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Level

Proficiency Bonus

Power Points

Talents

Powers

Max Power Level

1st

Psionic Discipline

1st

--

2nd

17

Ability Score Improvement

2nd

+3

27

--

3rd

6th

+3

32

Psionic Discipline Feature

3rd

7th

+3

38

--

11

4th

8th

+3

44

Ability Score Improvement

12

4th

+2

2nd

+2

3rd

+2

14

4th

+2

5th

1st

Features
Power Manifestation, Augmentation

9th

+4

57

--

14

5th

10th

+4

64

Psionic Discipline

15

5th

11th

+4

73

--

17

6th

12th

+4

78

Ability Score Improvement

18

6th

13th

+5

83

--

20

7th

14th

+5

89

Psionic Discipline Feature

21

7th

15th

+5

94

--

23

7th

16th

+5

100

Ability Score Improvement

24

8th

17th

+6

107

--

26

8th

18th

+6

114

Psionic Control

27

8th

19th

+6

123

Ability Score Improvement

29

9th

20th

+6

133

Signature Power

30

9th

Psion
Psions are the quintessential manipulators of psionic
power. Psions unleash the potential locked within
every conscious mind, move objects with just a
thought, and assume command of even the least
desire of their foes. Psions make manifest their secret
wishes when others can only dream. You know the
mental pathways that lead to amazing edifices of
altered reality. You could be a brash human youth
flush with your mental ability's first flowering, a
tattooed cenobite enrolled in a secret psionic
academy, a fey enchanter using ancient techniques to
beguile your foes, or perhaps a specially trained
inquisitor who has learned one secret too many.

Power Manifestation
As one who has honed their mental strength
beyond the perceived limits of the mind, you
manifest psionic powers, which are similar to
spells, but are quite different. Some spellcasters
have managed to create a small bridge between the
two in psychic spells, but you, unlike they, use the
power of the brain to its true potential.

Psionics
Psionics are psionic devices, psychic creatures, and
various mysteries of the mind.

Class Features
Hit Points
Hit Dice: d6
Hit Points at 1st Level: 6 + your Constitution
Modifier Hit Points at Higher Levels: 1d6 (or 4) +
your Constitution Modifier per Psion level above 1st
Proficiencies
Armor: None
Weapons: All simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Investigation,
Insight, History, and Perception
Equipment
(a) a quarterstaff or (b) dagger
(a) a scholars pack or (b) explorers
pack
Any simple weapon
Talents
At 1st level, you know three talents of your
choice. As you level up, you gain additional talents
of your choice as seen in the Psion table.
Psionic Power
You manifest Psionic Powers much like a Sorcerer
or Wizard casts spells, but instead of using spell
slots, you use Power Points. The number of Power
Points you have at each level is shown in the Psion
table. You regain your Power Points at the end of a
Long Rest.
Power Saving Throw DC = 8 + your Proficiency
Bonus + your Intelligence Modifier
Power Attack Modifier = your Proficiency Bonus +
your Intelligence Modifier
Powers Known
You have a specific number of Powers Known, and
you gain Powers Known as you level up as detailed
in the Psion table. Whenever you level up, you can
replace one Power with any Power you can learn.
Rules of Power Manifestation
Psionic Powers manifest in a manner similar to
casting spells. Instead of gaining a number of spell
slots to cast, you gain a pool of Power Points instead.
Each power has a point cost based on its level. You
expend a number of Power Points to use a power of
a given level. The Power Point Cost table
summarizes the cost of Power Points of powers
from 1st to 9th level. Talents dont require points
You can't reduce your Power Point total to less than
0, and you regain all spent spell points when you
finish a long rest.
Powers of 6th level and higher are particularly
taxing cast. You can use Powers points to use one
power of each level of 6th or higher between long
rests. Psionic Powers do not require any spell
components, but instead have various harmless
displays. Which displays are shown are dependent
on the spell, but the default displays of each type are:
Visual: The manifesters eyes glow with psionic fire
Auditory: A deep hum that can be heard from 100
feet away is echoed
Material: The manifester or area is thinly coated
with a translucent, shimmering substance.

Mental: A chime rings in the heads of creatures within


15 feet
Olfactory: The manifester emits an odor that can trigger
very brief memories

Power Point Cost


Power Level Point Cost
1st
2
2nd
3
5
3rd
4th
6

Power Level Point Cost


7
5th
9
6th
7th
10
8th
11
9th
13

Extrasensory Perception
Starting at 1st level, as an action you can spend any
number of Power Points. You focus your awareness on
the region around you. For 1 minute, you can sense the
location and number of creatures that are present
within 1000ft per Power Point spent of you, but do not
learn any other information about the creatures.
Augmentations
Psions gain the ability to augment their powers with
the flexibility of their mind. You may use any augments
if you meet the requirements. You gain an additional
augmentation based on your archetype. You may use
your augments a total number of times equal to your
Proficiency bonus. You regain all uses when you finish
a short or long rest.
Mind Sight
When you make an insight check you may gain
advantage on that check.
Mind Link
You can use your action to touch a willing humanoid,
and perceive through its senses until the end of your
next turn. As long as the creature is on the same plane
of existence as you, you can use your action on
subsequent turns to maintain this connection, extending
the duration until the end of your next turn without
spending a Power Point. While perceiving through the
other creatures senses, you benefit from any special
senses possessed by that creature, and you are blinded
and deafened to your own surroundings.
Teleportation
Prerequisite: Psychoportation
As a bonus action you may spend 2 Power Points to
teleport yourself from your current location to any other
spot within 30 feet. You can bring along objects as long
as their weight doesnt exceed what you can carry. You
cannot arrive in a place already occupied by an object or
a creature.
Telepathic
Prerequisite: Telepathy
You gain the ability to speak to the minds of other
creatures. You can communicate telepathically with any
creature you can see within 30 feet of you. You dont
need to share a language with the creature for it to
understand your telepathic utterances, but the creature
must be able to understand at least one language.

Fire Mind
Prerequisite: Pyrokinesis
As an action you may set fire to any flammable object
or creature within 60 ft. If the object is being held by a
creature or you target a creature, it must make a
Dexterity saving throw against your Power save. On a
failed save the item catches fire or the creature, and
the creature must make a Dexterity save or receive
1d10 fire damage. The damage increases to 2d10 at
5th level, to 3d10 at 11th level, and to 4d10 at 17th
level.
Telekinesis
Prerequisite: Psychokinesis
As an action you may exert your will on one object
within 60 feet. You can exert fine control on objects
with your telekinetic grip such as a simple tool, open
an unlocked door or container, stow or retrieve an
item from an open container, or pour the contents out
of a vial. If the object isnt being worn or carried, you
may move it up to 30 feet in any direction each turn.
The object cannot weight more than 5 pounds.
Energy Crystal
Prerequisite: Metacreativity
As an action you can create a 1 lb. psychic crystal the
size of your fist. The crystal is self-aware but bound to
you, having a telepathic link with you. It always
hovers within 5 feet of you unless you use your action
to direct it. When directing it, you can see objects
within 30 feet of the crystal as if using standard sight.
You can also touch the Energy Crystal while
manifesting a touch Power to have it deliver the
Power to a creature within 10 feet of it as an action.
The Energy Crystal is always destroyed by a single
damaging attack. You may only have one crystal at a
time.
Meditation
Prerequisite: Psychometabolism
As a bonus action you can spend any number of
Power Points. For every power point spent you
can increase your Strength, Dexterity, or
Constitution score by 1 to a maximum of 20. This
effect lasts for 10 minutes and requires
concentration.

Minds Eye
Prerequisite: Clairsentience
As an action you can spend 1 Power Point to create
an invisible sensor within 60 feet in a location
familiar to you (a place you have visited or seen
before), or in an obvious location that is unfamiliar
to you (such as behind a door, around a corner, or in
a grove of trees). The sensor remains in place for 10
minutes, it can't be attacked or otherwise interacted
with and requires concentration. When you create
the sensor you choose seeing or hearing. You can
use the chosen sense through the sensor as if you
were in its space. As your action, you can switch
between seeing and hearing. A creature that can see
the sensor (such as a creature benefitting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your fist.

Mind Shield
As a reaction, when you are targeted by a spell that forces
you to make a spell save. A mental barrier appears and
protects you. Until the start of your next turn, add your
intelligence modifier to all spell saves you make.
Mind Blade
As a bonus action, you create a semisolid blade 1 foot in
length composed of psychic energy. As long as you hold the
blade, it is identical in all ways (except visually) to a short
sword and deals (1d8 + Intelligence modifier) force damage.
The moment you relinquish your grip on the blade, it
dissipates.

Psionic Discipline
Limit Removal
You can manifest a power as if it were one higher
level than it actually is. You raise the psionic power
one higher level than normal (up to 9th level) and
increase the effective level of the power that it
modifies. All effects dependent on power level (such
as saving throws, damage dealt, duration, range,
and the ability to penetrate a globe of
invulnerability) are calculated according to the new
level. Limit removal is used after spending Power
Points to determine the level of the power. Limit
removal does not add to the total point cost of a
power and ignores maximum power level
requirements.

At 2nd level, you choose one of the seven styles of


manifestation, Clairsentience, Metacreativity,
Psychokinesis, Psychometabolism, Pyrokinesis,
Psychoportation, and Telepathy. Depending on
which one you choose, you gain various benefits at
2nd, 6th, 10th, and 14th levels.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th levels, you can add
2 points to any ability or add 1 point to two abilities
with a limit of 20 points in each ability score.
Psionic Control
At 18th level, you can choose 3rd-level Psionic Power
that you know. Whenever you manifest this Power at
their given level, you do not expend any Power Points.
Signature Power
Once you are 20th level, you have gained a mastery
over two destructive powers. Choose one 6th-level
or lower Power that you can learn or already
know. When you manifest that power for the first
time after a long rest, it does not expend any
Power Points. This Power does not count against
your Powers Known, and if you already that
Power you chose as your Signature Power, you
can exchange it for any spell that you can learn.

Psionic Disciplines

Once you choose your Psionic Discipline, focusing


on different aspects of the power of the mind, you
gain various benefits. All Psionic Disciplines grant
the added effect of reducing the Power Point cost
of any Power that is part of the Discipline by 1.

Metacreativity

You are a master of sculpting ectoplasm from the


Astral Plane, shaping it into various objects and
creatures.

Astral Construct

At 2nd level, you may use the Energy Crystal


augment. As an action you can spend 2 power
points to transform your Energy crystal into a Small
Astral Construct. You control the constructs actions
and it acts on the same initiative as you. This shape
lasts for 1 hour before disappearing or until its hit
points drop to 0. When the Astral Construct's hit
points drop to 0 it transforms back into an Energy
Crystal. The stats of Astral Constructs are given at
the end of this document.

World Shaper

At 6th level when you use the Energy Crystal


augment, as an action you may instead manifest
Psionic Creation without using any Power Points.

Greater Construct

At 10th level, you can spend 3 Power Points to


transform your Energy Crystal into four Small Astral
Constructs or one Medium Astral Construct when
you use the Astral Construct feature.

Construct Mastery

At 14th level, you can spend 4 Power Points to


transform your Energy Crystal into one Large Astral
Construct.

Pyrokinesis

You have refined your psychic ability allowing you to


create and control fire with your mind.

Flare
At 2nd level you may use the Fire Mind Augment.
You may spend a number of Power Points up
to your proficiency bonus, to increase the damage
of Fire mind by 1d10 for each point spent when
you manifest the augment.

Wild Fire
At 6th level your Fire Mind targets an area in a 5ft
sphere instead of a single target. You may spend any
number of Power Points to increase the radius by 5ft
for every additional Power Point you spend.

Nova Heat
At 10th level your Fire Mind ignores resistance to
fire and deals half damage to targets immune to fire.
In addition you may set stone and metal on fire and
they burn as easily as wood. You also gain resistance
to fire damage.

Eternal Flame
At 14th level as a bonus action you may spend 2
Power Points to concentrate on your Fire Mind with
your will. The next time you use Fire Mind targets
damaged by Fire Mind must make a Dexterity saving
throw. On a failed save they are set on ablaze taking
half the initial damage dealt at the start of your turn.
They will continue to be subjected to this effect as
long as you maintain concentration. Objects set afire
by your Pyrokinesis do not stop burning under any
condition, as long as you are within 60 ft and have
line of sight.

Psychokinesis

You have long studied the art of blasting things into


the ground with your sheer brainpower, and because
of this, you can augment your destructive capabilities
even further.

Force Push

At 2nd level you may use Telekinesis augment. When


you use Telekinesis as an action you may spend 1
Power Point. Choose one object weighing 1 to 5
pounds within range that isnt being worn or carried.
The object flies in a straight line up to 90 feet in a
direction you choose before falling to the ground,
stopping early if it impacts against a solid surface. If
the object would strike a creature both the object and
the creature or solid surface take 2d6 bludgeoning
damage. The damage increases to 3d6 at 5th level, to
4d6 at 11th level, and to 5d6 at 17th level.

Psionic Crush

At 6th level when you use Telekinesis you may spend


any number of Power Points (up to your Intelligence
modifier) to concentrate on one creature instead. The
target must make a Strength saving throw. On a failed
save, the target takes 1d12 force damage for every
power point spent and is restrained by psychic forces
until the end of your next turn. As an action, you can
use your mind to crush the restrained target, who
must make a Strength saving throw. It takes 1d12
force damage for every power point spent on a failed
save, or half as much damage on a successful one.

Mind Lift

At 10th level when you use Telekinesis you can move


a heavy object or creature. You can spend any number
of Power Point's and for each point spent increase the
size of creature you may attempt to move by one
(starting at tiny then small). Make an ability check
with your Power saving throw contested by the
creatures Strength check. If you win the contest, you
move the creature up to 30 feet in any direction,
including upward but not beyond the range of
Telekinesis.

Until the end of your next turn, the creature is


restrained in your telekinetic grip. A creature lifted
upward is suspended in mid-air. On subsequent
rounds, you can spend use your action to attempt
to maintain your telekinetic grip on the creature by
repeating the contest. You can affect only the same
creature round after round.
If you try to move an object or use Force Push, for
each power point spent increase the weight of an
object you can lift by 200 pounds. If the object isnt
being worn or carried, you automatically move it
up to 30 feet in any direction, but not beyond the
range of this Power. If the object is worn or
carried by a creature, you must make an ability
check with your Power saving throw contested by
that creatures Strength check. If you succeed, you
pull the object away from that creature and can
move it up to 30 feet in any direction but not
beyond the range of this spell. You may
manipulate only the same object round after
round.

Psionic Barrier

At 14th level, when you use Telekinesis you can


spend 3 Power Points and concentrate to
surround yourself with a barrier of mental energy.
The barrier shields you, providing you with half
cover against attacks lasting until the start of your
next turn. Creatures that attempt to move within
10 feet of you must make a Strength saving throw.
On a failed save they cannot move toward you. On
a pass they move through the barrier, but that
space is difficult terrain for the creature.

Psychoportation
Training to move objects through space and time,
you can control your surroundings with little to no
effort.

Dimension Swap

At 2nd level, you may use the Teleportation


Augment. When you use Teleportation you may
spend an additional Power Point. If you do, you
may target any two creatures or objects that you
can see within 30 feet of you instead. If you target
a creature, it must make a Dexterity saving throw.
On a failed save swap the locations of the targets.

Space Warp

At 6th level, when you use Teleportation or


Dimension Swap you may spend any number of
additional Power Points. Increase the range by 60
feet for each point spent.

Slow Field

Starting at 10th level, when you use Teleportation


you may spend 2 additional power points. If you
do, you may instead using both your action and
bonus action, slow down time within a sphere 30
feet in diameter in a location you choose within 90
feet of you for 1 minute. Creatures within the
sphere move at half speed and have disadvantage
on attack rolls and Dexterity Saving Throws, and
can't use reactions while within the sphere.

Temporal Shift

By 14th level, when you use Teleportation you may


spend 3 additional power points. If you do, you can
instead target yourself or a creature within 60 feet of
you. If used on a creature it must make an Intelligence
saving throw. On a failed save or if targeting yourself,
you or the creature vanish from your current plane of
existence and appear in the Etheral Plane. At the start
of you next turn, if you are on the Etheral Plane, you or
the creature return to an unoccupied space of your
choice that you can see within 30 feet of the space the
target vanished from. If no unoccupied space is
available within that range, they appear in the nearest
unoccupied space (chosen at random if more that one
space is equally near). While on the Ethereal Plane,
you can see and hear the plane you originated from,
which is cast in shades of gray, and you can't see
anything more than 60 feet away. You can only affect
and be affected by other creatures on the Ethereal
Plane. Creature that aren't there can't perceive you or
interact with you, unless they have the ability to do so.

Clairsentience

As a disciple of the art of reading the world around you


like a book, you gain glorious insight into many things.
A Psion whose primary discipline is Clairsentience is
called a seer.

Grand Precognition

At 2nd level, you may use the Mind's Eye Augment.


While concentrating on your minds eye, as an action
you may spend any number of Power Points. You can
move the eye up to 30 feet in any direction for each
power point spent. There is no limit to how far away
from you the eye can move, but it cant enter another
plane of existence. A solid barrier blocks the eyes
movement, but the eye can pass through an opening as
small as 1 inch in diameter

Future Thought

Once you reach 6th level, you passively see into the
future at all times. You are constantly aware of what
is about to pass. You gain advantage when rolling
initiative.

Psychic Sight

At 10th level, when you use Mind's Eye you can spend
an additional 2 Power Points. If you do, you can see
and hear a particular creature you choose that is on the
same plane of existence as you. The target must make
a Wisdom saving throw. On a successful save, the
target isnt affected, and you cannot observe it again for
24 hours. On a failed save, you use Mind's Eye within
10 feet of the target. The sensor moves with the target,
remaining within 10 feet of it for the duration. Instead
of targeting a creature, you can choose a location you
have seen before as the target. When you do, you use
Mind's Eye at that location.

Hypercognition

At 14th level, you gain a powerful sixth sense in


relation to yourself. You receive instantaneous
warnings of impending danger or harm. Thus, you
would be warned in advance if a rogue were about to
attempt a sneak attack on you, or if a creature were
about to leap out from an unexpected direction, or if an
attacker were specifically targeting you with a power,
spell, or ranged weapon. You are never surprised and
have advantage on Dexterity saving throws against
traps and spells.

Psychometabolism
You are an expert in changing shapes with your mind.
Whether it is for healing or horribly maiming, you can
get it done.

Flesh Barrier
At 2nd level, you may use the Meditation augment.
while you are concentrating on Meditation you
manipulate the form of your body, strengthing it with
your mind. While you are not wearing any armor and
concentrating on Meditation, your Armor Class equals
10 + your Dexterity modifier + your Intelligence
modifier.

Shape Changer
By 6th level as an action, while you are concentrating
on Meditation you can spend 1 additional Power
point. If you do, you can use your action to assume
the shape of a humanoid you have seen before. You
can transform into a humanoid with a challenge rating
as high as your Psion level divided by 3, rounded
down. You cannot use their swim speed. You do not
gain any spellcasting feature from your new form. You
may still use powers.

Shifting Form
At 10th level as an action, while you are concentrating
on your Meditation, you may spend 1 Power Point
and use Alter Self as a power.

Psychic Vampire
Starting at 14th level while you are concentrating on
Meditation you can spend 3 Power points. For the
duration when you perform a melee spell attack from
a power or talent, you deal extra Psychic damage
equal to (your Intelligence modifier + Proficiency
bonus) and heal for half the damage dealt (rounded
down).

Telepathy

Mind Fortress
At 10th level, your thoughts cant be read by telepathy
or other means unless you allow it. You also have
resistance to psychic damage, and whenever a
creature deals psychic damage to you, that creature
takes the same amount of damage that you do.

Assume Control
At 14th level, you gain the ability force your own
psyche onto another humanoid. When you
telepathically communicate with a humanoid, you
may attempt to assume control of their mind. It must
succeed on a Wisdom saving throw or fall under your
control. You have a telepathic link with it as long as
the two of you are on the same plane of existence. You
can use this telepathic link to issue your action to take
total and precise control of the target.
You can see through its eyes and hear through its ears
as if you were in its space. During this time you can
also cause the creature to use a reaction, but this
requires you to use your own reaction as well. Each
time the target takes damage, it makes a new Wisdom
saving throw against the effect. If the saving throw
succeeds, the effect ends and the humanoid becomes
immune to this feature for 24 hours. On your turn as a
bonus action, you can switch from using its senses to
using your own, or back again. While you are using its
senses, you are blinded and deafened in regard to
your own surroundings. The creature cannot take any
actions and remains stationary while you are not
assuming direct control. The humanoid regains
control of its mind after 1 hour. You cannot use this
feature again until you finish a long rest.

You can transmit thoughts through space, alter the


thoughts of others, or even invade their mind with
your own, since you are the smart one who decided to
focus on Telepathy.

Thought Conduit

At 2nd level, you may use the Telepathy augment. You


may spend one Power Points when you use
Telepathy. If you do, for 1 hour you can use Telepathy
through walls and the range is increased to 120 feet.

Consciousness Eraser
At 6th level, when you telepathically communicate
with a creature you can erase their minds. As an
action, you can spend 1 Power Points to force a
creature to make a Wisdom Saving Throw against
your Power Save DC. On a failed the creatures
memory from the last hour is erased and the creature
takes no action until the end of your next turn. This
effect is canceled if the creature receives magical
healing. Succeeding on the Wisdom Saving Throw
renders a target immune to this effect for 24 hours.

Psionic Powers List


Talents
Catfall
Control Light
Create Sound
Crystal Shard

Dissipating Touch
Energy Ray
Missive
My Light
Skate Synesthete
Telempathy
Touch Aflame

1st-Level Powers
Defensive
Precognition
Detect Psionics
Disable
Empathy
Fire Lash
Force Screen
Mind Thrust
Offensive
Precognition
OffensivePrescience
Psionic Grease
Psionic Identify
Vigor
2nd-Level Powers
Biofeedback
Body Equilibrium
Bolt of Fire
Cloud Mind
Concussion Blast
Ego Whip
Energy Adaptation
Energy Push
Id Insinuation
Inflict Pain
Mass Missive
Psionic Levitate
Sustenance
Swarm of Crystals
3rd-Level Powers
Body Adjustment
Dispel Psionics
Energy Burst
Energy Wall
Eradicate
Invisibility
Flaming Weapon
Psionic Blast
Share Pain
Telekinetic Force
Telekinetic Thrust
Time Hop
Ubiquitous Vision

4th-Level Powers
Aura Sight
Correspond Intellect
Fortress
Mindwipe
Personality Parasite
Psionic Dimension Door
Psionic Divination
Wall of Ectoplasm
Red Dragon Breath
5th-Level Powers
Adapt Body
Catapsi
Ectoplasmic Shambler
Psionic Creation
Fire Walk

Psychic Crush
Tower of Iron Will
6th-Level Powers
Breath of the Black Dragon
Fuse Flesh
Psionic Disintegrate
Psionic True Seeing
Retrieve
Suspend Life
Temporal Acceleration
7th-Level Powers
Decerebrate
Energy Conversion
Energy Wave
Insanity
Moment of Prescience
Phase Door
Psionic Phase Shift
Sequester
8th-Level Powers
Iron Body
Mind Blank
Shadow Body
True Metabolism
9th-Level Powers
Apopsi
Assimilate
Bend Reality Microcosm
Heat Death
Adapt Body
5th-Level Psychometabolism
Manifesting Time: 1 action
Range: Personal
Display: Visual
Duration: 1 hour
After you manifest this Power, your body automatically
adjusts to hostile environments, allowing you to take no
environmental damage, ignore the need to breathe, and can
travel through liquid environments with ease. Manifesting
this as a 6th Level Power increases the duration to 8 hours,
while manifestation as a 7th Level Power increases the
duration to 24 hours.
Apopsi
9th-Level Telepathy
Manifesting Time: 1 action
Range: 50 ft

Display: Auditory, Material, and Visual


Duration: Instantaneous
You target one creature with Psionic or psychic ability. It
must perform an Intelligence Saving Throw. On a failure,
you remove the creatures Psionic or psychic ability and
any other mystical effects that might come from such
ability permanently. On a successful save, the creatures
capabilities are only removed for one hour.
Assimilate
9th-Level Psychometabolism
Manifesting Time: 1 action
Range: Touch
Display: Auditory Visual
Duration: Instantaneous
Your finger becomes dark grey and has a bizarrely alien
glow. When you strike a creature they must make a
Constitution saving throw. On a failed save your touch
deals 20d6 psychic damage. On a success, the creature takes
half damage. If the creature is killed by this Power, they are
assimilated by your form, healing you for half of the
damage dealt and regenerating any lost limbs or
extremities.
Aura Sight
4th-Level Clairsentience
Manifesting Time: 1 action
Range: Personal
Display: Visual
Duration: Up to 10 minutes with Concentration
Once this Power is manifested, you are able to see the
moro-ethical auras of all creatures within 60 feet of you,
showing you what their alignment, with particularly strong
ones standing out. Aberration, Celestial, Elemental, Fey,
Fiend, or Undead creatures are instantly identified as such.
Unaligned creatures have no aura.
Bend Reality
9th-Level Clairsentience
Manifesting Time: 1 action
Range: None
Display: Visual
Duration: Instantaneous
This power functions very similar to Wish when
manifested. This can be used to manifest any Psionic Power
of 8th level or lower without any other Display. It can also
be used to duplicate various other effects listed below:
Delete any non-living or non-magical mass no
more than 500 feet in any dimension. This can be
used to carve out tunnels, buildings, or other
structures.
Alter the results of any roll within the past hour
to your preferred results.
Undo the effects of Powers such as Microcosm.

- Any reasonable effect allowed by the DM. Be warned,


your DM may turn your Bend Reality against you, so be
careful what you use this for.
Biofeedback
2nd-Level Psychometabolism
Manifesting Time: 1 action
Range: Personal
Display: Material and Visual
Duration: Up to 1 minute with Concentration
This Power grants you an incredibly tough body by
rearranging your muscles and organs into a more perfect
formation. While this Power is active, you gain advantage
on Constitution and Strength Saving Throws and a +1
bonus to AC. Manifesting this as a 3rd-Level Power
increases the duration to 10 minutes, while manifestation
as a 4th-Level Power increases the duration to 1 hour. Any
further augmentation of this power has no effect.
Body Adjustment
3rd-Level Psychometabolism
Manifesting Time: 1 action
Range: Touch
Display: Auditory and Material
Duration: Instantaneous
Twisting the insides to clog wounds, patch arteries, and
really work out those cramps, you heal a creature for 8d4 +
your intelligence modifier. For every Power Level above
3rd you manifest this Power as, you heal another 2d4.
Body Equilibrium
2nd-Level Psychometabolism
Manifesting Time: 1 action
Range: Personal
Display: Material and Visual
Duration: Up to 10 minutes with Concentration
You readjust your center of gravity with you brain,
allowing you to walk at normal speed on any liquid,
slippery surface, or weak solid without falling or slipping.
Fall damage is also halved while using this power.
Bolt of Fire
2nd-Level Pyrokinesis
Manifesting Time: 1 action
Range: 60 feet
Display: Auditory
Duration: Instantaneous
You can launch a bolt of psionically manifested fire at a
target. This power is treated as a ranged spell attack and deals
3d6 points of fire damage. For every Power Level above 2nd
you manifest this Power as, you deal another 1d6 damage.
Breath of the Black Dragon
6th-Level Psychometabolism
Manifesting Time: 1 action
Range: Self (80 ft line)
Display: Visual
Duration: Instantaneous
By creating a temporary acid-storing organ near your
mouth, you spew a cone of acid that deals 10d8 Acid
damage to all creatures that fail a Dexterity Saving Throw.
A creature who succeeds on the save takes half damage. If
you manifest this Power at a level above 6th, then you
increase the damage by 1d8 per level.

Catapsi
5th-Level Telepathy
Manifesting Time: 1 action
Range: Self (30 ft sphere)
Display: Mental and Visual
Duration: Up to 1 minutes with Concentration
You broadcast mental white noise to any creature within
range, disrupting the Concentration of any creature who
fails a Wisdom Saving Throw, with any creature who
makes the save having to repeat it every round that this is
still in effect. Any creature other than you that attempts to
manifest a Power must also succeed on a Wisdom Saving
Throw or fail at manifesting the Power.
Catfall
Psychoportation Talent
Manifesting Time: 1 reaction
Range: Personal
Display: Auditory
Duration: Until Landing
You can use this Talent in the air if jumping or falling from
a great height. No matter what, you land on your feet when
you land and damage that you would have taken from the
fall is reduced as if the fall was 20 feet shorter.
Cloud Mind
2nd-Level Telepathy
Manifesting Time: 1 action
Range: 60 feet
Display: None
Duration: Up to 10 minutes with Concentration
Target one creature that you can see within range when you
manifest this Power. This creature cannot perceive you in
any way. Any actions you make that do not affect it, but
any major actions, such as those that create obvious effects
like attacking a nearby creature, making a loud sound, or
manifesting a power, then the creature may make a
Wisdom Saving Throw, and if they succeed, the Power no
longer has any effect on the creature. The creature may also
make a Wisdom Saving Throw if they detect you before
you manifest this Power. Attacking a creature under this
effect cancels it immediately. For every level higher than
2nd that you manifest this power as, you can target one
more creature.
Concussion Blast
2nd-Level Psychokinesis
Manifesting Time: 1 action
Range: 120 feet
Display: Auditory
Duration: Instantaneous
You target one creature and strike them with a blast of
force, dealing 4d8 force damage. The target must succeed

on a Strength Saving Throw or be stunned for 1 round. For


each level higher than 2nd that you manifest this power as,
you deal an extra 1d8 damage.
Control Light
Psychokinesis Talent
Manifesting Time: 1 action
Range: 100 feet
Display: Visual
Duration: Up to 1 minutes with Concentration
By focusing your mind, you can change the amount of light
emitted from an object. You can either completely diminish
the illumination produced, making a torch or similar object
have no effect on the light level, or you can double the light
radius of the object.
Correspond
4th-Level Telepathy
Manifesting Time: 10 minutes
Range: Infinite
Display: Mental
Duration: Up to 10 minutes with Concentration
You can target any creature you have met before. You can
have a mental conversation with this entity, and both of you
instantly recognize each others voice. You can send each
other messages up to 25 words long, and sending a message
takes an action. The creature you contact does not need to
share a common language with you for you to
communicate.

Decerebrate
7th-Level Psychoportation
Manifesting Time: 1 action
Range: 60 feet
Display: Mental
Duration: Instantaneous
You target a portion of a creatures brain or nervous
system, teleporting it into another plane of existence unless
the target succeeds on a Constitution Saving Throw. If the
target fails the Saving Throw, their intelligence drops to 1
and they lose sight and hearing. This can be reversed
through spells like Wish or Regenerate.
Defensive Precognition
1st-Level Clairsentience
Manifesting Time: 1 action
Range: Personal
Display: Material and Visual
Duration: 1 minute
You predict the near future, aiding yourself in avoiding
dangerous situations. Roll a d4. Add that to the next Saving
Throw you make or subtract it from the next Attack Roll
targeted at you. This cannot negate automatic hits from
natural 20s. If you manifest this Power as 2nd Level, you
roll a d6 instead, a d8 as 3rd, d10 as 4th, and a d12 and 5th.

Create Sound
Metacreativity Talent
Manifesting Time: 1 action
Range: 50 feet
Duration: Up to 1 minute with Concentration
By manifesting this power, you can create a sound as loud
as five people. You can use this to mimic many sounds,
including mouse squeaks, singing, roaring, crackling of
flames, bell chimes, or even something as complex as
conversation.

Detect Psionics
1st-Level Clairsentience
Manifesting Time: 1 action
Range: Self
Display: Auditory and Visual
Duration: Up to 10 minutes with Concentration
For the duration, you sense the presence of Psionics within
30 feet of you. If you sense Psionics in this way, you can
use your action to see a thin aura around any visible
creature or object that bears Psionics. The Power can
penetrate most barriers, but it is blocked by 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt.

Crystal Shard
Metacreativity Talent
Manifesting Time: 1 action
Range: 80 feet
Display: Auditory and Material
Duration: Instantaneous
By carving out hardened ectoplasm, you launch a daggersized shard out of the Astral Plane. A target that you choose
takes 1d8 Piercing damage if they fail a Dexterity Saving
Throw. A successful throw negates all damage from this
Talent. At 5th level, this summons two crystals, three at
11th, and four at 17th. Each extra crystal requires its own
attack roll.

Disable
1st-Level Telepathy
Manifesting Time: 1 action
Range: Self (20 foot cone)
Display: Visual
Duration: Instantaneous
You use your brainpower to stop weaker creatures in their
tracks. Roll 5d8; the total is how many hit points of
creatures it can affect. Starting with the creature with the
lowest Hit Points, all creatures are rendered paralyzed in
ascending order of their current hit points, subtracting their
current HP from the number you rolled until the number
reaches past 0. Once you reach that point, stop paralyzing

creatures, including the one that depleted the number into


the negatives. All paralyzed creatures are left paralyzed
until they either take damage or a minute passes.
Dispel Psionics
3rd-Level Psychokinesis
Manifesting Time: 1 action
Range: 120 feet
Display: Visual
Duration: Instantaneous
Choose any one creature, object, or Psionic effect in range.
Any Power of 3rd level or lower on the target ends. For
each Power of 4th level or lower on the target, make an
Intelligence check. The DC equals 10 + the Powers level.
On a successful check, the Power ends. If the Power is
manifested at higher levels, Dispel Psionics automatically
disables any Psionic effect of the same level or lower.
Dissipating Touch
Psychoportation Talent
Manifesting Time: 1 action
Range: Touch
Display: Auditory and Visual
Duration: Instantaneous
You rapidly shift the molecules of a substance with your
hand, dealing 1d10 Force damage to any target you touch
by making a Power attack roll. At 5th, 11th, and 17th level,
this deals 2d10, 3d10, and 4d10 damage respectively.
Ectoplasmic Shambler
5th-Level Metacreativity
Manifesting Time: 1 action
Range: 200 feet
Display: Auditory, Material, and Olfactory
Duration: 1 minute
You carve out a predatory fog from the ectoplasm of the
Astral Plane which takes up a 30-foot radius sphere
centered on a point within range. Any creature that starts its
turn within the Ectoplasmic Shambler takes 6d6 force
damage unless they succeed on a Constitution Saving
Throw. If a creature succeeds, they take half damage. On
your turn, you may move the Ectoplasmic Shambler up to
40 feet as a bonus action. Increasing the level of
manifestation increases the damage the Ectoplasmic
Shambler deals by 2d6 per level above 5th.
Ego Whip
2nd-Level Telepathy
Manifesting Time: 1 action
Range: 60 feet
Display: Auditory
Duration: Instantaneous
You use your Psionic abilities to lash the mind of a single
creature, heavily demoralizing it, dealing 6d4 Psychic

damage and forcing disadvantage on the creatures next


save or attack roll unless they succeed on a Charisma
Saving Throw. On a successful throw, the creature takes
half damage and does not gain forced disadvantage.
Empathy
1st-Level Telepathy
Manifesting Time: 1 action
Range: 30 ft
Display: Mental
Duration: 10 minutes
You branch out to all creatures within range, feeling some
of their most prevalent thoughts. You know what surface
emotions they are feeling, such as rage, thirst, fear, hunger,
pain, joy, infatuation, curiosity, uncertainty, and
satisfaction.
Energy Adaptation
2nd-Level Psychometabolism
Manifesting Time: 1 action
Range: Self
Display: Visual
Duration: Up to 10 minutes with Concentration
When you manifest this Power, you choose one of the
following damage types: Cold, Fire, Lightning, or Thunder.
You gain resistance to this type for the duration. By
manifesting this power at a higher level, you can either
choose to gain a resistance to another type or become
immune to a type that you already chose to be resistant to.
You get to make this choice once for every level above 2nd
that you manifest it as.
Energy Burst
3rd-Level Psychokinesis
Manifesting Time: 1 action
Range: Self (25 foot sphere)
Display: Auditory
Duration: Instantaneous
When you manifest this Power, choose one of the following
damage types: Cold, Fire, Lightning, or Thunder. You deal
4d8 damage of that type to all creatures in range who fail a
Dexterity Saving Throw. Those who succeed on the throw
take half damage. Manifesting this Power at higher levels
adds 1d8 to the damage for every level above 3rd.
Energy Conversion
7th-Level Psychometabolism/Psychokinesis
Manifesting Time: 1 action
Range: Self
Display: Mental
Duration: Up to 10 minutes with Concentration
Your body becomes an energy battery for the duration of
this Power. You gain resistance to Cold, Fire, Lightning,
and Thunder damage. All damage that is negated by this

Power is stored up to be released as a devastating energy


beam. As an action, you can perform a Power attack roll to
hit a single target within 120 feet with all the damage you
have stored with the types kept. Doing this ends the effect
of this Power.
Energy Push
2nd-Level Psychokinesis
Manifesting Time: 1 action
Range: 80 feet
Display: Auditory and Visual
Duration: Instantaneous
When you manifest this Power, choose one of the following
damage types: Cold, Fire, Lightning, or Thunder. You deal
3d10 damage of this type to a creature within range that
fails a Dexterity Saving Throw. On a successful save, the
creature takes half damage. The creature also rolls a
Strength Saving Throw, and on a failure, they are flung
back 20 feet. For every level above 2nd that this Power is
manifested as, add 1d10 to the damage roll.
Energy Ray
Psychokinesis Talent
Manifesting Time: 1 action
Range: 60 feet
Display: Auditory
Duration: Instantaneous
When you manifest this Power, choose one of the following
damage types: Cold, Fire, Lightning, or Thunder. You deal
1d8 damage of this type to a creature within range after
making a successful Power attack roll. At 5th, 11th, and
17th levels, you gain an extra beam, which uses a separate
attack roll and can be a different damage type.
Energy Wall
3rd-Level Metacreativity/Psychokinesis
Manifesting Time: 1 action
Range: 100 feet
Display: Auditory
Duration: 5 rounds
When you manifest this Power, choose one of the following
damage types: Cold, Fire, Lightning, or Thunder. You
conjure a 20x20-foot wall of that element that generates
waves of energy on one side. Any creature that starts its
turn or enters the space within 20 feet of that side takes 2d8
damage of that type. Any creature that attempts to pass
through the wall takes 3d8 damage of that type. You can
manifest this power at higher levels to increase one of the
dimensions of the wall by 20 feet per level above 3rd. This
cannot increase the thickness of the wall.
Energy Wave
7th-Level Psychokinesis
Manifesting Time: 1 action

Range: Self (80 foot cone)


Display: Auditory
Duration: Instantaneous
When you manifest this Power, choose one of the
following damage types: Cold, Fire, Lightning, or
Thunder. You deal 12d8 damage of this type to all creatures
in the area of effect who fail a Dexterity Saving Throw.
Succeeding on this throw reduces the damage taken by
half. Manifesting this Power at higher levels increases the
damage by 2d8 per level.
Eradicate Invisibility
3rd-Level Psychokinesis
Manifesting Time: 1 action
Range: Self (50 foot burst)
Display: Visual
Duration: Instantaneous
You emit a burst of energy that destroys the light-bending
effects that cause invisibility. You dispel all invisibility
effects within range. Natural invisibility is revealed for 3
rounds before activating again.
Fire Lash
1st-Level Pyrokinesis
Action: 1 bonus action
Range: Self
Display: Visual
Duration: Concentration, up to 10 minutes
You fashion a 10-foot-long whip of fire in your free hand.
It lasts for the duration and if you let go of the whip, it
disappears, but you can evoke the whip again as a bonus
action. You can use your action to make a melee spell
attack with a range of 10 feet with the fiery whip. On a hit,
the target takes 2d6 fire damage. The flaming whip sheds
bright light in a 10-foot radius and dim light for an
additional 10 feet. For every level above 1st that this
Power is manifested as, add 1d6 to the damage roll.
Firewalk:
5th-Level Pyrokinesis
Action: 1 action
Range: Self
Display: Material and Auditory
Duration: Concentration, up to 10 minutes
When you manifest this power, you can literally walk on
fire. You leave footprints of flame 10 feet high and 5ft
wide that last for the duration. You receive no damage
from the flames. Each creature at the start of their turn
within the fire must make a Dexterity saving throw. On a
failed save, a creature takes 4d8 fire damage, or half as
much damage on a successful save. For every level above
5th that this Power is manifested as, add 1d8 to the damage
roll.
Flaming Weapon
3rd-Level Pyrokinesis
Action: 1 action
Range: Self
Display: Visual
Duration: 1 minute
When you manifest this Power, one weapon you hold
(including a stone, bullet, arrow, or bolt) is licked by
flames that harm neither her nor the weapon. The weapon
deals 1d6 points of fire damage, in addition to its normal
damage. The weapon stops flaming at the end of the
duration.

Force Screen
1st-Level Psychokinesis
Manifesting Time: 1 action Range: Self
Display: Auditory
Duration: 1 minute with Concentration
You create a hovering shield out of Psionic energy in
front of you. The shield itself is translucent, but it
grants half- cover from the front and always follows
you. Manifesting this as a 2nd-Level Power increases
the duration to up to 10 minutes, and up to 1 hour at
3rd level.
Fuse Flesh
6th-Level Psychometabolism
Manifesting Time: 1 action
Range: 20 ft
Display: Visual
Duration: 1 minute
Your touch is like a surgeons, but much more
malicious. Choose a target with flesh within range.
That target must then make a Constitution Saving
Throw or have its flesh sown over itself. A creature
who fails the throw has their movement speed
reduced to 0 for the duration, cannot take any
actions that are not purely mental while sewn
together, and any swimming or flying creatures
cease to be swimming or flying. Attack rolls that
target the creature also gain advantage, and the
creature automatically fails any other saving throws.
A successful saving throw causes the target to only
gain disadvantage on attack rolls for the duration.
Heat Death
9th-Level Pyrokinesis
Action: 1 action
Range: 30 feet
Display: Visual
Duration: Instantaneous
You raise the internal temperature of one living
creature within 30 feet to lethal levels. The target
must pass a Constitution saving throw or the target
sustains 10d20 + 100 points of fire damage and
horrifically its blood (or other internal fluid) boils. On
a successful save, the target receives half damage.
Id Insinuation
2nd-Level Telepathy
Manifesting Time: 1 action
Range: 50 feet
Display: Auditory
Duration: Up to 1 minute with Concentration Choose
a target within range and force them to make a
Charisma Saving Throw. On a success, this has no
effect. On a failure, the creature must roll a d10 at the
beginning of its turn as long as you maintain
Concentration. The results of the roll effect the
creatures actions, detailed below:
On a 1, the creature moves in a random
direction, determined by rolling a d8
On a 2-6, the creature is unable to move or
act, conflicted with itself
On a 7-8, the creature performs a melee
attack against the closest other creature
-

On a 9-10, the creature acts normally

Inflict Pain
2nd-Level Telepathy
Manifesting Time: 1 action
Range: 60 feet
Display: Mental
Duration: 3 rounds
You mentally maim a target in range, dealing 3d8 Psychic
Damage unless the target succeeds on a Wisdom Saving
Throw. On a successful throw, the target takes half damage
and suffers no further effect.

On a failure, the target must make another Wisdom Saving Throw


whenever it attempts to make an attack roll or skill check or gain
disadvantage on that roll or check. This effect lasts for the duration
of the Power. You can manifest this power at higher levels,
increasing the damage dealt by 1d8 and duration of the effect by 1
round for every level above 2nd.
Insanity
7th-Level Telepathy
Manifesting Time: 1 action
Range: 100 feet
Display: Mental
Duration: Instantaneous
As the Id Insinuation Power, but permanent.
Intellect Fortress
4th-Level Psychokinesis
Manifesting Time: 1 bonus action
Range: Self (20 ft sphere)
Display: Auditory
Duration: Up to 1 minute with Concentration
You conjure a psychic barrier that protects all within it. All
creatures within the area of effect take gain resistance against
Psychic damage and Psionic Powers. Imitations of said powers are
also affected by this Power. You can increase the level that this
Power is manifested, and every level above 4th increases the radius
of the sphere by 10 feet per level.
Iron Body
8th-Level Metacreativity/Psychometabolism
Manifesting Time: 1 action
Range: Self
Display: Auditory
Duration: Up to 10 minutes with Concentration
Shaping metal from the ectoplasm of the Astral Plane, you coat
your body in it, weighing you down but protecting you
substantially. While this Power is active, you gain +10 to your AC,
but have your movement speed halved. You also gain resistance
against Slashing, Piercing, and Bludgeoning damage, and cannot
fly or swim. You also automatically break weak solids that you
stand on and sink in any liquid.
Mass Missive
2nd-Level Telepathy
Manifesting Time: 1 action
Range: 500 feet
Display: Mental
Duration: Instantaneous
You broadcast a single, one-way, 25 word message to all creatures
you choose within range. This requires a common language, and a
creature that does not share a common language will hear
meaningless syllables.
Microcosm
9th-Level Telepathy
Manifesting Time: 1 action
Range: 60 feet
Display: Material
Duration: Instantaneous
You use your Psionics to circulate a single creatures neural
network to feed into itself. One creature within range that you
target must succeed on a Wisdom Saving Throw or be trapped in a
realm of fantasy. On a failure, the creatures mind produces its
own landscape which the creature perceives as real. The creature in
reality simply slumps over, drooling, where it will eventually die
from natural causes if it can. This effect can only be reversed by
spells or Powers such as Wish or Bend Reality

Mind Blank
8th-Level Telepathy
Manifesting Time: 1 action
Range: 30 feet
Display: Olfactory
Duration: 24 hours
By selecting one target within range, including yourself,
you can shroud that target in a psychic veil. That target is
now immune to the effects of all surveillance, mindreading, behavior-altering, or detection spells and Powers
for the duration. Manifesting this Power as a 9th-Level
Power increases the duration to 1 week.
Mind Thrust
1st-Level Telepathy
Manifesting Time: 1 action
Range: 40 feet
Display: Auditory
Duration: Instantaneous
With a quick jolt of Psionic energy, you deal 2d10 Psychic
damage to one target that you choose within range who
fails an Intelligence Saving Throw. A successful throw
halves the damage. Manifesting this Power at higher levels
increases the damage dealt by 1d10 per level above 1st.
Mindwipe
4th-Level Telepathy
Manifesting Time: 1 action
Range: Touch
Display: Auditory, Mental, and Visual
Duration: Instantaneous
Upon succeeding on a Power attack roll, you cleanse a
portion of a targets memories. This can have superficial
effects, but if the target has class levels, you can remove
two of them if the target fails a Wisdom Saving Throw.
This effect persists for 1 week, but can be removed through
various spells and Powers.
Missive
Telepathy Talent
Manifesting Time: 1 bonus action
Range: 60 feet
Display: Mental
Duration: Instantaneous
You can send a one-way 25-word message to one creature
in range who shares a common language.
Moment of Prescience
7th-Level Clairsentience
Manifesting Time: 1 action
Range: Touch
Display: Visual
Duration: 5 minutes
A target you contact, including yourself, has a revelation
of possible future events. For the duration, the target
cannot be surprised, forces disadvantage on attackers, and
gains advantage on attack rolls and saving throws.
Manifested as an 8th-Level Power, the duration is 15
minutes, and as a 9th-Level Power, the duration is 1 hour.
My Light
Psychokinesis Talent
Manifesting Time: 1 action
Range: Self (60 ft cone)

Display: Auditory and Visual


Duration: 1 minute
Your eyes emit a beam of illumination, creating a brightly
lit area in a 30 foot cone where you look, and dim light
another 30 feet beyond that.
Offensive Precognition
1st-Level Clairsentience
Manifesting Time: 1 action
Range: Personal
Display: Material and Visual
Duration: 1 minute
You predict the near future, aiding yourself in combat. Roll
a d4. Add that to the next attack roll you make or subtract it
from the next Saving Throw a creature makes against you.
This cannot negate automatic hits from natural 20s. If you
manifest this Power as 2nd Level, you roll a d6 instead, a
d8 as 3rd, d10 as 4th, and a d12 and 5th.
Offensive Prescience
1st-Level Clairsentience
Manifesting Time: 1 action
Range: Touch
Display: Material and Visual
Duration: 1 minute
A creature you touch can see a split-second ahead, giving it
advantage on damage rolls it makes for basic attacks for the
duration.
Personality Parasite
4th-Level Telepathy
Manifesting Time: 1 action
Range: 100
Display: Auditory and Visual
Duration: 1 minute
You are able to invert a portion of a targets psyche unless
they succeed on a Charisma Saving Throw. At the start of
the subjects turn when under this effect, they roll a d2. On
a 2, the alternate personality takes over, actively working
against the original for that turn, such as by attacking allies.
Phase Door
7th-Level Psychoportation
Manifesting Time: 1 action
Range: Touch
Display: Material and Visual
Duration: See text
You can place a door to a small portion of the Astral Plane
on any wood or stone surface. This door can be used by you
and any other creature that you permit, and no light, spells,
or Powers can pass through the door. The space inside the
door is a simple 10-foot cube that can be used for storage.
Two doors can be placed at the same time, and a third door
replaces the first. Both lead to the same room.

Psionic Blast
3rd-Level Telepathy
Manifesting Time: 1 action
Range: Self (30 ft cone)
Display: Auditory
Duration: Instantaneous
You send forth a way of Psionic energy, dealing 6d6
Psychic damage and stunning all creatures who fail an
Intelligence Saving Throw until the beginning of your next
turn. A successful save halves the damage.
Psionic Creation
5th-Level Metacreativity
Manifesting Time: 1 minute
Range: 30 feet
Display: Material
Duration: 1 hour
You pull globs of ectoplasm from the Astral Plane to create
a fallacy of a nonliving object of vegetable matter within
range: soft goods, rope, wood, or something similar. You
can also use this Power to create mineral objects such as
stone, crystal, or metal. The object created must be no
larger than a 5-foot cube, and the object must be of a
material you have encountered before. When manifested at
higher levels, the volume of the object you simulate can be
up to a 10-foot cube at 6th-Level, 15 at 7th, 20 at 8th, and
25 at 9th.
Psionic Dimension Door
4th-Level Psychoportation
Manifesting Time: 1 action
Range: 500 feet
Display: Visual
Duration: Instantaneous
You teleport yourself from your current location to any
other spot within range. You arrive at exactly the spot
desired. It can be a place you can see, one you can
visualize, or one you can describe by stating distance and
direction, such as 200 feet straight downward or
upward to the northwest at a 45-degree angle, 300 feet.
You can bring along objects as long as their weight doesnt
exceed what you can carry. You can also bring one willing
creature of your size or smaller who is carrying gear up to
its carrying capacity. The creature must be within 5 feet of
you when you cast this Power. If you would arrive in a
place already occupied by an object or a creature, you and
any creature traveling with you each take 4d6 force
damage, and the Power fails to teleport you.
Psionic Disintegration
6th-Level Psychoportation
Manifesting Time: 1 action
Range: 60 feet

Display: Auditory, Material, and Visual


Duration: Instantaneous
A thin green ray springs from your pointing finger to a
target that you can see within range. The target can be a
creature, an object, or a creation of magical force, such as
the wall created by wall o f force. A creature targeted by
this Power must make a Dexterity saving throw. On a failed
save, the target takes 10d6 + 40 force damage. If this
damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and
carrying, except psionic items, are reduced to a pile of fine
gray dust. The creature can be restored to life only by
means of a true resurrection, bend reality, or wish Power.
This Power automatically disintegrates a Large or smaller
non-magical object or a creation of magical force. If the
target is a Huge or larger object or creation of force, this
Power disintegrates a 10-foot-cube portion of it. A psionic
item is unaffected by this Power. When you manifest this
Power at higher levels, the damage dealt increases by 3d6
per level above 6th.
Psionic Divination
4th-Level Clairsentience
Manifesting Time: 1 action
Range: Self
Display: Mental and Visual
Duration: Instantaneous
Your Psionics and an offering put you in contact with a god
or a gods servants. You 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. The Power doesnt
take into account any possible circumstances that might
change the outcome, such as the manifestation of additional
Powers or the loss or gain of a companion. If you manifest
the Power two or more times before finishing your next
long rest, there is a cumulative 25 percent chance for each
casting after the first that you get a random reading. The
DM makes this roll in secret.
Psionic Grease
1st-Level Metacreativity
Manifesting Time: 1 action
Range: Self
Display: Olfactory and Visual
Duration: 1 minute
Slick, ectoplasmic grease covers the ground in a 10-foot
square centered on a point within range and turns it into
difficult terrain for the duration. When the grease appears,
each creature standing in its area must succeed on a
Dexterity saving throw or fall prone. A creature that enters
the area or ends its turn there must also succeed on a
Dexterity saving throw or fall prone.

Psionic Identify
1st-Level Clairsentience
Manifesting Time: 1 hour
Range: Self
Display: Material and Mental
Duration: Instantaneous
You choose one object that you must touch throughout the
manifesting of the Power. If it is a Psionic item or some
other Psionic-imbued object, you learn its properties and
how to use them, whether it requires attunement to use, and
how many charges it has, if any. You learn whether any
Powers are affecting the item and what they are. If the item
was created by a Power, you learn which Power created it.
If you instead touch a creature throughout the manifesting,
you learn what Powers, if any, are currently affecting it.
Psionic Levitate
3rd-Level Psychoportation
Manifesting Time: 1 action
Range: 60 feet
Display: Olfactory
Duration: Up to 10 minutes with Concentration
One creature or object of your choice that you can see
within range rises vertically, up to 20 feet, and remains
suspended there for the duration. The Power can levitate a
target that weighs up to 500 pounds. An unwilling creature
that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a
fixed object or surface within reach (such as a wall or a
ceiling), which allows it to move as if it were climbing.
You can change the targets altitude by up to 20 feet in
either direction on your turn. If you are the target, you can
move up or down as part of your move. Otherwise, you can
use your action to move the target, which must remain
within the Powers range. When the Power ends, the target
floats gently to the ground if it is still aloft.
Psionic True Seeing
6th-Level Clairsentience
Manifesting Time: 1 action
Range: Personal or Touch
Display: Visual
Duration: 1 hour
This Power gives the willing creature you touch the ability
to see things as they actually are. For the duration, the
creature has truesight, notices secret doors hidden by
Psionics, and can see into the Ethereal Plane, all out to a
range of 120 feet.
Psychic Crush
5th-Level Telepathy
Manifesting Time: 1 action
Range: 60 feet
Display: Auditory

Duration: Instantaneous
You brutally destroy the thoughts and psyche of another
creature in range, dealing 8d10 Psychic damage unless the
creature succeeds on a Charisma Saving Throw, taking half
damage on a pass. A failed save stuns the creature until it
succeeds on a Charisma Saving Throw. For each level
above 5th that you manifest this power as, add 1d10 to the
damage roll.
Red Dragon Breath
4th-Level Pyrokinesis
Manifesting Time: 1 action
Range: 25 feet
Display: Visual
Duration: Instantaneous
You breathe forth raging fire, originating from your mouth
and extending outward in a cone. Each creature in a 25foot cone must make a Dexterity saving throw. A creature
takes 6d10 fire damage on a failed save, or half as much
damage on a successful one. The fire ignites any
flammable objects in the area that arent being worn or
carried. For each level above 4th that you manifest this
power as, add 1d10 to the damage roll.
Retrieve
6th-Level Psychoportation
Manifesting Time: 1 bonus action
Range: 300 feet
Display: Visual
Duration: Instantaneous
You instantly teleport any object that you can see into your
hands.
Sequester
7th-Level Clairsentience
Manifesting Time: 1 action
Range: Touch
Display: None
Duration: 1 day
Using your Psionic abilities, the creature that you touch
becomes immune to surveillance spells and Powers and is
rendered invisible for the duration. However, the target is
also rendered comatose while under this effect, but the
target does not age or suffer any ill effects. Manifesting this
Power at higher levels increases the duration to 1 week at
8th-Level, or 1 month at 9th-Level.
Share Pain
3rd-Level Psychometabolism
Manifesting Time: 1 action
Range: 80 feet
Display: Material and Mental
Duration: Up to 1 minute with Concentration
You choose a target in range to split your wounds with.
The target that you choose must succeed on a Wisdom
Saving Throw, or take half the damage that you would
take for you while under the effect of this Power.

Shadow Body
8th-Level Psychometabolism
Manifesting Time: 1 action
Range: Self
Display: Auditory
Duration: Up to 10 minutes with Concentration
Your body shifts into a shadow, becoming one with
darkness. You blend in perfectly with dimly lit areas or in
total darkness, rendering you effectively invisible. While in
bright light, you are still clearly visible as an unattached
silhouette. You can move on any surface unhindered, and
gain resistance to Piercing, Slashing, and Bludgeoning
damage while this Power is active.

Synesthete
Psychometabolism Talent
Manifesting Time: 1 action
Range: Self
Display: Material
Duration: 10 minutes
You can link your senses together, allowing one sense to
stimulate the other. You could smell color, hear tastes, see
sounds, and so much more. This can be used to better
grasp your environment, or detect hidden elements that
you would not have noticed before. Choose and link two
senses. You gain advantage on any Perception checks that
use both of those senses.

Skate
Psychoportation Talent
Manifesting Time: 1 action
Range: Personal or Touch
Display: Material and Visual
Duration: 1 minute
The creature you select has its traction decreased to
practically nothing. It isnt affected by slippery surfaces
such as those created by a Grease spell. Travelling uphill
counts as difficult terrain, but travelling downhill costs
half as much movement.

Telekinetic Force
3rd-Level Psychokinesis
Manifesting Time: 1 action
Range: 300 feet
Display: Visual
Duration: 1 minute
You move an object no more than 250 lbs up to 20 feet in
any direction as an action while this is active, including the
turn that you manifest this Power. An unwilling creature
that is targeted can make a Strength Saving Throw to avoid
this. For every level above 3rd that you manifest this power
as, add 250 lbs to the weight limit.

Suspend Life
6th-Level Psychometabolism
Manifesting Time: 1 action
Range: Self
Display: Olfactory
Duration: Infinite
You suspend yourself in a trance impossibly deep,
slowing aging to a halt and eliminating the need for food
or water. You might as well be dead, and effects that detect
life and thought register you as dead. However, you are
fully aware of what happens around you, and can leave the
trance whenever you choose. If you are attacked during
this state, you awaken 4 rounds later.
Sustenance
2nd-Level Psychometabolism
Manifesting Time: 1 action
Range: Self
Display: Material
Duration: Instantaneous
Your body produces all the required nutrients, hydration,
and energy that you would need for a day. This eliminates
the need for food or drink.
Swarm of Crystals
2nd-Level Metacreativity
Manifesting Time: 1 action
Range: Self (20 foot cone)
Display: Material
Duration: Instantaneous
Summoning hardened ectoplasmic crystals from the Astral
Plane, you deal 4d6 Piercing damage to every creature that
fails a Dexterity Saving Throw. On a successful throw, a
creature takes half damage. For every level higher than 2nd
that this Power is manifested as, add 1d6 to the damage.

Telekinetic Push
3rd-Level Psychokinesis
Manifesting Time: 1 action
Range: 120 feet
Display: Visual
Duration: Instantaneous
Select any number of creatures or objects whose total
weight is no more than 250 lbs. You can hurl these objects
up to 50 feet in any direction. A hurled creature who hits a
solid surface takes damage equivalent to falling the
distance flung. Flinging an object at a creature requires
making a successful Power attack roll. Any objects above
20 lbs deals 1d6 bludgeoning when striking a creature. For
every level above 3rd that you manifest this power as,
increase the distance that you can fling an object or creature
by 20 feet.
Telempathy
Telepathy Talent
Manifesting Time: 1 action
Range: 40 feet
Display: Visual
Duration: 1 minute
You subtly alter a single target within ranges mood for the
duration, allowing for easier attempts at manipulation. The
target can resist this effect by succeeding on a Charisma
Saving Throw.
Temporal Acceleration
6th-Level Psychoportation

Manifesting Time: 1 bonus action


Range: Self
Display: None
Duration: 1 round
Once you manifest this Power, time stops all around you.
You can act normally, but cannot target a creature with an
attack or Power. You also cant deal damage to other
creatures while this Power is in effect. Persistent Powers
that you cast while this is active will still persist after the
effect ends. Manifesting this as a 7th-Level Power increases
the duration to 2 rounds, and manifesting this as an 8th or
9th-Level Power increases the duration to 3 rounds.
Time Hop
3rd-Level Psychoportation
Manifesting Time: 1 action
Range: 50 feet
Display: Auditory and Visual
Duration: 3 rounds
You make a tiny tear in time around a single target within
range, sending them forward in for the duration of this
Power. This Power can fail if the target succeeds on an
Intelligence Saving Throw. You can manifest this Power at
higher levels in order to increase the duration by 1 round
for every level above 3rd.
Touch Aflame
Pyrokinesis Talent
Manifesting Time: 1 action
Range: Touch
Display: Visual
Duration: Instantaneous
Your mere touch sets objects or foes on fire. Make a melee
spell attack against the target if it's a creature. The flames
deals 1d12 points of fire damage. A flammable object hit
by the fire ignites if it isn't being worn or carried. The
powers damage increases by 1d12 when you reach 5th
level (2d12), 11th level (3d12), and 17th level (4d12).
Tower of Iron Will
5th-Level Telepathy/Psychokinesis
Manifesting Time: 1 reaction or bonus action
Range: Self (10 ft sphere)
Display: Auditory
Duration: 1 round
When you are the target of a spell or Power, or within the
target area of a spell or Power, you may activate this Power,
or, you can activate this as a bonus action during your turn.
Either way, you create a barrier out of pure thought,
making all creatures within the area of effect immune to
damaging spells or Powers for the duration. Manifesting
this as a 6th or 7th-Level Power increases the duration to 2
rounds, while manifestation as a 8th or 9th- Level increases
the duration of the Power to 3 rounds.

True Metabolism
8th-Level Psychoportation
Manifesting Time: 1 action
Range: Self
Display: Material
Duration: 1 minute
Your body actively heals itself, sealing wounds and repairing
tears. You heal 5d6 damage every round while under the
effect of this Power. Manifesting this as a 9th- Level Power
increases the healing rate to 6d6.
Ubiquitous Vision
3rd-Level Clairsentience
Manifesting Time: 1 action
Range: Self
Display: Visual
Duration: Up to 10 minutes with Concentration
Your mind allows you to see in all directions, granting you
360-degree vision. You cannot be flanked and have
advantage on Perception checks that rely on sight.
Vigor
1st-Level Psychometabolism
Manifesting Time: 1 action
Range: Self
Display: Material and Olfactory
Duration: 1 hour
Your body energizes itself, granting you 2d6 temporary life
points. Manifesting this Power at higher levels grants
another 1d6 temporary life points per level above 1st.
Wall of Ectoplasm
4th-Level Metacreativity
Manifesting Time: 1 action
Range: 120 feet
Display: Visual
Duration: Up to 10 minutes with Concentration
You fashion a roiling wall of ectoplasm, imbuing it with
solidity. The wall cannot move once it is formed. The wall
is 4 inches thick and is 10 feet tall and can be up to 80 feet
long. The wall can also be stacked, corner, or even made into
a circle 25 feet in diameter. A creature that is where the wall
would be formed is restrained inside of the wall unless it
succeeds on a Strength Saving Throw. The wall can also be
breached by attacking it. Each 5 foot section of the wall has
an AC of 14 and 20 Hit Points. Alternatively, the wall can
be destroyed through Dispel Psionics.

Astral Constructs

Small Astral Construct

Large Astral Construct

Small Construct, unaligned


Armor Class 14 (Natural armor)
Hit Points 13 (2d6+6)
Speed 20ft.
STR
DEX
14 (+2) 10 (+0)

CON
16 (+3)

INT
3 (-4)

Large Construct, unaligned


Armor Class 17 (Natural Armor)
Hit Points 92 (8d10 + 48)
Speed 35ft.
WIS
6 (-2)

CHA
3 (-4)

STR
22 (+6)

DEX
10 (+0)

CON
23 (+6)

INT
3 (-4)

WIS
14 (+2)

CHA
10 (+0)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses Darkvision 60 ft. (blind beyond this radius),
passive Perception 8
Languages

Damage Immunities poison, psychic


Damage Resistance Slashing, Piercing,
Bludgeoning, and Psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses Darkvison 60ft. passive Perception 14
Languages

Shifting Form: The Construct can come in many


shapes, usually either humanoid or quadrupedal.

Shifting Form: The Construct can come in many


shapes, usually either humanoid or quadrupedal
Power Resistance: This creature has advantage on
saving throws against psionic powers

ACTIONS

Slam: +4 to hit, 5 ft reach, one target. Deals 8 (1d10


+2) bludgeoning damage.

Medium Astral Construct

Medium Construct, unaligned


Armor Class 15 (Natural armor)
Hit Points 57 (6d8 +30)
Speed 30ft.
STR
18 (+4)

DEX
10 (+0)

CON
21 (+5)

INT
3 (-4)

WIS
10 (+0)

CHA
3 (-4)

Damage Immunities poison, psychic


Damage Resistance Slashing, Piercing,
Bludgeoning, and Psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses Darkvision 60ft. passive Perception 10
Languages
Power Resistance: This creature has advantage on
saving throws against psionic powers.

Shifting Form: The Construct can come in many


shapes, usually either humanoid or quadrupedal
ACTIONS
Slam: +7 to hit, 5 ft reach, one target. Deals 27 (4d10
+5) bludgeoning damage.

ACTIONS

Multiattack. The large astral construct makes two slam


attacks.
Slam: +10 to hit, 5 ft reach, one target. Deals 29 (4d10
+7) bludgeoning.

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