Puntos de Golpe
Competencias
Psion
| Nivel | Bonificador de Competencia | Características | Cantrips Known | Spells Known | Mental Limit | Mystic Talents |
|---|---|---|---|---|---|---|
| 1 | + 2 | Psionics Psionic Awakening | 2 | 2 | {@filter 1st|spells|level=1|class=Psion} | 0 |
| 2 | + 2 | Psionics Psionic Awakening | 2 | 3 | {@filter 1st|spells|level=1|class=Psion} | 2 |
| 3 | + 2 | Psionics Psionic Awakening | 2 | 4 | {@filter 2nd|spells|level=2|class=Psion} | 3 |
| 4 | + 2 | Psionics Psionic Awakening | 3 | 5 | {@filter 2nd|spells|level=2|class=Psion} | 3 |
| 5 | + 3 | Psionics Psionic Awakening | 3 | 6 | {@filter 3rd|spells|level=3|class=Psion} | 4 |
| 6 | + 3 | Psionics Psionic Awakening | 3 | 7 | {@filter 3rd|spells|level=3|class=Psion} | 4 |
| 7 | + 3 | Psionics Psionic Awakening | 3 | 8 | {@filter 4th|spells|level=4|class=Psion} | 5 |
| 8 | + 3 | Psionics Psionic Awakening | 3 | 9 | {@filter 4th|spells|level=4|class=Psion} | 5 |
| 9 | + 4 | Psionics Psionic Awakening | 3 | 10 | {@filter 5th|spells|level=5|class=Psion} | 6 |
| 10 | + 4 | Psionics Psionic Awakening | 4 | 10 | {@filter 5th|spells|level=5|class=Psion} | 6 |
| 11 | + 4 | Psionics Psionic Awakening | 4 | 11 | {@filter 5th|spells|level=5|class=Psion} | 7 |
| 12 | + 4 | Psionics Psionic Awakening | 4 | 11 | {@filter 5th|spells|level=5|class=Psion} | 7 |
| 13 | + 5 | Psionics Psionic Awakening | 4 | 12 | {@filter 5th|spells|level=5|class=Psion} | 8 |
| 14 | + 5 | Psionics Psionic Awakening | 4 | 12 | {@filter 5th|spells|level=5|class=Psion} | 8 |
| 15 | + 5 | Psionics Psionic Awakening | 4 | 13 | {@filter 5th|spells|level=5|class=Psion} | 8 |
| 16 | + 5 | Psionics Psionic Awakening | 4 | 13 | {@filter 5th|spells|level=5|class=Psion} | 9 |
| 17 | + 6 | Psionics Psionic Awakening | 4 | 14 | {@filter 5th|spells|level=5|class=Psion} | 9 |
| 18 | + 6 | Psionics Psionic Awakening | 4 | 14 | {@filter 5th|spells|level=5|class=Psion} | 9 |
| 19 | + 6 | Psionics Psionic Awakening | 4 | 15 | {@filter 5th|spells|level=5|class=Psion} | 10 |
| 20 | + 6 | Psionics Psionic Awakening | 4 | 15 | {@filter 5th|spells|level=5|class=Psion} | 10 |
Hechizos de Clase
Características de Clase
Nivel 1
Nivel 10
Nivel 11
Nivel 12
Nivel 13
Nivel 14
Nivel 15
Nivel 16
Nivel 17
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
Nivel 4
Nivel 6
Nivel 8
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 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 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, as shown in the Cantrips Known column of the Psion table.
Psi Points
The psionic power of your mind is represented by 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 each time 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 than it would cost to manifest a spell of your Mental Limit level.
For example, a 5th level Psion is 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 at the end of this class. 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, upon reaching 3rd level in this class, you can learn one new Psion spell of either 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 is drawn from the power of 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 is the spellcasting focus for your Psion spells. You must have a free hand to cast spells that require somatic or material components, and you must still provide any material components that are consumed 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.
Psionic Awakening (Level 1)
Psionic ability, though it always comes from within, awakens within a mind depending on training, or lack thereof. At 1st level, choose a Psionic Awakening that best represents your Psion: Empath, Enlightened, Immortal, Outsider, or Wilder.
Your Psionic Awakening grants you features at 1st level, and again when you reach 3rd, 6th, 14th, and 18th levels.
Awakening Spells
Each Psionic Awakening has a list of spells that you learn at the Psion levels noted in your Awakening description. These Awakening Spells count as Psion spells for you. They do not count against your total number of Spells Known, and you cannot switch your Awakening spells when you gain a level.
Harmonious Recovery (Level 2)
Starting at 2nd level, you can use a bonus action on your turn to clear your mind and regenerate a number of expended Psi Points equal to your Intelligence modifier (minimum of 1).
Once you use this feature you must finish a long rest before you can do so again. When you reach 11th level in this class, you can use this feature twice between each long rest.
Mystic Talents (Level 2)
In the solace of training each psionic mind manifests unique powers known as Mystic Talents. At 2nd level, you learn two Mystic Talents of your choice from the list at the end of this class. As you gain Psion levels, you learn additional Talents, as shown in the Mystic talents column of the Psion Table.
Whenever you gain a level in this class, you can choose one of the Mystic Talents you know and replace it with another Talent of your choice for which you meet the prerequisites.
Awakening Feature (Level 3)
At 3rd level, you gain a feature granted by your Psionic Awakening.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Awakening Feature (Level 6)
At 6th level, you gain a feature granted by your Psionic Awakening.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores 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 upon your life force to manifest psionic power. Starting at 10th level, whenever you would expend Psi Points to manifest a Psion spell or use a Psion feature, you can expend your hit points instead. When you do, reduce your current and maximum hit points by twice the number of Psi Points you normally expend. This reduction cannot be lessened in any way. A reduction to your maximum hit points from this feature returns to normal when you finish a long rest.
6th-level Interior Gate (Level 11)
Even the awakened mind of a Psion still has further limits to be unlocked, known as Interior Gates. At 11th level, you unlock the first of these Interior Gates within your mind, which allows you to learn a 6th-level Psion spell of your choice. You can manifest this spell once, at 6th-level, without expending Psi Points. Once you do so, you must finish a long rest before you can do so again.
At certain levels, you unlock increasingly more powerful Interior Gates, allowing you to learn and cast Psion spells of higher levels with the same limitations. One 7th-level Psion spell at 13th level, one 8th-level Psion spell at 15th level, and finally a 9th-level Psion spell when you reach 17th level.
When you gain a Psion level you can replace one Interior Gate spell with another Psion spell of the same level.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
7th-level Interior Gate (Level 13)
At 13th level, you unlock the second of the Interior Gates within your mind, which allows you to learn a 7th-level Psion spell of your choice. You can manifest this spell once, at 7th-level, without expending Psi Points. Once you do so, you must finish a long rest before you can do so again.
When you gain a Psion level you can replace one Interior Gate spell with another Psion spell of the same level.
Awakening Feature (Level 14)
At 14th level, you gain a feature granted by your Psionic Awakening.
8th-level Interior Gate (Level 15)
At 15th level, you unlock the third of the Interior Gates within your mind, which allows you to learn a 8th-level Psion spell of your choice. You can manifest this spell once, at 8th-level, without expending Psi Points. Once you do so, you must finish a long rest before you can do so again.
When you gain a Psion level you can replace one Interior Gate spell with another Psion spell of the same level.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
9th-level Interior Gate (Level 17)
At 17th level, you unlock the last of the Interior Gates within your mind, which allows you to learn a 9th-level Psion spell of your choice. You can manifest this spell once, at 9th-level, without expending Psi Points. Once you do so, you must finish a long rest before you can do so again.
When you gain a Psion level you can replace one Interior Gate spell with another Psion spell of the same level.
Awakening Feature (Level 18)
At 18th level, you gain a feature granted by your Psionic Awakening.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Limitless (Level 20)
Your body is but a simple vessel for your fully awakened mind. At 20th level, your psionic power suffuses your body, granting you resistance to bludgeoning, piercing, psychic, and slashing damage. You no longer age, you are immune to all disease, to poison damage, and to the poisoned condition.
Moreover, you have gained such control over your psionic abilities, that you can meditate and replenish your mental reserves even while performing other actions. You regain 1 expended Psi Point every minute when you are engaging in light activity, such as traveling at a normal place, eating and drinking, reading a book, or talking with another creature.
Multiclase
Requisitos de Multiclase
{"int":13}
Competencias Obtenidas
Subclases
Características de Subclase
Empath
Empath (Level 1)
One thing that sets mortals above the beasts and monsters is their ability to experience emotions. A rare few are so in-tune with their emotions that they can use their intense feelings to draw out their psionic potential. Known as Empaths, these Psions are experts at controlling the emotions of others.
Aura Sight
1st-level Empath feature
You can see emotional auras, ethereal colors that surround all creatures which can be used to read its current emotional state. You gain proficiency in Insight, and whenever you make a Wisdom (Insight) check you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).
As an action, you can expend 1 Psi Point to decipher the aura of a creature that you can see with 60 feet. You learn its most powerful surface-level emotion. For example, you might learn that a creature is excited, fearful, angry, sad, or content.
Whenever you make a Charisma check to interact with a creature whose aura you have read, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).
A creature that is hidden from psionics, divination magic, or having their mind read is immune to this feature.
Empath Spells
1st-level Empath feature
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 |
Emotional Flood (Level 3)
3rd-level Empath feature
You use your empathic abilities to manipulate the emotional state of other creatures. As an action, you can inflict one of the following emotions on one creature within 30 feet:
Depress
The target must succeed on a Charisma saving throw or have its speed reduced by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet) and it cannot take reactions until the start of your next turn.
Elate
The target gains 1d4 temporary hit points. While these temporary hit points remain, the target has advantage on saving throws to resist being charmed or frightened.
Enrage
The target must succeed on a Charisma saving throw or immediately use its reaction to make a single melee attack against one target of its choice within range. If there are no targets within range it takes 1d6 psychic damage.
Mantle of Calm (Level 6)
6th-level Empath feature
You exude calming emotions in a 10-foot radius. When you or a friendly creature within this range makes an Intelligence, Wisdom, or Charisma saving throw, it gains a bonus to its roll equal to your Intelligence modifier (minimum of +1).
Also, you can use your Aura Sight to decipher the aura of creatures within this Mantle without expending Psi Points.
Empathic Control (Level 14)
14th-level Empath feature
You can emotionally cripple the minds of other creatures. When you successfully charm or frighten a creature with a Psion spell, you can spend 1 additional Psi Point to enhance that effect for one target of the spell. For the duration of the effect, it is incapacitated and its speed is reduced to 0.
Also, you are immune to being charmed and frightened.
Ascended Empath (Level 18)
18th-level Empath feature
You have awakened the full potential of your innate empathic abilities. This power grants you the benefits listed below:
The range of your Mantle of Calm becomes 30 feet.
When you charm a creature with a Psion spell, it will do anything within its power to defend you for the duration, regardless of any previous loyalties.
When you frighten a creature with a Psion spell, it is stunned for the duration so long as you are within 30 feet of it and it can see you.
Enlightened
Enlightened (Level 1)
Enlightened Psions meticulously hone their psionic potential 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 precise degree of control over their gift. Due to the years of training required to unlock their potential, Enlightened Psions are known for their unrivaled dedication, nearly-limitless patience, and impressive tenacity.
Third Eye
1st-level Enlightened feature
You have awakened the eye of your mind, known as the Third Eye, which grants you wondrous perceptive abilities. You gain proficiency in Perception, and whenever you make a Wisdom (Perception) check you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).
Your Third Eye also grants you enhanced sight in a 10-foot radius. Within this range you have blindsight and can see into the ethereal plane. As an action, you can expend Psi Points to increase the radius of your enhanced sight by 10 feet per Psi Point you expend (up to your Mental Limit) for 1 minute.
Enlightened Spells
1st-level Enlightened feature
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 |
Mystical Precision (Level 3)
3rd-level Enlightened feature
Through intense dedication and practice, you have learned to utilize your psionic power in subtle ways unnoticeable to the untrained eye. Whenever you manifest a Psion spell, you can expend 1 additional Psi Point to manifest it without providing any of the spell's normal somatic or verbal components, or manifesting the any of the normal outward signs of your Psionics.
Focused Psionics (Level 6)
6th-level Enlightened feature
The precise control you exhibit over your psionic power enhances the potency of effects you manifest. Whenever you manifest a Psion spell or use a Talent that deals bludgeoning, force, piercing, or psychic damage, you can add your Intelligence modifier (minimum of +1) to one damage roll of that spell or Talent.
Telekinetic Flight (Level 14)
14th-level Enlightened feature
The psionic power of your mind has suffused every fiber of your physical form, allowing you to subvert the laws of nature. You gain a flying speed equal to your walking speed. While flying in this way 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.
Ascended Form (Level 18)
18th-level Enlightened feature
You can briefly unleash your mind and take on an Ascended Form. As a bonus action, you can transform your physical body into pure psionic energy and gain the benefits below:
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.
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.
Immortal
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 bodyguards, for those that can afford them.
Immortal Spells
1st-level Immortal feature
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 |
Esoteric Proficiency
1st-level Immortal feature
As an Immortal, you have trained to augment your physical abilities with psionic power. You gain proficiency in one skill of your choice from the following list: Acrobatics, Athletics, Perception, Sleight of Hand, or Stealth.
At the end of a long rest, you can replace this proficiency with another proficiency of your choice from the list above.
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.
Immortal Training
1st-level Immortal feature
Unlike most Psions, you have honed both body and mind for combat. You gain proficiency with all martial weapons.
Additionally, your hit point maximum increases by 1, and increases by 1 again each time you gain a Psion level.
Psionic Smite (Level 3)
3rd-level Immortal feature
You can empower your attacks with psionic energy. When you hit a creature with a melee attack, you can expend Psi Points to deal additional psychic damage to the target. For each Psi Point you expend (up to your Mental Limit) your attack deals an additional 1d6 psychic damage.
Extra Attack (Level 6)
6th-level Immortal feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can manifest one of your Psion cantrips in place of one of those attacks.
Immortal Will (Level 14)
14th-level Immortal feature
You have mastered the technique from which Immortals draw their name, and 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)
18th-level Immortal feature
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 ethereal 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.
Outsider
Outsider (Level 1)
Your psionic power may not have been awoken of your own volition. Outsiders are Psions whose mind has 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 Form
1st-level Outsider feature
The unknowable presence within your mind will overtake you when you are weak. When you have 0 Psi Points remaining, you instantly mutate into your Aberrant Form. As an action, you can expend your remaining Psi Points to mutate at will.
The appearance of your Aberrant Form can vary based on the source of your otherworldly power but is horrid to look upon. While in Aberrant Form the following rules apply:
You can no longer concentrate on spells or abilities.
You gain temporary hit points equal to twice your Psion level. These temporary hit points are dispelled if you revert to your normal form.
Your hands mutate into writhing tentacles which count as simple melee weapons with the light property. You use your Intelligence modifier for your attack and damage rolls with the tentacles, 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 Spell Save DC.
Your Armor Class equals 13 + your Intelligence modifier if it was not already higher.
You remain in your Aberrant Form until you regain at least 1 Psi Point, or you are reduced to 0 hit points.
Outsider Spells
1st-level Outsider feature
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 Evolution (Level 3)
3rd-level Outsider feature
Your exposure to eldritch powers has changed you. You gain one feature of your choice from the options below. You gain another feature of your choice at 6th, 14th, and 18th level.
Amorphous
Your body is pliable, though you can maintain your shape and can use objects as normal. You can squeeze yourself through spaces and gaps as narrow as 1 inch wide.
Amphibian
You grow gills. You can breathe air and water, and you gain a swimming speed equal to your walking speed.
Arachnid
You grow serrated suckers or small hairs on your limbs. You gain a climbing speed equal to your walking speed, and you can climb on difficult surfaces, including upside down on ceilings without making an ability check.
Armored
Your body is covered in viscous mucus or insectoid plates. So long as you aren't wearing armor or wielding a shield, you gain a +2 bonus to your Armor Class.
Extra Attack (Level 6)
6th-level Outsider feature
You can attack twice, instead of once, whenever you take the Attack action while you are in your Aberrant Form. Moreover, you can manifest a Psion cantrip in place of one of your attacks.
Psionic Control (Level 6)
6th-level Outsider feature
Your innate psionic power has grown, allowing you to exert control over the otherworldly power in your mind. You can mutate into your Aberrant Form as a bonus action on your turn.
As long as you have at least 1 Psi Point, you can maintain your concentration on Psion spells, features, and Talents, and you can use a bonus action to revert back to your normal form.
Eldritch Rift (Level 14)
14th-level Outsider feature
Your otherworldly power allows you to move through cracks in reality itself. Immediately after you manifest a Psion spell of 1st-level or higher, you can teleport to an unoccupied space of your choice within 30 feet that you can see.
Glimpse Beyond the Veil (Level 18)
18th-level Outsider feature
You can reveal otherworldly horrors beyond this reality to lesser minds. As an action, you can force one creature you can see within 60 feet 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 target returns to the space it previously occupied or the nearest unoccupied space. If it is not an aberration, it takes 10d12 psychic damage. 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 use it again. When you have no uses remaining you can expend 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.
Inscrutable Mind
1st-level Wilder feature
The unpredictable storm that is your mind makes it difficult for others to dominate you. Whenever you are forced to 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.
Wild Psionics
1st-level Wilder feature
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 the result of the roll is equal to the number of Psi Points you spent to manifest that spell you manifest a Psionic Surge along with the normal effects of the spell.
Roll a d100 on the Psionic Surge table on the following page to determine the Psionic Surge effect that takes place.
| 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. |
03-05 | You manifest magic missile at 5th-level. |
06-08 | You float 1d10 inches off the ground for the next hour. |
09-11 | You teleport to a random unoccupied space within 60 feet. |
12-14 | You can speak only in Deep Speech for the next minute. |
15-17 | You gain 1d20 temporary hit points. |
18-20 | You leave footprints that glow with an otherworldly light for the next hour. |
21-23 | Your jump distance is tripled for 1 minute. |
24-26 | You manifest disguise self, taking on the appearance of the nearest humanoid. |
27-29 | You manifest levitate on yourself. This spell does not require concentration. |
30-32 | Your skin becomes translucent for 1 minute. |
33-35 | For the next minute, you can see into the Ethereal Plane out to a 30-foot radius. |
36-38 | You loose all distinctive features and appear as an average person of your race. |
39-41 | You emit light in a 10-foot radius for 1 minute. |
42-44 | You briefly see a fond childhood memory of a random creature within 60 feet. |
45-47 | You are proficient in all skills for 1 minute. |
48-50 | You regain expended Psi Points equal to your Intelligence modifier. |
51-53 | Up to three creatures you choose within 30 feet of you take 4d10 psychic damage. |
54-56 | You regain all expended Hit Dice. |
57-59 | Your Strength score becomes 4 for 1 minute. |
60-62 | You manifest sleep at the level of the spell that triggered this surge targeting yourself. |
63-65 | You manifest confusion targeting yourself. This spell does not require concentration. |
66-68 | You manifest grease centered on yourself. |
69-71 | You are frightened by the nearest creature until the end of your next turn. |
72-74 | You resist all damage for the next minute. |
75-77 | You manifest hypnotic pattern centered on you. This spell does not require concentration. |
78-80 | For the next minute, you regain 5 Psi Points at the start of each of your turns. |
81-83 | You can immediately take one extra action. |
84-86 | You manifest blur targeting yourself |
87-89 | You manifest fly on a random creature within 60 feet. It must concentrate on this effect. |
90-92 | Maximize the damage of the next spell you manifest within the next minute. |
93-95 | For the next minute, you can teleport up to 20 feet as a bonus action. |
96-98 | You manifest invisibility targeting yourself. This spell doesn't require your concentration. |
99-100 | You regain all expended Psi Points. |
Wilder Spells
1st-level Wilder feature
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)
3rd-level Wilder feature
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 of your choice 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)
6th-level Wilder feature
The wild power of your mind empowers your psionic spells. Whenever you manifest a Psion spell that deals bludgeoning, force, piercing, or psychic damage, you can roll a d8 and add the result to one damage roll of that spell.
Mental Torrent (Level 14)
14th-level Wilder feature
The psionic power emanating from your mind hinders the thoughts of those near you. When you force a creature within 15 feet to make an Intelligence, Wisdom, or Charisma saving throw to resist the effects of one of your Psion spells, Talents, or features it has disadvantage on its initial roll.
In addition, when you damage a creature with a Psion spell while it is concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.
Channeled Chaos (Level 14)
14th-level Wilder feature
You have gained a limited measure of control over your wild mental power. Whenever you trigger a Psionic Surge, you can roll twice on the Psionic Surge table above and choose which of the effects takes place.
Ascended Wilder (Level 18)
18th-level Wilder feature
Your uncontrolled psionic potential is limitless. When you roll damage for a Psion spell and roll the highest result possible on any of the damage dice for that spell, you can roll that die again, and add its result to the total damage roll of the spell.
If you roll the highest result possible again, you roll that die again and continue until you roll less than the highest result.
Finally, the range of your Mental Torrent feature increases to include creatures of your choice within 30 feet of you.