Psionics

Psionics
  Requirements. The creature taking this feat must have a Intelligence Score, or a Wisdom Score, or a Charisma Score of 14 or higher, whichever is highest becomes your Psionic Ability Score. Upon taking this feat the creature gains Psionic powers and a Psionic Power Pool equal to the creature’s HD unless it already had them at which point it adds the creature’s HD to the current Psionic Power Pool max capacity. Any time a Psionic creature, or Psion, goes up a level or otherwise increases it’s HD it learns new Psionic Powers equal to the increase in levels or HD. Learning new Psionic Powers is immediate and intuitive, trying them once is enough to understand how they work with competency. Psionic creatures recover Psionic Power Points whenever they heal Hit Point damage equal to the amount healed, and if already healed but their Psionic Power Pool is lower than max they will recover 1d4 from a short rest and 3d4 from a long rest. Each power costs 1 point per spell’s level to use as per the spell cast. Spells that allow you to cast them at higher spell slot levels may be cast at higher levels by spending one additional Psionic Power point per increased spell level. Any spell effects based on your spellcaster level is as though it’s caster level were your HD + your Psionic Ability Score Bonus. Save DC and attack bonus for these Psionic Powers is based on your Psionic Ability Score Bonus. Psionic Powers work inside antimagic fields with no problem. Psionic energy vibrates at a higher frequency than magical energy, allowing it advantage against magic and causing magic disadvantage against psionics. Psionic Powers do not require preparing in the morning, only that you know them. Psions know one Psionic Power that is a cantrip they can use at will, and they know one Psionic Power per HD from the Psionic Power list of any spell level. Psionic powers use spells as an architecture only, ignore material components and the verbal and somatic components will be different than the spells’ arcane version. Psionic Powers can opt to skip the verbal and somatic components but must make a Psionic Ability Score Save at disadvantage against a DC 15 to skip both or a DC 13 to skip only one and on a fail the Psionic Power points are spent but the Psionic Power fails. These cost 1 Psionic Power point per spell’s level to use each time, in all other ways they function as the spells descriptions say they do: Vicious Mockery, Mage Hand, Telekinesis, Detect Thoughts, Message, Control Flames, Gust, Ice Knife, Produce Flame, Cause Fear, Command, Dissonant Whispers, Feather Fall, Fear, Feeblemind, Magic Missile, Mage Armor, Longstrider, Jump, Sleep, Speak with Animals, Hideous Laughter, Floating Disc, Fly, Friends, Alter Self, Enhance Ability, Enthrall, Heat Metal, Hold Person, Hold Beast, Hold Monster, Levitate, Misty Step, Lesser Restoration, Cure Wounds, Pass Without Trace, Ray of Enfeeblement, Phantasmal Force, Silent Image, Minor Image, Invisibility, See Invisibility, Shatter, Suggestion, Zone of Truth, Beacon of Hope, Call Lightning, Clairvoyance, Detect Magic, Counterspell, Dispel Magic, Fireball, Haste, Hypnotic Pattern, Nondetection, Lightning Bolt, Life Transference, Protection from Energy, Remove Curse, Revivify, Sending, Tongues, Vampiric Touch, Water Breathing, Water Walk, Arcane Eye, Aura of Life, Aura of Purity, Aura of Vitality, Awaken, Bane, Banishment, Charm Beast, Charm Monster, Charm Person, Compulsion, Confusion, Control Water, Dimension Door, Earthbind, Earth Tremor, Elemental Bane, Enemies Abound, Enervation, Erupting Earth, Far Step, Frostbite, Fabricate, Greater Invisibility, Hallucinatory Terrain, Locate Object, Locate Creature, Phantasmal Killer, Stone Shape, Stoneskin, Animate Objects, Commune with Nature, Calm Emotions, Comprehend Emotions, Cone of Cold, Contact other Plane, Contingency, Continual Flame, Control Weather, Crown of Madness, Destructive Wave, Disguise Self, Disintegrate, Dominate Beast, Dominate Monster, Dominate Person, Gaes, Greater Restoration, Modify Memory, Planar Binding, Telepathic Bond, Seeming, Skill Empowerment, Synaptic Static, Magic Missile, Wall of Force, Harm, Heal, Mass Suggestion, Mental Prison, Irresistible Dance, Planar Ally, Programmed Illusion, Etherealness, Plane Shift, Prismatic Spray, Project Image, Regenerate, Reverse Gravity, Sequester, Simulacrum, Teleport, Mind Blank, Telepathy, Astral Projection, Glibness, Foresight, Gate, Invulnerability, Psychic Scream, Time Stop, Weird.
 
 
 
 
 
 
 
  PSIONICS (feat) Requirements. The creature taking this feat must have an Intelligence Score, Wisdom Score, or a Charisma Score of 14 or higher. Whichever Ability score is highest becomes your Psionic Ability Score. Upon taking this feat the user gains Psionic powers and a Psionic Power Pool equal to the user’s Hit Dice. If the user already has Psionic Power Points then it adds the user’s Hit Dice number to the current Psionic Power Pool. Any time a user with this feat goes up a level or otherwise increases it’s HD it learns a new Psionic Power and gains a Psionic Power Point. Also upon leveling, the user may replace one previously learned Psionic power learned with this feat with a new one of an appropriate level from the Psionic Powers Table. Learning new Psionic Powers is immediate and intuitive, trying them once is enough to understand how they work with competency. When taking this feat, Psions Learn one Psionic cantrip they can use at will, and they learn one Psionic Power per Hit Dice from the Psionic Powers list of any spell level they can access. Each power costs 1 Psionic Power Point per spell level. Powers that allow you to cast them at higher levels may be cast at higher levels by spending one additional Psionic Power point per increased spell level up to your maximum Powers Level. Your Powers Level is determined the same as a Wizard of equal level to your Hit Dice would determine what spells they could access. See the Wizard table to determine the highest level of Psionic Powers or spells you have access to. (ie. A 5 Hit Dice Psion would have access to 3rd level Powers)The save DC for these powers is equal to 8+ proficiency bonus+ psionic ability score bonus.
 
  Psionic creatures recover all Psionic Power Points whenever they take a long rest, or use Hit Dice. You regain one Psionic Power Point per Hit Dice spent on healing or other abilities. The Psionic may also spend Hit Dice directly to regenerate Power Points at a rate of 1d4 Power Points per Hit Dice spent. Psionic energy vibrates at a higher frequency than magical energy, allowing it many advantages. Psionic Powers work inside antimagic fields or magical null zones without problem. Psionic Powers do not require preparing in the morning, only that you know them. Psionic powers use spells as an architecture only, ignore material components and often the verbal and somatic components will be different than the spells’ arcane version. Psionic users can opt to skip the verbal and somatic components but must make a Psionic Ability Score Save at disadvantage against a DC 15 to skip both or a DC 13 to skip only one of these components. On a fail the Psionic Power points are spent but the Psionic Power fails. In all other ways these Psionic Powers function as the spells descriptions say they do:
 
  Psionic Powers Cantrip:Vicious Mockery, Mage Hand, Control Flames, Frostbite, Gust, Ice Knife, Produce Flame, Message, Mind Sliver, Minor Illusion, Thought Strand 1st: Bane, Catapult, Cause Fear, Charm Person, Command, Comprehend Languages, Cure Wounds, Detect Magic, Dissonant Whispers, Distort Value, Disguise Self, Earth Tremor, Feather Fall, Friends, Gift of Alacrity, Hypnotic Pattern, Magic Missile, Mage Armor, Longstrider, Jump, Sleep, Speak with Animals, Hideous Laughter, Floating Disc, Shatter, Silent Image, 2nd: Alter Self, Arcanist's Magical Aura, Detect Thoughts, Calm Emotions, Continual Flame, Crown of Madness, Earthbind, Enhance Ability, Enthrall, Gift of Gab, Heat Metal, Hold Person, Invisibility, Levitate, Lesser Restoration, Locate Object, Mind Spike, Misty Step, Pass Without Trace, Phantasmal Force, Ray of Enfeeblement, See Invisibility, Shadow Blade, Suggestion, Tasha's Mind Whip, Zone of Truth 3rd: Aura of Vitality, Beacon of Hope, Call Lightning, Catnap, Clairvoyance, Counterspell, Dispel Magic, Enemies Abound, Erupting Earth, Fear, Fireball, Fly, Haste, Intellect Fortress, Life Transference, Lightning Bolt, Major Image, Nondetection, Protection from Energy, Pulse Wave, Remove Curse, Revivify, Slow, Sending, Tongues, Vampiric Touch, Water Breathing, Water Walk, 4th: Arcane Eye, Aura of Life, Aura of Purity, Banishment, Charm Monster, Compulsion, Confusion, Control Water, Dimension Door, Divination, Dominate Beast, Elemental Bane, Elemental Beast, Fabricate, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Phantasmal Killer, Stone Shape, Stoneskin, 5th: Animate Objects, Arcane Hand, Awaken, Commune with Nature, Cone of Cold, Contact other Plane, Destructive Wave, Dominate Person, Enervation, Far Step, Gaes, Greater Restoration, Hold Monster, Mislead, Modify Memory, Planar Binding, Telekinesis, Telepathic Bond, Seeming, Skill Empowerment, Synaptic Static, Wall of Force, 6th: Contingency, Disintegrate, Harm, Heal, Mass Suggestion, Mental Prison, Irresistible Dance, Planar Ally, Programmed Illusion, True Seeing 7th: Etherealness, Plane Shift, Prismatic Spray, Project Image, Regenerate, Reverse Gravity, Sequester, 8th: Antipathy/ Sympathy, Control Weather, Dominate Monster, Feeblemind, Glibness, Maddening Darkness, Mind Blank, Simulacrum, Teleport, Telepathy 9th: Astral Projection, Foresight, Gate, Invulnerability, Psychic Scream, Time Stop,
 
 


Cover image: A strange planet this way floats. by magejosh with DALLE3

Comments

Please Login in order to comment!