Subclasses

The following subclasses are intended to replace the published versions, to bring them in line with the updated mechanics presented in this book.

Fighter: Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

Psi Warrior Features
Level Features Talents Disciplines Psi Dice Psi Limit
1st -- - - - -
2nd -- - - - -
3rd Manifesting, Psionic Strike 1 2 2d6 2
4th -- 1 2 2d6 2
5th -- 1 2 2d8 2
6th -- 1 2 2d8 2
7th Telekinetic Adept 1 3 3d8 3
8th -- 1 4 3d8 3
9th -- 1 4 3d8 3
10th Guarded Mind 2 4 4d8 3
11th -- 2 4 4d10 3
12th -- 2 4 4d10 3
13th -- 2 4 5d10 5
14th -- 2 4 5d10 5
15th Bulwark of Force 2 4 5d10 5
16th -- 2 4 6d10 5
17th -- 2 4 6d12 5
18th Telekinetic Mastery 2 4 6d12 5
19th -- 2 4 7d12 6
20th -- 2 4 7d12 6

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 Psi Warrior Talent list, as well as all 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 Psi Warrior Table.

Psi Warriors can learn the following talents: Iron Heart, Iron Mind, Light Step, Mental Catapult, Psychic Aptitude, and Psychic Leap.

Psi Dice

As a Psi 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 psi 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 Psi Warrior is only capable of mastering so many disciplines-- at 3rd level, they know two disciplines of their choice. They learn additional disciplines as they gain levels, 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.

Psi Warriors can learn the following disciplines: Brute Force, Intellect Fortress, Iron Durability, Mastery of Force, Psionic Weapon, Telekinetic Finesse.

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 Psi Warrior talent or discipline, and when making an attack roll with one.

Psionic Strike

Beginning at 3rd level, you can you a bonus action to charge your weapon with telekinetic energy. If you successfully strike a foe before the end of your turn, roll one of your psi dice without expending it. The target takes force damage equal to the result, and is pushed back an equal number of feet.

Telekinetic Adept

Beginning at 7th level, any foe pushed by your Psionic Strike ability must make a Strength saving throw or be knocked prone. The DC of this ability is the same as for your manifesting.

Guarded Mind

Beginning at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a psi die and end every effect on yourself subjecting you to those conditions, even if you would not normally be able to take an action of your own choice.

Bulwark of Force

Beginning at 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long or short rest.

Telekinetic Master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

In addition to the usual effects granted by the spell, while concentrating on it your reach is increased by 5ft per point of your Intelligence modifier (minimum 5ft). If you use your Psionic Strike ability, all weapon attacks you make before the end of your turn deal bonus force damage equal to your psi die.

Once you cast the spell with this feature, you can't do so again until you finish a long or short rest.

Rogue: Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

Soulknife Features
Level Features Talents Disciplines Psi Dice Psi Limit
1st -- - - - -
2nd -- - - - -
3rd Manifesting, Psychic Blades, Telepathy 1 2 2d6 2
4th -- 1 2 2d6 2
5th -- 1 2 2d8 2
6th -- 1 2 2d8 2
7th -- 1 3 3d8 3
8th -- 1 4 3d8 3
9th Soul Blades 1 4 3d8 3
10th -- 2 4 4d8 3
11th -- 2 4 4d10 3
12th -- 2 4 4d10 3
13th Psychic Veil 2 4 5d10 5
14th -- 2 4 5d10 5
15th -- 2 4 5d10 5
16th -- 2 4 6d10 5
17th Rend Mind 2 4 6d12 5
18th -- 2 4 6d12 5
19th -- 2 4 7d12 6
20th -- 2 4 7d12 6

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 Soulknife Talent list, as well as all 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 Soulknife Table.

Soulknives can learn the following talents: Delusion, Iron Mind, Light Step, Mute Display, Psychic Aptitude, Psychic Leap, and Telepathic Assault.

Psi Dice

As a Soulknife, 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 psi 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 Soulknife is only capable of mastering so many disciplines-- at 3rd level, they know two disciplines of their choice. They learn additional disciplines as they gain levels, 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.

Soulknives can learn the following disciplines: Intellect Fortress, Nomadic Chameleon, Nomadic Step, Psychic Disruption, Psychic Inquisitions, Psychic Phantoms, and Telepathic Contact.

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 Soulknife talent or discipline, and when making an attack roll with one.

Psychic Blades

Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade.

This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

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

You may also manifest your psychic blades as a free action upon rolling initiative, or as a bonus action at any point. If you do, they remain present until you drop one or both knives as a free action.

Telepathy

Beginning at 3rd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any number of creatures you can see within 60ft 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 language or be telepathic itself.

Soul Blades

Beginning at 9th level, you learn to use your psychic blades to teleport. As a bonus action, you manifest one of your Psychic Blades, expend one psi die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Psychic Veil

Beginning at 13th level, You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

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


Rend Mind

When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Monk: Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Way of the Four Elements Features
Level Features Talents Disciplines Psi Limit
1st -- - - -
2nd -- - - -
3rd Manifesting, Elemental Fists 1 4 2
4th -- 1 4 2
5th -- 1 4 2
6th Elemental Specialization 1 4 2
7th -- 1 4 3
8th -- 1 4 3
9th -- 1 4 3
10th -- 2 4 3
11th feat 2 4 3
12th -- 2 4 3
13th -- 2 4 5
14th -- 2 4 5
15th -- 2 4 5
16th -- 2 4 5
17th feat 2 4 5
18th -- 2 4 5
19th -- 2 4 6
20th -- 2 4 6

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 Four Elements Talent list, as well as all 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 Four Elements Table.

Followers of the Way of the Four Elements can learn the following talents: Armor of Frost, Elemental Burst, Elemental Charge, Elemental Smite, Flash Fire, Light Step, Psychic Leap, Sheltering Mind, Strength of Stone, Threatening Storm, and Whispering Wind.

Ki Dice

Monks already possess an internal reservoir of energy--their ki-- which they are capable of using to power their psionic abilities. You may use your Ki points as psi dice, with a size equal to your Martial Arts die.

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 Ki points on psychic abilities than your psi limit, as shown on the table of this class.

Ki points spent on Monk abilities such as Flurry of Blows do not count against your psi limit.

Psionic Disciplines

A psionic discipline is a set of mental exercises that allows a mystic to manifest psionic power. Followers of the Way of the Four Elements all master the same disciplines: Mastery of Air, Mastery of Earth, Mastery of Fire, and Mastery of Water.

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

Wisdom 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 Wisdom modifier when setting the saving throw DC for a For Elements talent or discipline, and when making an attack roll with one.

Elemental Fists

Beginning at 3rd level, you may use your unarmed strikes to deal acid, cold, fire, lightning, or thunder damage instead of bludgeoning. If you do, you may use your Wisdom modifier to determine your bonus to attack and damage in place of Dexterity.

Cycle of the Four

Beginning at 6th level, you learn to take advantage of the natural cycle of the four elements: water to air to fire to earth. If you deal damage associated with one of the four elements, then deal damage associated with the next element in the cycle before the end of your next turn, the effect is augmented. You may ignore resistance to that element, and deal half damage even to targets normally immune to that element.

The damage types associated with each element are:

  • Air: Lightning, Thunder
  • Earth: Acid
  • Fire: Fire
  • Water: Cold

Wrath of the Four

Beginning at 11th level, your understanding of the elemental cycle continues to improve. In addition to ignoring resistance, when rolling your psi die (or Ki die, or Martial Arts damage die) to determine the damage, the minimum result is equal to your Wisdom modifier. If you roll a smaller value,

Perfection of the Four

Beginning at 17th level, you reach a new level of mastery over the elemental cycle. For every round beyond the first that you continue to take advantage of the cycle, your psi limit increases by one. Your limit returns to normal if you end your turn without having dealt elemental damage.

Feats

The following feats are available to all characters. They are are intended to replace the published versions, to bring them in line with the updated mechanics presented in this book.

Metabolic Control

You have refined psionic control over your body's functions. As an action, you may begin concentrating, as on a spell. For as long as you maintain your concentration, you don't need to breathe and may ignore the effects of extreme heat and cold (but not cold or fire damage).

If you take poison damage, or would gain the poisoned condition, you may end your concentration as a reaction to take only half as much damage as you normally would, or keep yourself from gaining the condition. You may do so before making your Constitution save to retain concentration.

Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits.

  • You can telepathically speak to any number of creatures you can see within 60ft 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 language or be telepathic itself.

  • In addition, you learn the Telepathic Assault talent and gain a single psi die, a d6. Your spellcasting ability is either Intelligence, Wisdom, or Charisma, selected when you choose this feat.

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • 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.

  • In addition, you learn the Mental Catapult talent and gain a single psi die, a d6. Your spellcasting ability is either Intelligence, Wisdom, or Charisma, selected when you choose this feat.

Wild Talent

Choose a class: Psion, Psychic Warrior, or Wu Jen. You learn two Talents of your choice from that class' spell list, and gain a single psi die, a d6.

Your spellcasting ability depends on the class you chose: Intelligence for the Psion, and Wisdom for the Psychic Warrior and Wu Jen.