Psion
Level | Proficiency Bonus | Features | Talents Known | Psi Points | Psi Limit | Manifestation Level Limit |
---|---|---|---|---|---|---|
1st | +2 | Mental Discipline, Psionic Manifesting | 3 | 2 | 2 | 1st |
2nd | +2 | Psicrystal, Telepathic Link | 3 | 3 | 3 | 1st |
3rd | +2 | Consumptive Power | 3 | 8 | 3 | 2nd |
4th | +2 | Ability Score Improvement | 3 | 10 | 4 | 2nd |
5th | +3 | — | 4 | 16 | 4 | 3rd |
6th | +3 | Mental Discipline Feature | 4 | 19 | 5 | 3rd |
7th | +3 | — | 4 | 23 | 5 | 4th |
8th | +3 | Ability Score Improvement | 4 | 27 | 6 | 4th |
9th | +4 | — | 5 | 36 | 6 | 5th |
10th | +4 | Mental Discipline Feature | 5 | 41 | 6 | 5th |
11th | +4 | — | 5 | 47 | 7 | 6th |
12th | +4 | Ability Score Improvement | 5 | 47 | 7 | 6th |
13th | +5 | — | 5 | 54 | 7 | 7th |
14th | +5 | Mental Discipline Feature | 5 | 54 | 8 | 7th |
15th | +5 | — | 5 | 62 | 8 | 8th |
16th | +5 | Ability Score Improvement | 5 | 62 | 8 | 8th |
17th | +6 | — | 5 | 71 | 9 | 9th |
18th | +6 | Mental Discipline Feature, Psionic Body | 5 | 76 | 9 | 9th |
19th | +6 | Ability Score Improvement | 5 | 82 | 9 | 9th |
20th | +6 | Mental Discipline Feature, Psionic Enlightenment | 5 | 89 | 9 | 9th |
Mental Discipline
Each psion focuses on a certain discipline of psionics, becoming a disciple of that discipline. This allows them to control and improve their psionic abilities, and with enough training, grants unique, greater manifestations. Your choice of discipline determines which kind of disciple you become: Disciple of the Seer, Disciple of the Shaper, Disciple of the Kineticist, Disciple of the Egoist, Disciple of the Nomad, or Disciple of the Telepath, detailed at the end of the class description. Your discipline gives you features when you choose it at 1st level and additional features at 6th, 10th, 14th, and 18th level. Due to your focus on a specific discipline, you can learn specialized psionic manifestations as well as general ones. You can choose from the manifestations list specified by your discipline when preparing manifestations and learning talents. Some of your mental discipline features require an attack roll or saving throw. Use your Psionics feature to set the attack modifier and save DC for those rolls.Psionic Manifesting
At 1st level, you learn powers that allow you to apply your mental powers onto the world. All powers require that you spend psi points to use them, which is the same as the power's level. For example, to cast bane, a 1st-level power, you would need to spend 1 psi point.Psionic Talents
You learn four talents of your choice, detailed in the Psion power list section at the end of this document. You learn more talents at higher levels, as shown on the Psion class table. Additionally, when you level up in this class, you can choose one of the talents you know and replace it with another psionic talent.Psi Points and Psi Limit
You have a pool of psionic power that you use to manifest your abilities represented as the Psi Points column of the Psion table. You can use these points to fuel the psionic powers you know. The maximum number of psi points (its base psi point cost plus any additional points) that you can spend on a discipline's power is 2. This maximum increases as shown in the Psi Limit column of the Psion table. When you spend a psi point, it is unavailable to you until you finish a long rest, at the end of which you regain all your expended psi points. You can spend additional psi points to increase the level of a power that you manifest, provided that the power has an enhanced effect at a higher level, as bane does. The power’s level increases by 1 for each additional psi point you spend. For example, if you are 5th level and cast bane, you can spend 2 psi points to cast it as a 2nd-level power (the spell's base cost of 1 psi point plus 1).Preparing and Using manifestations
At the end of each long rest you take, you prepare the psionic manifestations available for your use. To do so, choose a number of manifestations equal to your Intelligence modifier + your psion level from the psion manifestation list. You cannot prepare or invoke manifestations at levels above the Manifestation Level Limit column of the psion table.Psionic Manifesting Ability
Intelligence is your psionic casting ability for your spells, so you use your Intelligence modifier whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion power you cast and when making an attack roll with one.Psionic Save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic attack modifier = your proficiency bonus + your Intelligence modifier
Psicrystal
At 2nd level, you become able to create a fragment of psionic energy which contains an imprint of personality and acts as a channel for your powers. You gain a psicrystal, a quasi-living crystal which enhances your abilities and acts on your behalf. You can't have more than one psicrystal at a time. Your psicrystal has a unique personality and its own subset of knowledge, determined by rolling a d20 and a d10 or choosing one of the options from the Psicrystal Personalities table. This personality and knowledge can be applied through a subconscious link, allowing you to add your proficiency bonus (or double your proficiency bonus if you are already proficient) to ability checks using the skill associated with its personality. This benefit is only conferred while the psicrystal is within 100 feet of you.Result | Personality | Skill |
---|---|---|
1 | Accurate | Appraise |
2 | Artistic | Performance |
3 | Astute | Psionics |
4 | Bully | Intimidation |
5 | Caring | Animal Handling |
6 | Collector | Gather Information |
7 | Courageous | Leadership |
8 | Coward | Sleight of Hand |
9 | Empathetic | Insight |
10 | Friendly | Persuasion |
11 | Heroic | Athletics |
12 | Lecherous | Seduction |
13 | Liar | Deception |
14 | Meticulous | Investigation |
15 | Mystical | Arcana |
16 | Nervous | Disguise |
17 | Nimble | Acrobatics |
18 | Observant | Perception |
19 | Poised | Survival |
20 | Precise | Medicine |
21 | Punctilious | Forgery |
22 | Resolved | Religion |
23 | Sage | History |
24 | Sharp-Eyed | Carving |
25 | Shifty | Tumble |
26 | Shrewd | Streetwise |
27 | Sneaky | Stealth |
28 | Studious | Nature |
29 | Tireless | Endurance |
A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion’s slave pens. Their smiles turn to shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel.
The militia forms in ranks to prepare for the orcs’ charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs’ minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.
Psionic energy is an artifact created from the power of the mind, or psionics, rather than magic. It is harnessed by psions to create amazing feats. Often colloquially referred to as "mind mages," practictioners of most races draw their powers from their own consciousness. Psionic powers can range from devastating mental attacks that dominate an opponent, to physical ectoplasm constructs and a fate link that can inflict damage linked between individuals.
Manifestations can take a great toll. Innate practitioners grow weary and unfocused if they over-extend themselves, and practitioners of other races can deplete their store of power in short order, rushing to rest and replenish it.
Psychic Heritage
Although it is not fully known, this gift is a genetically inherited trait. For some, psionics can be innate, as in illithid and drow practitioners. That being the case, it is rare to find a psion in races where psionic powers are not the norm. Despite their rarity, a master psion can be quite powerful. Without the need for gestures or spell components, a psion's powers often exploit the element of surprise, and thus may hold an advantage over a magic user.Unnatural Consequences
In many cases, manifestation of psionic power can lead to a secondary display that can often give the psion away. These displays may include, but are not limited to, visual, auditory and olfactory senses being emitted. As these displays can be difficult to observe, psions' tactics are often brutally effective. As an example, if a psion manifests a simple charm, or mind reading power, a low droning sound may be heard. Similarly, a polymorphic manifestation may leave the odor of saffron and ginger.Creating a Psion
Although the rigorous path of the psion most commonly appeals to those who seek order and answers in their lives, your motivations are entirely your own. Did you start down this path for the knowledge and power it would bring? Did you have a natural talent that you could never fully master until you stumbled on the legends and teachings of the psions who came before you? Were you training your mind for some other purpose, only to discover that your efforts tapped a wellspring of power you never knew you possessed? Some are drawn to the art of the psion because it fits their personality, aptitudes, and ambitions. You might have heard tales of the psion colleges while engaged in other scholarly pursuits and become intrigued by this mysterious path. You might have been actively learning the techniques of wizardry or some other class, discovering in the process that you carried the rare psionics potential within you. Regardless of your background, one thing you almost certainly shared with other psions even before you began your instruction is a strong sense of order and logic. Such a mind set is a must to master the rigid disciplines of the psion.Class Features
As a psion, you gain the following class featuresHit 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 1stProficiencies
Armor: Light Armor Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: none Saving Throws: Intelligence, Wisdom Skills: Psionics and any other twoEquipment
You start with the following equipment, in addition to the equipment granted by your background:- (a) two daggers or (b) a quarterstaff
- (a) a scholar's pack or (b) an explorer's pack
- Leather armor, a light crossbow and 20 bolts
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