Životy
Odbornosti
Psion
| Úroveň | Bonus odbornosti | Vlastnosti | Psi Points | Per Use Limit | Psionic Talents |
|---|---|---|---|---|---|
| 1 | + 2 | Psionic Archetype Psionics | 1 | 1 | 0 |
| 2 | + 2 | Psionic Archetype Psionics | 2 | 1 | 2 |
| 3 | + 2 | Psionic Archetype Psionics | 3 | 2 | 2 |
| 4 | + 2 | Psionic Archetype Psionics | 4 | 2 | 2 |
| 5 | + 3 | Psionic Archetype Psionics | 5 | 3 | 3 |
| 6 | + 3 | Psionic Archetype Psionics | 6 | 3 | 3 |
| 7 | + 3 | Psionic Archetype Psionics | 7 | 4 | 4 |
| 8 | + 3 | Psionic Archetype Psionics | 8 | 4 | 4 |
| 9 | + 4 | Psionic Archetype Psionics | 9 | 5 | 5 |
| 10 | + 4 | Psionic Archetype Psionics | 10 | 5 | 5 |
| 11 | + 4 | Psionic Archetype Psionics | 11 | 6 | 5 |
| 12 | + 4 | Psionic Archetype Psionics | 12 | 6 | 6 |
| 13 | + 5 | Psionic Archetype Psionics | 13 | 7 | 6 |
| 14 | + 5 | Psionic Archetype Psionics | 14 | 7 | 6 |
| 15 | + 5 | Psionic Archetype Psionics | 15 | 8 | 7 |
| 16 | + 5 | Psionic Archetype Psionics | 16 | 8 | 7 |
| 17 | + 6 | Psionic Archetype Psionics | 17 | 9 | 7 |
| 18 | + 6 | Psionic Archetype Psionics | 18 | 9 | 8 |
| 19 | + 6 | Psionic Archetype Psionics | 19 | 10 | 8 |
| 20 | + 6 | Psionic Archetype Psionics | 20 | 10 | 8 |
Kouzla třídy
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 8
Odbornosti
light
simple
Počáteční vybavení
Vlastnosti třídy
Psionic Archetype (Level 1)
At 1st level, you pick the archetype of psion you embody, choosing from Awakened Mind, Unleashed Mind, Transcended Mind, Shaper's Mind, Wandering Mind, Elemental Mind, or Consuming Mind, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 6th, 10th, and 14th level.
Psionics (Level 1)
Psionic Disciplines
You are granted access to a psionic discipline (such as telepathy or telekinesis) by your chosen archetype. A psionic discipline comes with a passive feature that expands your character's capabilities and an active psionic power that can be modified and empowered with psi points. Additionally you can use your discipline in more detailed applications to recreate the effect of certain spells, listed at the end of the discipline description. At 3rd level you can select a second discipline, and 18th level you can select a 3rd discipline.
Psionic powers are suppressed by antimagic fields and can be dispelled with dispel magic, but are only affected by counterspell if recreating the effect of a spell. Any check required to dispel magic, counterspell or to identify a spell being cast with psionics is made with disadvantage unless the caster also has the Psionics feature. The detect magic spell will detect the usage of psionics, but not their nature: it will show up as a mysterious untyped power, even if being used to generate the effect of a spell.
When recreating a spell through a psionic effect (using a psionic discipline to cast the spell) the spell has no material or verbal components, but using any psionic ability requires somatic components and causes the psion to vibrantly glow with the otherworldly psionic energies they are controlling.
Psi Points
Starting at 1st level, you gain access to psi points used to fuel psionic discipline powers and effects. You have a number of psi points equal to your psion level, and you regain all spent points when you finish a short or long rest. You can spend a number of psi points equal to half your Psion level (rounded up) at a time. For example, if you're a 5th-level Psion, you can spend 3 psi points on a psionic power or cast a spell with a cost of 3 psi points.
Psionic Ability
Psionic powers, Psionic Talents, and spells gained through this class use your psionic ability.
Psionic Ability
Psionic Ability
Psionic Talents (Level 2)
Starting at 2nd level, you gain access to a psionic talent allowing you to further specialize. Pick two talents from the list of Psionic Talents presented at the end of the class description.
You can pick a new psionic talent at 5th, 7th, 9th, 12th, 15th, and 18th level. When you level up, you can replace a psionic talent you have previously selected with a different option.
Second Discipline (Level 3)
When you reach 3rd level, you can select a second psionic discipline from the list of psionic disciplines. You can't select a Discipline you already know. You gain all features of a psionic discipline when selecting it.
Psionic Archetype Feature (Level 3)
At 3rd level, you gain a feature granted to you by your Psionic Archetype.
Ability Score Improvement (Level 4)
WWhen 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.
If your DM allows the use of feats, you may instead take a feat.
Psionic Mastery (1 point) (Level 5)
When you reach 5th level, you gain mastery of your psionic powers. At the start of your turn you get 1 free psi point. This can be spent to empower psionic disciplines, but not to recreate spells or fuel Psionic Talents. If you have any unspent free psi points granted by this feature left at the end of your turn, then they are lost.
At 11th level, this is increased to 2 free psi points, and at 17th level, this is increased to 3. Points can be split between different abilities.
Psionic Archetype Feature (Level 6)
At 6th level, you gain a feature granted to you by your Psionic Archetype.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Psionic Archetype Feature (Level 10)
At 10th level, you gain a feature granted to you by your Psionic Archetype.
Psionic Mastery (2 points) (Level 11)
When you reach 11th level, you gain mastery of your psionic powers. At the start of your turn, you now get 2 temporary psi points. This can be spent to empower psionic abilities, but not to recreate spells. If you have any unspent temporary psi points at the end of your turn, then they are lost.
At 17th level, this is increased to 3. Temporary psi points can be split between different abilities.
Innate Psionics (6th level spell) (Level 11)
At 11th level, you gain the ability to exert great feats of psionic power. Choose one 6th-level spell from the Psion spell list as an innate ability. You can use this innate ability to cast that spell once. You must finish a long rest before you can do so again. At higher levels, you gain more innate abilities of your choice that can be used in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Innate Psionics when you finish a long rest.
Innate Psionics are well beyond the normal scope of your powers and are not restricted by what disciplines you have. Unlike psionic disciplines, they require any component the spell requires.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Innate Psionics (7th level spell) (Level 13)
At 13th level, you choose one 7th-level spell from the Psion spell list for your Innate Psionics.
Psionic Archetype Feature (Level 14)
At 14th level, you gain a feature granted to you by your Psionic Archetype.
Innate Psionics (8th level spell) (Level 15)
At 15th level, you choose one 8th-level spell from the Psion spell list for your Innate Psionics.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Psionic Mastery (3 points) (Level 17)
When you reach 17th level, you gain mastery of your psionic powers. At the start of your turn, you now get 3 temporary psi points. This can be spent to empower psionic abilities, but not to recreate spells. If you have any unspent temporary psi points at the end of your turn, then they are lost.
Temporary psi points can be split between different abilities.
Innate Psionics (9th level spell) (Level 17)
At 17th level, you choose one 9th-level spell from the Psion spell list for your Innate Psionics.
Third Discipline (Level 18)
When you reach 18th level, you can select a third psionic discipline from the list of psionic disciplines. You can't select a discipline you already know. You gain all features of a psionic discipline when selecting it.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Ascension (Level 20)
Starting at 20th level, if you die you can choose to become an incorporeal entity on the Border Ethereal at the spot you died in the Material Plane at the start of your next turn. This entity has the physical ability scores (Strength, Dexterity, Constitution) and abilities of a ghost, but has your mental ability scores (Intelligence, Wisdom, Charisma) and your psion class abilities.
When you take this form your current and maximum hit points becomes that of the ghost while you are in the form, if you have less than 10 psi points when you would assume this form, you have 10 psi points. While in this form you can't rest to regain spent abilities. If you exhaust all Psi Points or the ghost is destroyed, you die as a normal creature would.
Multitřídy
Požadavky multitříd
{"int":13}
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Awakened
Awakened Mind (Level 1)
An Awakened Mind is a psion who had their psionic power awakened within them by an encounter, event, or circumstance. Perhaps their powers were latent or perhaps their destiny had been that of a normal creature until powers were suddenly thrust on them. Perhaps they brushed the realms beyond in a vivid dream, perhaps they wandered the Feywild and came back warped, perhaps they merely glimpsed the eyes of a creature that did not belong walking down the street.
An awakening is often somewhat traumatic. Psions are not well understood and the first power they manifest-telepathy- is one of the most feared and shunned abilities.
An Awakened can be either empathetic or cruel, good or evil. Knowing what is on the minds of others affects people in different ways, driving some away from society as they see its true face, while others feel drawn to help the problems only they can see.
Opened Mind
At 1st level when you select this archetype, your mind awakens the ability to directly connect to the minds of other creatures, granting the psionic discipline of telepathy.
Mental Awareness
Additionally, starting at 1st level, you can use Intelligence instead of Wisdom when making an Insight check against a creature with an Intelligence ability score of 6 or higher.
Further, if you have telepathically communicated with a willing creature, you know their general location (direction and rough estimate of distance) for the next hour as long as you are on the same plane as them.
Mind Reader (Level 3)
Starting at 3rd level, when you use Telepathic Intrusion, you can force the target to make an Intelligence saving throw instead of a Wisdom saving throw against the power (deciding when you use the ability).
When a creature fails a saving throw against your Telepathic Intrusion, you gain a d4. Until the end of your next turn, if you make an attack roll against the creature or the creature makes a saving throw against one of your psionic powers other than Telepathic Intrusion, you can add or subtract the d4 from the roll (deciding to roll before you roll the attack or use the power).
Empowered Psionics (Level 6)
Starting at 6th level, when you deal damage with a psionic discipline power you can add your Intelligence modifier to the damage dealt.
All Seeing Eye (Level 10)
Starting at 10th level, you can see a creature by its mind. You gain a mindsight of 60 feet, allowing you to see creatures with an Intelligence of 6 or higher within range as if by blindsight. A creature you are unaware of can still be hidden from you, but you can use your Intelligence modifier instead of your Wisdom modifier when making Perception checks to detect creatures.
Full Awakening (Level 14)
Starting at 14th level, you can briefly fully awaken your expanded mind to true comprehension. At the start of your turn, you can expend 2 psi points to gain advantage on all saving throws and attack rolls until the start of your next turn.
Consuming
Consuming Mind (Level 1)
A Consuming Mind is a master of a dangerous branch of psionics, born from the ability to sap energy from other creatures. This power can tear away thoughts, minds, and ultimately vitality for the psion's own consumption. A feared branch of psionics, it is sometimes believed to be one of the primeval roots of all psionic power, as it can be found among mind-eating monsters and ancient psionic space whales... which might have other names in various settings.
It has been refined by those that seek greater power either from ambition or desperation, and unlocks a terrible but effective path. One example of mortal creatures walking this path is the houses of dark elves, who developed their dark powers from their study of feral vampiric brain eating monsters.
Psionic Predator
At 1st level when you select this archetype, you gain the ability to consume the psionic power of others. You gain the psionic discipline of consumption.
Dark Lurker
Additionally at 1st level, your powers grant you intuition that allows you to better adapt and survive as a mind hunter. You gain proficiency in Stealth and Deception. If you are already proficient in either skill, you instead become proficient in a skill of your choice.
When you use psionic abilities, you can make an Intelligence (Deception) check contested by a target's Wisdom (Insight) to conceal your use of psionic powers, suppressing their usual visible indicators. If you spend psi points on the ability, you must subtract the psi points spent from your Intelligence (Deception) roll result (concealing greater uses of psionics being more difficult).
Ravenous Powers (Level 3)
Starting at 3rd level, you gain the psionic talent Mind Devourer; this talent ignores the normal level restriction, and does not count against your Psionic Talents known, but cannot be switched out on leveling up.
Additionally, you can gain the benefit of this talent from a range of 30 feet when the creature is killed by one of your Psionic powers.
Empowered Psionics (Level 6)
Starting at 6th level, when you deal damage with a psionic discipline power you can add your Intelligence modifier to the damage dealt.
Mind Vampire (Level 10)
Starting at 10th level, you can trigger Mind Devourer anytime you deal psychic damage to a target within 30 feet, regardless if it kills the target or not.
Further, you can have additional psi points (over your normal limit) equal to your half your Intelligence modifier (rounded down) when gaining psi points from Mind Devourer, but any additional psi points are lost when you complete a short or long rest.
Limitations.
Even when used with Mind Vampire, Mind Devourer still requires a reaction to use, meaning that it can still effectively trigger once per round. All normal restrictions of Mind Devourer still apply (such as a minimum Intelligence ability score of the target.)
Shattered Husks (Level 14)
Starting at 14th level, your Mind Leech ability always gains the Shredding modifier, and it does not cost a psi point to add the modifier.
Further, you can use additional power to leave their mind further vulnerable. You can spend additional psi points on the Shredding modifier to further reduce their next Wisdom, Intelligence or Charisma saving throw (up to 2 additional points to reduce it by a total of 3d4). Once this is effect has been applied to a creature, you cannot spend additional psi points on the Shredding modifier against the creature until 1hour has passed.
Elemental
Elemental Mind (Level 1)
An Elemental Mind is a Psion that can manifest and control elements as an extension of their will.
Elemental Power
At 1st level when you select this archetype, you gain a deep intrinsic tie to elemental power, granting you the ability to manipulate it. You gain the psionic psychokinesis.
Primordial Aspect
Additionally at 1st level, as an action or when you deal fire, cold, or lightning damage (no action required), you take on an aspect of that element until the end of your next turn or until you take a new primordial aspect.
Cold: You gain an icy shell, reducing any nonmagical bludgeoning, piercing or slashing damage taken by your proficiency bonus.
Fire: You gain a fiery aura. Once per turn, a creature within 5 feet that hits you with a melee attack takes fire damage equal to your proficiency bonus.
Lightning: You flicker with lightning. Your walking speed is increased by 5 feet for the duration.
You can additionally spend 1 psi point to gain resistance to the element to the start of your next turn. If you are specialized in an element, you you can do this without spending a psi point for the element you are specialized in.
Aspect Appearance
The appearance of the aspect manifesting itself may vary, perhaps your hair becomes fire and radiates heat, or your skin takes on an icy sheen, but whatever the nature and consequence of the aspect is apparent to observers.
Living Power (Level 3)
Starting at 3rd level, your powers become a living extension of your mind, weaving an extension of your will into reality, allowing you to manipulate your powers in more advanced ways. When you use a power or alternate effect of Psychokinesis, you can apply one of the following modifiers:
Shaped Power When you use a power or spell that makes a ranged spell attack, you can convert it to a melee spell attack (such as forming it into a weapon shape), and when you would make an attack that would make a melee spell attack, you can instead form it into a shape and hurl it at a target within 15 feet making a ranged spell attack.
Controlled Power When you use a spell or power that targets an area, you can select a number of creatures equal to the psi points spent in the area of effect for the spell or power to be ignored. The power passes harmlessly around these creatures, they automatically succeed on their saving throw against the effect, and they take no damage if they would normally take half damage on a successful save against the effect.
Raging Power When you use a spell or power, you can let it rage out of control. When you roll damage for the power or spell, you can reroll a number of dice up to 1 + the number of psi points spent. You must use the new roll.
Empowered Psionics (Level 6)
Starting at 6th level, when you deal damage with a psionic discipline power you can add your Intelligence modifier to the damage dealt.
Full Manifestation (Level 10)
Starting at 10th level, when you enter a primordial aspect, you can expend 1 psi point to fully manifest that element, replacing the primordial aspect with the following effect. If you are specialized in that element, it doesn't require a psi point to fully manifest the power.
Cold: Your speed becomes 0 until the end of your next turn, but you have resistance to all damage types except fire and force.
Fire: Fire fills a 10-foot radius around you. When a creature enters the area for the first time on a turn or starts its turn there, it takes fire damage equal to 1d4 + your proficiency bonus.
Lightning: You can use your movement to teleport a distance up to your speed for the duration.
If you are not in a primordial aspect, you can fully manifest a power as a bonus action for 2 psi points (or 1 psi point if you are specialized in that power).
Elemental Form (Level 14)
Starting at 14th level, you can expend 5 psi points to cast shapechange to assume elemental forms. When you cast shapechange in this way it has no verbal or material components, but you can only assume the form of a Water Elemental, Fire Elemental, or Air Elemental. If you are specialized in an element, the cost is reduced to 3 psi points, but you can only assume the form associated with your specialization (Water Elemental for cold, Fire Elemental for fire, or Air Elemental for lightning). A Water Elemental assumed with this form doesn't have the Freeze property.
Once you cast shapechange this way, you can't do so until you finish a short or long rest.
Knowing Mind
Knowing Mind (Level 1)
A Knowing Mind is a psion that grasps that future as intuitively as the present, weaving together strings of casualty and fate in ways that would shatter the mind of a lesser mortal. They live one step ahead and use that advantage to the fullest, bending probability, manipulating fate, and bringing their plans to fruition without room for failure.
They are remarkable individuals whose clairvoyant abilities stem from a variety of sources—from a lineage of divine oracles, to a connection to beings from another temporal axis, to a mind that has somehow been flung into the future.
| Psion Level | Feature |
|---|---|
1st | Forewarned, Practiced Prescience |
3rd | Climactic Moment |
6th | Thread of Fate |
10th | Window of Opportunity |
14th | Mastermind |
Forewarned
At 1st level, when you select this archetype, you begin to glimpse the future, granting the psionic discipline of Precognition.
Practiced Prescience
Additionally at 1st level, gazing into the future with the Prescience feature of Precognition no longer requires your concentration.
Knowing Mind Quirks
The following are some optional quirks for a player of this subclass to choose from.
| d6 | Quirk |
|---|---|
1 | You often give spoilers by accident. |
2 | You nod along to things people about to say. |
3 | You blame everything on the dice of fate. |
4 | You talk about capricious powers that are pulling everyone's strings. |
5 | You prepare fastidiously for unlikely outcomes |
6 | You meant to do that... no matter what 'that' was. |
Climactic Moment (Level 3)
Starting at 3rd level, your ability to see and influence the future allows you to set things up to have even greater influence throughout the sequence of events, building up to a pivotal moment where exerting your foresight can provide the greatest impact.
Once per turn when you use Seeing empowered by 1 or psi points to look into the future while in initiative (or under a similar high stakes situation), you gain an Influence point. You can have a maximum number of Influence points equal to your Intelligence modifier.
When you start your turn with one or more Influence points, you can expend all of your Influence points as psi points to empower a psionic power. Influence points spent this way can exceed your psi point limit, but cannot be combined with psi points.
Any generated Influence Points are lost after 1 minute, or when no longer in combat (or a similar high stakes situation).
Conditions of Influence
You can only build up Influence points while in combat or other tense situations while every action counts as they represent chaining together events toward creating an opportunity. Without the pressure and stakes of combat or similar environments, the flow of events cannot be manipulated in such a way.
This generally means you cannot build up Influence points before combat.
Thread of Fate (Level 6)
Starting at 6th level, you can begin to see the path you must take to bring your plans to fruition. When you start your turn with one or more Influence Points, you gain temporary hit points equal to twice your current Influence Points.
While you have temporary hit points from this feature, you can transfer these temporary hit points to another creature that is the target of one of your psionic abilities, or the beneficiary of your Seeing power.
Window of Opportunity (Level 10)
Starting at 10th level, you can see the flow of battle, giving time to exploit openings and opportunities.
When a creature you can see misses you with an attack, you can use your reaction to make a weapon attack against that target or use a psionic power against them. When using a psionic power with this reaction, you cannot expend psi points to empower it, but can use Influence Points.
Mastermind (Level 14)
Starting at 14th level, once per turn, when you use your Seeing power, you can select two beneficiaries of your power. Psi points spent are unique to each target affected (and not shared between them).
Glimpsed Future
When using Glimpsed Future, you can still use Mastermind to target a second creature, but neither benefits from the bonus damage or damage reduction.
Shaper
Shaper's Mind (Level 1)
A Shaper is a Psion that specializes in the materialization of their imagination, projecting it out into the world. No mere conjurers borrowing the powers of other planes, a Shaper manifests things from nothing but their own mind, weaving their creations into existence through the exertion of raw psionic power and imagination.
A Shaper's mind is a tool of nearly unrivaled power possessing both boundless creativity and inexorable will, but if that will is overrun, the world would do well to fear a Shaper's nightmares.
Creator's Mind
At 1st level when you select this Archetype, you gain the ability to will the contents of your mind into the world, granting you the psionic discipline of projection.
Boundless Imagination
Additionally at 1st level, when you conjure your Astral Construct, you can apply one of the following powers to it:
Devastating Weapons. You imagine more deadly armaments-from a greatsword to vicious fangs-causing your Astral Construct to grow more deadly. The Astral Construct's damage becomes 1d12
Psionic Conduit. You can use your psionic powers, spells, talents through your Astral Construct, as if you were in its space.
Vivid Existence. Your Astral Construct fully materializes and automatically uses Solidify at the start of your turn without requiring a command to do so.
You can change which benefit you grant it for the duration of the effect as a bonus action.
Astral Metastability (Level 3)
Starting at 3rd level, when you use your psionic powers to create an Astral Construct, it doesn't require concentration to maintain, and lasts until dismissed, but you can't summon another one while you have one summoned.
Empowered Construct (Level 6)
Starting at 6th level, when you deal damage with an Astral Construct or a weapon created by Project Item, you can add your Intelligence modifier to the damage dealt.
Astral Guardian (Level 10)
Starting at 10th level, when you would take damage while you have an Astral Construct within 30 feet of you, you can use your reaction to conjure it to you (sharing your space) and expend 1 psi point to Solidify it, transposing it between you and the source of damage. It takes the damage instead of you. If the attack deals more damage than it has hit points (from Solidify), you take the remainder of the damage.
Imaginary Army (Level 14)
Starting at 14th level, you can allow your mind to run wild, letting an astral army spring forth into reality. When you use Replicate, you can create one additional Astral Construct that can be controlled with the same action (commands still only affect one Astral Construct of your choice). This additional construct lasts until the start of your next turn and can't be sustained.
Once you create an additional duplicate, you can't do so again until you finish a short or long rest.
Transcended
Transcended Mind (Level 1)
A Transcended psion is most often one that has found their path to psionic powers through a mental epiphany, realizing the place of their mind within the multiverse and how it ties to everything else, seeing the keys and levers to the world laid out before them in their mind's eye.
Most often achieved either intentionally or accidentally through meditation and ritual, this can sometimes even be a passed on technique to reliably transcend the strictly material concerns, and explore the more cognitive realm and powers within.
Transcended Psions tend to have the best grasp on their powers in control and principle, having come to understand the greater cosmos, but lack the reckless abandon some other Psions may have. Unfortunately less transcendent minds frequently cannot understand the greater truths they have learned and may view a Transcended Psion as a bit... peculiar.
Enlightened
At 1st level when you select this archetype, you gain the ability to empower your body with the power of your mind, granting you the psionic discipline of enhancement.
State of Mind
Additionally at 1st level, you can ignore the effects of extreme heat or cold, hold your breath twice as long as normal, and can go twice as long without eating or sleeping before suffering exhaustion.
Balance of Power (Level 3)
Starting at 3rd level, when you use a psionic ability (power or spell) to restore hit points or grant temporary hit points, you can add equivalent hit points granted to a stored pool. The maximum value of the pool is your psion level, and any points beyond the maximum are lost. The next time you make a damage roll, you can expend the pool to add damage equal to the stored value to one target affected by the damage roll. This stored damage is lost if not spent within 1 minute.
Perfected Enhancement (Level 6)
Starting at 6th level, when you grant temporary hit points with a psionic power you can add your proficiency bonus to the temporary hit points gained by one creature.
Mental Control (Level 10)
Starting at 10th level, when you have to make a Constitution saving throw to avoid losing concentration on an effect from a psionic discipline, you can add your Intelligence modifier to the saving throw.
Mind Over Matter (Level 14)
Starting at 14th level, when you would roll a Strength, Dexterity, or Constitution saving throw, you can expend 2 psi points to roll an Intelligence saving throw instead.
Additionally, when you roll a Death saving throw, you can expend 4 psi points before rolling to treat the roll as 20.
Unleashed
Unleashed Mind (Level 1)
An Unleashed Mind's power is most often an innate force they struggle to understand or control, a reflection of their state of mind and mood projected onto the world around them, often to devastating results. The life of an Unleashed Psion is frequently their journey to control their unruly powers... or one of embracing the destructive powers fully.
What the wellspring of their innate power is varies: they could be a psionic race, born under the influence of distant twisted powers, warped by fey blood, or a herald of something more sinister brushing against the material world. Sometimes their power will show itself in simple applications, but most often their power becomes known and feared when their temper flares.
Their alignment frequently depends on the approach to their powers they have taken. An Unleashed Psion who emphasizes control and restraint, keeping their emotions from running wild and their powers from running rampant will most often be lawful, following strict personal codes. On the other hand, an Unleashed Psion who lets their power run rampant will almost always be chaotic in nature, acting on impulse... with great emphasis.
Unshackled Power
At 1st level when you select this archetype, you gain the ability to unleash your mind to physically interact with the world around you, granting you the psionic discipline of telekinesis.
Overwhelming Power
Additionally at 1st level, you gain the ability to cast thaumaturgy with your psionic powers. When you cast it in this way, you have an additional options:
You cause up to 10 pounds of loose objects within 10 feet of you to start floating for 1 minute.
You can force all targets within 5 feet to make a Strength saving throw, or be pushed 5 feet away from you.
Rampaging Power (Level 3)
Starting at 3rd level, you gain a d4 rampage die. Once on each of your turns when making a damage roll, you can add this rampage die to the damage roll. If you dealt damage during your last turn, your rampage die becomes a d6, increasing with each subsequent turn you deal damage by one step, up to a d12; if you did not deal damage during your last turn or become incapacitated, it becomes a d4 once more. If you maintain a continuous d12 rampage die for more than one minute, you gain one level of exhaustion.
Empowered Psionics (Level 6)
Starting at 6th level, when you deal damage with a psionic discipline power you can add your Intelligence modifier to the damage dealt.
Uncontrollable Mind (Level 10)
Starting at 10th level, the strength of your rampaging mind is such that others' attempts to control it are futile. You gain immunity to the charmed and frightened conditions, as well as effects that would control your mind while your rampage die is a d8 or more.
Unstoppable Rampage (Level 14)
Starting at 14th level, when an attack reduces you to zero hit points, you can roll your rampage die. If your roll + your Constitution modifier is higher than the excess damage you took, you are instead reduced to one hit point. You can expend 2 psi points to roll an additional rampage die, adding it to the result.
Wandering
Wandering Mind (Level 1)
A Wandering Mind is among the more mysterious incarnates of psions, these are individuals that just aren't quite rooted in the same reality everyone else is... they find it more pliable and slippery, and prone to jumping right through it on occasion.
How they get their powers varies. Some were born in the ethereal plane or went through a portal while young. Sometimes it is just that their mind just works along an axis most people cannot understand. No matter its source, they manifest a truly unique ability to treat certain aspects of the metaphysical with a certain mundanity, and are prone to treating their powers as absolutely natural things as one might treat an arm or leg.
Spatial Manipulation
At 1st level when you select this archetype, your mind grows a greater perspective on the nature of space and dimensions, allowing you to manipulate it and your relation to it, granting you the psionic discipline of Transposition.
Additionally, your connection to your transdimensional powers are such that you can slide through the spaces you see in dimensions as another might slip through a tight space, without conscious thought or effort. You can use your Dexterity ability score in place of your Intelligence ability score calculating the DC or attack roll modifier of Transpositional powers, alternate effects, or talents that require the Transpositional discipline.
Nomad's Gear
Additionally at 1st level, you gain proficiency with martial weapons and medium armor.
Cunning Strikes (Level 3)
Starting at 3rd level, you gain the Rift Strike talent. If you already have the Rift Strike talent, you can gain one other Psionic Talent of your choice. The Rift Strike talent doesn't count against your Psionic Talents known, but can't be switched out on leveling up.
Curious Mind (Level 3)
Starting at 3rd level, your wandering mind adapts to new situations constantly. Whenever you finish a long rest, you can select two skills you lack proficiency in. Until the end of your next long rest, you can add half your proficiency bonus, rounded down, to ability checks made with those skills.
Phase Dancer (Level 6)
Starting at 6th level, once per turn, you automatically gain one illusory duplicate as per the blurring modifier when you use your Phase Rift power. Additionally, your first attack roll before the end of your turn after using Phase Rift gains advantage.
Flickering Presence (Level 10)
Starting at 10th level, your unspent Psionic Mastery points are not lost until the start of your next turn, but can only be used to cast flicker.
Additionally, when you roll for the effect of flicker or blink you can expend 1 psi point to reroll the result. You can select which of the two results you would like to use.
Planeswalker (Level 14)
Starting at 14th level, your understanding of how to traverse space expands to a previously incomprehensible scale. You gain the ability to cast plane shift and teleport. You can cast one of these spells per day once without expending a spell slot or use of Innate Psionics. Once you do this, you must finish a long rest before you can use them again, or use your 7th level or higher use of Innate Psionics instead of the spell selected for that level to cast these spells again before finishing a long rest. If you already have one of these spells selected for your 7th level Innate psionic power, you can select a new 7th-level spell from the psion list for that slot. Material components are still required for casting plane shift this way.
Winding Paths (Level 14)
Additionally at 14th level, your Phase Rift no longer has to go in a straight line, though it can only pass through a creature's space once.