Psion A tiefling focuses his mind, walking calmly through a horde of orcs, striking them down as his mind prevents them from detecting his presence. An aasimar raises her hands, sending a pulse of telekinetic energy that hits her foes like a charging bull, sending them sprawling all around her. A human assumes a meditative position as his mind leaves his body and travels thorugh the Astral Plane, searching for the thread leading back to the mind of his mentor. Psions are the physical incarnation of energy from the Astral Plane, the plane of thought that lies between the Elemental Planes and the Outer Planes. Through the exceptional power of their minds, psions can perform great feats of psychic ability, ranging from telekinesis to telepathy to clairvoyance. Whether creating perfect hallucinations or disintegrating objects with the power of their minds, psions are a force to be reckoned with. Psionic Power Psions are unique among magic users in that instead of channeling arcane or divine power, psions channel the raw psychic energy of the Astral Plane. This energy is present in small amounts within the minds of every creature, but psions can harness it in its most raw form, giving them the power to affect not only other's minds but also the world around them. Focus and Discipline Psions spend their entire lives honing and sharpening their psionic power. Some of them spend their entire lives at special monasteries being tutored by master level psions in the ways of psychic power. Others choose to live amongst other members of society so that they can practice subtly reading and altering other's minds. Still others live their lives in complete isolation, only driven from their studies by catastrophe and the inexorable pull towards the wells of psionic energy that others generate. Most psions eventaully find their way into society, choosing to live among other people as they work to train their minds to their fullest capability. To make money, psions with a talent for mind reading often become charlatains, using their gifts to swindle the common folk out of coin with ease. Psions who can affect the world around them, however, often become bodyguards or bounty hunters, their powers giving them both an offensive and defensive edge when dealing with physical confrontation. Creating a Psion As you make your psion character, think about where they first started their journey into training their powers. Were they found by a wandering mentor, who sensed their power and offered to train them? Did they recieve their powers from otherworldy influence, calling upon that power to help them understand their unique gifts? Did they train themselves, isolated by the talents they have and driven away from society to better learn how to control it? Consider what drove them back to a life of adventuring. Was it boredom from being alone for so long? Was there a catstrophe that resulted in the death of their mentor, prompting them to seek tutelage elsewhere? Perhaps they left for adventure so they could find others of their kind. As a result of the mental discipline it takes to properly control their powers, psions are frequently lawful in alignment. Quick Build You can make a psion quickly by following these suggestions. First, make Intelligence your highest score, followed by Constitution. Second, choose the hermit background. Class Features As a psion, you gain the following class features Hit Points Hit Dice: 1d6 per psion level

1d6 per psion level Hit Points at 1st Level: 6 + your Constituion modifier

6 + your Constituion modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per psion level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Nature, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a scholar's pack or (b) an explorer's pack

Leather armor, any simple weapon, and a quarterstaff Psionic Gift At 1st level, you awaken your psionic powers and choose a specialization: Telekenetic Psion or Telepathic Psion, both of which are deatiled at the end of your class description. Your choice grants you features at 1st level, and again at 5th, 9th, 13th, and 18th level. Psi Bolt At 1st level, you gain the ability to spend an action and channel small amounts of psionic energy into a bolt of power directed at your foes. You gain the psi bolt psionic power. The stats for this, as well as other psionic powers, are detailed at the end of the class description. Psi Starting at 2nd level, your psionic gift allows you to channel the power of the astral plane in order to affect your surroundings and exercise your power. Your access to this power is represented by a number of psi points. Your psion level determines the number of points you have, as shown in the Psi Points column of the Psion table. You can spend these points to fuel various psionic features, some of which are determined by your gift, and some are determined by the psionic disciplines you learn at higher levels. You learn more features as you gain levels in this class. When you spend a psi point, that point is unavailable to you until you finish a short or long rest, at the end of which you

The Psion Level Proficiency Bonus Features Psi Points Psionic Disciplines Psi Limit 1st +2 Psionic Gift, Psi Bolt — — — 2nd +2 Psi, Psionic Discipline, Psionic Augmentation 4 2 2 3rd +2 Psionic Focus 6 2 3 4th +2 Ability Score Improvement 8 2 3 5th +3 Psionic Gift Feature 10 2 5 6th +3 — 12 3 5 7th +3 Disciplined Mind 14 3 6 8th +3 Ability Score Improvement 16 3 6 9th +4 Psionic Gift Feature 18 3 7 10th +4 — 20 4 7 11th +4 — 22 4 8 12th +4 Ability Score Improvement 24 4 8 13th +5 Psionic Gift Feature 26 4 9 14th +5 — 28 5 9 15th +5 Timeless Body 30 5 11 16th +5 Ability Score Improvement 32 5 11 17th +6 — 34 6 12 18th +6 Psionic Gift Feature 36 6 12 19th +6 Ability Score Improvement 38 6 12 20th +6 Psionic Ascendance 40 6 18 are able to reopen the mental gate to the astral plane and refresh your expended points. You must spend at least 30 minutes of the rest meditating to regian your psi points. Psionics and Magic Psionics and magic are two separate forces. As a general rule, things that would affect magic, such as detect magic, dispel magic, and antimagic field, do not affect psionic abilities. The exception to this would be psionic features and disciplines that allow you to recreate spells. In this case, psionic energy is being used to manipulate magic and cast the spell. Therefore, these are considered to be magic, and are thus affected by the aforementioned effects. Psionic Abilities Psionic abilities are the manifestations of your psionic power. You are granted psionic abilities by your psionic powers, psionic disciplines, and Psionic Gift class features. Intelligence is your psionic ability for your psionics. You use your Intelligence modifier when setting the DC for saving throws against your psionic abilites, or when making an attakck roll with them. Psi save DC = 8 + your proficiency bonus + your Intelligence modifier. Psionic Attack Modifier = your proficiency bonus + your Intelligence modifier. Using a Psionic Ability Many of your abilities provide different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option. Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Each option notes specific information about its effect, including the action required to use it (if any), its range, and whether it requires concentration. If an option doesn’t state that it is used as an action, a bonus action, or a reaction, using it requires an action. An option in an ability also specifies how long its effect lasts. Instantaneous. If no duration is specified, the effect of an option is instantaneous.

Concentration. Some effect options require concentration. This requirement is noted with a “C” after the option’s psi point cost. Concentrating on an ability follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and an ability at the same time, nor can you concentrate on two ability at the same time. Psionic Discipline Rigorous mental focus and concentration have enabled you to channel the energy of the astral plane in a way that broadens and enhances the abilities your psionic gift to give you more control and versatility. At 2nd level, you learn two psionic disciplines of your choice. Your discipline options are detailed at the end of your class description. You gain additional psionic disciplines at 6th, 10th, 14th, and 17th levels. When you learn a new psionic discipline, you can choose one of the psionic disciplines you know and replace it with another discipline, so long as you meet the prerequisite for the new one. Psi Limit Though you have a formidable well of psionic power at your disposal, your mind is not yet trained enough to wield it all at once. There is a limit to how many psi points you can spend on any one psionic feature, discipline, or power. This limit is shown in the Psi Limit column on the psionic class table above. Psionic Augmentation At 2nd level, you gain the ability to use an action to heighten the effect of your psionic powers and disciplines. You gain the ability to spend extra psi points to augment your psionic abilities. Where written, you are able to augment some of your psionic powers, disciplines, and features by the amount of psi points listed in the description. Psionic Focus At 3rd level, you gain the ability to focus on certain disciplines and features to draw ongoning benefits from it. As a bonus action, you can choose one of your psionic disciplines or features and gain its focus benefit, which is detailed at the end of its description. This benefit lasts until you are incapacitated or use a bonus action to choose another discipline or feature to focus on. You cannot focus on any of your psionic powers, nor can you choose more than one discipline or feature to focus on. 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. Disciplined Mind At 7th level, you can use a bonus action to use reduce the cost of one of your psionic disciplines by half, to a minimum of 1. This effect lasts until you take another bonus action to use this feature, until you are incapacitated, or until you take a short or long rest. Timeless Body Your constant interaction with the astral plane has permanently infused your body with psionic energy. Starting at 15th level, your body is sustained by psionic energy, so that you no longer need to eat or drink, and your aging process is slowed significantly, so that you only age one year every ten. In addition, you can no longer be magically aged. Psionic Ascendance At 20th level, your connection to the astral plane becomes so great that the boundries dividing your body and mind become blurred. You can expend 18 psi points to transform into a being of pure psionic power. For 1 hour, you gain the following benefits: You gain truesight to a distance of 120 feet

You are immune to being blinded or deafened.

As an action, you can enter the Ethereal Plane for 1 round. You must exit the Ethereal Plane at the end of that round, and cannot reenter the Ethereal Plane again for 1 minute while this power is active.

You hover 1 foot off of the ground, and can ignore difficult terrain. You also have advantage on saving throws against being knocked prone.

Your psi point cost on all of your abilities is reduced by a number equal to your intelligence modifier (to a minimum of 0), and you also gain the same number of temporary psi points. Once this feature ends, you lose those psi points. Once you use this feature, you can't use it again until you take a long rest. Psionic Gifts Every psion has an innate gift through which they focus their abilities. This gift defines their abilities in almost every way, shaping their skill into a fine-tuned instrument of power. Telekinetic Psion Telekinetic psions focus on channeling their psionic power to alter the world around them. This allows them to move objects and foes from a distance, and deal incredible amounts of force damage. Bonus Proficiencies Your telekinetic capability subtly enhances your physical abilities, granting you more control over your body. When you choose this gift at 1st level, you can choose to gain proficiency in either Athletics, Acrobatics, or Sleight of Hand. Psionic Focus. When you focus on this feature, you can chose 1 extra skill from this list to be proficient in. Psionic Armor When you choose this gift at 1st level, you begin to emit a telekinetic field, giving your body slightly more protection than it normally would have. Your gain a +1 bonus to your AC.

Psionic Focus. When you focus on this feature, your AC bonus increases to +2. Minor Telekinesis When you choose this gift at 1st level, you gain the minor telekinesis psionic power. Telekinetic Offense At 5th level, your telekinetic gifts allow you to coalesce your psionic energy into objects of force. You gain the use of the psi shield and psionic weapon psionic powers, as well as the following abilities: Psispell Bolt (1). You cast magic missile Psispell Grasp (2, C). You cast hold person. Augment Psispell (2-9). You can increase the level that the above spells are cast by 1 per extra psi point you spend, up to 9th level. Psychokinetics At 9th level, you gain the ability to affect large swathes of terrain around you, manipulating the environment to your will. You gain the use of the psychokinesis psionic power, as well as the following abilities. Psionic Hinderance (5, C). For up to 1 minute, you can create a telekinetic field in a 30 foot radius cylinder around you, making the area difficult terrain for everybody except for yourself. Telekinetic Pulse (5). Create a pulse of telekinetic energy in a 30 foot radius sphere around you. Every creature within this pulse must make a Dexterity saving throw, or stunned for one round and knocked prone. Psispell Wall (5, C). Cast wall of force. Psionic Movement At 13th level, your telekinesis gains a surge of power, giving you the ability to affect the movement of yourself and others. You gain the use of the impassable prison psionic power, as well as the following abilities: Psionic Focus. When you focus on this feature, your speed is increased by 5 feet. Mind Over Matter (3, C). You lift yourself into the air, giving you a fly speed of 60 feet for 1 minute. You must land on your last turn at the end of this minute, or else you will fall. Psionic Boost (3, C). For 1 minute, you can double the speed of yourself or one willing ally. Psispell Reversal (8, C). Cast reverse gravity. Augmented Flight (4-9, C). When you use Mind Over Matter, you can target 1 more creature per additional psi point you spend, up to 7 creatures. Unbound Telekinesis At 18th level, your psionic abilities reach a level of power only found by creatures native to the Astral Plane. You become a nigh-unstoppable force of nature, ravaging the landscape around you. You gain the use of the annihilation psionic power, as well as the following abilities: Absolute Psychokinesis (12, C). For 1 minute, you can telekinetically lift up to 5,000 pounds at once, or up to 4 Huge creatures, 8 Large creatures, 12 Medium creatures, 16 Small creatures, or 20 Tiny creatures. Throwing any creature or object with this power deals falling damage. The range for this ability is 200 feet. Psychic Double (12). Create a psionic double of yourself composed of force energy. The double's Strength, Dexterity, and Constitution stats are identical to yours has its own initiative, and can complete any objective you give to it. It also is given a force weapon of your choice, and is proficient in this weapon. This double fades after 1 hour. Psychic Armory (12, C). Create up to 4 psionic weapons that can move within a 60 foot radius sphere around you. These weapons deal 8d8 force damage on a hit. They all move in unison, and you can target up to 4 creatures with this attack. These weapons fade after 10 minutes. Telepathic Psion Telepathic psions focus on altering and affecting the minds of others. Their minds are expert weapons of deceit and infiltration, allowing them to read others thoughts and cause adversaries to experience powerful hallucinations. Bonus Proficiencies Your telepathic talents grants you a subtle boost in your ability to influence those around you. When you choose this gift at 1st level, you choose to gain proficiencey in either Deception, Intimidation, or Persuasion. Psionic Focus. When you focus on this feature, you can chose 1 extra skill from this list to be proficient in. Protected Mind Your mind emits a telepathic field that grants your mind some protection against mind-altering effects. You have advantage on Intelligence, Wisdom, and Charisma saving throws against magical and psionic effects that deal psychic damage or otherwise affect your mind (such as an effect that would cause you to be charmed or frightened). Psionic Focus. When you focus on this feature, you can choose to automatically succeed one of the above saving throws, once per short rest. Wordless Communication When you choose this gift at 1st level, you gain the wordless communication psionic power. Telepathic Presence At 5th level, your telepathic gifts give you the power to read and change the thoughts and emotions of those around you. You gain the use the mind probe psionic power, as well as the following abilities: Magic Influence (2, C). You cast the suggestion spell without needing verbal or material components. Aura of Calm (2, C). You can cast the calm emotions spell. Psionic Dissonance At 9th level, you gain the power to cause disruptions in the minds of others, allowing you to disorient and evade detection. You gain the use of the telepathic assault psionic power, and can spend 5 psi points to do one of the following: Psionic Focus. When you focus on this feature, you gain advantage either on Dexterity (Stealth) or Charisma (Deception) checks, your choice. Perception Filter (5, C). For up to 1 minute, you can give every creature within 60 feet of you disadvantage on Perception checks to detect you. If one creature succeeds on this check, all of the others affected become aware of you.

False Memories (5, C). You cast modify memory on one creature within 60 feet of you. Telepathic Illusionist At 13th level, you gain the ability to cause others to experience powerful hallucinations. You gain the following abilities. Exploit Mental Weakness (7). The target must make an Intelligence saving throw. On a failure, they are overcome with hallucinations of their greatest fears, failures, and regrets, forced to relive those memories in the fullest detail, causing them to take 7d8 psychic damage and be paralyzed for 1 minute. They can repeat the saving throw at the end of each turn, ending the paralyzed effect on a success. Mental Prison (7, C). The target must make an Intelligence saving throw. On a failure, they believe themselves to be transported to another plane of existance, alone, for up to 1 minute. They act as though they are under the confusion spell, and are blinded and deafened to everything outside of the hallucination. Draw to Danger (7, C). For up to 1 minute, they percieve one danger, such as an environmental hazard or hostile creature, to be what they desire most. They are compelled to move toward this danger, and all creatures who try to convince them to stop have disadvantage on checks to do so. Upon taking damage, the target can make another saving throw with advantage to end this effect. Unbound Telepathy At 18th level, the inhibitions that prevent you from completely invading another's mind nearly vanish, granting you vast amounts of power over them. You gain the use of the psychoshatter and mindlink psionic powers, as well as the following abilities: Silvertongue (12). You cast glibness on yourself. Psionic Attraction/Revulsion (12). You cast antipathy/sympathy. Psionic Disciplines If a psionic discipline has a prerequisite, you must meet that prerequiste before taking it. A level prerequisite refers to your level in this class. Astral Rejuvenation Prerequisite: 6th level You learn to channel the energy of the Astral Plane through your body, allowing you to heal yourself. Psionic Focus. When you focus on this discipline, you regain extra hit points equal to your Intelligence modifier whenever you spend hit dice. Astral Healing (4). You heal yourself for 5d4 hit points. Alternitavely, you can choose to end one stun, poison, paralyzing, or weakening effect currently affecting you. Astral Shortcut Prerequisite: 6th level You can manipulate the weave to maneuver yourself instantly from one point to another. Psispell Jump (4). You cast dimension door. Psionic Jump (6). You can choose to make dimension door's power source psionic instead of magic, rendering it immune to magic-affecting effects. Compelling Voice Prerequisite: Telepathic psion Irresistable Command (1, C). You cast command. Compressive Psychokinetics Prerequisite: Telekinetic Psion, 10th level Your telekinetic might allows you to envelop your enemies in a psionic field, crushing them within it. Psionic Compression (5). Choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, they take 6d8 force damage, or half as much on a successful one. Psionic Collapse (6-9). The damage dealt by this discipline increases by 1d8 for every additional psi point you spend, up to 10d8. Precognitive Awareness Your psychic field gives you an uncanny awareness of your surroundings. Psionic Focus. When you focus on this discipline, you can add your proficiency modifier to initiative rolls. Anticipation (1, C). For 1 hour, you cannot be surprised. Danger Sense (2, C). For 1 hour, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect traps. Precognition (3, C). For 1 minute, you gain a +2 to AC and Dexterity saving throws. Formless Transportation Prerequisite: 17th level Psionic Focus. When you focus on this discipline, its power source is made psionic instead of magic, rendering it immune to magic-affecting effects. Astral Projection (8). You cast astral projection on yourself. You cannot bring others with you when you cast this spell. Mind Shield Prerequisite: 10th level Psionic Focus. When you focus on this discipline, any creature that deals psychic damage to you recieves the same amount of psychic damage in return, ignoring any resistances. Your mind erects a psychic barrier that prevents others from looking into your thoughts. Your mind cannot be read telepathically unless you wish it to be, you are resistant to psychic damage. Other psions can attempt to read your thoughts, but you have advantage on the saving throw and you detect their presence immediately. Object Reading Prerequisite: 6th level You can examine an object's psionic imprint. You must meditate a number of minutes equal to your Intelligence modifier in order to gain the effects of this discipline. For each additional psi point you spend, you must meditate 1 extra minute. Psionic Focus. When you focus on this discipline, your meditation time is halved. Read Level 1 (1, C). You cast identify on the object, and learn the physical appearance of whoever last handled the object, regardless of how long ago they handled it.

Read Level 2 (2, C). You learn of any events that have occured within 20 feet of the object within the past 24 hours. Read Level 3 (3-10, C) The range of events extends an additional 10 feet per additional psi point you spend, to a maximum of 90 feet, and the time in which the events occured extends an additional 12 hours per additional psi point you spend. Open the Third Eye You can open your perception beyond your normal ability. Focus. While focused on this discipline, you have blindsight with a radius of 30 feet. Tremorsense (1, C). As a bonus action, you gain tremorsense out to a radius of 30 feet for 1 minute. Unwavering Eye (1, C). As a bonus action, you gain advantage on Perception (Wisdom) checks for 1 minute. Truesight (5, C). As a bonus action, you gain truesight with a radius of 30 feet for 1 minute. Path to the Inner Planes Prerequisite: 14th level You learn to extend your connection to the Astral Plane to draw on the power of the Inner Planes. Psionic Focus. When you focus on this discipline, you gain resistance to one of either acid, cold, fire, lightning, or thunder damage. Elemental Affinity (2). You become immune to cold, acid, fire, lightning, or thunder damage for 1 hour. Summon Elementals (5, C). Summon up to 2 elementals with a CR of 5 or less for 1 hour. These elementals will obey you, and you can spend a bonus action to give them simple orders. The DM has the stats for the elementals. Draw Planar Magic (6, C). You can cast either investiture of ice, investiture of flame, investiture of stone, investiture of wind. Path to the Outer Planes Prerequisite: 14th level You learn to reach through the Astral Plane and draw on the Outer Planes that border it. Psionic Focus. When you focus on this discipline, you gain resistance to either necrotic or radiant damage. One With The Outer Planes (2). You can become immune to radiant or necrotic damage for 1 hour Psionic Banishment (4, C). You can attempt to banish a celestial or fiend back to its native plane, as though you were casting the banishment spell. Outsider's Magic (6, C). You can cast sunbeam, circle of death, or planar ally without the need for material components. Psi Blast When you use your psi bolt, add your Intelligence modifier to the damage it deals on a hit. Psi Spear When you use your psi bolt, its range is 300 feet. Psionic Prison Prerequisite: Telekinetic psion, 17th level Psychic Demiplane (8, C). You create a focal point up to 120 feet away from you. Any creatures within a 30 foot radius sphere must make an Intelligence saving throw, or else be pulled into a demiplane for 10 minutes. Each round they are in this demiplane, they must make a Wisdom saving throw, or else take 2d8 psychic damage and 6d8 force damage as they are overloaded with psionic energy. Psionic Swarm Prerequisite: Telekinetic Psion Swarm of Crystals (2, C). For up to 1 minute, you create a swirling cloud of force energy shards in a 5-foot cube from a point you can see within 60 feet of you. Any creature that enters this space takes 4d4 slashing damage when it enters or when it starts its turn there. Vicious Swarm (3-9, C). The slashing damage dealt by this discipline increases by 2d4 for each additional psi point you spend on it. Psionic Vision Darkvision (2). You gain darkvision for 8 hours, at a range of 60 feet. If you already have darkvision, your range is doubled. Psispell Sleep Prerequisite: Telepathic Psion Sleep (1). You cast sleep. Psychic Confusion Prerequisite: Telepathic psion, Psionic Dissonance feature Confusion (4, C). You cast confusion on all creatures within 60 feet of you. Psionic Confusion (6, C). You can choose to make confusion's power source psionic instead of magic, rendering it immune to magic-affecting effects. Psychic Stun Prerequisite: Telepathic Psion, 17th level Power Word Stun (8). You telepathically cast power word stun. Augmented Stun (10). The target must make a Wisdom saving throw. On a failure, they take 8d8 psychic damage, and half on a success. Remote Viewing Clairvoyance (3, C). You can spend 3 psi points to cast clairvoyance without using material components. Enhanced Clairvoyance (5). You can simultaneously see and hear when casting this spell. Spellshield Prerequisite: Telekinetic psion, 14th level Spellshield (6). You cast globe of invulnerability. Telekinetic Blast Prerequisite: Telekinetic Psion Disarm (1). When you use your psi bolt, you can expend 1 psi point to force your target to make a Strength saving throw, disarming them on a failure. Psychic Lance (2). When you use your psi bolt, you can expend 2 psi points to cause the target to make a Strength saving throw, or else take 1d4 extra force damage, get pushed 10 feet, and knocked prone. Telepathic Disruption Prerequisite: Telepathic Psion, 10th level Disruption (5). You cause every creature within 30 feet of

you to make an Intelligence saving throw. On a failure, they take 5d8 psychic damage and are incapacitated for 1 minute. On a successful save, they take half damage and are not incapacitated. Augmented Disruption (5-10). For every extra psi point spent on this discipline, you can deal an extra 1d8 psychic damage. Telepathic Insight Prerequisite: Telepathic psion Psionic Focus. When focused on this disipline, the casting time for true strike is reduced to 1 bonus action. Psispell Insight (1, C). You to cast true strike. Telepathic Prescience Prerequisite: Telepathic Psion, 14th level With your telepathic power, you cast your mind forward and anticipate your opponent's movements. Combat Clairvoyance (5, C). As a bonus action, choose one creature you can see within 30 feet of you. For 1 round, you have advantage on attack rolls against this creature and against saving throws any for spells or effects. Likewise, the creature has disadvantage on attack rolls against you, and saving throws against your spells and effects. You cannot use this discipline again until you take a short or long rest. Transposition Prerequisite: 10th level Transposition (5). Choose one willing ally within 60 feet of you. You can switch places with that ally via teleportation. Psionic Powers Psionic powers are applications of psionics specific to a psion's particular talents. Psionic powers are only granted through the features you gain with your Psionic Gift. You cannot focus on psionic powers, but you can augment s Annihilation Psionic power (telekinetic) You unleash the full brunt of your telekinetic capabilities on your enemies. Psychic Annihilation (12). Choose one target within 60 feet of you that you can see, regardless of cover. The target can be a creature, an object, or a creation of magical force, such as a wall of force. A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 20d6 + 40 force damage, taking half as much on a success. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This power automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this power. Unleashed Annihilation (13-18). The amount of force damage a target takes from this power increases by 2d6 per additional psi point you spend. Impassable Prison Psionic power (telekinetic) You create an immobile, invisible cube-shaped prison of psionic force to entrap your enemies. Psychic Prison (7). As an action, your prison springs into existence anywhere within 100 feet of you, lasting for 1 hour. This prison can be up to 20 feet on a side, creating a solid barrier that prevents any spells or external matter besides air from passing through it. A creature who is only partially in the area or is too large to fit is shunted outisde of the area. Creatures trapped in the prison cannot leave by nonmagical means. If they attempt to use a teleportation spell or interplanar travel, they must make an Intelligence saving throw. If they fail, they cannot leave the prison and they waste that spell or effect. The prison also extends into the ethereal plane, and prevents ethereal travel. Prolonged Sentence (7-12). The duration of your prison extends by 1 hour per additional psi point you spend. Mindlink Psionic power (telepathic) Your powerful telepahtic abilities allow you to connect yourself with the minds of others. Telepathic Link (8). You choose up to 3 willing creatures that you are familiar with. The creatures must be on the same plane of existance as you, and the effect ends if you or the creatures move to different planes of existance. For 24 hours, you create a telepathic bond with the creatures, allowing you to instantly share words, images, sounds, and other sensory messages with each other through the link. The targets can recognize you or each other as the ones communicating with them. The target must have an Intelligence score of at least 1 in order to be linked by this power. Extended Link (9-12). The number of creatures you can link to is increased by 1 per psi point you spend. Planar Link (12). Your telepathic connection extends over all planes of existence. Mind Probe Psionic power (telepathic) You can force your way into the minds of whomever you please. Read Thoughts (2, C). As an action, you can read the thoughts of certain creatures. When you use this power and as your action on each turn for 1 minute, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any languages, the creature is unaffected. You initially learn the surface thoughts of the creature – what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind

(such as something it worries over, loves, or hates). If it succeeds, the effect ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the effect ends. Telepathic Detection (3, C). When you use this power or as your action during the duration, you can spend one extra psi point to search for thoughts within 30 feet of you. This effect can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. Minor Telekinesis Psionic power (telekinetic) You exercise your psionic power to create a basic telekinetic field. Basic Telekinesis (0, C). As an action, can create a focused telekenetic field within 30 feet of you. You can spend an action to move the focus point of this field. You can manipulate an object, open an unlocked door or container, stow or retrieve an object from an open container, or pour out the contents of a vial. You can move the focus up to 30 feet with each action as well. It cannot be used on any object weighing more than 10 pounds. Improved PK Field (1-3, C). The maximum weight you can carry with this power increases by 10 pounds per psi point you spend, and the range in which you can use this power extends by 10 feet per psi point you spend. Psi Bolt Psionic power You can summon a small amount of psionic energy to assault your foes. Basic Attack (0). As an action, make a ranged attack against one creature within range. On a hit, you deal 1d8 damage, the type of which is determined by your Psionic Gift. Telepathic. You deal psychic damage with this attack. Telekinetic. You deal force damage with this attack. Augmented Psi Damage (1-4). The damage dealt by this power is increased by 1d8 per extra psi point spent to augment it, to a maximum of 5d8. Psi Spread (1-4). In a single turn, you can produce one extra psi bolt per psi point used to augment this power. Unstoppable Bolt (1). You ignore any damage resistances with this power, but not immunities. Psi Shield Psionic power (telekinetic) Weak Shield (1). As a reaction, you can create a shield of psionic force to protect you from damage. Until the start of your next turn, you have a +3 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Strengthened Shield (2-3). The AC bonus increases by 1 per extra psi point you spend, to a maximum of +5. Psionic Weapon Psionic power (telekinetic) You can focus your psionic power to create a weapon for yourself. Psychic Weapon (2). As a bonus action, you create a weapon of pure force in your hands. It can be any weapon, and you are proficient in this weapon. You can also hover this weapon up to five feet away from you, though if you wll it farther than this distance it fades immeidately. You use your psionic attack modifier when you attack with it. On a hit, this weapon deals damage equal to 1d8 + your Intelligence modifier. This weapon lasts for 1 minute when created. Empowered Strike (2-5). When you hit a target with your weapon, you can increase the damage dealt to it by 1d8 per psi point you spend, to a maximum of 4d8. Psychokinesis Psionic power (telekinetic) Telekinesis (5, C). As an action, you focus your psionic power to telekinetically manipulate your surroundings. For up to 10 minutes, you can manipulate either a creature or an object within range. The creature must be size huge or smaller, and make a Strength saving throw against you. If it fails, you can move the creature 60 feet in any direction. The target is restrained while under the effect of this power. You can lift any object within range that is 1,000 pounds or less. Pulling an object from a creature requires the creature to make a Strength saving throw against you. A failure allows you to manipulate the object. Empowered Telekinesis (6-12, C). You can increase the range of this power by 10 feet per psi point you spend, and the amount of weight you can lift with this ability increases by 100 pounds for every psi point you spend, to a maximum of 120 feet and 1600 pounds. Amplified Precision (6-12, C). The number of objects or creatures you can target increases by 1 per psi point you spend on this augmentation. The sum of all of their weights cannot exceed 1,000 pounds. Psychoshatter Psionic power (telepathic) As an action, you unleash the full brunt of your telepathic power onto your foe, attempting to overwhelm and shatter its psyche. Psychoshatter (12). The target takes 10d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, it regains one point in its Intelligence and Charisma scores. The power ends once it regains its previous scores. The effects can also be ended by heal, or wish. Psychic Desolation (18). When you use this psionic power, the target has disadvantage on their saving throw, and heal no longer restores them to their previous condition, only wish.