1 The Psychae Level Proficiency Bonus Features Psionic Capacity Empathetic Aura 1st +2 Psionics, Psychic Archetype, Empathetic Aura, ─ 5 ft. 2nd +2 Psi Tactics 2 5 ft. 3rd +2 Major Discovery 3 10 ft. 4th +2 Ability Score Improvement 4 10 ft. 5th +3 Extra Psychic Attack 5 15 ft. 6th +3 Psionic Source Feature 6 15 ft. 7th +3 Know Your Enemy 7 20 ft. 8th +3 Ability Score Improvement 8 20 ft. 9th +4 ─ 9 25 ft. 10th +4 Mental Ability Score Improvement 10 25 ft. 11th +4 Psionic Source Feature 11 30 ft. 12th +4 Ability Score Improvement 12 30 ft. 13th +5 ─ 13 35 ft. 14th +5 Mental Ability Score Improvement 14 35 ft. 15th +5 ─ 15 40 ft. 16th +5 Ability Score Improvement 16 40 ft. 17th +6 ─ 17 45 ft. 18th +6 Psionic Source Feature 18 45 ft. 19th +6 Ability Score Improvement 19 50 ft. 20th +6 ─ 20 X ft.* The Psychae Masters of psionic energy, the psychae are few and far between and those who do possess these mysterious abilities are usually less than willing to share their knowledge. For some, it's because they fear what others may do with knowledge. For other psychae, it is simply because they wish to be the ones in control and to share their knowledge would be to invite competitors. More still fear what the burden of the knowledge the hold would do to the minds of those they shared it with.

Sound of Mind, Body, and Soul While a psychae may put nearly all their effort into training their minds, they understand that neglecting the body will only hinder the mind. As such, they keep physiques capable of coping with the stress of battle and the scholarly expiditions they often find themselves embarking on. So while they have no need for weaponry, many psychae train in the use of armor and shields, focusing all their physical training towards defense since true physical protection through psionic energy is a skill set in and of itself. Creating a Pyschae As you make your psychae character, keep in mind the intellectual nature of the class and how that manifests in what drives you and your actions. Are you driven towards the pursuit of knowledge out of necessity or by an insatiable curiosity? What kind of life have you lead that fueled that hunger for information and learning? Did you have access to education in your youth that nurtured your interest, or did you have to fight for every last piece of wisdom you could get? How did this pursuit of knowledge lead you to psionics? Was it by chance or did you seek it out? If it was by chance, what were you doing when you stumbled upon it? Searching an ancient ruin that was once the grand lyceum of an eldritch worshipping cult? Or did you unknowingly earn the favour of an ancient emerald dragon when you shared the results of your research on a mysterious ancient relic that had been eluding the dragon's own scrutiny? And if you sought it out, how much time did you spend searching for a way of acquiring psionics? And why did you pursue psionics as opposed to magic which is relatively more accessible? Image from "DMs Guild Creator Resource - Allies & Enemies Art" available on DM's Guild. “The Psychae class is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”

2 Quick Build You can make a psychae quickly by following these suggestions. First, make Intelligence your highest ability score. Your next highest score should be Constitution, or Charisma if you plan to take a more social playstyle. Second, choose the hermit or sage background. Class Features As a psychae, you gain the following class features. Hit Points Hit Dice: 1d8 per psychae level

1d8 per psychae level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psychae level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: None

None Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Medicine, Nature, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: a shield

(a) studded leather armor or (b) scale mail

(a) a scholar's pack or (b) a dungeoneer's pack Psionics Drawing on the psionic energy ingrained within your mind, you can effect the world around you and the minds of others. See the end of this document for the general rules of psionics. Telekinesis As an action, you can exert telekinetic force over an object you can see within 60 feet of you or within your Empathetic Aura's area (whichever range is greater). Unless a psychae feature says you can do otherwise, your telekinesis requires at least one free hand, can lift no more than a number of pounds equal to 5 × your Intelligence modifier, and can't move things with enough force to cause damage or wield weapons or shields. Additionally, telekinesis can not be used to activate magic items. Psionic Attack In place of weapons and martial arts, you manipulate psionic energy to cause damage to the minds of others, whether by the caustic nature of your own mind or by the exhertion of the sheer psychic pressure of milleniums of information. You can manifest your psionics within your Empathetic Aura's range to damage your foes in one of two ways: Make a psionic attack roll against a creature within range. On a hit the creature takes psychic damage equal to 1d8 + your psionics ability modifier

Choose a creature within range. That creature must make an Intelligence saving throw. On a failed save they take psychic damage equal to 1d8 + your psionics ability modifier Psionic attacks can be used as part of the Attack action. Psionic Ability As a purely mental skill, you use your Intelligence modifier whenever something refers to your psionics ability modifier or for when you're setting the save DC for a psionic ability. Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier.

Psionic attack modifier = your proficiency bonus + your Intelligence modifier.

Not a Mind Hand The most well known use of psionics is that of telekinesis. Often wrongly assumed to be the mage hand spell cast through psychic energy. The psionic ability to manipulate the physical world is something far more intrinsic than the conjuration of planes of force in an arcane imitation of a hand. No, telekinesis allows psychae and other psions to exert their will in a far more diverse manner than a simple mage hand does. Instead of a spectral hand, telekinesis is an invisible and amorphous energy capable of considerable force or manipulation with proper training, however the average practitioner of psionics is usually only capable of moving objects of up to 10 lbs. within 60 feet of themselves, nor are they capable of moving objects with an amount of force that could damage a creature. These near identical parameters are what lead to the common assumptions that telekinesis was just a psionic mage hand. And for those of you still skeptical to this fact, it has been well documented that when a psion does manipulate the weave with psionics to reproduce the effects of a spell an anti-magic field still functions normally, where as with telekinesis, it does not. Psychic Method Choose a psychic method which describes the ways in which you focus your psionics: The Corrupt, The Domitor, or The Historian. All options are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 11th, 15th, and 18th level. Image from the Eberron Heroes and Villains Art Pack Resource available on DM's Guild.

3 Empathetic Aura Starting at 1st level, your mind expands beyond your physical form. Your aura expands in a radius equal to half your psychae level (round up) × 5; as shown in the Empathic Aura column of the Psychae table. The radius of your aura determines the range for any psionic based effects you use unless otherwise stated. You can mentally communicate with any number of willing creatures within your aura's range. In addition, you can form a mental connection to a willing creature outside your aura if both creatures use their action to maintain constant eye contact. This communication can be through a language or through the transfer of emotions and concepts. Other creatures within your aura can also initiate this communication if they are aware of its presence and you allow them to. This connection provides no additional means of understanding languages not shared by you and another creature and does not allow creatures within the aura to communicate with those other than yourself. At 20th level, your aura rapidly expands out to a number of feet equal to your Intelligence modifier × 100 (minimum of 100 feet). In addition, creatures within your aura no longer need to be willing for you to communicate with them or read their surface thoughts. This feature still adheres to the restrictions detailed at the end of this document in Appendix A. Psi Tactics At 2nd level you solidify your ability to manipulate psionic energy and further tap into the wells of external knowledge from whence it came. Each psi tactic has a value that represents the amount of stress the knowledge puts on your mind. The tactics available to you, as well as their psi values, are detailed at the end of the class description. You can memorize a certain number of tactics with a sum value equal to your psychae level as shown in the Psionic Capacity column on the Psychae table. Additionally, you can spend a number of days equal to half your psychae level in seclusion to change the tactics you have memorized. Alternatively when you level up, you can revise which tactics you have memorized. Major Discovery At 3rd level, your delving into the source of your psionic abilities has born fruit. You gain one of the following features of your choice: Mental Armaments You learn how to manipulate your telekinesis in ways that allow you to form telekinetic weapons or even wield certain weapons effectively. Your telekinesis can now lift up to 50 lbs. and wield weapons with the light property as if you were engaging in two weapon fighting or throw other objects as per normal. Either way, you use your Intelligence modifier for the attack and damage rolls. Wielding weapons in this way grants you no additional proficiency, nor can you effectively make use of a shield. In addition, you gain new ways to make a psionic attack: Make a psionic attack roll against a target within range. On a hit the target takes bludgeoning, piercing, or slashing damage equal to 1d8 + your psionics ability modifier.

When you take the Attack action on your turn and make a psionic attack, you can use your bonus action to make a psionic attack with your telekinesis. On a hit the target takes bludgeoning, piercing, or slashing damage equal to 1d4. Psychic Trickery By combining your telepathy and telekinesis you can make extremely lifelike, if simplistic, illusions. As an action, you can create passive hallucinations in the minds of every creature within your aura that cover almost all the senses. The hallucinations must fit within the radius of your Empathetic Aura, can't have complex shapes, sounds, imagery, textures, (ie. you could create an illusion of a stone wall but not a masterwork marble statue, nor could you replicate the sound of a well tuned instrument but the sound of a rock hitting a wall is possible), and must remain static. Gentle physical interaction with the hallucinations does not reveal it to be fake as your telekinesis, supplemented by a tactile hallucination, mirrors that of reality but attacking any part of the hallucinations does as they don't provide any substantial resistance beyond your 10 lb. limit. A creature can also discern the truth by using their action to make an Intelligence (Investigation) check against your psionic save DC. If a creature realizes what's happening, the sensory factors are dampened too them but the telekinetic components remain solid. You can concentrate on this effect indefinitely to a certain extent, but doing so for more than an hour puts considerable strain on your mind. For every full hour you maintain concentration on this feature, you take psychic damage equal to twice your psychae level and must make a Constitution or Charisma saving throw (your choice). On a failed save, you take additional damage equal to the initial value, and fall unconscious for either 1d10 minutes or until you are healed for an amount equal to the psychic damage taken. Telekinetic Wards At the end of a long rest you can create a number of telekinetic wards equal to your Intelligence modifier. When you or a creature within your Empathetic Aura is hit by an attack, you can use your reaction to grant the target a momentary bonus to AC equal to your proficiency bonus. Any wards that haven't been used dissappear when you create new ones at the end of your next long rest. Vessel Augmentation You learn to meld your psionics with ki. You can use your Intelligence modifier instead whenever a skill check or saving throw calls for Strength, Dexterity, or Constitution. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

4 Extra Psychic Attack Beginning at 5th level, you can attack twice instead once, whenever you take the Attack action on your turn. One of these attacks must be a psionic attack. Know Your Enemy At 7th level, you can psychically obtain information about creatures who spend at least 1 minute within your Empathetic Aura outside of combat. The DM will give you two pieces of information of your choice from the following list: Intelligence score, Wisdom score, Charisma score, Creature Type, Senses, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities. Creatures with a passive Wisdom (Perception) score equal to or higher than your psionic save DC are aware something is scouring their mind, but gain no further means to resist the effects or tell it's your doing. If the target possesses psionic abilities, add +5 to their passive Wisdom (Perception) score when resolving the effects of this feature. Mental Ability Score Increase When you reach 10th level and again at 14th level, you can increase your Intelligence, Wisdom, or Charisma score by 2 or two of those scores by 1. If your DM allows the use of feats, these ability score increases can not be replaced with a feat. Psychic Method Psychae hold mysterious powers with mysterious origins. Differing methods of psionic manipulation, better known as psychic mentalities, are often drawn from separate forces. But even psychae who can trace their psionic abilities to the same origin might practice differing methods. Of the mentalities that exist, there are three archetypes in particual that are more common among psychae: The Corrupt, the Domitor, and the Historian. The Corrupt The Corrupt are psychae who were unable to withstand the weight of whatever knowledge they uncovered and are often ill suited to going unnoticed. The very act of being within their aura can bring on a feeling of discomfort and anxiety. Their physical forms have been known to slowly distort and grow more aberration-like in nature as they grow in power. Forming a disfigured or unsettling appearance to match the shambles of their psyche. Nyarlathotep's Pittance Starting at 1st level when you choose this archetype, you have immunity to any madness inducing effect not created by your own class features (such as the howling winds of Pandemonium). In addition, you have advantage on saving throws against madness inducing effects you create. Aura of Madness At 6th level, you can psychically share the maddening whispers that constantly threaten your sanity as an action on your turn; but in doing so, you lower your own defenses. Over the course of a minute, you can corrupt the minds of those within your Empathetic Aura. You and any creature that spends the full minute within your aura must make a Charisma saving throw. On a failed save, the creature must roll on the Short Term Madness table (see page 259 of the Dungeon Master's Guide), and suffer the result. You can end this effect as a bonus action on your turn, or as a reaction when a creature leaves your Empathetic Aura. Once you've activated this feature, you can not do so again until you have completed a long rest. Psychic Vaccination By 11th level, you have learned how to protect others from your madness, and in doing so, your other psionic abilities as well. When you create a psionic effect that forces all creatures within an area to make a saving throw, you can choose to have certain creatures within your aura other than yourself automatically succeed the saving throw. You can affect a number of creatures equal to your Intelligence modifier. You can do so all at once or spread out over time but either way, all expended uses are regained at the end of a short or long rest. Sound of Insanity At 18th level, you can speak an unfathomable word as an action on your turn that distorts the rational minds of all who hear. Once you do so, you must complete a long rest before you can use this feature again. Each creature that's within 30 feet of you must make a Charisma saving throw. On a successful save, a creature takes damage as if it had been hit by one of your psionic attacks. On a failed save, a creature takes damage as if hit by two of your psionic attacks and must roll on the Long Term Madness table (see page 260 of the Dungeon Master's Guide), rerolling results of 96-00 and suffering the effects with the following changes: The effects last 1 minute.

As an action on their turn, a creature can make a Wisdom saving throw, ending the effects of the madness on themselves with a succesful save.

A creature that rolls a 1 on the d20 for its initial saving throw has a 50% chance of developing deep rooted trauma. If so, the creature must roll on the Indefinite Madness table (see page 260 of the Dungeon Master's Guide), and take the result. This effect ignores the 1 minute time limit stated above. Image from DMs Guild Creator Resource - Weapons & Armour Art available on DM's Guild.

5 The Domitor This psychic method originated from an order of monks seeking a new form of enlightenment, but as word of what they were capable of spread to the outside worlds, there are those who stole the techniques for nefarious means, giving the psychae who practice this method their bad name. The aura given off by domitor psychae is one that inspires respect in the minds of the average warrior and obediance in that of a weaker willed being. Mastery of Self Starting at 1st level when you chose this method, you achieve complete control of yourself. You are immune to the charmed and frightened conditions. In addition, you can't be possessed or mentally controlled by another creature, such as by the command spell or a ghost's possession ability. Psionic Puppeteer At 6th level, you learn to tug on the strings of thought that flow through your aura. When you would make a psionic attack against a creature within your Empathetic Aura that isn't an elemental, construct, or ooze, you can attempt to control its behaviour instead of dealing damage. The target must make a Wisdom saving throw or suffer one of the following effects. Threatened. The creature reacts to a perceived imminent threat and immediately moves half its movement speed in a direction of your choice. If doing so would be suicidal it moves in another random direction or as far in that direction it believes safe.

Betrayed. It immediately makes a melee attack against a creature of your choice within its' reach.

Entranced. The target becomes charmed by you until the end of your next turn, or until you or your allies attack or target them with a spell or other harmful effect. While charmed in this way, the creature treats you as someone they must protect and will spend their turn defending you. Attacks against you are made with disadvantage while you are within the entranced target's reach. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after completing a long rest. Insightful Manipulation By 11th level, you are able to see and manipulate the strings of thought in others you interact with. You gain a bonus to Animal Handling, Insight, or any Charisma checks you make against creatures within your Empathetic Aura that have an Intelligence score of at least 2 or higher. This bonus is equal to your Intelligence modifier. Crowd Control At 18th level, you have such an assertive presence, you can quell or rouse the masses with ease. As an action, you can target any number of creatures in your Empathetic Aura that you are not engaged in combat with. The targets must make a Charisma saving throw. On a failed save, a target is charmed by you for 10 minutes and treats you as a revered and respected authority figure. A creature affected by this feature can attempt the saving throw again anytime you or your allies deal damage to or target it with a harmful effect from a spell or ability. In addition, while the charmed creatures are within your Empathetic Aura you can influence their mood and emotions towards events or other individuals. This control can not overpower strong bonds or directly dictate the actions of those under your influence. For example, you couldn't make someone kill their best friend but you could make someone prone to violence hate a stranger so much they would assault them. Creatures targeted by this feature have no means of knowing it was you unless you reveal yourself or interact with the crowd directly as opposed to through telepathy. Once you have used this feature, you must complete a long rest before you can do so again. Image from "DMs Guild Creator Resource - Humanoid Art" available on DM's Guild.

6 The Historian Historian psychae are by and large the most highly regarded amongst their peers. Akin to living libraries, these lore keepers curate not only the manuscripts of ancient and modern times, but also the memories of all things. They do so by accessing an extradimensional mass of psionic energy known as the Mnemosyneum. The memories stored within the Mnemosyneum are not the fragile and unreliable memories of minds but the memory of all psionic energy itself. Deep Linguistics At 1st level, you can read, write, and speak even the most ancient dialects and versions of any language you know. Lore Keeper Starting at 1st level when you choose this archetype, your connection to the Mnemosyneum grants you access to the knowledge of the millenniums past. You gain proficiency and expertise in the History skill. If you are already proficient in History choose another skill from the psychae skill options on page 2 of this document. The expertise granted by this feature applies only to the History skill regardless. Mnemonic Pulse At 6th level, you gain the ability to force creatures to relive their most recent memories. As an action, you can release a wave of psychic energy to emanate out from you in a 60 ft. sphere. Each creature in that area must succeed on a Wisdom saving throw or be stunned until the end of your next turn as they vividly re-experience the last 6 seconds of their memories. Once you use this feature, you must complete a short or long rest before you can do so again. Polymath By 11th level, your connection with the Mnemosyneum has grown strong enough that you can channel the vast knowledge stored within its spiritual vaults to aid you or your allies. As an action, choose one creature type, skill, or tool. For 1 hour, or until you lose concentration, you or a willing creature you choose within your Empathetic Aura gains one of the following benefits: If you chose a creature type, the target of this effect has advantage on any Intelligence and Wisdom based checks made to recall information about and search for creatures of that type. In addition, the target has advantage on attack rolls against creatures of that type.

If you choose a skill or tool, the target of this effect gains a bonus to any rolls equal to your proficiency bonus in checks involving the chosen skill or tool.In addition, they have advantage on any ability checks they make with them. A creature targeted by this effect must be within your Empathetic Aura to benefit from this feature. If they leave, the effects are suspended while outside of your range. Once you've used this feature you can not do so again until you finish a long rest. Deja Vu At 18th level, you have reached a point where not only are you capable of accessing the past memories of Mnemosyneum, you can recall the memories of parallel futures as well. When you fail a saving throw, you can choose to succeed instead. If you use this feature to succeed on a death saving throw, you gain the benefits as if you had rolled a 20 on the dice. Once you have used this feature, you must complete a long rest before you can do so again.

Of Body, Mind, and Soul. Within my writings, I have done my best to dispel the myth that psionics are just magic of the mind. Psionics are no more the magic of the mind than ki is the psionics of the body! I beg you to understand that I choose my words with purpose because it is very important that I broach the topic of ki in regards to this subject. Ki is much like psionics in that while it can be used to replicate the effects of magic, it is not in and of itself a force of magic. It is a unique energy of its own that can interact freely with both psionics and magic. What's more, I propose that many things we believe to be purely magic, are in fact spells that interact with psionic energy to produce the effects of psionic abilities! What I believe is that when it comes to the power that the mortal races wield, all individuals of great power draw on at least one of three sources, if not pieces of all of them. The first great energy is ki, the Body; the natural flow of life that permeates every being of even the slightest mortality. When first the warforged came to be it was thought that were no different than a golem or automaton, but a construct does not live and thus does not possess it's own ki. They might be infused with ki, but they can not claim it to be truly their own like the warforged can. Second is psionics, the Mind; biproduct of sentience, thought, and memory. Accumulated throughout all of space and time. Harnessed by brilliant individuals or imbued into objects. Yes! It is also possible to imbue memories of nature of other fantastical things into so called "psionic items." For example, a blade with a memory of fire that sears the mind and body as if it was actually aflame. The third and final is magic, the Soul. This energy is the most widespread and well documented in our world so I hardly need to expand upon the writings of my colleagues.



7 Psi Tactics If a psi tactic has prerequisites, you must meet them in addition to having enough Psionic Capacity available before you can memorize it. A level prerequisite refers to your level in this class. Anti-Perception Wavelength Prerequisite: 5th level, Psychic Trickery feature

Psi Value: 3

You can use your action to target a creature within your Empathetic Aura. That creature must succeed on a Wisdom saving throw or become incapable of processing your presence by anything other than truesight. You are considered hidden from that creature until you deal damage to it, affect it with a spell or psionic effect other than this one, or it leaves your aura. Additionally the creature can remake the save every hour, ending the effect on a success. Once you've used this tactic, you must complete a long rest before you can do so again. Command Simple Being Psi Value: 1; or 0 for Domitor psychae

As an action, you can take control of a simple minded beast. The beast must be Small or smaller, have an Intelligence of 3 or lower, and a challenge rating of 0. While under your control, the creature understands you and can communicate with you by sharing emotions and limited sensations, such as foreboding or the temperature. The beast follows your telepathic commands (no action required), provided they're capable of doing so, but otherwise is incapable of acting without instruction. In combat, the beast acts on your initiative. You lose control of creature if they spend more than 24 hours outside your empathetic aura, they're ever more than 500 feet outside your aura's radius, you take control of another beast, or if you or the beast die. An unwilling creature that breaks free of your control becomes hostile and can not be targeted by this tactic again for 24 hours. Compression Prerequisite: 3rd level

Psi Value: 2 or 7; or 1 and 5 if you have the Vessel Augmentation feature

As an action you can compress your body and anything you're carrying using psionic energy. You can compress yourself to any size category equal to or less than your own but not less than Tiny for 10 minutes or until you lose concentration. When you're considered Tiny, you gain a +5 bonus to any Dexterity (Stealth) checks you make, weapon damage you deal is reduced to 1, and you makes attacks, checks and saving throws with disadvantage if they use Strength. In addition, you can move through gaps up to 6 inches across without squeezing. If you treat this tactic as having a psi value of 7, you can shrink beyond Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can't make weapon attacks. Once you have used this tactic, you must complete a short or long rest before you can do so again.

Celerity Prerequisite: 9th level, Vessel Augmentation feature

Psi Value: 3, 5, or 7

Your augment your body to achieve blinding agility. Any non-magical movement speed you possess can not be lower than 30 + your Intelligence Score. If you treat this tactic as having a psi value of 5, when you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. If you treat this tactic as having a psi value of 7, you can create an effect identical to if you had cast the spell haste on your self. This effect does not require concentration but if you take psychic damage you must make a Wisdom saving throw with a DC equal to 10 or half the damage taken, whichever is higher. On a failed save, the effect ends. Dream Step Psi Value: 3

Binding your physical form to the flow of psionics within your aura, you teleport to an unoccupied space that you can see within your empathetic aura as an action on your turn. You can use this tactic a number of times equal to half your proficiency bonus. You regain all expended uses when you complete a short or long rest. Electro Mnemonic Pulse Prerequisite: 7th level, Historian method

Psi Value: 1

When you use your Mnemonic Pulse feature, creatures who fail the saving throw take lightning damage equal to twice your Intelligence modifier, or half as much on a successful save. Elemental Armaments Prerequisite: 5th level, Mental Armaments feature

Psi Value: 2

As an action, you can use telekinesis to cause the air around your mental armaments to combust, spark, or freeze. The armaments shed bright light in a 10-foot radius and dim light for an additional 10 feet regardless. In addition, if you make a psionic attack with your mental armaments while the effects are present, you can choose to deal fire, lighting, or cold damage instead depending on the chosen effect. Once active, you can change the effect's damage type as a bonus action on your turn. Empathic Hub Prerequisite: 5th level

Psi Value: 1

You can choose any number of willing creatures within your Empathetic Aura, these creatures can freely communicate thoughts and emotions with each other telepathically while they are within your aura's radius. Expansion Prerequisite: 3rd level

Psi Value: 2 or 7; or 1 and 5 if you have the Vessel Augmentation feature

As an action you can expand your body and anything you're carrying using psionic energy. You can expand yourself to any

8 size category equal to or greater than your own, but not more than Large, for 1 minute or until you lose concentration. You also can't grow beyond the dimensions of any room, cell, or container you're in. While Large, your weapon attacks deal an extra d4 weapon damage, your jump distance is doubled, and you make Strength checks and Strength saving throws with advantage. If you treat this tactic as having a psi value of 7, you can grow up to Huge until your concentration ends. While this size, you double the damage dice for Strength-based weapon attacks (including the previously added d4), your jump distance is tripled instead of doubled, and when you hit a Medium or smaller creature with an unarmed strike you can attempt to grapple them as part of the attack if you have a free hand. Once you have used this tactic, you must complete a short or long rest before you can do so again. Genesis of Thought Prerequisite: 15th level, Pyschic Trickery feature

Psi Value: 4

When you create a hallucination no larger than a 5 foot cube, you can condense and manipulate your telekinesis enough to make the object physically indistinguishable from its true counterpart while you maintain the hallucination. This allows you to replicate certain items such as tools, keys, chairs, or even platforms capable of supporting a creature weighing less than 400 lbs. In addition, as a bonus action on your turn, you can move the object and anything that might be on it up to 10 feet in any horizontal direction or 5 feet up in a vertical direction. In addition, objects small enough to be carried can be freely moved and manipulated within your aura. Hand of Plato Prerequisite: 5th level

Psi Value: 2

When you take the Attack action on your turn, in place of one of your psionic attacks, you can make a Shove attack against a creature within your range, using telekinesis. When you make a Shove attack in this way, you use your Intelligence for the Athletics check instead of Strength. In addition, you can attempt to push the creature in any direction, not just away from you. Horrific Dream Prerequisite: 11th level, Corrupt method

Psi Value: 5

You gain the ability to mold nightmares in the minds of others. You can create an effect identical to the monstrous messenger effect of the dream spell once using your psionics. In addition, you must target a creature within your Empathetic Aura and if it fails its Wisdom saving throw it is frightened of you for 24 hours after it wakes up, or until you deal damage to it. Once you have used this tactic, you must complete a long rest before you can do so again. Improved Psionic Attack Psi Value: 1 or 3

When you deal damage with a psionic attack, the damage die increases from 1d8 to 1d10. If you treat this tactic as having a psi value of 3, the damage die increases to 1d12 instead. Master of Tongues Prerequisite: 13th level; or 9th level with Historian method

Psi Value: 3

You instantly learn any and all spoken languages known by a creature you communicate with telepathically. This tactic does not grant you knowledge of their written languages if any. Additionally, if you lose this tactic and regain it at a later point in time, you must reacquire any language you had previously learned through it. Mental Resiliance Psi Value: 1; or 0 with Corrupt method

You gain resistance to psychic damage. Mindful Intuition Psi Value: 2

You gain proficiency in the Insight skill. Additionally, you have advantage on any Insight checks you make against creatures within your Empathetic Aura. Overpowering Will Prerequisite: 13th level; or 9th level with Domitor method

Psi Value: 3

You can create an effect identical to the dominate person spell once using your psionics. You can't do so again until you finish a long rest. Overlord's Will Prerequisite: 17th level, Domitor method

Psi Value: 7

You can create an effect identical to the dominate monster spell cast at 9th level once using your psionics. You can't do so again until you finish a long rest. Psionic Lexicon Psi Value: 1; or 0 with Historian method

You can read all writing. Psychic Attack Mastery Prerequisite: 13th level

Psi Value: 3

When you take the Attack action on your turn, you can make three attacks instead of two. Two of these attacks must be psionic attacks. Psychic Radar Prerequisite: 17th level

Psi Value: 4-8

Through a combination of thin layers of telekinetic energy and psychic detection, you gain blindsight out to a range of 10 feet. If you treat this tactic has having a psi value of 5 or higher, your blindsight extends an additional 10 feet for every point of value above 4. Reactionary Assault Psi Value: 1 or 4

You can use a psionic attack in place of a melee weapon attack whenever another creature provokes an attack of opportunity from you. In addition, creatures also provoke opportunity attacks from you if they leave the radius of your Empathetic Aura.

If you treat this tactic as having a psi value of 4, you can also use your reaction to make a psionic attack against a creature within your Empathetic Aura if they move more than 15 feet without exiting your aura's radius or if they make an attack against a creature other than you within your Empathetic Aura. Reflective Wards Prerequisite: Telekinetic Wards feature

Psi Value: 1

When you use your Telekinetic Wards to successfully block an attack made by a creature within your Empathetic Aura, you can choose to deal psychic damage equal to your Intelligence modifier to the attacking creature. Savage Psychic Attack Prerequisite: 17th level, can't have the Improved Psionic Attack tactic

Psi Value: 6

When you deal damage with a psionic attack, roll two damage dice instead of one. You can also roll one additional damage die when determining the extra damage for a critical hit with a psionic attack. Spear of Sun Tzu Prerequisite: Mental Armaments feature

Psi Value: 3

You've learned how to momentarily warp your aura to attack at a great distance. The range of your psionic attacks equals double the range of your Empathetic Aura and ignore three-quarters cover. Subtle Psionics Psi Value: 2

You no longer require a free hand to manipulate your telekinesis. In addition, if a psionic ability says it requires a free hand or similar somatic component, you can ignore that requirement. Telekinetic Lift Off Prerequisite: 17th level

Psi Value: 7

You gain a telekinetic fly speed of 60 feet. Unavoidable Migraine Prerequisite: 9th level

Psi Value: 5

You've become so good at causing harm with your mind that even when you can't get through, you still leave a parting gift. When you make a psionic attack that requires the target to make a saving throw and they succeed, you can use your reaction to cause that creature to take half damage anyways. You can use this tactic a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Waking Dreams Psi Value: 3

You learn how to create a psychic dreamspace mirroring the world around you as well as how to share it. You and any number of willing creatures of your choice within your aura's range can remain fully aware even while asleep. A creature affected by this tactic can keep watch all night or perform other such tasks while still benefiting from their rest but is incapable of interacting with the physical world or leaving the radius of your Empathetic Aura. In addition, a creature wakes up if their body is ever fully outside your Empathetic Aura's radius or if they use their action to do so. You yourself do not need to be asleep for this ability to function. Worldly Memoir Prerequisite: 5th level

Psi Value: 3, 5, 7, 9, 11, 15, or 2 less with the Historian method

You read the memories of objects and places by allowing the psionic energy within to flow through you. Over the course of 10 minutes you can concentrate on an object you are holding, a willing creature, or the area of your empathetic aura. You can not move while concentrating in this way. You learn the names of any creature that interacted with the target or that passed through the target area within the last 24 hours as well as how they appeared at the time. Creatures protected from divination magic are immune to this effect, registering only as magical interference. In addition, if you treat this as having a psi value of higher than 3 you can read deeper psionic memories allowing you to learn more information and recall events further in the past. At a psi value of 5 you can learn memories of up to the last week by concentrating on your target for 15 minutes. You can also now target an unwilling creature. The target must remain within your empathetic aura the entire time you concentrate on them and fail an Intelligence Saving throw against your psionic save DC for the reading to be successful. At a psi value of 7 you can learn memories of up to the last month by concentrating on your target for 30 minutes. In addition, you learn simple information about the creatures that passed through such as their surface thoughts and if they were hurt or healthy regardless of how long you concentrate on your reading. At a psi value of 9 you can learn memories of up to the last year by concentrating on your target for 1 hour. In addition, protection from divination magic no longer interferes with any of your readings. At a psi value of 11 you can learn memories of up to the last century by concentrating on your target for 8 hours. You learn any class levels (if any), personality traits, ideals, flaws, bonds, and current goals of creatures who appear in any of your readings. In addition the sheer density of information entering your mind is overwhelming. You must make a DC 22 Intelligence Saving throw when you exit a reading you've been concentrating on for more than an hour. On a failed save, you take 11d8 psychic damage and gain 1 level of exhaustion. At a psi value of 15 you can learn memories of up to the last millenia by concentrating on your target for 24 hours. In addition to all the information you'd learn at lower psi values, you also learn the historical significance of creatures, objects, and places you target. Doing so is incredibly stressful on your mind. At each 8 hour mark you spend concentrating on your target you must make a save as per the previous paragraph. Failing one of these saving throws does not automatically end your concentration but the damage still triggers a concentration check like it normally would. At the end of the reading you must make a DC 30 Intelligence saving throw. On a failed save you gain 1d4 -1 levels of exhaustion. #### ___ *Prerequisite: *<br> *Psi Value: * <br> For copy paste only