove and grapple attempts by creatures who are not immune to charming.

Averting Aura (2 psi, 1 min). As an bonus action, you may radiate a barrier of pure revulsion. Any creature who attempts to target you with an attack or harmful spell must first make a Charisma save. On a failed save, they must choose a new target or lose the attack or spell. This effect ends after 1 minute, or after you attack, cast a spell that affects an enemy, or deal damage to another creature.

Wall of Repulsion (3 psi; conc., 10 min.). As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. When a creature attempts to move through it, you may force it to make a Wisdom saving throw. On a failed save, they take 2[p] psychic damage and a creature can't move through the wall until the start of its next turn. On a successful save, the creature takes half damage and can pass through it. A creature must make this save whenever it attempts to pass through the wall. A creature forced through the wall is not stopped but takes the full damage..

Visions of Disgust (5 psi; conc., 1 min.). You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 4[p] psychic damage, and until your concentration ends, it takes [p] psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.

PSIONICS, RELOADED | POWERS

Irresistible Revulsion (6 psi, conc,. 10 min). As an action, you may imbue an object within 60ft with horrific psychic energy. All creatures who start their turn within 10ft of the object, or who move within 10ft of it, take 4[p] psychic damage and must move out of the area as soon as possible. A successful Wis save halves this damage and negates the compulsion. As long as you concentrate, any creature who failed the Wisdom save cannot move within 10ft of the object at all.

World of Horror (7 psi; conc., 1 min.). As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target's speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to move away from you. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Crown of Rage

Psion

  • Psychic Focus. While focused on this discipline in combat, you have advantage on melee attack rolls, but opponents have advantage on attack rolls against you.
  • Psionic Talent. When making an Intimidation check, you may increase your roll by [p].

Mindless Courage (2 psi). You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it must use all of its movement to bring it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.

Fighting Words (3 psi; conc., 10 min.). As an action, you can attempt to leave a simmering violence in the mind of a creature within 30ft. They must make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward.

Once the fight starts, the target continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Punishing Fury (5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.

Inspire Charge (6 psi). As an action, you fill your friends with a passionate rage. Any number of allies within 60ft may use their reactions to move up to their speed and make a single weapon attack with advantage. If they hit, they deal [p] extra psychic damage.

Murderous Words (7 psi, conc, 1 min). As an action, you can overwhelm a creature with elemental fury. One creature within 60ft must make a Wisdom saving throw or launch into a berserk rage. While raging, the target has resistance to bludgeoning, slashing, and piercing damage, advantage on Strength saves and checks, and deals an additional [p] damage with melee attacks. However, they may only use their action to move towards and make melee attacks against foes. You have full control over the target’s rage.

At the beginning of each of its turns, you may designate its target for the round, or send it tearing off towards an imaginary foe. Each time it strikes an ally, the target may make a new Wisdom save. If it succeeds, the effect ends.

Diminution

Psychic Warrior (Shifter)

  • Psychic Focus. While focused on this discipline, your size is halved in all dimensions and your weight is reduced to one-eighth, decreasing your size by one category. You gain advantage on Acrobatics checks but suffer disadvantage on Athletics checks.
  • Psionic Talent. When making a Stealth check, you may increase your roll by [p].

Lightweight Leap (2 psi). As a bonus action, you may jump 10ft in any direction without provoking opportunity attacks. For every additional psi point you spend, this distance increases by 10ft.

Miniature Form (3 psi; conc., 10 min.). As an action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing, but your weapon attacks deal 1d4 less damage (minimum 1).

Sudden Shift (5 psi). As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.

PSIONICS, RELOADED | POWERS

Strike From Within (6 psi, 1 round). As an action, you become smaller than Tiny for just long enough to leap into an adjacent enemy’s mouth, ear, or similar opening and attack it from within. The target may make a Dexterity save to prevent you from getting inside. If they succeed, your attack is rebuffed. If they fail, you enter its body and deal 6[p] force damage before exiting again.

Succeed or fail, you appear on an adjacent square. Due to your small size, all attacks against you have disadvantage until the start of your next turn.

If you spend one additional psi die, you may instead attempt to expand while within the target. You do not deal force damage. Instead, at the end of the round, the target must make a Constitution save. If they fail, they take 75 force damage. If this damage is enough to reduce them to 0 hit points, their body is destroyed in the process. If they succeed, you take 3[p] force damage. Regardless, you re-appear on an adjacent square at full size.

Microscopic Form (7 psi; conc., 10 min.). As an action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can't make weapon attacks.

Giant Growth

Psychic Warrior (Shifter)

  • Psychic Focus. While focused on this discipline, your size is doubled in all dimensions and your weight is multiplied by eight, increasing your size by one category. You gain advantage on Athletics checks but suffer disadvantage on Acrobatics checks.
  • Psionic Talent. When reaching for an object or making a melee attack, you can extend your reach by 5ft feet.

Goliath Stride (2 psi, conc., 1 min). As a bonus action, you stretch your arms and legs. As long as you concentrate, your reach increases by 5ft and your speed by 10ft.

Ogre Form (3 psi; conc., 1 min.). As a bonus action, you gain temporary hit points equal to your class level. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you're smaller than Large, you also become Large for the duration.

If you spend an additional two psi dice, the bonus damage increases to [p], and you no longer need to concentrate on this power.

Formian Sweep (6 psi). As an action, you enlarge your arms and weapon to tremendous size and make a single huge strike. All targets in a 30ft cone must make Dexterity saves or take 6[p] damage of whatever type your weapon deals. A successful save halves the damage.

Giant Form (7 psi; conc., 1 min.). As a bonus action, you gain temporary hit points equal to twice your class level. In addition, until your concentration ends, your melee weapon attacks deal an extra [p] bludgeoning damage on a hit, and your reach increases by 10 feet. If you're smaller than Huge, you also become Huge for the duration.

Intellect Fortress

Psion, Psychic Warrior

  • Psychic Focus. While focused on this discipline, you gain a bonus to Intelligence, Wisdom, and Charisma saves equal to one-half your Proficiency Bonus (rounded down).
  • Psionic Talent. After succeeding on an Intelligence, Wisdom, or Charisma save, you may use a reaction to deal [p] psychic damage to the creature that caused you to make the saving throw.

    This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.

Psychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2[p] psychic damage.

Unrelenting Will (3 psi). As a reaction, you may reroll a Concentration save. You may do so after seeing the roll, but before the DM announces the result.

Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Psychic Shelter (6 psi, 8 hours). As an action, you fortify the minds of yourself and others. Up to six creatures gain immunity to being charmed, frightened, or possessed.

Armor of Will (7 psi, conc, 1 minute). As an action, you focus the entirety of your will on repulsing hostile magic. You gain resistance to all damage other than bludgeoning, piercing, and slashing.

Iron Durability

Psychic Warrior, Wu Jen (Chosen of Earth)

  • Psychic Focus. While focused on this discipline, you have resistance the first time each round you are damaged. The round is considered to begin at the beginning of your next turn.
  • Psionic Talent. When you are attacked, you may use your reaction to increase your AC against that attack by [p].

Iron Hide (2 psi). As a reaction action, you gain resistance to bludgeoning, piercing, and slashing damage until the beginning of your next turn.

Steel Skin (3 psi, 8 hours). As an action, you may harden your skin. Your base AC becomes 17, unless it was already higher. Normal armor does not stack with this value, though a shield applies as normal. For every two additional psi dice you spend, your AC becomes one point higher.

PSIONICS, RELOADED | POWERS

Rebounding Blades (5 psi, conc, 1 min). As an action, you cause your skin to become impossibly dense. Weapon attacks against you have disadvantage. If they miss, the attacker must make a Dexterity save or lose control of their weapon—manufactured weapons are flung 10ft in a random direction, and those attacking with unarmed strikes are knocked prone.

If you spend one additional psi point, weapons are redirected back at the attacker instead of being flung. Make a melee spell attack against the attacker; if you hit, they take damage as though they had struck themselves with their own weapon.

Adamantine Bones (7 psi; conc., 1 hr.). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.

Mantle of Awe

Psion (Empath)

  • Psychic Focus. While focused on this discipline, creatures within 10ft of you are one step friendlier than usual, unless a fight is ongoing.
  • Psionic Talent. When making a Bluff check, you may increase your roll by [p].

Charming Presence (2 psi). As an action, you exert an aura of sympathetic power. Roll 5[p]; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat.

Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention (3 psi; conc., 1 min.). As an action, you exert an aura of power that grabs a creature's attention. Creatures within 30 feet must make Charisma saves or be so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe (5 psi; conc., 10 min.). As an action, you exert an aura that inspires awe in others. One creature within 30ft must succeed on a Charisma saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Overawe (6 psi, conc., 1 min). As an action, you use your mantle to overwhelm the minds of nearby creatures. Any number of creatures within 30ft of you must make Charisma saving throws or be stunned for one minute, or until they take damage. Creatures who are immune to being charmed are also immune to this ability. A creature may use an action to shake an ally out of the trance.

Inspire Devotion (7 psi, conc, 1 min). This power functions as the Dominate Person spell, cast from a 5th level spell slot. Each additional psi point you spend increases the effective slot level by one.

Mantle of Command

Psychic Warrior (War Mind)

  • Psychic Focus. While focused on this discipline, you may use the Help action at a distance of up to 60ft. If you successfully Help an ally make an attack, they deal additional damage equal to your level.
  • Psionic Talent. As a bonus action, grant an ally within 60ft the ability to use their reaction to move 10 feet without provoking opportunity attacks.

Commander's Sight (2 psi; conc., 1 round.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target

Command to Strike (3 psi). As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.

Strategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or grant themselves a bonus of [p] on all attacks they make before the end of their turn.

Aura of Command (6 psi, conc., 10 min). As an action, you link the minds of your allies together, letting them perfectly coordinate their attacks. For as long as you concentrate, allies within 60ft have advantage on attack rolls as long as another ally is adjacent to their target.

Overwhelming Attack (7 psi). As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the target of the attacks.

PSIONICS, RELOADED | POWERS

Mantle of Courage

Psychic Warrior (War Mind)

  • Psychic Focus. While focused on this discipline, you are immune to being frightened.
  • Psionic Talent. As a bonus action, you may grant one ally within 60ft [p] temporary hit points.

Incite Courage (2 psi). As a bonus action, you may remove the frightened condition from any number of creatures within 30ft.

Motivate Heroism (3 psi, conc, 1 min). As an action, you and any number of allies within 30ft are filled with heroic energy. All targets immediately gain temporary hit points equal to your Charisma modifier. For as long as you maintain your concentration, they gain temporary hit points equal to your Charisma modifier at the start of each of their turns.

Aura of Victory (5 psi, conc, 10 min). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to your level plus your Charisma modifier.

Pillar of Confidence (6 psi; conc., 1 min.). As an action, you and any number of allies within 30ft each gain one extra action to use on your individual turns. The action can be used only to make one weapon attack or to take the Dash or Disengage action.

Battle Beyond Death (7 psi). As a reaction when an ally within 30ft is reduced to zero hit points, or would be killed instantly without taking damage, you may cause them to instead be reduced to 1 hit point and gain temporary hit points equal to twice your level. For every additional psi point you spend, the temporary hit points granted increase by an amount equal to your level.

Mantle of Fear

Psion

  • Psychic Focus. While focused on this discipline, your movements do not provoke attacks of opportunity.
  • Psionic Talent. When making an Intimidation check, you may increase your roll by [p].

Incite Fear (2 psi; conc., 1 min.). As an action, choose one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can't see you, it can repeat the saving throw, ending the effect on itself on a success. For every additional psi point you spend on this effect, you may target two additional creatures.

Unsettling Aura (3 psi; conc., 1 hr.). As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 30 feet of you that can see you must make a Wisdom save to move towards you. If they fail their save, they may move in other directions normally. A creature ignores this effect if immune to being frightened.

Incite Panic (5 psi; conc., 1 min.). As an action, you begin to radiate pure terror. For as long as you concentrate, enemies starting their turn within 30ft of you must make Wisdom saving throws. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect end on a target if it succeeds on three saving throws against it.

Crippling Terror (6 psi, conc., 1 min). As an action, you may overwhelm a creature’s mind with fear. One creature within 30ft must make a Charisma save or be paralyzed for as long as you concentrate, or until they take damage.

If you spend one additional psi point, the effect does not end if the target takes damage—instead, they may make a new Charisma save to end the effect.

Mantle of Fury

Psychic Warrior (War Mind)

  • Psychic Focus. While focused on this discipline in combat, you have advantage on melee attack rolls, but opponents have advantage on attack rolls against you.
  • Psionic Talent. As an action, you may force one creature within 60ft to make a Wisdom save. If they fail, they must take the Attack or Multiattack action next turn—however, their attacks deal an additional [p] damage.

Mindless Charge (2 psi). As a bonus action, choose up to three creatures you can see within 30 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy without provoking opportunity attacks.

Aura of Bloodletting (3 psi; conc, 1 min.). As an action, you unleash an aura of rage. Until your concentration ends, any creature that starts its turn within 30ft of you must make a Charisma save, or it can only use its actions that turn to make melee attacks or Dash towards an enemy.

Righteous Wrath (5 psi, conc, 1 min.) As a bonus action, you may unleash your aura of rage. Allies within 30ft (including you) deal an additional [p] damage with melee weapon attacks.

Incite Rage (6 psi, conc, 1 min). As a bonus action, you may fill a creature with such bloodlust that it doesn’t even notice attacks. One creature within 30ft gains resistance to all damage other than psychic for as long as you concentrate, and may add your Charisma modifier to melee damage rolls.

Aneurysm (7 psi). As an action, you may attempt to make a target literally die from anger. One creature within 30ft takes 12[p] psychic damage. A successful Wisdom save halves this effect. If the creature is reduced to zero hit points, it is instantly killed. Constructs, elementals, undead, and other creatures without blood are immune to this ability.

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PSIONICS, RELOADED | POWERS

Mantle of Joy

Psion (Empath)

  • Psychic Focus. While focused on this discipline, allies who begin their turn within 10ft of you gain Int temporary hit points.
  • Psionic Talent. When making an Persuasion check, you may increase your roll by [p].

Comforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target gain a bonus of [p] on saving throws.

For every two additional psi dice spend, you may target one additional creature.

Beacon of Recovery (3 psi). As a bonus action, you can allow yourself and all allies within 30ft feet to immediately make saving throws against every effect they're suffering that allows a save at the start or end of their turns.

If you spend two additional psi dice, they have advantage on these saves and gain temporary hit points equal to your level plus your Charisma modifier.

Aura of Jubilation (6 psi; conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Allies within 30ft have advantage on attack rolls, and enemies within 30ft must make Charisma saves or have disadvantage on attack rolls for as long as you concentrate.

Blissful Friendship (7 psi, conc, 1 hour). As an action, you may attempt to charm all creatures within 30ft. They must make Wisdom saving throws, with advantage if currently fighting you or your companions. If they fail the save, they are charmed by you for as long as you concentrate, or until you or your companions do anything harmful to it.

Mastery of Air

Wu Jen

  • Psychic Focus While focused on this discipline, wind constantly swirls and gusts around you. You may use your Wisdom score in place of strength to determine how far you can jump, and do not need a running start.
  • Psionic Talent. When a creature within 60ft would take falling damage, you may use your reaction to negate the damage.

Wind Stream (2 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 2[p] bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one.

Cloak of Air (3 psi; conc., 1 min.). As an action, you seize control of the air around you to create a protective veil. Until your concentration ends, when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.

Wind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends

Tornado (6 psi). As an action, you may twist the air in a 20ft radius, 40ft high cylinder into a raging tornado. Each creature in the area must make a Strength save. Creatures who succeed on the save take 2[p] bludgeoning damage and lose half their movement on their next turn. Creatures who fail their save take 2[p] bludgeoning damage and are swept to the top of the radius before being ejected. They fly 30ft in a direction of your choice and fall to the ground, taking 4[p] points of falling damage and falling prone.

Animate Air (7 psi; conc., 1 hr.). As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Mastery of Earth

Wu Jen

  • Psychic Focus. While focused on this discipline, your skin becomes dry and cracked. You may ignore difficult terrain and walk up surfaces made of earth and stone as though under the effects of a Spider Climb spell.
  • Psionic Talent. As an action, you may shake the ground underneath a creature within 60ft. They must make a Dexterity save or fall prone. Beginning at 5th level, they also take [p] bludgeoning damage. This damage increases to 2[p] at 11th level and to 3[p] at 17th level.

Quicksand (2 psi; conc., 10 min.). As an action, you may change a 10ft radius spread of natural earth into quicksand for up to 1 minute. A creature in the area when you cast the spell must succeed on a Strength saving throw or be mired in the quicksand, sinking two feet into the sand and leaving them restrained until your concentration ends. A creature caught in the quicksand can use its action to make a Strength check against your spell save DC. On a success, it frees itself. On a failure, it sinks another two feet. A creature who becomes fully submerged begins to suffocate.

At the end of the effect, creatures caught in the quicksand are pushed back to the surface. Those who were fully submerged are knocked prone.

Skin of Stone (3 psi, 1 hr.). As an action, you transmute your skin into rock. For the next hour, your base AC becomes 17. This value is not affected by your Dexterity score or by armor, but a shield functions normally.

If you spend an additional two psi dice, the AC granted increases by 1, and the duration becomes 8 hours.

PSIONICS, RELOADED | POWERS

Shatter the Soil (5 psi.). As an action, you cause a fissure to open in the ground, with one end within 60ft. The fissure may be up to 10feet wide, 50ft long, and 50ft deep. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in, suffering the normal effects of a fall—1d6 bludgeoning damage per 10ft fallen, and being knocked prone. A creature that successfully saves moves with the fissure’s edge as it opens. If opened underneath a structure, the structure suffers 50 bludgeoning damage, potentially causing it to collapse. See the Earthquake spell for details.

For each additional psi point spent, the maximum length and depth of the fissure increase by 5ft.

Shape Earth (6 psi.). As an action, you may reshape up to 50 cubic feet of earth or 5 cubic feet of stone within 60ft. Mechanical detail isn’t possible. Otherwise, this ability functions as the Stone Shape spell.

Animate Earth (7 psi; conc., 1 hr.). As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears.

Mastery of Fire

Wu Jen

  • Psychic Focus. While focused on this discipline, small flames dance across your body. This deals no damage to you, but grants you resistance to fire damage. The flames also shed bright light in a 5ft radius and dim light for an additional 5ft.
  • Psionic Talent. As an action, you create a bonfire on ground that you can see within range. For one minute, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when it appears must succeed on a Dexterity saving throw or take 2[p] fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.

    This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.

    The bonfire ignites flammable objects in its area that aren't being worn or carried.

Combustion (2 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 3[p] fire damage and it catches on fire, taking 2[p] fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Gout of Flame (3 psi, 1 round). As an action, you unleash a line of fire 30ft long and 5 feet wide, emanating from you in a direction you choose. Each creature in the line must make a Dexterity save or take 2d[p] fire damage, or half as much on a successful save. The line of fire continues to burn for one minute—any creature entering the line or ending their turn within it takes 2d[p] fire damage.

Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 5[p] fire damage and being knocked prone on a failed save, or half as much damage on a successful one.

Wall of Fire (6 psi, conc, 1 min). This ability functions as the spell Wall of Fire.

Animate Fire (7 psi; conc., 1 hr.). As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears.

Mastery of Force

Psion, Wu Jen (Chosen of Air)

  • Psychic Focus. While focused on this discipline, your base AC becomes 13 + Dexterity. This bonus is not compatible with armor, but it is with shields.
  • Psionic Talent. As an action, you may cast Mage Hand. You do not have to provide components, the hand is invisible, and the duration becomes indefinite. In addition, it has an effective Strength score equal to your spellcasting ability. This enables the hand to attempt combat maneuvers such as shoves, though you must use your action to direct it in such.

Grasp (2 psi, conc, 1 min). As a bonus action, you can bring your telekinetic powers to full life for one minute. During that time, you can lift, pull, shove, grapple, and otherwise exert force on any one creature or object within 30ft as though you had a Strength score equal to your spellcasting ability. You are considered proficient in Strength checks made using your telekinesis.

Shoving or grabbing a creature requires taking the Attack action, as normal. As an action, you can move an object or grabbed creature up to 30ft in any direction. If the creature or object ends this movement in the air, it falls. If it would fall on a creature, that creature must succeed on a Dexterity saving throw or take the same amount of falling damage as the falling creature or object would.

For every additional psi point spend, you receive a +1 bonus to your effective Strength score, and your range increases by 5ft.

Crush (3 psi). If you have successfully grabbed a creature using your Grasp ability, you may use an action to either pin it, imposing the Restrained condition, or to deal 3[p] bludgeoning damage to them. The target may make a Strength save to resist being pinned, or to only take half damage.

PSIONICS, RELOADED | POWERS

Telekinetic Barrage (5 psi): As an action, you may lift up to six nearby objects weighing no more than 10 pounds. When you activate this ability, and on a bonus action on each turn thereafter, you can send one or two of these objects flying at a creature within 120ft. You must make a ranged spell attack for each projectile; if they hit, the target takes 2[p] bludgeoning damage.

If the object is intended to be used as a weapon, such as a sword or dagger, it deals an additional [p] damage. For every additional psi point spent, you may levitate another two objects.

Psychic Levitation (6 psi, conc, 1 hour). As an action, you gain a fly speed of 30ft for as long as you concentrate.

Telekinetic Barrier (7 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy. This ability functions as the spell Wall of Force.

Mastery of Ice

Wu Jen

  • Psychic Focus. While focused on this discipline, frost constantly crystalizes and cracks around the edges of your body. This grants you resistance to cold damage, and allows you to ignore difficult terrain and other terrain hazards due to ice and snow.
  • Psionic Talent. As an action, you can freeze a creature in place. One target within 60ft must make a Strength save or be immobilized for one minute, or until they use an action to make a Strength check with a DC equal to your spell save DC.

Ice Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.

Ice Spike (3 psi). As an action, make a ranged spell attack against a creature within 60ft. If you hit, they take 3[p] piercing damage and 2[p] cold damage.

Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4[p] cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage and its speed is not reduced. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect's save DC.

Ice Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points, and is vulnerable to fire. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.

Entomb (7 psi, 1 min). As an action, you may attempt to enclose a creature or object of up to Huge size in ice. An unwilling creature must make a Strength save; on a failed save, they are entombed for the duration. The ice has an AC of 10 and 100 hit points, and is vulnerable to fire. Until the ice is destroyed, the creature is paralyzed, and attacks by or against them do not have line of effect.

Mastery of Light and Darkness

Psion

  • Psychic Focus. While focused on this discipline, you either gain 60ft darkvision, or the range of your darkvision extends by 60ft. You may also choose to radiate bright light in a 20ft radius and dim light in an additional 20ft radius.
  • Psionic Talent. As an action, you can roll your psi die to dazzle a foe with bright light or shroud them in shadows. One creature within 60 feet must make a Constitution save or be blinded until the end of their next turn.

Control Light and Shadow (2 psi; conc., 1 min.). As an action, an object you touch radiates bright light or magical darkness (as the Darkness spell) in a 10ft radius for as long as you concentrate.

For every additional psi die spent, the radius increases by 5ft. If you spend at least 5 psi dice, the duration becomes one hour.

Clinging Illuminae (3 psi, conc, 1 min). As an action, choose a creature within 30ft and force them to make a Constitution save. If they fail, you envelop them in either brilliant light or blinding shadows for as long as you concentrate.

  • If you choose to surround them with light, they begin shedding bright light in a 20ft radius. Attack rolls against them have advantage, deal an additional 1d6 radiant damage, and the target can’t benefit from being invisible.
  • If you choose to swathe them in darkness, they are blinded. They may make a new Constitution save at the end of each of their turns to end the spell.

For every additional psi dice spent, you may target one additional creature.

Healing Light, Burning Dark (5 psi, conc, 1 min). As an action, you begin to radiate pure light or darkness.

  • If you radiate light, any creature who begins their turn within 20ft of you regains [p] hit points if they are at half health or less.
  • If you radiate darkness, any creature who begins their turn within 20ft of you takes [p] necrotic damage.

Twisting Illuminae (6 psi, conc, 10 min). As an action, you may turn yourself and up to six creatures within 30ft invisible. A target who leaves this radius, attacks, or casts a spell becomes visible again, but other targets remain invisible.

PSIONICS, RELOADED | POWERS

Animate Light and Shadow (7 psi; conc., 1 hr.). As an action, you cause a being of pure light or shadow to appear in an unoccupied space you can see within 120 feet of you. The creature lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears.

  • A creature of darkness has the same statistics as a Wraith.
  • A creature of light has the same statistics, but is immune to radiant damage instead of necrotic. It does not have Sunlight Sensitivity, instead shedding bright light in a 20ft radius and dim light in an additional 20ft radius, but its Life Drain deals radiant damage and does not reduce maximum hit points.

Neither being can create specters.

Mastery of Water

Wu Jen

  • Psychic Focus. While focused on this discipline, your body constantly sheds droplets of water as if you’d just been fully submerged. This allows you to breathe underwater, and grants you a swim speed equal to your walking speed.
  • Psionic Talent. As an action, you may blast a creature with a jet of water. Make a ranged spell attack with a range of 60ft against one target. On a hit, they take 2[p] bludgeoning damage and are pushed back 10 feet. This damage increases to 2[p] at 5th level, to 3[p] at 11th level, and to 4[p] at 17th level.

Watery Grasp (2 psi). As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2[p] bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage.

Water Whip (3 psi). As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 2[p] bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.

Suffocate (5 psi, conc, 1 min). As an action, you can surround a target’s head with water, keeping them from breathing. One creature within 30ft must make a Constitution save or begin choking for as long as you concentrate. A chocking creature has disadvantage on attack rolls and ability saves, and suffers 2[p] necrotic damage at the start of each turn. At the end of their turn, they may make a new Constitution save to end the effect.

Control Water (6 psi, conc, 10 min). This ability functions as the spell Control Water.

Animate Water (7 psi; conc., 1 hr.). As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Mastery of Weather

Wu Jen

  • Psychic Focus. While focused on this discipline, sparks crackle across your skin and your words are punctuated by growls of thunder. This grants you resistance to lightning and thunder damage, and allows you to ignore penalties due to high winds.
  • Psionic Talent. As an action, you may create a burst of thunder within 60ft. All creatures within 10ft of the chosen point must make Constitution saves or be deafened for [p] rounds and suffer disadvantage on their next ability check, attack roll, or saving throw.

Wall of Clouds (2 psi; conc., 1 hour.). As an action, you create a mass of clouds anywhere within 120ft. The clouds can take any shape you want, with a total volume of thirty 5ft cubes. The clouds last as long as you concentrate. Creatures can pass through them without hindrance, but the wall blocks vision. If you wish, you may form rainclouds instead. You may only create twenty 5ft cubes of rainclouds, but the rain renders the area underneath the clouds difficult terrain.

Whirlwind (3 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 2[p] bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 200 pounds.

For every additional psi point spent, the damage increases by [p] and the weight limit by 100 lb.

Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4[p] lightning damage on a failed save or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.

PSIONICS, RELOADED | POWERS

Wall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends, and blocks vision. When a creature moves into the wall's space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 3[p] thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.

Control Winds (7 psi). This ability functions as the Control Winds spell.

Mastery of Wood

Wu Jen

  • Psychic Focus. While focused on this discipline, tiny vines grow from your hair, and you leave dirt footsteps wherever you go. This grants you the ability to sculpt wood with your bare hands—cutting it, engraving it, fastening two pieces together without seams—and so on.
  • Psionic Talent. As an action, you you may ask an adjacent plant a question, which it will answer as the spell Speak With Plants.

Wall of Wood (2 psi; conc., 1 hr.). As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 10 and 5 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.

For each addition psi point you spend, the wall’s AC increases by 2 and the hit points of each section increase by 10.

Warp Item (3 psi). As an action, choose a weapon, item, suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw or the item becomes useless until the end of your next turn—armor does not change the creature’s AC, and weapons cannot be used to attack, and items cannot be used for their intended purpose.

For each addition psi point you spend, the effect lasts for one additional round.

Plant Growth (5 psi). This ability functions as the Plant Growth spell.

Grasping Thorns (6 psi; conc., 1 min.). As an action, you cause a forest of thorny vines to sprout from the ground. This functions as the Black Tentacles spell.

Into the Green (7 psi.). As an action, you may touch a tree at least one size category larger than you and teleport to another tree of the same species on the same plane. The accuracy of depends on your familiarity with the destination.

  • If you have a piece of the destination tree, such as a leaf or a trinket carved from its wood, you teleport with perfect accuracy.
  • If you have seen the destination tree, you have a seventy-five percent chance of arriving exactly there.
  • If you’re familiar with the destination area, but not the specific trees there, you have a fifty percent chance of arriving at the nearest matching tree.
  • If you’re not familiar with the destination area, you have a twenty-five percent chance of arriving at the nearest matching tree.

If you arrive off-course, you wind up a random distance away from the destination in a random direction. The distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. If there are no matching trees at the new destination, you emerge from the nearest matching tree to that point.

Mind Hammer

Psion (Kineticist), Wu Jen (Fire)

  • Psychic Focus. When you are focused on this discipline, you may use your Intelligence score in place of Strength when attempting to violently shove or break objects.
  • Psionic Talent. As an action, you may force a creature within 60ft to make a Strength save or take 2[p] force damage. This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.

Telekinetic Shove (2 psi). As an action, you may strike a nearby target with a blast of kinetic force. One creature within 60ft takes 2[p] force damage, and must make a Strength save or be pushed 20ft. For every additional psi die spent, you push the target an additional 10ft.

Repulsive Aura (3 psi, conc, 1 min). As an action, you focus on automatically deflecting attacks. For as long as you concentrate, weapon attacks against you have disadvantage. If you spend an additional 3 psi dice, any creature who starts their turn or moves within 10ft of you must make a Strength save or be pushed 20ft backwards.

Telekinetic Hammer (5 psi). As an action, you flatten everything at a point you can see within 120 feet of you with the power of your mind. Each creature in a 20-foot-radius, 40ft high cylinder centered on that point must make a Strength saving throw, taking 5[p] force damage and being knocked prone on a failed save, or half as much damage on a successful one.

For each additional psi point spent, increase the damage by 1d12.

Telekinetic Wave (7 psi). As an action, you project an incredible wave of force. Each creature in a 60ft cone emanating from you must make a Strength save or take 8[p] damage, be knocked prone, and be shoved to the farthest end of the cone.

PSIONICS, RELOADED | POWERS

Nomadic Arrow

Psychic Warrior

  • Psychic Focus. While focused on this discipline, double the range of any ranged weapon you are wielding. When you attack with a ranged weapon, you may cause the projectile to turn up to ninety degrees at any point in its flight, potentially allowing you to ignore cover.
  • Psionic Talent. As an action, you can make a single ranged weapon attack. You do not need a weapon in hand to do so, merely the appropriate ammunition, and ignores partial cover. Beginning at 5th level, it deals an additional [p] damage. This increases to 2[p] at 11th level and again to 3[p] at 17th level.

Curving Missile (2 psi). You may activate this power as part of making a ranged weapon attack. Your attack ignores the penalties for long range, partial and full cover, and may turn up to one hundred eighty degrees mid-flight.

Seeking Missile (3 psi). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.

Faithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. If you spend an additional two psi dice, you may make two extra attacks with the weapon at the start of each of your turns.

Piercing Arrow (6 psi). As an action, you fire a single arrow with devastating force. All creatures in a 120ft line emanating from you takes 6[p] piercing damage, or half that with a successful Dexterity save.

Explosive Arrow (7 psi). As a bonus action, you can imbue one ranged weapon you hold with psionic power. The next attack you make with it before the end of the current turn deals an additional 2[p] force damage. Hit or miss, the arrow then explodes. All creatures within 10ft of the original target must make Wisdom saves or take 3[p] psychic and 3[p] force damage, or half damage on a successful save.

Nomadic Chameleon

Psychic Warrior (Lurk)

  • Psychic Focus. While focused on this discipline, you may attempt to hide while only lightly concealed.
  • Psionic Talent. When leaving a hiding spot, you may move up to 10 feet through open terrain before you can be seen. If you reach another hiding spot within that distance, you may remain hidden.

Chameleon (2 psi). As a bonus action, you may attempt to Hide, even if you do not have cover or concealment. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.

Step from Sight (3 psi; conc., 1 hour.). As an action, cloak yourself from sight. You become invisible and remains so until your concentration ends or until immediately after you target, damage, or otherwise affect any creature with an attack, a spell, or another ability.

For every additional two psi dice you spend, you may target one additional creature within 30ft.

Soundless Passage (5 psi, 10 min). As a bonus action, you may cloak yourself and any number of creatures within 30ft with silence and shadows. For one hour, you gain a +10 bonus to Dexterity (Stealth) checks and can’t be tracked by mundane means. This effect ends for any target that moves more than 30ft away from you.

Enduring Invisibility (6 psi; conc., 10 min.). As an action, you turn invisible and remain so until your concentration ends.

Blink of an Eye (7 psi, 1 hour). As a bonus action when using this ability, and as a bonus action on subsequent turns, you may teleport up to 30ft and attempt to Hide with Advantage on your roll.

Nomadic Mind

Psion (Seer), Psychic Warrior (Lurk)

  • Psychic Focus. While focused on this discipline, you are constantly skimming the minds of nearby creatures. When attempting an ability check you are not proficient in, but which a creature within 30ft to whom you have contacted with your telepathy in the last hour is proficient in, you may add half their Proficiency bonus to your own check, rounded up.
  • Psionic Talent. When attempting to recall a fact or past event, you may use an action force one creatures within 30ft to make an Intelligence save. If they fail, you may draw on their memories as well as your own. If they succeed, you may not target them with this Talent again until you have completed a long rest.

Wandering Mind (2 psi, 1 hour.). As an action, you gain proficiency in one skill, tool, or learn to read and write one language for the duration.

Find Creature (3 psi.) You cast your mind about for information about a specific creature. As an action, you gain a general understanding of the creature's current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM's choice). If the creature is on another plane of existence, you instead learn which plane.

Psychic Speech (5 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.

Wandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions.

As a bonus action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

If you spend one additional psi point, the eye can move through solid objects but can't end its movement in one.

PSIONICS, RELOADED | POWERS

Probe the Ether (7 psi). You extend your mind into the deepest reaches of the multiverse, seeking answers. This ability functions as the spell Contact Other Plane.

Nomadic Step

*Psychic Warrior (Lurk)

  • Psychic Focus. While focused on this discipline, you flicker in and out of existence slightly as you move, allowing you to ignore difficult terrain and avoid triggering tripwires and similar traps.
  • Psionic Talent. As an action, you can teleport up to 5*[p] feet.

There and Back Again (2 psi). As an action, you teleport up to 30 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you must teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. If you spend one additional psi point, you may activate this ability as a bonus action, and you can choose not to return to your original spot at the end of your turn. Each additional psi point spent beyond that increases the range by 30ft.

Defensive Step (3 psi). When you are hit by an attack, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see, causing that attack to miss.

Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can't fit in the destination space.

Phantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn't an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Nomad's Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.

Precognition

Psion (Seer)

  • Psychic Focus. While focused on this discipline, you cannot be surprised.
  • Psionic Talent. As an action, you can declare that you foresaw the current situation and purchased a helpful item costing up to 5 gold at the most recent opportunity. If you spend the money now, the item was in your possession the entire time. DMs may veto rare or otherwise unavailable items, in which case the size of your psi die is not affected by this roll.

    Beginning at 5th level, the limit increases to 10 gold. It increases again to 15 gold at 11th level and 20 gold at 17th level.

All-Around Sight (2 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Things to Come (3 psi, 1 hour). As a bonus action, you may roll one d20. At any point in the duration, you may use your reaction to replace one of your d20 rolls with the pre-rolled number. Once you have done so, this effect ends.

Danger Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.

That Didn’t Happen (6 psi). At any point during your turn, you may use this ability as a reaction to declare that the events of the turn did not happen, and were only a vision of the future. The world resets to its state at the beginning of your turn. If not in initiative order, you may instead replay the last six seconds.

Search the Stars (7 psi). As an action, you probe the near reaches of the future. You may ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen, and doesn’t take into account any possible circumstances that might change the outcome.

Psionic Restoration

Psion, Wu Jen (Chosen of Water)

  • Psychic Focus. While focused on this discipline and using one of its powers, excess healing is converted to temporary hit points. For example, if you use Mend Wounds on a creature missing eight hit points and roll twelve points of healing, they are restored to full health and gain four temporary hit points.
  • Psionic Talent. As an action, you may touch a creature and grant them [p] temporary hit points until the next time they rest. If they were dying, this allows them to act until the temporary hit points are lost.

Mend Wounds (2 psi). As an action, you can spend psi dice to restore hit points to one creature you touch. The creature regains 2[p] hit points.

For every additional psi die spent, this healing increases by [p].

Restore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned.

Alternatively, you remove one disease from the creature.

Grant Regeneration (5 psi, conc, 1 min). As an action, you touch one creature and kick-start its natural regeneration. For as long as your concentration lasts, the creature recovers 2[p] hit points at the beginning of each of its turns.

Restore Life (6 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

PSIONICS, RELOADED | POWERS

Restore Vigor (7 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.

Psionic Weapon

Psychic Warrior

  • Psychic Focus. Whenever you focus on this discipline, you manifest a weapon of pure thought, taking the form of any weapon you are proficient in. It functions as normal for a weapon of its type, save that half of the damage it deals is psychic instead of the normal type.
  • Psionic Talent. As an action while you have a weapon manifested with this Discipline's Psychic Focus, you can make a weapon attack with a bonus to attack and damage equal to one-half your proficiency bonus, rounded down. Beginning at 5th level, this attack deals an additional [p] damage. This bonus damage increases to 2[p] at 11th level and again to 3[p] at 17th level.

Lethal Strike (2 psi). As a bonus action, you can imbue one weapon you hold with psionic power. Your first successful attack before the end of your turn deals an additional [p] force damage.

Ethereal Weapon (3 psi). You temporarily transform one weapon you're holding or your unarmed strike into pure psionic energy. You may activate this power as part of the Attack action. If you do, you do not make any attack rolls. Instead, for each separate attack, the target makes a Dexterity saving throw against this discipline.

On a failed save, the target takes the attack's normal damage and suffers its additional effects. On a successful save, the target takes damage equal to the weapon’s normal damage die with no modifiers.

Vamperic Weapon (5 psi, conc, 1 min). As an action, you may turn one weapon you’re holding into a conduit for life force. Until your concentration ends, each successful attack with the weapon heals you for an amount equal to one-half the damage dealt.

Augmented Weapon (6 psi., 1 hr.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +2 bonus to its attack and damage rolls. For every two additional psi dice spent, this bonus increases by 1.

Swift Weapon (7 psi, conc, 1 min). As a bonus action, you charge your weapon with temporal energies. On each of your turns until your concentration ends, you may use a bonus action to make two attacks with that weapon.

Psychic Assault

Psion

  • Psychic Focus. While focused on this discipline, your attacks ignore resistance to psychic damage.
  • Psionic Talent. As an action, you can force one creature within 30ft to make an Intelligence save or suffer 2[p] psychic damage. This damage increases to 3[p] at 5th level, to 4[p] at 11th level, and to 5[p] at 17th level.

Mind Strike (2 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom save or be stunned until the end of its next turn.

Psychic Blast (3 psi). As an action, select a point within 60ft of you. All creatures within 10ft of that point must make Wisdom saves or take 3[p] psychic damage, or half that with a successful save. For every two additional psi point spent, increase the damage by 1d8.

Ego Whip (5 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, the creature takes 3[p] psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.

For every two additional psi point spent, you may target one additional creature.

Psychic Blast (6 psi). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make a Wisdom saving throw, taking 6[p] psychic damage on a failed save, or half as much damage on a successful one.

Psychic Crush (7 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Wisdom saving throw. On a failed save, a target takes 6[p] psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Psychic Disruption

Psion

  • Psychic Focus. While focused on this discipline, your lies pass without giving offense—while others can tell that you’re lying with a successful Insight check as normal, they will brush it off and forget it rather than holding the lie against you.
  • Psionic Talent. When making a Deception check, you may increase your roll by [p].

Distracting Haze (2 psi, 1 min). As an action, you may force up to three creatures within 30ft to make Charisma saves. For one minute, whenever a target that fails this saving throw makes an attack roll or a saving throw, they must roll one of your psi dice and subtract the number rolled from the attack roll or saving throw.

For every two additional psi dice spent, you may target one additional creature.

Daze (3 psi). As an action, choose one creature you can see within 60 feet of you. That creature must make a Charisma saving throw. On a failed save, the target cannot take actions or bonus actions until the beginning of your next turn, or until it takes any damage.

PSIONICS, RELOADED | POWERS

Cloud Mind (5 psi, conc, 1 min). As an action, choose one creature you can see within 60ft. That creature must make a Charisma saving throw. On a failed save, the target views all creatures it can see as enemies. Outside of battle, it will treat them with outspoken hostility; during a fight, it will do its best to kill everyone else involved. It may make a new save at the end of each of its turns to end this effect.

Mind Storm (6 psi, conc, 1 min). This effect functions as the Confusion spell.

Disable (7 psi, conc, 1 min). As an action, choose one creature you can see within 60 feet of you. That creature must make a Charisma saving throw. On a failed save, the target cannot take actions or bonus actions for as long as you concentrate. Attacks against them have advantage, and they have disadvantage on saving throws. They may make a new save at the end of each of their turns to end this effect.

Psychic Inquisition

Psion

  • Psychic Focus. While focused on this discipline, you can always tell when a creature is lying. You don’t automatically know the truth, and half-truths can still get past you.
  • Psionic Talent. As an action, you may try to compel one creature within 60ft to answer a question. If they fail a Wisdom saving throw, they must replay. They can be as curt as they like, and they have no obligation to answer truthfully, but they must give you at least one word.

Forceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.

Compel Truth (3 psi, 1 hour). As an action, you force a creature to speak only the truth. One creature within 30ft must succeed on a Wisdom save or become unable to lie for the duration of the spell. They are not compelled to speak, but anything they do say or write must be literal truth.

Ransack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Wisdom saving throws, and you learn information from it based on the number of saving throws it fails.

  • With one failed saving throw, you learn its key memories from the past 12 hours.
  • With two failed saving throws, you learn its key memories from the past 24 hours.
  • With three failed saving throws, you learn its key memories from the past 48 hours.

Phantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Wisdom saving throws, and you plant a memory or an idea in it, the importance of which is based on the number of saving throws it fails.

  • With one failed saving throw, the idea must be trivial (such as "I had porridge for breakfast" or "Ale is the worst").
  • With two failed saving throws, it can be significant (such as "I worship Pelor" or "Bob is my rival".)
  • With three failed saving throws, it can be personality-defining ("I failed to save my village from orc marauders and am therefore a coward" or "Magic is a scourge, so I renounce it"). The new idea or memory lasts for eight hours.

Question Reality (7 psi, conc, 1 hr). By meditating, you can address questions directly to the universe and receive an answer. If you concentrate on this ability for the full duration, you receive the answer to three yes or no questions. If neither answer is accurate, you know that as well.

Psychic Phantoms

Psion

  • Psychic Focus. While focused on this discipline, you may alter your appearance as though using the Disguise Self spell. The illusion is psychic in nature, and thus stands up even to the touch, but creatures who are immune to charming do not see your illusion.
  • Psionic Talent. As an action, you can create a visual illusion of up to five cubic feet in size, which persists for [p] minutes and does not require concentration. The object can move through simple patterns, but not react to outside stimulus. If you move more than 30ft away from the object, it vanishes. You can alter the illusion from round to round, provided you spend a bonus action each round to do so.

Distracting Figment (2 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can't take reactions, and it takes [p] psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

For every two additional psi dice spent, you may target one additional creature.

Phantom Force (3 psi, conc, 1 min). This ability functions as the Phantasmal Force spell.

Induce Imagination (5 psi, conc, 10 min). As an action, you may force any number of creatures within 60ft to make Intelligence saves. On a failed save, the perceive the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube, as the spell Major Illusion.

Alternately, you may designate one object, a creature, or some visible phenomenon and render it invisible to anyone who fails their save.

PSIONICS, RELOADED | POWERS

Phantom Riches (6 psi; conc., 1 min.). As an action, you plant the phantom of a greatly desired object in a creature's mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target's behavior until your concentration ends; the target moves as you wish on each of its turns, as it pursues the phantom object it desires.

If the target hasn't taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Seize Senses (7 psi, conc, 10 min). As an action, you may force one creature within 60ft to make an Intelligence save. If they fail, you have complete control of one of their senses for as long as you concentrate. If you succeed, they instead suffer disadvantage on Perception and Investigation checks for the duration.

Telekinetic Finesse

*Psion (Kineticist)

  • Psychic Focus. When you are focused on this discipline, your Handful of Thoughts ability improves. You may carry objects weighing up to 25 pounds, and if you are carrying a weapon, you may use your action to make an attack with it, using your Intelligence in place of Strength or Dexterity.
  • Psionic Talent. When using your Handful of Thoughts ability to make a Sleight of Hand check, you may increase your roll by [p].

Telekinetic Pluck (2 psi). As an action, you can snatch an object within 60ft. If the object is currently being worn or carried by a creature, they can make a Strength save to keep hold of their possession.

Warding Mind (3 psi, conc, 1 min). As a bonus action, you may ready yourself to deflect incoming missiles. As a reaction, you may block a single ranged attack being made against any ally within range of your Handful of Thoughts ability, and fire it back at any foe within 60ft. Make a ranged spell attack; on a hit, the attack uses the same damage die as the original attack, but adds your Intelligence modifier.

Marching Marionettes (5 psi, conc, 8 hours). By meditating for one minute, you can partition off a portion of your mind, dedicate a portion of your subconcious to continual manipulation of one or more specific items. These can use the statistics of any Construct with an Intelligence score of 2 or less and an appropriate challenge rating. The more objects you animate, the weaker they can be:

  • One construct of challenge rating 2 or lower
  • Two constructs of challenge rating 1 or lower
  • Four constructs of challenge rating 1/2 or lower
  • Eight constructs of challenge rating 1/4 or lower

Objects disappear when reduced to zero hit points. Otherwise, the objects act on your turn and follow all mental commands. They cannot travel more than 500ft from you.

Each additional psi point spent either doubles the number of creatures summoned, or allows a single construct of one point of challenge rating higher.

Restraining Aura (6 psi, conc, up to 1 minute). Concentrating on a specific area, you can use your mind to capture all foes within. All foes in a 20ft radius must make Strength saves or be restrained, taking [p] bludgeoning damage immedietly and [p] bludgeoning at the start of each of its turn. A creature restrained by your telekinesis can attempt a Strength save at the end of their turn to escape.

For every additional psi point spent, increase the radius by 5ft.

Kinetic Chokehold (7 psi, conc, 1 min). As an action, you can reach out with your mind to close off an enemy's throat. One creature within 60ft must make a Constitution save or suffer 2d[p] untyped damage and begin choking. At the end of each of its turns, it must make a new save or take twice as much as the turn before-- 4[p] on the second turn, 8[p] on the third, and so on. Succeeding on a save ends the effect. This ability does not harm creatures that do not need to breathe.

Telepathic Contact

Psion

  • Psychic Focus. While focused on this discipline and telepathically communicating with a creature, you can hear their replies.
  • Psionic Talent. As an action, you may connect yourself to one creature currently in range of your telepathy. Until you either take a long rest or use this Talent again, you may continue to communicate with them regardless of range.

Occluded Mind (2 psi). As an action, you target one creature within 30ft. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest.

Obviously false statements such as “I am actually the king” or “you are a kangaroo” automatically fail.

Mental Suggestion (3 psi, conc, 8 hours). This ability functions as the spell Suggestion.

Broken Will (5 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target's movement and action on its next turn. On a successful save, the target is unaffected.

Psychic Grip (6 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it's paralyzed.

PSIONICS, RELOADED | POWERS

Psychic Domination (7 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature's actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Third Eye

Psion

  • Psychic Focus. While focused on this discipline, you may see twice as far as normal and treat dim light as bright light.
  • Psionic Talent. When making a Perception check, you may increase your roll by [p].

Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.

Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.

Manifest Third Eye (5 psi, conc, 1 hour). As a bonus action, you may open your third eye and see the world as it truly is. For the duration, you can see invisible creatures and onto the Ethereal Plane, and you may see magic auras as if concentrating on a Detect Magic spell. You also gain advantage on Perception checks.

Extend Senses (6 psi, 8 hours). As an action, you may enhance all your senses. You may see, smell, and hear ten times as far as normal for an individual of your race, and. This grants you a +5 bonus to Perception, Insight, and Investigation checks.

Truesight (6 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 60 feet, which lasts until your concentration ends.