Psyker Credit: Wizards of the Coast A blind wanderer battles his enemies with unerring precision, wielding a blade of pure mental force. A highly-disciplined monastic sage controls and dominates those around her, bending their will to her own. A half-elf vanishes and reappears behind his enemy, striking where they are weakest. These are the hallmarks of the Psyker: by harnessing the incredible power of the mind, they influence the world and the people around them; whether directly, indirectly, or both. Some pursue the combat arts, using their psychic abilities to enhance themselves and their physical strength, while others retreat into their mind, working to become strong enough to overpower even the mightiest of intellects. They are the highest manifestation of the pure and often-terrifying power of mortal free will and intelligence.



Creating A Psyker When thinking about your Psyker character, consider the following: how did they first discover their intellectual abilities? Were they trained from birth at a reclusive monastery or inside a cult breeding for these abilities, or were they a result of random chance, coming into their powers in childhood and frightening everyone around them? Quick Build To quickly create a Psyker, make Intelligence your highest ability score, followed by Dexterity and then Wisdom. Choose Insight, Perception, and Investigation as your skills. Choose the Sage background. You begin the game with leather armor, a quarterstaff, a psychic focus, and a pouch containing 10 gp. The Psyker Level Proficiency Bonus Features Psychic Talents Technique Slots Technique Level Metapsionic Skills Techniques Known 1st +2 Psionic Genius, Psionic Techniques 2 1 1 - 2 2nd +2 Metapsionics 2 2 1 2 3 3rd +2 Psionic Discipline 2 2 2 2 4 4th +2 Ability Score Improvement 2 2 2 2 5 5th +3 ─ 3 2 3 3 6 6th +3 Genius Feature 3 2 3 3 7 7th +3 ─ 3 2 4 3 8 8th +3 Ability Score Improvement 3 2 4 4 9 9th +4 ─ 4 2 5 4 10 10th +4 Genius Feature 4 2 5 4 10

Class Features As a Psyker, you gain the following class features Hit Points Hit Dice: 1d8 per Psyker level

1d8 per Psyker 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 Psyker level after 1st Proficiencies Armor: Medium armor, Light armor

Medium armor, Light armor Weapons: Simple Weapons

Simple Weapons Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Insight, Perception, Nature, Religon, Arcana, History, Investigation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) any simple weapon

leather armor

a psychic focus PSIONIC GENIUS At 1st level, your mind has awakened into a type of intellectual genius of your choice: the Telepath (Telepathy), the Seer (Clairsentience), the Bender (Psychokinetics) or the Egoist (Psychometabolics). Your choice will grant you features at 1st level and again at 6th and 10th. Telepath Awakening to the powers of the Telepath is often a frightening and disturbing experience. Suddenly, your mind is filled with a cacophony of whispers and voices which do not belong to you, and though you cannot quite make out what they are saying, they become a constant presence in your mind nonetheless.

Technique List. Telepath Psions gain access to all abilities contained in the TELEPATHY technique list. They may manifest any of the given effects for which they have an available technique slot. Mind-Reading. The voices grow louder in the close presence of others, and you may glean some hints about their intentions, or how to manipulate them. At 1st level, you may use your Int modifier for Insight, Deception, Persuasion and Intimidation skill checks. In addition, you may expend a technique slot to gain advantage on the roll. Genius Feature: Psychic Ward. Starting at 6th level, the Telepath can read the intentions of a hostile creature. You can force an incoming attack to have disadvantage, and you gain advantage against that foe on your next attack. You may use this ability once per short/long rest. Genius Feature: Psionic Citadel. Beginning at 10th level, you gain immunity to Telepathy and thought reading. You also gain resistance to psychic damage, and any psychic damage you receive is applied to the attacker (no saving throw). Credit: Wizards of the Coast Seer The Seer is perhaps the only Psyker more disturbed than the Telepath. Instinctively, they begin to have clear visions of objects and distant places. At first, these are minor and impossible to control, but slowly, the Seer learns to bend these visions to their will, allowing them to divine locations, locate magical influence, and eventually gain true and clear sight of anything they may wish to see. Technique List. Seers gain access to all abilities contained in the CLAIRSENTIENCE technique list. They may manifest any of the given effects for which they have an available technique slot. Psychic Awareness. At 1st level, Seers begin to develop a heightened sense of awareness and brief, instinctual glimpses into the world around them. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you cannot be incapacitated and must be able to react.

Genius Feature: Threat Sense. Starting at 6th level, the Seer’s instinctual gaze has extended farther out from themselves, allowing them to preternaturally sense threats and react to them quickly. If you are surprised by an enemy, you may roll initiative and act normally during the surprise round. If you are not surprised, you have advantage on initiative rolls. Genius Feature: Foresight. Beginning at 10th level, the Seer’s powers allow them the briefest of glimpses into the future. You may use a reaction to take an attack action, or use a psychic talent, when a hostile creature attacks you or any ally within line of sight. You may use this ability once per short/long rest. Bender The Bender discovered at an early age that she could move pebbles and other small objects with their mind. With practice, she found that she could extend her own force of will to manipulate the world around her. As the Bender’s talents grow, she will learn to manifest pure kinetic extensions of her will, as well as use her mental strength to directly impact the physical world around her. Technique List. Benders gain access to all abilities contained in the PSYCHOKINETICS technique list. They may manifest any of the given effects for which they have an available technique slot. Telekinetic Shove. At 1st level, the Bender’s Psionic Blast psychic talent does an additional 1d4 force damage, and the target must make a Strength saving throw or be pushed back 10 feet. The additional damage increases to 2d4 at level 5, and 3d4 at level 9. Genius Feature: Kinetic Weapon. Starting at 6th level, you gain the ability to use raw force of will to grab and hurl an improvised weapon at a target. The item may weigh no more than 50 lbs. Make a ranged psionic attack against a single target. If successful, the attack does 2d10+Int damage and knocks the target prone. If this attack is a critical success, the target must additionally make a Constitution save or be stunned for 1 round. You may use this ability once per short/long rest. Genius Feature: Psychic Redoubt. Beginning at 10th level, you gain the ability to project a 15’ x 15’ spherical barrier around yourself and anyone within. This barrier appears as a shimmering blue or violet kinetic field, warped and hardened by the incredible mind of the Psyker. All ranged attacks and ranged spell attacks directed at anyone within the field suffer disadvantage, and any hostile creature attempting to cross the barrier must make an Intelligence save, or take 4d6+Int psychic damage and be stunned for one round. The Psychic Redoubt lasts for 1 minute, or may be cancelled early as a bonus action by the Psyker. Egoist Obsessed with the perfection of self, the Egoist awakens to discover that they have the ability to change their physical bodies and manipulate their own capabilities beyond the power of any mere mortal. Eventually, they will grow into their powers and learn to transform their flesh, their bodies, and enhance themselves to superhuman extent. Technique List. Egoists gain access to all abilities contained in the PSYCHOMETABOLICS technique list. They may manifest any of the given effects for which they have an available technique slot. Combat Focus. At 1st level, the Egoist may enter a state of hyper-awareness and celerity, pushing their body to its limits, granting preternatural speed and agility. You can use a bonus action to enter the Focused state, which lasts for 1 minute. It ends early if you are incapacitated, or if you don medium or heavy armor. You may not use any Psionic Technique which requires Concentration during the Combat Focus. While the Combat Focus is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier.

You have advantage on Dexterity (Acrobatics) checks.

You may use a bonus action on your turn to take either the Dash or Disengage actions. When hit with a melee attack, you may spend a technique slot to use your reaction which gives you resistance against slashing, piercing or bludgeoning damage until the end of your next turn. You can use this feature twice. You regain all expended uses when you finish a short or long rest. Genius Feature: Intellect Above All. Beginning at 6th level, you may replace any single Wisdom or Charisma saving throw with an Intelligence saving throw. You may use this ability once per short/long rest. Genius Feature: Iron Will, Iron Flesh. Starting at 10th level, when you finish a short or long rest, you may choose a damage type. You have resistance against that damage type until your next short or long rest. Damage from magical weapons or silver weapons ignores this resistance. Psionic Techniques Psykers have the ability to alter the world around them through the sheer power of their mind. They do this through psionic techniques, which are a narrow but specialized group of abilities that the Psyker may perform. Talents You know two psychic talents of your choice from the list at the end of this class description. You will learn additional talents at higher levels, as shown in the Psychic Talents column of the Psyker table. Techniques The Psyker table shows how many technique slots you have. The table also shows what the level of these slots is; all of your technique slots are the same level. To manifest a psionic technique of 1st level or higher, you must expend a technique slot. You regain all expended technique slots when you finish a short or long rest. Depending on your Psionic Genius, you will have access to one of the Technique lists at the end of this class description. You may expend a technique slot to manifest any of the effects available for your Technique Slot ability level.



Save DC = 8 + proficiency bonus + Intelligence modifier Psionic Attack Modifier = proficiency bonus + Intelligence modifier

Metapsionics At 2nd level, your heightened awareness of your own powers is beginning to grow. You gain the ability to manipulate your psionic talents and disciplines, through the use of metapsionics. You gain access to two choices from the METAPSIONICS list at the end of this class description. When you gain certain Psyker levels, you gain additional Metapsionic skills of your choice, as shown in the Metapsionic Skills column of the Psyker table. Additionally, when you gain a level in this class, you can choose one of the Metapsionic Skills you know and replace it with another that is available at that level. Psionic Discipline At 3rd level, your burgeoning psychic gifts grant you the ability to unlock one of the mystical psionic disciplines. You gain one of the following features of your choice: Soulknife The Soulknife is a visible manifestation of pure psionic energy, a shard of pure will projected from the Psyker’s hand and wielded as a blade. This weapon has the finesse property. You automatically have proficiency in this weapon. The Soulknife does 1d8 piercing damage. The weapon’s base damage increases to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level. Your available techniques list expands to include the following: Soulknife Psionic Techniques Name Level Functions As Spirit Burst 1 Thunderous Smite, psychic damage Spirit Weapon 2 Grants Magic Weapon to Soulknife Blinding Burst 3 Blinding Smite, psychic damage Staggering Burst 4 Staggering Smite Psionic Celerity 5 Haste (self only) These specialized techniques may only be used in conjunction with Soulknife attacks. They have no effect if used with any other weapon. Weavesight The discipline of Weavesight allows the Psyker’s mind to begin expanding his awareness across the planar dimensions. This heightened planar sense allows the Psyker to affect the very fabric of reality around her, anticipating movements, guiding her allies, and warping the very essence of the multiverse to confuse and dominate her enemies. With Weavesight, a Psyker may use their action to choose a creature within 30 feet and open their higher senses to concentrate and analyze the ripples in reality around them, in order to predict the creature's movements. For 1 minute (Concentration), the selected creature has disadvantage on all attacks against the Psyker, and the Psyker has advantage on all saving throws for effects originating from that creature. The effect ends if the creature moves away farther than 30 feet, or if the creature falls unconscious or is reduced to 0 hit points. Weavesight increases to 2 targets at 6th level, and 3 targets at 10th level.

Your available techniques list expands to include the following: Weavesight Psionic Techniques Name Level Functions As Doom 1 Hex (with psychic damage) Psychic Guidance 2 Guiding Bolt, 5d6 psychic damage Psionic Storm 3 Stinking Cloud (vs. Intelligence) Psychic Overload 4 Phantasmal Killer Psionic Wave 5 Destructive Wave Projection The discipline of Projection allows the Psyker to manipulate and even tear open the fabric of reality to move across dimensions, and strike where their enemies are weakest. Once per short or long rest, a Psyker trained in Projection can use the following ability []

Your available techniques list expands to include the following: Projection Psionic Techniques Name Level Functions As Longstrider 1 Longstrider, self only Ethereal Step 2 Misty Step Blink 3 Blink Dimension Door 4 Dimension Door Psionic Swap 5 Swap positions with one ally in 60' 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. Metapsionic Skills Mind Thrust Prerequisite: psionic blast talent

When you use the psionic blast talent, add your Intelligence modifier to the damage it deals on a hit. The target has disadvantage on their next attack. Psychic Guard Prerequisite: Egoist

You may cast Psychic Armor on yourself at will, without expending a Psionic Technique slot. Telepathic Manipulation Prerequisite: Telepath

You gain proficiency in the Deception, Intimidation and Persuasion skills. If you are already proficient in one of these skills, double your proficiency bonus when using it. Third Eye You gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Psionic Echolocation Prerequisites: Level 7, Third Eye

At the cost of one technique slot, your Psionic sight becomes Blindsight for 1 hour, allowing you to see normally, regardless of any other factors. Using this can cause you to be detected by other psionic creatures within a 100’ radius. Psychic Senses Prerequisite: Seer

You may cast detect magic at will, without expending a technique slot. Psionic Spear Prerequisite: psionic blast talent

When you manifest the psionic blast talent, its range is 300 feet. Psychic Vigor Prerequisite: Egoist

You can cast false life on yourself at-will as a 1st-level spell, without expending a technique slot. Soulcharge Prerequisite: Soulknife discipline

Using a bonus action, you focus all of your will to imbue your Soulknife with an explosive charge of mental energy. The added damage is a number of d6 dice equal to your Int modifier. You may use this once per short/long rest. The Soulcharge cannot be used while any Concentration spell is in effect. Soulfire Prerequisite: Level 5, Soulknife

You may project your Soulknife into a ranged spell attack with range 50/150. This attack does damage as normal. You may use this ability a number of times per short/long rest equal to your Int modifier. Psi Lance Prerequisite: Level 10, Soulknife, Soulcharge, Soulfire

Your project your Soulfire into a visible lance of pure psionic energy which rips through and distorts reality. This lance projects outward from you in a line 50 feet long by 10 feet wide. Creatures in the path take Soulknife + Soulcharge damage, and must make an Intelligence saving throw or be stunned for one round. Ethereal Banishment Prerequisite: Level 7, Weavesight

Your manipulation of the greater planes allows you to temporarily cast a creature into the Ethereal plane. You gain Banishment (creature must make an Intelligence save) as a Technique Level 4 addition to your list of available techniques. Psychic Identification Prerequisite: Seer

You may use your psychic insight to cast Identify as a ritual, without expending a technique slot. Elemental Strike Prerequisite: Bender

When you choose this metapsionic skill, choose an element: air (cold), fire (fire), earth (bludgeoning), water (slashing). The force damage added to your psionic blast talent permanently changes to the chosen type. If you ever lose and regain this skill, the elemental type remains the same as your previous choice. Elemental Soul Prerequisite: Bender, Level 7, Soulknife, Soulcharge

When you choose this metapsionic skill, choose an element: air (cold), fire (fire), earth (bludgeoning), water (slashing). The additional damage added to your Soulcharge ability permanently changes to the chosen type. Quick Ward Prerequisite: blade ward talent

You may hasten the manifestation of the blade ward talent, invoking it as a bonus action. If you do so, the effect grants resistance only to the first attack against you this round, and ends at the beginning of your next turn. Psionic Backlash Prerequisite: psychic disturbance talent

You may use a technique slot to manifest psychic disturbance as a reaction to a melee attack. Distort Reality Prerequisite: Projection

Upon being hit by a ranged or melee attack, you may use a technique slot to use your reaction to bend reality around you. Roll 1d6 and subtract that number from the attack roll.



Psychic Talent List Name Effect Blade Ward Blade Ward Friends Friends Mental Resistance Resistance, self only Message Message Psionic Blast eldritch blast, psychic damage Minor Telekinesis Mage Hand Thaumaturgy Thaumaturgy Psychic Disturbance Vicious Mockery, line of sight

Psionic Genius Technique Lists Telepathy 1st Level Charm Person

Command

Dissonant Whispers

Psychic Rebuke* 2nd Level Blindness/Deafness

Calm Emotions

Detect Thoughts

Crown of Madness 3rd Level Fear

Hypnotic Pattern

Psychic Scream*

Sending 4th Level Compulsion

Confusion

Dominate Beast 5th Level Modify Memory

Dominate Person Clairsentience 1st Level Comprehend Languages

Detect Evil/Good

Detect Magic

Detect Poison/Disease 2nd Level Augury

Locate Object

See Invisible

Zone of Truth 3rd Level Clairvoyance

Counterspell

Nondetection

Tongues 4th Level Psionic Eye*

Divination

Locate Creature 5th Level Legend Lore

Scrying Psychokinetics 1st Level Psionic Bonds*

Psy Bolt*

Psychic Weapon*

Kinetic Projection* 2nd Level Hold Person

Levitate

Shatter

Gust of Wind 3rd Level Kinetic Barrage*

Fly

Slow

Psionic Arrow* 4th Level Control Water

Resilient Sphere

Psionic Barrier* 5th Level Telekinesis

Psionic Hand* Psychometabolics 1st Level Psychic Armor*

Expeditious Retreat**

Psychic Replenishment*

Psychic Shield* 2nd Level Blur**

Darkvision**

Enhance Ability**

Pass Without Trace** 3rd Level Psionic Rejuvenation*

Haste**

Fly**

Protection From Energy** 4th Level Stoneskin**

Polymorph**

Freedom of Movement** 5th Level Truesight**

Energy Redirection*

* see description below ** as PHB spell, self only

Technique Descriptions Telepathy Psychic Rebuke 1st-level telepathy Casting Time: 1 reaction, in response to being damaged

1 reaction, in response to being damaged Range: 60 feet

60 feet Components: V, S

V, S Duration: instantaneous

You extend a clawed hand toward a creature in range that just damaged you. It suffers 2d10 psychic damage, Intelligence save for half damage.

The target takes an extra 1d10 damage for each slot level above 1st used to cast this spell. Psychic Scream 3rd-level telepathy Casting Time: 1 action

1 action Range: 30-foot cone

30-foot cone Components: V, S

V, S Duration: Concentration, up to 1 minute

You blast a shrieking wave of psionic energy outward from your mind. All targets within range must make an Intelligence save or be stunned for the duration. On each of their turns, affected targets may make an additional Intelligence save to overcome the effect. Clairsentience Psionic Eye 4th-level clairsentience Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 hour

You create a manifestation of your visual senses to push your awareness beyond your body. This invisible effect will allow you to receive visual information for the duration. The eye can be moved up to 30 feet per round and has no limit on how far away from you it can be. It cannot pass through solid objects, but can fit through a space as small as a 1-inch square. The eye has darkvision out to 30 feet. Psychokinetics Psionic Bonds 1st-level psychokinetics Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Invisible psychic tendrils of energy reach out and grasp targets within a 20-foot radius centered on a point within range. Creatures in the area must make a Strength saving throw or be restrained by the bonds until the spell ends. A restrained creature can spend its action to make a Strength check to break free. Psy Bolt 1st-level psychokinetics Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous

Three bolts of hardened, visible kinetic energy each strike a creature of your choosing, dealing 1d4 + 1 force damage each. You can direct the bolts at separate targets or all at one, as you wish. Psychic Weapon 1st-level psychokinetics Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

Your weapon attacks deal an extra 1d4 psychic damage until the spell ends. Kinetic Projection 1st-level psychokinetics Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 hour

You create a 3-foot wide disk of psychic force that can hold up to 500 pounds. While this is within 20 feet of you it does not move, but will move to stay within 20 feet of you if you are traveling. Kinetic Barrage 3rd-level psychokinetics Casting Time: 1 action

1 action Range: Self (60-foot cone)

Self (60-foot cone) Components: V, S, M (a small rock or stone)

V, S, M (a small rock or stone) Duration: Instantaneous

You throw a small rock into the air to create a 60-foot cone of rocks that shoot forward, dealing 3d8 bludgeoning damage. Creatures may make a Dexterity saving throw to take half damage. Kinetic Arrow 3rd-level psychokinetics Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous

You unleash a bolt of hardened kinetic force, flinging it like an arrow with your mind. Make a ranged spell attack. The target takes 4d8 force damage on a hit, half on a miss. The bolt explodes on impact, and all creatures within 10 feet of the target must make a Dexterity saving throw. On a failure, they are knocked prone.

Psychic Barrier 4th-level psychokinetics Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

You create a wall of visible kinetic force up to 60 feet long, 20 feet high and 1 foot thick within range. Creatures within the area take 5d8 force damage, halved with a successful Dexterity check. Upon casting, you choose one side of the wall. That side of the wall imposes disadvantage on any ranged attacks made against creatures on the opposite side of the wall. Creatures attempting to cross the barrier must make a Strength saving throw or be pushed back ten feet from the barrier's edge. Psionic Hand 5th-level psychokinetics Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

A large, faintly glowing hand of kinetic force with an AC of 20, a Strength of 26, and a Dexterity of 10 appears within range. It can move up to 60 feet per round and can attack with a punch (melee spell attack, 4d8 force damage), a push (Strength vs. Athletics) a grab (Strength to grapple, 2d6 + Intelligence modifier damage) or to provide you cover. Psychometabolics Psionic Replenishment 1st-level psychometabolics Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Instantaneous

You manipulate your own inner energy to rejuvenate and revitalize your body. You heal 1d8 + Intelligence modifier hit points. The hit points healed increated by 1d8 for each slot level above 1st used to cast this spell. Psychic Armor 1st-level psychometabolics Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 8 hours

You harden your body against attacks and project a thin psychic field around yourself to deflect incoming blows. You gain an AC of 13 + Intelligence modifier. The spell ends if you don armor, or if you dismiss the effect as an action. Psychic Shield 1st-level psychometabolics Casting Time: 1 reaction, taken when hit by an attack

1 reaction, taken when hit by an attack Range: Self

Self Components: V, S

V, S Duration: 1 round

An invisible barrier of psionic force appears and protects you. Until the start of your next turn, you have a +5 bonus to your AC, including against the triggering attack. You also take no damage against Magic Missile or Psy Bolt. Psionic Rejuvenation 3rd-level psychometabolics Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

By concentrating on your own internal energy flows, you can use a bonus action to heal yourself and regain 2d6 hit points. This can be done each round during the duration. Energy Redirection 5th-level psychometabolics Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 minute

You force-modify your own psychic meridians to alter the way incoming energy is processed by your body. For the duration, you gain resistance against acid, cold, fire, thunder and force damage. All damage resisted in this way is redirected back to the source (no saving throw to mitigate.)

Discipline Techniques Soulknife Spirit Burst 1st-level Soulknife technique Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

The first time you hit with your Soulknife during this spell's duration, your weapon deals an extra 2d6 psychic damage. The target must also make a Strength saving throw or be pushed 10 feet away from you. Spirit Weapon 2nd-level Soulknife technique Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

The first time you hit with your Soulknife during this spell's duration, your weapon deals an extra 2d6 psychic damage. The target must also make a Strength saving throw or be pushed 10 feet away from you. Blinding Burst 3rd-level Soulknife technique Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

Your next hit with your Soulknife deals an extra 3d8 psychic damage and blinds the target for the duration unless it makes a Constitution saving throw. A creature blinded by this spell make a new save on each of its turns. On a success, it is no longer blinded. Staggering Burst 4th-level Soulknife technique Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute

The next time you hit a creature with your Soulknife, the attack deals an extra 4d6 psychic damage and the target makes a Wisdom saving throw. On failure, the target has disadvantage on attack rolls and ability checks, and cannot take reactions until after its next turn. Psionic Celerity 5th-level Soulknife technique Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Instantaneous

When you use this technique, you may immediately take a second Attack action using your Soulknife. Weavesight Doom 1st-level Weavesight technique Casting Time: 1 bonus action

1 bonus action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration, up to 1 hour

You focus your sight on a creature within range that you can see. For the duration, you deal an extra 1d6 psychic damage to the target with attacks, and it has disadvantage on ability checks with one ability score. If the target drops to 0 hit points before the spell ends, you can use a bonus action to shift the effect to a new creature. Psychic Guidance 2nd-level Weavesight technique Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: 1 round

You project your sight into the material plane, striking an enemy with ethereal energy and wreathing them in a glow of psychic energy. Make a ranged psionic attack against a target within range. On a hit, the target takes 5d6 psychic damage, and the next attack made against it before the end of your next turn has advantage. Psionic Storm 3rd-level Weavesight technique Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

You cause a swirl in the fabric of the weave, creating a storm of mental and ethereal energy. You create a 20-foot radius cloud of violet energy centered on a spot within range. Creatures that start completely within the cloud must make an Intelligence saving throw or be stunned for their turn. Creatures with psychic damage resistance get advantage on this saving throw. Creatures immune to psychic damage cannot be affected by this effect. Psychic Overload 4th-level Weavesight technique Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 minute

Using your higher sight, you deduce the deepest fears of a target within range, and dominate its mind, filling it with horrifying visions and crushing its mind beneath the weight of your own intellect. The target must make a Wisdom saving throw or become frightened for the duration. Each turn while the effect is in place, the target must make a Wisdom saving throw or take 4d10 damage. On a successful save, the spell ends.