The Psionic Handbook Craig Randall's rework of the Mystic Class for Dungeons and Dragons Fifth Edition

The Mystic Arts Welcome one and all to my take on the Mystic Class in Dnd Fifth Edition. You may or may not have seen an older edition from which this version does take many ideas from, but allow me to explain here and now that I had absolutely nothing to do with the creation of that class. Personally, with the number of pages I had to print for that class (28, if you were wondering) I somewhat imagined that a class should be simpler to understand mechanically for a game that already requires quite a bit of learning. A player's focus should not be on remembering so many foci, talents, and most notably, the disciplines. (Oh Bahamut the Disciplines...) Instead, I have decided to take an approach toward other full casters. Using the Spell Points system in the Dungeon Master's Guide on Pages 288-289. Psi Points will however allow a Psionic to use two 6th and 7th level Psionic Spells per long rest. This way, the total spell power available to a Psionic is the same as say, a Cleric. However, there is a very clear distinction between Psionics and Spellcasting... In LORE! See, in writing this homebrew, I realized that it got stupidly confusing trying to put "powers" and "talents" instead of "spells" and "cantrips" and because of this confusion, I've done away with these alternative names entirely. People might be upset, and if someone wants to keep calling it by the other names, then that's fine by me. As for me? I understand the difference between Spells and Psionics. However, as far as this class goes, I will not be making any non-mechanical distinctions. I hope this does not make anyone believe that I am unaware of the differences. I just want things to look smoother. Now, I thank you for reading my Homebrew, and I want to give a huge thanks to "Homebrewery.NaturalCrit.Com" for making the single best homebrew-crafting site I have EVER seen. Oh. And Lastly. I changed the name to Psionic.

The Psionic Level Proficiency Bonus Features Cantrips Known Psi Point Max Psi Power Focuses Known 1st +2 Psionics, Psionic Order 2 4 1 - 2nd +2 Telepathy, Psionic Recovery 2 6 1 2 3rd +2 Psionic Order Feature 2 14 2 2 4th +2 Ability Score Improvement, Mind and Matter 3 17 2 2 5th +3 — 3 27 3 2 6th +3 Psionic Order Feature 3 32 3 2 7th +3 — 3 38 4 3 8th +3 Ability Score Improvement 3 44 4 3 9th +4 — 3 57 5 3 10th +4 Consuming Power, Recycling Power 4 64 5 3 11th +4 — 4 73 6 3 12th +4 Ability Score Improvement 4 73 6 4 13th +5 — 4 83 7 4 14th +5 Psionic Order Feature 4 83 7 4 15th +5 — 4 94 8 4 16th +5 Ability Score Improvement 4 94 8 4 17th +6 — 4 107 9 4 18th +6 — 5 114 9 5 19th +6 Ability Score Improvement 5 123 9 5 20th +6 — 5 133 9 5 Class Features As a Psionic, you gain the following class features Hit Points Hit Dice: 1d8 per Psionic level

1d8 per Psionic 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 Psion level after 1st. Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, Light Crossbows

Simple weapons, Light Crossbows Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple weapon

(a) a dungeoneer's pack or (b) a scholar's pack

Leather armor Psionic Spellcasting As a student of Psionics, you use a special form of magic, distinct from spellcasting. You use psi points instead of spell slots. The amount of Psi points you have is shown on the Psionic Table under Psi Points Max. You regain all Psi Points when you finish a long rest. Psionic Spells do not require Material, Verbal, or Somatic Components, as the power of Psionic Spells comes from the mind alone. However, this does not mean that all Psionic Spells are untraceable to their source. A Detect Magic spell or ability that replicates the effects of the Detect Magic spell can visually see Psionic forces as a violet glow when they are actively being used. Additionally, anytime a Psionic spends any number of Psi Points, their eyes glow slightly violet, as well as any tattoos or scars the Psionic has on their body. A Psionic Spellcaster that has access to 6th level or higher spells is only able to cast a single spell per spell level above 5th per long rest. However, if the total Psionic Spellcaster level is at 17 or higher, they may cast an additional 6th level spell, and a 20th level Psionic is able to cast an additional 7th level spell as well, before requiring a long rest.

Psionic Cantrips At 1st level, you know 3 Cantrips of your choice from the Psionic Spell List. You learn additional Psionic Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psionic Table. Psionic "Spellcasting" and Preparation The Psionic Table shows how many Psi Points you have to cast your Psionic Spells of 1st level and higher. To cast one of these Psionic Spells, you must expend a number of Psi Points equal to the required amount for that spell's level or higher, as shown below. You regain all expended Psi Points when you finish a long rest. You prepare the list of Psionic Spells that are available for you to cast, choosing from the Psionic spell list. When you do so, choose a number of Psionic spells equal to your Intelligence modifier + your Psionic level (minimum of one spell). The spells must be a level equal to or less than your Psi Power, as shown on the Psionic Class Table. For example, if you are a 3rd-level Psionic, you have 14 Psi Points and a Psi Power of 2. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell catapult, you can cast it using 2 psi points or 3 psi points. Casting the spell does not remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Prepating a new list of Psionic Spells requires time spent in self-reflection, and meditation: at least 1 minute per spell level for each spell on your list. The Following table shows how many Psi Points are required to cast a Psionic Spell of each level. Psionic Spellcasters can expend a greater number of Psi Points to replicate casting a Spell using a higher-level spell slot. Psi Point to Spell Slot Conversion Spell Slot Level Psi Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 6th 9 7th 10 8th 11 9th 13 Psionic Ability Intelligence is your Psionic Ability Modifier. You use your Intelligence modifier when setting the saving throw DC for a Psionic Power or Talent, or when making an attack roll with one. Psionics save DC = 8 + your proficiency bonus + your Intelligence modifier

Psionics attack modifier = your proficiency bonus + your Intelligence modifier Minor Telekinesis A Psionic has the ability to change the world with their mind, and this is no more clearly seen as when objects begin floating with little evidence of the Psionic having done a thing. You know the Mage Hand Cantrip, but when you use this cantrip, it has no limit to its duration and the hand is invisible. If anything is able to see invisible creatures or items, the hand appears instead as a formless tiny violet light. Lastly, as with all Psionics, you ignore the Verbal and Somatic component costs for this spell. Psionic Order At 1st level, you choose a Psionic Order: The Order of the Avatar, the Order of the Awakened, the Order of the Nomad, or the Order of the Thermo-Kinetecist, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level, and additional features at 3rd, 6th, and 14th levels. Psionic Focus Starting at 2nd level, you gain access to several rigid mindsets that grant you even more abilities. You learn 2 Psionic Foci from the list given below, and learn more as you level up in this class, as shown in the Psionic class table under "Focuses Known." A Psionic Focus is always active, unless stated otherwise. Additionally, some Psionic Foci allow you to concentrate on them, as though you were concentrating on a spell, to access additional abilities.

Telepathy At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand you, but the creature must know at least one langauge or be telepathic itself. 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, orincrease two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Mind and Matter Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in one type of saving throws whenever you finish a short or long rest. To do so, when you finish a short or long rest, choose one type of saving throw you are proficient with, and one type you are not proficient with. Until the end of your next short or long rest, you lose proficiency with the Saving throw you were originally proficient with, and gain proficiency in the saving throw you originally were not proficient with. Consuming Power Beginning at 10th level, you can change the flow of body and mind within yourself. Whenever you would use an ability that expends Psi points, you may use your reaction to gain Temporary Hit points equal to the number of Psi points spent. If the ability would already use your reaction, you may use this ability as part of the same reaction. Recycling Power Also at 10th level, if you have temporary hit points available, you may spend them to activate psionic abilities instead of psi points. At any time when you have Temporary hit points, you may, as an action, expend them all to gain a number of psi points equal to the number of temporary hit points spent. Once you use this ability, you cannot use it again until you finish a short rest. Psionic Mastery At 20th level, your mastery of Psionic power causes your mind to reopen, infusing you completely with controlled psionic power. You gain the following benefits: You gain resistance to bludgeoning, piercing, and slashing damage.

You no longer age.

You are immune to disease, poison damage, and the poisoned condition.

You are now able to Concentrate on up to 2 different Psionic Foci at the same time, rolling only 1 Concentration saving throw for concentration on both Foci at the same time. Psionic Orders Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve. Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics. Order of the Avatar Psions of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatar's Focus At 1st level, you gain a special Psionic Focus exclusive to this subclass. This focus is called "Avatar's Bulwark" which grants you the following ability. Whenever a creature within 30 feet of you that you can see would be hit by an attack, you may spend 2 psi points and your reaction to grant them a bonus to their Armor Class equal to your Intelligence Modifier (Min 1/ Max 5), potentially causing the attack to miss. This bonus lasts until the end of your next turn. This Focus does not count against the number of Foci you learn as you level up in this class, and cannot be forgotten for another focus at any time. Durability Training At 1st level, you gain proficiency with medium armor and shields. Also, your max HP increases by 1 for each level you have in this class. Avatar of Awareness Beginning at 3rd level, your mind is sharpened, and you react faster to threats. You may add your intelligence modifier to initiative rolls. Additionally, anytime an ally would make an attack roll within 30 feet of you, you may use your reaction to grant advantage on the attack roll. This must be granted before the roll is made.

Avatar of Life and Death Beginning at 6th level, injuries are easier to mend. Whenever you or an ally would regain hit points from any source on your turn, increase the amount of hit points restored by an amount equal to your intelligence modifier. Additionally, you may make two attacks instead of one when you take the attack action on your turn. This ability does not stack with the Extra Attack feature granted by other classes. Aura of Victory Beginning at 14th level, gain an aura that reaches all allies within 30 feet of you. Allies within this aura are affected by a thirst for victory. Whenever an enemy creature would be reduced to 0 hit points, allies within the area of this aura may use their reaction to make a single weapon attack. Additionally, while within this aura, all allies (including you) land a critical hit on a roll of 19 as well as a 20. Order of the Awakened Psions dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Focus and Discipline At 1st level, you gain a special Psionic Focus exclusive to this subclass. This focus is called "Awakened Mind" and grants you advantage on any concentration saving throw to maintain Psionic Powers or abilities. Additionally, you may use a bonus action to concentrate on this ability. While concentrating on this Focus, the range of your Telepathy feature increases to 300 feet. This Focus does not count against the number of Foci you learn as you level up in this class, and cannot be forgotten for another focus at any time. Awakened Talent At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion. Psionic Investigation Starting at 3rd level, you can focus your mind to read the psionic imprint left behind in certain areas. If you concentrate in meditation for ten minutes, you are able to recreate a mental image of the past. You learn of any events that have taken place within 20 feet of you in the last hour. The events you percieve unfold from your current location's perspective. You see and hear such events as though you were there, and can share this phenomena with any creature you are telepathically communicating with, but you are unable to use any other senses. Once you use this feature, you cannot use it again until you finish a short rest. At level 14, you may use this ability a number of times equal to your Intelligence modifier before requiring a short rest to recharge all uses of this ability. Telepathic Link Starting at 6th level, as a bonus action, you may create a telepathic link with any creature you can communicate with via telepathy. You may have a number of creatures equal up to your Intelligence modifier linked to you at once, and may unlink a creature at any time as a free action. Linked creatures can telepathically communicate regardless of sight, and over a distance of up to 1 mile. If two creatures are both linked to you, they can both communicate with eachother as well. Psionic Surge Beginning at 6th level, your Awakened mind increases the potency of your Psionic Talents. When a creature would succeed on the saving throw against one of your Psionic Talents that would deal psychic damage, the creature still takes half damage. If the target would fail, it takes additional psychic damage equal to your Intelligence Modifier. Additionally, when a creature would succeed on a saving throw against one of your Psionic Spells or Abilities, you may force the creature to fail that saving throw. You may use this ability a number of times equal to half of your Intelligence Modifier per long rest (Rounded up). Mind Over All Matter At 14th level, your mind begins to transcend your physical frame. You can now sense the presense of any creature with intelligence 3 or higher within 120 feet of you, granting you complete knowledge of their location as if you could see them. Additionally, you gain a "Reformation Value" equal to 30 minus your Mystic level. If at any point you would die, roll a D20. If the roll is equal to or more than your "Reformation Value" you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear vanish. You then appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. This ability has a 72-hour cooldown. Order of the Nomad Psions of the Order of the Nomad keep the minds in a strange, rarified state. They seek to accumulate as much knowledge as possible,as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. Nomads, as their name implies, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them. Step of the Nomad You gain access to the "Mage Armor" spell as a Psionic Discipline and may cast this spell using no components for a cost of 2 psi points. Also, your version of this spell uses your intelligence modifier instead of your Dexterity modifier, and can only be cast on yourself. You appear to teleport ever so slightly in place to assist in dodging incoming blows, and if you are hit by an attack, you may, as a reaction, teleport up to 5 feet in any direction to an unoccupied space. You are still hit by the attack.

Breadth of Knowledge At 1st level, you gain the ability to expand your knowledge. When you finish a long rest, you may gain the knowledge of a willing creature within 20 feet of you. You gain proficiency in two skills, languages or tools that the other creature has, and keep those proficiencies until you finish another long rest. The two different proficiencies can be borrowed from different creatures, so long as both are willing to share their knowledge and experiences. Path of the Nomad At 3rd level, you are able to move your body through space effortlessly. As an action on your turn, you may teleport to any open space you can see within 20 feet of you. Additionally, the next attack against you has disadvantage. Superior Teleportation At 6th level, you gain a superior talent for teleportation. Whenever you would teleport using a Psion feature or Power, increase the distance traveled by up to 10 feet. Also, If you would be subjected to a Dexterity saving throw where you would take half damage on a successful save, you may expend 2 psi points to take half damage on a failed save, and no damage on a successful save. Additionally, if you succeed on the saving throw, you are able to teleport as though you had taken the Path of the Nomad action, though you must arrive outside of the area of the saving throw effect if so. Effortless Nomad Starting at 14th level, once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. This teleportation is not affected by Superior Teleportation. You must teleport to an unoccupied space you can see. Additionally, any time you would borrow a proficiency from another creature as part of your Breadth of Mind, you may keep that proficiency if you spend 10 Psi points and lower your max Psi by 10. This Max Psi decrease can only be restored by forgetting the proficiency at the end of a long rest, but you may choose to remember as many proficiencies as you can afford, spending 5 more max psi points on each proficiency you devote to memory. Order of the Thermo-Kineticist Psions of this particular order are much flashier and dangerous than many other psionics. Learning to replicate the effects of many cold and fire damage dealing spells using their Psionics, a Thermo-Kineticist is both the life of Fire, and the Stillness of Frost. Very differently from other Psions, using their special abilities causes their eyes to glow either golden for fire, or silver for ice. Thermal Focus At 1st level, you gain a special Psionic Focus exclusive to this subclass. This focus is called "Power of Flame and Frost" and the following spells are added to your spell list at the following levels. Thermo-Kinetecist Expanded Powers Psion Level Spells/Powers Learned 1st Burning Hands, Hellish Rebuke 3rd Scorching Ray, Flame Blade 5th Detonation, Fireball 7th Ice Storm, Wall of Fire 9th Cone of Cold, Immolate 11th Otiluke's Freezing Sphere, Wall of Ice 13th Delayed Blast Fireball, Fire Storm 15th Incendiary Cloud 17th Meteor Swarm Additionally, you learn Produce Flame and Frostbite as Psionic Cantrips. When held but not thrown, Produce Flame simply floats within 5 feet of your body. Lastly, if you choose to use a bonus action and concentrate on the "Power of Flame and Frost" Focus, Spells granted by this focus can be made to deal either cold or fire damage instead of the other, and ignore resistances to their damage types. Somatic Components? Spells such as Burning Hands normally emanate from the caster's outstretched palms, but since Psionics do not use Somatic components, you may wonder where these spells originate from on the caster. In the case of Scorching ray, for example, the beams might launch from either the center of the Psionic's forehead or perhaps their eyes. For Burning Hands or Icy Wind, perhaps the blasts emanate from the Psion's Open Mouth. Regardless it is up to the decision of the Psionic, at DM Discretion. Song of Ice and Fire Beginning at 3rd level, whenever you hit a target with Fire or Cold Damage, additional effects come into play. Targets hit by Fire Damage take an additional 1d4 fire damage at the beginning of their next turn, unless they are normally resistant or immune to fire damage. Targets hit by Cold Damage have their movement speed reduced by 5 feet until the end of their next turn, unless they are normally resistant or immune to cold damage. Lastly, Any talent or Power you know that deals Psychic Damage can be fully converted to Cold or Fire Damage, and ignore resistances to their damage types. Empowered Thermo-Kinesis Beginning at 6th level, your Talents become deadlier. Produce Flame now ignores Half and Three-Quarters Cover, and deals additional damage equal to your Intelligence modifier. Frostbite now deals half damage even on a successful saving throw against it, and now targets an area the shape of a sphere centered on a point within range, with a radius of 5 feet.

Thermal Attunement At 14th level when you gain this feature, choose either Fire or Cold Damage. You may change this choice whenever you finish a long rest. Whenever you deal damage with the chosen type of damage using your Psionics, you ignore even immunity to that damage type, so long as you are concentrating on your "Power of Flame and Frost" Focus. You also gain resistance to both damage types, and immunity to your chosen damage type. Lastly, based on your chosen damage type, your body emanates a 15 foot radius aura of either Heat or Cold, dealing 1d6 Fire or Cold damage to any creature you choose that ends it's turn within the aura. Creatures that you do not intend to harm feel a comfortable temperature. A Story of an overconfident Psion "You see, little elf," Said the Red Dragon, "While I may not be able to burn you, I still have claws, and teeth, and a tail, and wings. And so, from all the way up here, I am hoping you can find some way to beg for your life before I drop you. Otherwise, I will have to do with enjoying the sight of your body shrinking and shrinking before suddenly stopping." Psionic Foci When choosing to learn any Psionic Focus, a Psion chooses from the following list of options. Inquisitive Telepathy Requires Telepathy Feature You may add your Intelligence Modifier to Wisdom (Insight) Checks to detect whether or not someone is lying. Furthermore, if you are able to telepathically communicate with a creature, you gain advantage on Wisdom (Insight) Checks to detect whether or not they are lying. Restorative Psionics No Prerequisites You may cast Spare the Dying at up to 30 feet away as an action, using no spell components. Intelligence is your spellcasting modifier for this spell. You may also expend a number of psi points to heal yourself as a bonus action. The healing is equal to 1d8 times the number of Psi points spent, and you can spend up to your intelligence modifier in psi points using one bonus action. Additionally, you may prepare the following spells as Psionic spells, so long as you can cast them at your level. Restorative Psionic Spell List Spell Level Spell 1st Healing Word, Cure Wounds 2nd Lesser Restoration, Prayer of Healing 3rd Aura of Vitality, Revivify Size Manipulation No Prerequisites You are able to cast Enlarge/Reduce on yourself for 3 Psi points. If you reduce your size with this spell, you may choose to become as small as Tiny Size, granting yourself a +3 to all Dexterity (Stealth) Checks while tiny. The duration of the spell also increases to "Until you lose concentration." Soul Knives No Prerequisites You are able to manifest Violet shimmering Blades of light as a bonus action. These blades extend from one or both of your hands, and count as Martial Melee Weapons with the Light and Finesse Properties. You are proficient with these weapons, and when you engage in two-weapon fighting using them, you may add your ability modifier to the damage of your off-hand attack. These weapons have a 5-foot reach, and on a hit deal 1d6 slashing damage. At 6th level, these knives grant you the ability to attack twice, instead of once, when you use the attack action on your turn, but only when attacking with the knives at least once with that attack action. Inertial Armor No Prerequisites You become permanently under the effects of the "Mage Armor" spell. Additionally, you gain resistance to Force damage and Psychic Damage. Mystic Eye No Prerequisites You gain 60 feet of Darkvision. If you already have Darkvision, the range of your Darkvision is extended by 30 feet. Instead of seeing only black and white with Darkvision, you see shades of violet. Additionally, You may spend 1 Psi point and begin concentrating to see invisible targets for up to 1 minute. Lastly, if you are at least 5th level, you may spend 3 Psi points and begin concentrating to be able to see through solid objects up to 1 foot thick for up to 1 minute. Psionic Sensor No Prerequisites You are able to mark the mind of a living creature. As a bonus action, you may spend 2 psi points and force a creature to make an Intelligence saving throw. On a failed save, the creature is Marked by this ability. A Marked creature remains that way until you use this feature on a different creature. You are able to always know which direction a Marked creature is in relation to you, and how far away the Marked creature is from you in miles. If a Marked creature dies, you instantly know, but the Marked creature remains Marked until you decide to stop the effect. If you spend your Bonus action, you may begin to concentrate on a Marked Creature's presence, allowing you to see them even if they go invisible.

Major Telekinesis Requires level 5 in this class You gain a special way to use your Telekinetic power. When you use your special Mage Hand granted by the "Minor Telekineses" class feature, your Mage Hand can carry up to four times as much weight as before. Additionally, you may choose to use a special, even stronger form of Mage Hand. This version of the casting requires concentration, and can affect your enemies. As part of the same action used to summon the hand, or as an action while the hand is active, you can force a creature within range of the Mage Hand spell to make a Strength Saving Throw. On a failed save, you can choose one of the following effects. The target is shoved up to 10 feet in any direction.

The target is knocked prone

The target is restrained. They may use an action on their turn to repeat the Strength Saving Throw, ending the effect on themself on a success. The Mage hand can only restrain one target in this way at a time. If a creature is affected by any of these options, you may also choose to deal 2d8 force damage to the target. The damage of this feature increases as you level up, dealing an additional 1d8 at 11th level (3d8), and 17th level (4d8). If a target is restrained by this feature, you may cause it to take the force damage as an action during your turn, crushing them with your mind. Catch Missiles No Prerequisites You may use your reaction to catch projectiles before they would harm you or your close allies. Anytime you or an ally within 15 feet of you would be hit by a ranged weapon attack, you may use your reaction to reduce the damage of the attack by 1d10 + Your Psion Level + Your Intelligence Modifier. Guided Missiles No Prerequisites Whenever you or an ally within 15 feet of you make a ranged weapon attack, you may spend your reaction and 2 psi points to add your Intelligence modifier to the attack roll, using your psionics to guide the shot to it's destination. Redirection No Prerequisites Whenever a weapon attack would miss you, you may spend your reaction and 2 psi points to cause that same attack to target a creature within 5 feet of you and the range/reach of the original attack, potentially causing enemies to attack eachother. If the attack was a ranged weapon attack, you may cause it to target a creature within 15 feet of you instead. Inner Focus No Prerequisite You maintain concentration on your Psionic effects with much more force. You may add your Intelligence modifier to Concentration saving throws for Psion class features and Spells. Psionic Body No Prerequisite You learn to enhance your own physical actions with Telekinetic force. You may use your intelligence modifier instead of your Strength or Dexterity modifiers for any roll where those would be used, including but not limited to Attack Rolls, Saving Throws, Ability Checks, Carry Capacity or Tool Checks. Psionic Commander No Prerequisite You may use an action to immediately end your turn and give a boost of adrenaline to a willing creature within 5 feet of you. That ally immediately takes an additional turn, but must make a Constitution saving throw at the end of that turn (DC 10) or gain one level of exhaustion. Psionic Inspiration No Prerequisite You may replicate some of the effects of a Bardic Inspiration. As a bonus action, you may grant a creature within 30 feet of you a Psionic Inspiration Die, which is a d6. The die lasts for one minute or until used. The creature may use the die any time they would make an attack roll, ability check, or saving throw, rolling the die and adding the result to their original roll, potentially changing the outcome. You may only use this feature a number of times equal to your Intelligence modifier per long rest. If a creature given Psionic Inspiration does not use the Inspiration die before the 1 minute is up, the die returns to you and can be granted again. Psionic Speed No Prerequisites You enhance your travel speed with your Telekinesis. You ignore difficult terrain, and gain a climbing speed equal to your walking speed. Additionally, when you take the dash action on your turn, you may run across liquid surfaces such as water, oil, or even lava harmlessly. If you stop moving on any such surface, however, you instantly begin to sink. Lastly, you gain +5 feet to your movement speed, and may dash as a bonus action. The Greatest Flame Requires Thermo-Kinetecist Subclass and Psion level 6 You may cause any of your fire damage spells to deal Lightning Damage instead. This damage ignores resistance, but not immunity, and deals bonus damage equal to your Intelligence modifier to any creature damaged by these abilities. Creatures hit by these abilities also lose their reaction until their next turn.

Cantrips (0 Level) Blade Ward

Booming Blade

Encode Thoughts

Friends

Guidance

Magic Stone

Mind Thrust (Shown Below)

Resistance

True Strike 1st Level Alarm

Animal Friendship

Catapult

Cause Fear

Charm Person

Command

Comprehend Languages

Detect Magic

Dissonant Whispers

Feather Fall

Identify

Jump

Mage Armor

Magic Missile

Shield

Silent Image

Sleep

Tasha's Hideous Laughter 2nd Level Animal Messenger

Augury

Beast Sense

Blindness/Deafness

Blur

Calm Emotions

Cordon of Arrows

Crown of Madness

Darkvision

Detect Thoughts

Enthrall

Hold Person

Levitation

Magic Weapon

Mind Spike

Misty Step

Phantasmal Force

See Invisibility

Suggestion

Zone of Truth 3rd Level Blink

Clairvoyance

Counterspell

Detonate (Shown Below)

Dispel Magic

Fear

Feign Death

Fly

Haste

Hypnotic Pattern

Nondetection

Sending

Slow

Thunder Step

Tongues

Water Walk 4th Level Arcane Eye

Charm Monster

Compulsion

Confusion

Dimension Door

Dominate Beast

Otiluke's Resilient Sphere

Phantasmal Killer 5th Level Animate Objects

Bigby's Hand

Contact Other Plane

Dominate Person

Dream

Far Step

Geas

Hold Monster

Mislead

Modify Memory

Rary's Telepathic Bond

Skill Empowerment

Telekinesis

Wall of Force 6th Level Arcane Gate

Blade Barrier

Disintigrate

Eyebite

Globe of Invulnerability

Mass Suggestion

Mental Prison

Otto's Irresistable Dance

Tenser's Transformation 7th Level Etherealness

Forcecage

Mordenkainen's Sword

Plane Shift

Power Word Pain

Reverse Gravity

Teleport 8th Level Antimagic Field

Antipathy/Sympathy

Dominate Monster

Feeblemind

Glibness

Mind Blank

Power Word Stun

Telepathy 9th Level Foresight

Gate

Psychic Scream

Time Stop

Weird Mind Thrust Enchantment Cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: 1 minute Choose a target creature within range. That creature must make an Intelligence Saving Throw against your Spell Save DC or take 1d10 Psychic Damage as you force it's mind to shut itself down bit by bit. At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ` Detonate 3rd-level Evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous As an action, you create a fiery explosion at a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful save. At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd.

THE FOLLOWING SUBCLASSES HAVE YET TO BE REVISED AS THE PSIONIC CLASS HAS BEEN. They should still work nicely, but I apologize for the clutter.

Subclass Options Psionics are not only the domain of Psions, who devote all of their energy to studying this power. Fighters and Rogues have also historically seen the use of these abilities. Psi Knights and Psi Shadows are capable of complimenting their Martial Skill and Cunning Expertise with Psionic powers to great effect. Psi Knight/Psi Shadow Psionics Level Talents Psi Points Max Psi Power 3rd 2 4 1 4th 2 6 1 5th 2 6 1 6th 2 6 1 7th 2 14 2 8th 2 14 2 9th 2 14 2 10th 3 17 2 11th 3 17 2 12th 3 17 2 13th 3 27 3 14th 3 27 3 15th 3 27 3 16th 3 32 3 17th 3 32 3 18th 3 32 3 19th 3 38 4 20th 3 38 4 Psi Knight Both of these Subclasses gain Talents and Psi Points at the same rate, and prepare a number of Psionic Powers per long rest equal to their Intelligence modifier + one third of their class level rounded down. They may only prepare Psionic Powers for which they have the appropriate Psi Power as shown on the table above. Additionally, both Subclasses gain class features as shown below. Awake to the Psi Powers within, a Psi Knight is a Fighter who augents their physical might with Psi-infused weapon strikes, Telekinetic Lashes, and Barriers of Mental Force. Psionics As a student of Psionics, you can master and use psionic Powers. Psionics is a special form of magic, distinct from spellcasting, using psi points instead of spell slots. The amount of Psi points you have is shown on the Psi-Knight/Psi Shadow Psionics Table under Psi Points Max. You regain all Psi Points when you finish a long rest. Psionics do not require Material, Verbal, or Somatic Components, as the power of Psionics comes from the mind alone. However, this does not mean that all Psionics are untraceable to their source. A Detect Magic spell or ability that replicates the effects of the Detect Magic spell can visually see Psionic forces as a violet glow when they are actively being used. Additionally, anytime a Psi-Knight spends any number of Psi Points, their eyes glow slightly violet, as well as any tattoos or scars the Psi-Knight has on their body. The brightness of the glow is dependent on the number of psi points spent on a single ability, with only 1 psi point making a glow that only shows light out a few inches. Each additional psi point spent after the first causes the luminosity of the glow to increase, making dim light out to another 5 feet per psi point spent, and bright light for half of that distance. The glow is active for as long as the ability is active, if it has a duration. Keep in mind that some psionic abilities are able to hide this glow, and stealthily using psionics is a powerful tool. Closing ones eyes, for example, will hide the glow. Perhaps wearing shaded goggles could hide the glow of a low level psionic. Psionic Talents A psionic talent is a minor psionic effect you have mastered. At 3rd level, you know 2 psionic talents of your choice. You learn additional talents of your choice at higher levels. The Talents column of the Psi Knight/Psi Shadow Psionics table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. When comparing Psi-Knights to other spellcasters, a Psionic Talent is the equivalent to a Cantrip. Psionic "Spellcasting" and Preparation A Psionic "Power" is to the Psi-Knight as a Spell is to the Wizard or Sorcerer. Within lore, a Power and a spell are two different things, but due to ease of understanding, this material will refer to Powers and spells as interchangeable from this moment forward. At the end of any long rest, you prepare a number of Psionic Spells equal to one third of your Fighter level (Rounded Down) plus your Intelligence modifier. You can only prepare Psion Spells of a level equal to or lower than your Psionic Power, as shown in the Psi-Knight/Psi Shadow Psionics Table. You prepare spells chosen from the same list as the Psion Class. The list of Powers available to a Psi-Knight is the same thing as the list of spells available to a Sorcerer. Powers are listed by level from 1 to 9, and cost a differing number of Psi points to use based on their level. However, if a Psi-Knight learns Wizard spells, they cannot use Wizard Spell Slots to activate Psionic Powers, or use Psi Points to cast Wizard Spells. The powers are different, even if they are both magical.

A Psi-Knight cannot use any powers higher level than their Psi Power as shown for their level on the Psi Knight/Psi Shadow Psionics Table. Additionally, a Psi-Knight cannot spend more Psi points on a single ability than the cost of the highest level Psion Spell that they can use. For example, a 7th level Psi-Knight cannot spend more than 3 psi points on any single ability at a time, but they are able to spend 3 psi points on a 1st level spell to cast it as though through a 2nd level spell slot. Psi Point to Spell Slot Conversion Spell Slot Level Psi Point Cost 1st 2 2nd 3 3rd 5 4th 6 Minor Telekinesis A Psi Knight, like a Psion, has the ability to change the world with their mind, and this is no more clearly seen as when objects begin floating with no evidence of the Fighter having done a thing. You know the Mage Hand Cantrip, but when you use this cantrip, it has no limit to its duration and the hand is invisible. If anything is able to see invisible creatures or items, the hand appears instead as a formless tiny violet light. Lastly, as with all Psionics, you ignore the Verbal and Somatic component costs for this spell. Psionic Ability Intelligence is your Psionic Ability Modifier. You use your Intelligence modifier when setting the saving throw DC for a Psionic Power or Talent, or when making an attack roll with one. Psionics save DC = 8 + your proficiency bonus + your Intelligence modifier

Psionics attack modifier = your proficiency bonus + your Intelligence modifier Telepathy Also at 3rd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand you, but the creature must know at least one langauge. Force-Empowered Weapon Strikes Beginning at 3rd Level, a Psi Knight is able to manifest force energy to coat and extend the reach of their weapons. Melee weapons have their reach doubled, dealing force damage instead of their normal damage outside of their normal reach. Ranged weapons or thrown weapons increase the range on their attacks short range and long range by 10 feet times the Psi Knight's Intelligence Modifier. For example, a Psi Knight using a longsword has a reach of 10 feet, or a reach of 20 feet when using a Glaive. A Psi Knight firing a Longbow with an Intelligence Modifier of +2 has a short range of 170 feet, and a long range of 620 feet. War Psion Beginning at 7th level, when you use your action to use a Psionic Talent, you can make one weapon attack as a bonus action. Major Telekinesis At 10th level, your Psionic impulse becomes naturally stronger. You are now permanently under the effect of the "Major Telekinesis" Psionic Focus from the Psion Class. (Shown Above.) Additionally, using the feature of your Major Telekinesis allows you to activate your War Psion ability and make one weapon attack as a bonus action. Bulwark of Force At 15th level, you gain the ability to defend your allies en masse. As a bonus action, choose a number of creatures equal to or less than your Inteligence modifier within 60 feet of you. You and all of the chosen creatures gain the following benefits for the next ten minutes. Half Cover against ranged attacks, even against attacks that normally ignore cover.

Gain a number of Temporary Hit Points equal to the Psi Knight's Intelligence modifier at the beginning of each of their turns. Once you use this feature, you cannot use it again until you finish a short or long rest. Telekinetic Mastery At 18th level, the Psi Knight masters affecting the physical world with their minds. You can now cast the Telekinesis and Wall of Force spells using Psionics. Each spell costs 7 psi points to activate. Additionally, you gain advantage on Concentration saving throws to maintain concentration on these powers. If you already have advantage on these Concentration saving throws from another source, instead gain a +4 bonus to the rolls. Psi Shadow Awake to the Psi Powers within, a Psi Shadow is a Rogue who augents their Cunning Expertise with Psionically created blades, Telepathic invisibility, and teleportation. Psionics As a student of Psionics, you can master and use psionic Powers. Psionics is a special form of magic, distinct from spellcasting, using psi points instead of spell slots. The amount of Psi points you have is shown on the Psi-Knight/Psi Shadow Psionics Table under Psi Points Max. You regain all Psi Points when you finish a long rest.

Psionics do not require Material, Verbal, or Somatic Components, as the power of Psionics comes from the mind alone. However, this does not mean that all Psionics are untraceable to their source. A Detect Magic spell or ability that replicates the effects of the Detect Magic spell can visually see Psionic forces as a violet glow when they are actively being used. Additionally, anytime a Psi Shadow spends any number of Psi Points, their eyes glow slightly violet, as well as any tattoos or scars the Psi Shadow has on their body. The brightness of the glow is dependent on the number of psi points spent on a single ability, with only 1 psi point making a glow that only shows light out a few inches. Each additional psi point spent after the first causes the luminosity of the glow to increase, making dim light out to another 5 feet per psi point spent, and bright light for half of that distance. The glow is active for as long as the ability is active, if it has a duration. Keep in mind that some psionic abilities are able to hide this glow, and stealthily using psionics is a powerful tool. Closing ones eyes, for example, will hide the glow. Perhaps wearing shaded goggles could hide the glow of a low level psionic. Psionic Talents A psionic talent is a minor psionic effect you have mastered. At 3rd level, you know 2 psionic talents of your choice. You learn additional talents of your choice at higher levels. The Talents column of the Psi Knight/Psi Shadow Psionics table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. When comparing Psi Shadows to other spellcasters, a Psionic Talent is the equivalent to a Cantrip. Psionic "Spellcasting" and Preparation A Psionic "Power" is to the Psi Shadow as a Spell is to the Wizard or Sorcerer. Within lore, a Power and a spell are two different things, but due to ease of understanding, this material will refer to Powers and spells as interchangeable from this moment forward. At the end of any long rest, you prepare a number of Psionic Spells equal to one third of your Rogue level (Rounded Down) plus your Intelligence modifier. You can only prepare Psion Spells of a level equal to or lower than your Psionic Power, as shown in the Psi-Knight/Psi Shadow Psionics Table. You prepare spells chosen from the same list as the Psion Class. The list of Powers available to a Psi Shadow is the same thing as the list of spells available to a Sorcerer. Powers are listed by level from 1 to 9, and cost a differing number of Psi points to use based on their level. However, if a Psi Shadow learns Wizard spells, they cannot use Wizard Spell Slots to activate Psionic Powers, or use Psi Points to cast Wizard Spells. The powers are different, even if they are both magical. A Psi Shadow cannot use any powers higher level than their Psi Power as shown for their level on the Psi Knight/Psi Shadow Psionics Table. Additionally, a Psi Shadow cannot spend more Psi points on a single ability than the cost of the highest level Psion Spell that they can use. For example, a 7th level Psi Shadow cannot spend more than 3 psi points on any single ability at a time, but they are able to spend 3 psi points on a 1st level spell to cast it as though through a 2nd level spell slot. Psi Point to Spell Slot Conversion Spell Slot Level Psi Point Cost 1st 2 2nd 3 3rd 5 4th 6 Minor Telekinesis A Psi Shadow, like a Psion, has the ability to change the world with their mind, and this is no more clearly seen as when objects begin floating with no evidence of the Rogue having done a thing. You know the Mage Hand Cantrip, but when you use this cantrip, it has no limit to its duration and the hand is invisible. If anything is able to see invisible creatures or items, the hand appears instead as a formless tiny violet light. Lastly, as with all Psionics, you ignore the Verbal and Somatic component costs for this spell. Psionic Ability Intelligence is your Psionic Ability Modifier. You use your Intelligence modifier when setting the saving throw DC for a Psionic Power or Talent, or when making an attack roll with one. Psionics save DC = 8 + your proficiency bonus + your Intelligence modifier

Psionics attack modifier = your proficiency bonus + your Intelligence modifier Telepathy Also at 3rd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand you, but the creature must know at least one langauge. Psionic Blades The signature weapon of the Psi Shadow are their Psionic Blades. Somewhat different than the Psionic Knives used by some Psions, these blades are thinner and able to separate from the Rogue's Body. When you choose this subclass at 3rd level, as a free action during your turn, you can summon a Psionic Blade in one or both of your free hands. You may only have a number of Blades equal to or less than your Intelligence modifier active at once. Summoning another blade past your maximum causes an old blade of your choice to vanish. These blades count as Martial Melee Weapons with the Finesse, Light, and Thrown Properties. When Thrown, the Blades have a range of 30 feet, with no long range. On a hit, these blades deal 1d6 magical piercing damage. You are Proficient with these blades. Additionally, when using these blades for Two-Weapon fighting, you may add your ability modifier to the damage of your off-hand attack.