Puntos de Golpe
Competencias
Psion
| Nivel | Bonificador de Competencia | Características | Cantrips Known | Spells Known | Spell Limit | Disciplines Known |
|---|---|---|---|---|---|---|
| 1 | + 2 | Psionics Esoteric Order | 2 | 2 | {@filter 1st|spells|level=1|class=Psion (llpc)} | - |
| 2 | + 2 | Psionics Esoteric Order | 2 | 3 | {@filter 1st|spells|level=1|class=Psion (llpc)} | 2 |
| 3 | + 2 | Psionics Esoteric Order | 2 | 4 | {@filter 2nd|spells|level=2|class=Psion (llpc)} | 3 |
| 4 | + 2 | Psionics Esoteric Order | 3 | 5 | {@filter 2nd|spells|level=2|class=Psion (llpc)} | 3 |
| 5 | + 3 | Psionics Esoteric Order | 3 | 6 | {@filter 3rd|spells|level=3|class=Psion (llpc)} | 4 |
| 6 | + 3 | Psionics Esoteric Order | 3 | 7 | {@filter 3rd|spells|level=3|class=Psion (llpc)} | 4 |
| 7 | + 3 | Psionics Esoteric Order | 3 | 8 | {@filter 4th|spells|level=4|class=Psion (llpc)} | 5 |
| 8 | + 3 | Psionics Esoteric Order | 3 | 9 | {@filter 4th|spells|level=4|class=Psion (llpc)} | 5 |
| 9 | + 4 | Psionics Esoteric Order | 3 | 10 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 6 |
| 10 | + 4 | Psionics Esoteric Order | 4 | 10 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 6 |
| 11 | + 4 | Psionics Esoteric Order | 4 | 11 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 7 |
| 12 | + 4 | Psionics Esoteric Order | 4 | 11 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 7 |
| 13 | + 5 | Psionics Esoteric Order | 4 | 12 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 8 |
| 14 | + 5 | Psionics Esoteric Order | 4 | 12 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 8 |
| 15 | + 5 | Psionics Esoteric Order | 4 | 13 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 9 |
| 16 | + 5 | Psionics Esoteric Order | 4 | 13 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 9 |
| 17 | + 6 | Psionics Esoteric Order | 4 | 14 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 9 |
| 18 | + 6 | Psionics Esoteric Order | 4 | 14 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 10 |
| 19 | + 6 | Psionics Esoteric Order | 4 | 15 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 10 |
| 20 | + 6 | Psionics Esoteric Order | 4 | 15 | {@filter 5th|spells|level=5|class=Psion (llpc)} | 10 |
Hechizos de Clase
Características de Clase
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Nivel 2
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Progresión de Hechizos Conocidos
| Nivel | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hechizos Conocidos | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 10 | 11 | 11 | 12 | 12 | 13 | 13 | 14 | 14 | 15 | 15 |
Progresión de Conjurador
Progresión de Trucos
| Nivel | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Trucos Conocidos | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Competencias
light
simple
Equipo Inicial
Características de Clase
Psionics (Level 1)
You have awakened the wondrous psionic potential of your mind. Beginning at 1st level, this psionic power allows you to manifest spells. See the Player's Handbook for the rules of Spellcasting, and the psion spell list at the end of this class.
Cantrips
At 1st level, you know two psion cantrips of your choice. You learn an additional psion cantrip at 4th level and 10th level.
Psi Points
The psionic power of your mind is represented with a pool of psi points. You have a number of psi points equal to 1 + your psion level. To manifest one of the psion spells you know, you must expend a number of psi points equal to the level of the spell (0 for cantrips), and you regain all of your expended psi points when you finish a short or long rest.
For example, as a 3rd level psion, you can manifest the spell detect thoughts at 2nd-level by spending 2 psi points.
Mental Limit
Your psion level limits the potency of spells you can manifest with your psionics. This limit is reflected in the Mental Limit column of the Psion Table. If a psion class feature is limited by your Mental Limit, you can't expend more psi points then it would cost to manifest a spell of your Mental Limit level.
For example, as a 5th level psion, you are limited to learning and manifesting psion spells of 3rd-level or lower.
Spells Known of 1st-Level and Higher
At 1st level, you learn two 1st-level spells of your choice from the psion spell list. The Spells Known column of the psion table shows when you learn more psion spells of your choice. Each of these spells must be of a level equal to your Mental Limit or lower, as shown on the Psion table. For instance, when you reach 3rd level in this class, you can learn one new psion spell of 1st or 2nd-level.
When you gain a psion level, you can replace one of your psion Spells Known with another psion spell of your choice.
Spellcasting Ability
Intelligence is your spellcasting ability for your psion spells, since your magic comes from within your mind. You use your Intelligence when a spell refers to your spellcasting ability. You also use your Intelligence modifier when you set the saving throw DC or make an attack roll for a psion spell.
Spell
Spell
Spellcasting Focus
Your mind itself is a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must provide material components that are consumed by the spell or have a required gold cost.
When you manifest a spell with your psionics, you exhibit noticeable changes. Whether your eyes glow with the light of the otherworldly far realm, or your body partially phases into the astral plane, creatures are aware that you are using your psionics unless a feature says otherwise.
Esoteric Order (Level 1)
Psionic ability, though it always comes from within, manifests itself in different ways depending on training, or lack thereof. At 1st level, choose an Esoteric Order that best represents your psion: Order of the Empath, Order of the Enlightened, Order of the Immortal, Order of the Outsider, or Wilder.
Your Esoteric Order grants you features at 1st level, and again when you reach 3rd, 6th, 14th, and 18th level.
Mental Disciplines (Level 2)
In the solace of your training your mind manifests mystical powers known as Mental Disciplines. At 2nd level, you learn two Disciplines of your choice from the list at the end of this class. As you gain levels, you learn additional Disciplines, as shown in the Disciplines Known column of the Psion Table.
When you gain a psion level, you can choose one of the Disciplines you know and replace it with another Discipline of your choice for which you meet the prerequisites.
The list of Mental Disciplines can be found here
Mystical Recovery (Level 2)
Starting at 2nd level, you can clear your mind to regain your power. As a bonus action, you can regain expended psi points equal to your Intelligence modifier (minimum of 1 psi point).
Once you use this feature you must finish a long rest before you can do so again. When you reach 11th level, you can use this feature twice before you must finish a long rest.
Esoteric Order Feature (Level 3)
At 3th level, you gain a feature granted by your Esoteric Order.
Ability Score Improvement (Level 4)
When you reach 4th 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.
Esoteric Order Feature (Level 6)
At 6th level, you gain a feature granted by your Esoteric Order.
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.
Consumptive Power (Level 10)
In times of great need, you can draw on your own life force to manifest your psionic power. Beginning at 10th level, you can expend your hit points in place of psi points by expending two hit points for every psi point you would have spent. Both your current hit points and your maximum hit points are reduced by the number of hit points you expend. This reduction can't be lessened in any way, and this reduction to your hit point maximum lasts until the end of your next long rest.
Mystic Animus (6th-level) (Level 11)
As you master the limitless potential of your mind, you learn to draw feats of wondrous psionic power from within your psyche. At 11th level, you learn to manifest one such psionic spell of great power, a Mystic Animus. Choose a psion spell of 6th-level or lower to be your 6th-level Mystic Animus.
You can cast this spell once without expending psi points, then you must finish a long rest before you can do so again.
Your Mystic Animus spell doesn't count against your total number of Spells Known. In order to select a psion spell of 5th-level or lower as your Mystic Animus, it must be able to be up-cast at the level of your Mystic Animus. You cannot manifest your Mystic Animus spell at a lower level with psi points unless it is also one of your psion Spells Known.
At higher levels, you unlock more Mystic Animus spells that you can manifested in this way: a 7th-level spell at 13th level, an 8th-level spell at 15th level, and a 9th-level spell at 17th level. You regain all uses when you finish a long rest.
When you gain a psion level, you can replace one of your Mystic Animus spells with another psion spell of your choice.
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.
Mystic Animus (7th-level) (Level 13)
At 13th level, your innate psionic power manifests as a Mystic Animus, a powerful arcane spell. Choose one 7th-level spell from the psion spell list as this animus. It does not count against your number of Spells Known.
Esoteric Order Feature (Level 14)
At 14th level, you gain a feature granted by your Esoteric Order.
Mystic Animus (8th-level) (Level 15)
At 15th level, your innate psionic power manifests as a Mystic Animus, a powerful arcane spell. Choose one 8th-level spell from the psion spell list as this animus. It does not count against your number of Spells Known.
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.
Mystic Animus (9th-level) (Level 17)
At 17th level, your innate psionic power manifests as a Mystic Animus, a powerful arcane spell. Choose one 9th-level spell from the psion spell list as this animus. It does not count against your number of Spells Known.
Esoteric Order Feature (Level 18)
At 18th level, you gain a feature granted by your Esoteric Order.
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.
Psionic Ascension (Level 20)
Your physical body is nothing more then an earthly vessel for your ascended consciousness. Upon reaching 20th level in this class, you gain resistance to bludgeoning, piercing, and slashing damage, you no longer age, and you are immune to all disease, poison damage, and the poisoned condition.
If you die, immediately roll a d20. On a roll of 10 or higher, you discorporate with 0 hit points in place of dying, and fall unconscious. Your physical body disappears, but anything you were wearing or carrying falls to the ground in the space in which you died. 1d4 days later, you appear at a place of your choice that you have been before, on the plane of existence where you died, having gained all the benefits of a long rest.
Multiclase
Requisitos de Multiclase
{"int":13}
Competencias Obtenidas
Subclases
Características de Subclase
Order of the Empath
Order of the Empath (Level 1)
One thing that sets mortal creatures above the beasts and monsters is their ability to experience emotions. A rare few are so in tune with their own emotional lives that they can draw out their psionic potential with intense feeling. Known as Empaths, these psions revel in intense emotions, ecstatic joy, intense sorrow, and overwhelming fear which allow them to draw forth the wondrous potential of their minds.
Aura Sight
Your psionic abilities allow you to view the emotional auras of other creatures. These auras appear as shimmering colors that surround a creature, and can be read to determine their current emotions. At 1st level, you gain proficiency in Insight. You also add your Intelligence modifier (minimum of +1) to Wisdom (Insight) checks and your passive Insight score.
As an action, you can attempt to decipher the emotional aura of a creature that you can see. If your passive Insight is higher then the creature's Charisma score, you learn if they are currently friendly, indifferent, or hostile towards you.
A creature that is hidden from psionics, divination magic, or having their mind read exudes a neutral emotional aura.
Also, when you make a Charisma check to interact with a creature whose emotional aura you have deciphered, you can spend 1 psi point to grant yourself advantage on your roll.
Order Spells
You learn the following spells at the psion levels noted in the table below. These spells count as psion spells for you, but they don't count against your total number of Spells Known.
| Psion Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Aura Manipulation (Level 3)
You can psionically manipulate the emotional auras of other creatures. At 3rd level, you gain the following abilities:
Depress
When you manifest a psion spell that charms or frightens a creature, you can expend additional psi points to impose disadvantage on their initial saving throw. For each additional psi point you expend (up to your Mental Limit) a target of your choice has disadvantage on their initial roll.
Elate
As an action, you can touch a creature and expend psi points to inspire them. It gains 1d4 temporary hit points for each psi point you expend (up to your Mental Limit).
Aura of Stability (Level 6)
Starting at 6th level, you exude calming emotions. When you or a friendly creature within 10 feet makes an Intelligence, Wisdom, or Charisma saving throw, they gain a bonus to their roll equal to your Intelligence modifier (minimum of +1).
At 18th level, the range of this aura increases to 30 feet.
Emotional Control (Level 14)
You can cripple the minds of other creatures. Starting at 14th level, when you charm or frighten a creature, you can spend 1 additional psi point to enhance that effect for one target. For the duration, it is incapacitated and its movement speed is 0.
Also, you are immune to being charmed and frightened.
Empathic Domination (Level 18)
Your psionic power overwhelms those under your control. Fear becomes crippling terror, and enchantment becomes utter devotion. At 18th level, when you charm or frighten a creature the effect is enhanced in the following ways:
Charmed
A creature that is charmed by you will use any abilities within its power to defend you, regardless of any previous loyalties they may have had before this effect.
Frightened
A creature frightened by you is stunned for the duration of their fear as long as they can see you.
Order of the Enlightened
Order of the Enlightened (Level 1)
Enlightened psions meticulously hone their power through practice and dedication. Whether they studied under a great mystic, or unlocked their power on their own over the course of years, they exercise a much more precise degree of control over their gift when compared to others of similar potential. These mystics have a great respect for the wondrous power of their mind, and due to the years of training required to unlock their true potential, the Enlightened are known for their unrivaled dedication, patience, and tenacity.
Ethereal Sight
You have unlocked the ability to see with your mind's eye. At 1st level, you gain proficiency in Perception, and Perception becomes an Intelligence-based skill for you. If you are already proficient in Perception you gain proficiency in another skill of your choice from the psion class skill list.
Your minds eye also grants you enhanced sight in a 10-foot radius. Within that radius you have blindsight and can see in to the ethereal plane. As an action, you can expend psi points to increase the radius of your enhanced sight, and for each psi point you expend (up to your Mental Limit), the radius of your enhanced sight increases by 10 feet for 1 minute.
Order Spells
You learn the following spells at the psion levels noted in the table below. These spells count as psion spells for you, but they don't count against your total number of Spells Known.
| Psion Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Mental Precision (Level 3)
Through intense dedication and practice, you learn to utilize your psionic power in subtle ways that are unnoticeable to the untrained eye. Beginning at 3rd level, when you manifest a psion spell you can expend 1 additional psi point to do so without providing any of the somatic or verbal components.
When you manifest a psion spell in this way you show no outward signs of your psionic power.
Empowered Psionics (Level 6)
The precise control you exhibit over your inner psionic power enhances the potency of the effects you manifest. Starting at 6th level, when you manifest a psion spell or ability that deals bludgeoning, force, piercing, or psychic damage, you can add your Intelligence modifier (minimum of +1) to the damage.
Telekinetic Flight (Level 14)
The psionic power of your mind has suffused every fiber of your physical form, allowing you to subvert the laws of the natural world. At 14th level, you gain a flying speed equal to your movement speed. While flying you can hover in place.
While you fly in this way, the air immediately around you shimmers with your psionic power, and rocks, dirt, and other small loose objects rise from the ground to float around you.
Enlightened Form (Level 18)
Staring at 18th level, you can briefly unleash your mind and take on an ascended luminous form. As a bonus action, you can transform your physical body into pure psionic energy. While in this form, you gain the following benefits:
You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that.
You gain resistance to all damage, magical and mundane.
You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.
You can remain in this form for up to 1 minute. It ends early if you are incapacitated or you end it as a bonus action. Once you use this feature, you cannot use it again until you finish a long rest, unless you expend 5 psi points to do so.
Order of the Immortal
Order of the Immortal (Level 1)
Raised from birth to master both body and mind, Immortal psions are extremely difficult to kill. They use their psionic abilities to enhance their bodies and perform great feats of athleticism and martial skill. Immortals spend years honing their psionic combat abilities, making them ideal insurgents, assassins, and body guards, for those that can afford them.
Immortal Training
At 1st level, you gain proficiency with all martial weapons. Your hit point maximum also increases by 1, and increases by 1 again each time you gain a level in this class.
Esoteric Proficiency
As an Immortal, you can augment your physical abilities with psionic power. At 1st level, you gain proficiency in one of the following skills: Acrobatics, Athletics, Perception, Sleight of Hand, or Stealth. At the end of each long rest, you can switch the proficiency from this ability to another from this list.
When you make an ability check that uses this proficiency, you can expend 1 psi point to use your Intelligence, in place of the normal ability score you would use for that check.
Order Spells
You learn the following spells at the psion levels noted in the table below. These spells count as psion spells for you, but they don't count against your total number of Spells Known.
| Psion Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Empowered Strike (Level 3)
Beginning at 3rd level, you can empower your attacks with psionic energy. When you hit a creature with a melee attack, you can expend psi points to empower the attack. For each psi point you expend (up to your Mental Limit) your attack deals an additional 1d6 psychic damage.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action. Moreover, you can cast one of your psion cantrips in place of one of those attacks.
Immortal Will (Level 14)
You have mastered the technique from which Immortals draw their name. Beginning at 14th level, your mind can will you to survive blows that would normally kill you. When you are reduced to 0 hit points, but not killed outright, you can expend 5 psi points to immediately regain hit points equal to your Intelligence modifier (minimum of 1) + your psion level.
Phase Walk (Level 18)
Starting at 18th level, you can psionically phase through solid objects. When you take the Dash action, you can expend 1 psi point to enter an ethereal state that lasts until the end of your current turn. While in this state, you can move through solid objects and creatures as if they were difficult terrain. If you end your movement inside an object, you are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel.
Order of the Outsider
Order of the Outsider (Level 1)
Your psionic power may not have been awoken of your own volition. Outsiders are psions whose minds have been twisted by incomprehensible alien powers. Some were touched by the strange light of the Far Realm. Others are the results of cruel experiments of aberration from other worlds and times. Whatever their origin, Outsiders can wield the overwhelming psionic power of aberrations, often at the cost of their sanity.
Aberrant Transformation
The unknowable presence within your mind will overtake you when you are weak. Starting at 1st level, when you have 0 psi points remaining, you mutate into an Outsider. As an action, you can expend your remaining psi points to mutate at will.
The appearance of your Outsider depends on the source of your aberrant power. All Outsiders are hideous to look upon; even the bravest are unsettled by their unnatural appearance. While in your Outsider form you gain the following features:
You can no longer concentrate on spells or other features.
You gain temporary hit points equal to twice your psion level which last for the duration of your transformation.
Your hands mutate into writhing tentacles. You cannot wield weapons, but your tentacles count as simple melee weapons, with which you are proficient. You use your Intelligence modifier for attack and damage rolls with them, and on hit, they deal 1d6 psychic damage.
If you hit a creature that is your size or smaller with a tentacle attack, you can choose to grapple the creature. The escape DC is equal to your psion spell save DC.
You remain in your Outsider form until you complete a short or long rest, or until you regain at least 1 psi point.
Order Spells
You learn the following spells at the psion levels noted in the table below. These spells count as psion spells for you, but they don't count against your total number of Spells Known.
| Psion Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Alien Adaptation (Level 3)
Your exposure to aberrant energies continues to change your body in strange and unnatural ways. At 3rd level, you gain an adaptation of your choice from the list below. You gain its effects in both your normal and Outsider forms. You gain another adaptation when you reach 6th, 14th, and 18th level.
Amorphous Adaptation
Your body is pliable, though you maintain your shape and can use objects as normal. You can squeeze yourself through spaces as narrow as 1 inch wide.
Amphibious Adaptation
You grow gills and webbing between your digits. You can breath in air and water, and you gain a swimming speed equal to your movement speed.
Arachnid Adaptation
You grow serrated suckers or small hairs on your limbs. You gain a climbing speed equal to your walking speed. You can climb on difficult surfaces, including upside down on ceilings without requiring an ability check.
Armored Adaptation
our body is covered in viscous mucus or chitinous plates. While you're not wearing armor or wielding a shield, you gain a +2 bonus to your Armor Class.
Controlled Mutation (Level 6)
Your psionic willpower has grown, and you can exert control over the otherworldly power that resides within your mind. Beginning at 6th level, you can transform into your Outsider form as an action. As long as you have psi points remaining, you can maintain concentration on spells and other features, and you can use an action to revert to your normal form.
Deviant Strikes (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action in your Outsider form. You can cast a psion cantrip in place of one of those attacks.
Psionic Rift (Level 14)
Starting at 14th level, you can use your aberrant power to phase through cracks in reality itself. Immediately after you manifest a psion spell of 1st-level or higher, can teleport to an unoccupied space within 30 feet that you can see.
Glimpse Beyond the Veil (Level 18)
Beginning at 18th level, you can reveal the otherworldly horrors that lie beyond this reality. As an action, you can force a creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the target disappears through an otherworldly gateway into the aberrant void of darkness beyond the stars.
At the end of your next turn, the creature returns to the space it previously occupied, or the nearest unoccupied space. If the target is not an aberration, it takes 10d12 psychic damage as it reels from its horrific experience. On a success, a creature is immune to this effect for 24 hours.
Once you use this feature you must finish a long rest before you can do so again. If you have no uses remaining you can spend 5 psi points to use it again.
Wilder
Wilder (Level 1)
By far the most volatile psions, Wilders are those who never truly learn to control the wondrous power of their mind. They often discover their psionic abilities unexpectedly as a result of a traumatic event, or violently manifest their mystic power after years of attempting to contain it. Wilders are as erratic as they are powerful, and rarely have psionic masters. By the time these uncontrolled abilities develop, it is often too late to gain control of the torrent of psionic power within them.
Rampant Psionics
Beginning at 1st level, the untamed psionic power within you can have unpredictable effects when unleashed. Immediately after you manifest a psion spell of 1st-level or higher, roll a d8. If your roll is equal to the number of psi points you spent to manifest that spell, roll a d100. The corresponding effect from the Psionic Surge table immediately takes effect.
| d100 | Surge | d100 | Surge |
|---|---|---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | You cast grease centered on yourself |
03-04 | You cast magic missile at 5th-level | 53-54 | For the next minute, you can teleport up to 20 feet as a bonus action. |
05-06 | You float 1d10 inches off the ground for the next hour | 55-56 | You can't speak for the next minute. Whenever you try, a piercing scream comes out of your mouth. |
07-08 | You teleport to a random unoccupied space within 60 feet | 57-58 | You cast sleep at the level of the spell that triggered this surge targeting yourself |
09-10 | You can speak only in Deep Speech for the next minute. | 59-60 | You cast confusion targeting yourself. This spell does not require concentration. |
11-12 | You gain 1d20 temporary hit points | 61-62 | Up to three creatures you choose within 30 feet of you take 4d10 psychic damage. |
13-14 | You leave footprints that glow with an otherworldly light for the next hour | 63-64 | You are frightened by the nearest creature until the end of your next turn. |
15-16 | Roll twice and take the result of your choice | 65-66 | You resist to all damage for the next minute. |
17-18 | You cast disguise self, taking on the appearance of the nearest humanoid. | 67-68 | You cast hypnotic pattern centered on yourself. This spell does not require concentration. |
19-20 | You cast levitate on yourself. This spell does not require concentration. | 69-70 | For the next minute, you regain 5 psi points at the start of each of your turns. |
21-22 | Your skin becomes translucent for 1 minute | 71-72 | You can immediately take one extra action. |
23-24 | Your next spell deals an extra 1d10 damage | 73-74 | You cast blur targeting yourself |
25-26 | You are blinded for 1 minute | 75-76 | You cast fly on a random creature within 60 feet. They must concentrate on this effect. |
27-28 | You emit light in a 10-foot radius for 1 minute | 77-78 | You grow a third spectral arm, which lasts for one hour and is capable of anything your normal arms can do |
29-30 | You briefly see a fond childhood memory of a random creature within 60 feet | 79-80 | You regain all expended Hit Dice |
31-32 | You are proficient in all skills for 1 minute | 81-82 | You cast invisibility targeting yourself. This spell doesn't require your concentration |
33-34 | You switch places with the nearest creature | 83-84 | You cannot tell a lie for the next hour |
35-36 | You understand all language for the next hour | 85-86 | You understand no language for the next hour |
37-38 | You cast blink on a random creature within 60 feet that you can see | 87-88 | For the next hour, you sprout a third eye in the center of your forehead. |
39-40 | For the next minute, you can see into the Ethereal Plane out to a 30-foot radius | 89-90 | Anytime you deal damage for the next minute, you deal an additional 1d6 psychic damage |
41-42 | Your jump distance is tripled for one minute | 91-92 | You are deafened for the next minute |
43-44 | Your teeth and fingernails fall out and grow back at the end of your next long rest | 93-94 | You loose all distinctive features and appear as an average person of your race. |
45-46 | Maximize the damage of the next spell you cast within the next minute. | 95-96 | Your movement speed is doubled for the next minute. |
47-48 | You regain 2d10 hit points | 97-98 | Your Strength score becomes 4 for one minute. |
49-50 | You regain expended psi points equal to your Intelligence modifier. | 99-100 | You regain all expended psi points. |
Inscrutable Mind
The unpredictable psionic storm that is your mind make you difficult for others to dominate. Starting at 1st level, when you make a saving throw to resist being charmed, frightened, or have your thoughts read, you have advantage on your roll.
Also, when you succeed on an Intelligence, Wisdom, or Charisma saving throw, you can spend 1 psi point and force the attacker to make an Intelligence saving throw. On a failed save, it takes psychic damage equal to your psion level.
Order Spells
You learn the following spells at the psion levels noted in the table below. These spells count as psion spells for you, but they don't count against your total number of Spells Known.
| Psion Level | Spell |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Psionic Burst (Level 3)
Starting at 3rd level, when you manifest a psion spell, you can expend extra psi points (up to your Mental Limit) to unleash a burst of psionic energy around you. Creatures within 10 feet of you must succeed on an Intelligence saving throw or take 1d8 psychic damage per additional psi point you spent.
The radius of this feature increases as you gain levels in this class; at 14th level (15 feet) and at 18th level (30 feet).
Mental Force (Level 6)
The unbridled power of your mind empowers your spells. Starting at 6th level, when you manifest a psion spell that deals bludgeoning, force, piercing, or psychic damage, roll a d8 and add the result to one of the spell's damage rolls.
Presence Overwhelming (Level 14)
The torrent of psionic pressure from your mind threatens to mentally overwhelm creatures near you. Beginning at 14th level, creatures within 15 feet of you have disadvantage on Intelligence, Wisdom, and Charisma saving throws to resist the effects of your psion spells and psion abilities. When you reach 18th level the radius of this feature becomes 30 feet.
When you damage a creature with a psion spell, they have disadvantage their saving throw to maintain concentration.
Controlled Chaos (Level 14)
At 14th level, you gain a limited measure of control over your unbridled power. When you trigger a Psionic Surge, you can roll twice on the table and choose which effect takes place.
Limitless Potential (Level 18)
Your uncontrolled psionic potential is limitless. Beginning at 18th level, when you roll damage for a psion spell and roll the highest result possible on any of the damage dice, you roll that die again, and add its result to your damage roll.
If you roll the highest result possible again, you roll that die again, and continue until you roll less then the highest result.