SIGNING IN

Hit Points

Hit Dice 1d6 per level

Proficiencies

INT , WIS

Psion

Level Proficiency Bonus Features Talents Known Augments Known Psi Points Psi Limit
1 + 2 Psionics Psionic Disciplines Power Siphon 3 5 4 2
2 + 2 Psionics Psionic Disciplines Power Siphon 3 6 6 2
3 + 2 Psionics Psionic Disciplines Power Siphon 3 7 16 4
4 + 2 Psionics Psionic Disciplines Power Siphon 4 8 20 4
5 + 3 Psionics Psionic Disciplines Power Siphon 4 9 32 6
6 + 3 Psionics Psionic Disciplines Power Siphon 4 9 38 6
7 + 3 Psionics Psionic Disciplines Power Siphon 4 10 46 8
8 + 3 Psionics Psionic Disciplines Power Siphon 4 11 54 8
9 + 4 Psionics Psionic Disciplines Power Siphon 4 12 72 10
10 + 4 Psionics Psionic Disciplines Power Siphon 5 12 82 10
11 + 4 Psionics Psionic Disciplines Power Siphon 5 13 94 10
12 + 4 Psionics Psionic Disciplines Power Siphon 5 14 94 10
13 + 5 Psionics Psionic Disciplines Power Siphon 5 15 108 10
14 + 5 Psionics Psionic Disciplines Power Siphon 5 16 108 10
15 + 5 Psionics Psionic Disciplines Power Siphon 5 17 124 10
16 + 5 Psionics Psionic Disciplines Power Siphon 5 18 124 10
17 + 6 Psionics Psionic Disciplines Power Siphon 5 19 142 10
18 + 6 Psionics Psionic Disciplines Power Siphon 5 19 152 10
19 + 6 Psionics Psionic Disciplines Power Siphon 5 20 164 10
20 + 6 Psionics Psionic Disciplines Power Siphon 5 21 178 10

Class Features

Level 1

Psionics
Psionic Disciplines
Power Siphon

Level 10

Expanded Knowledge
Psionic Discipline feature

Level 11

Power Surge (1/long rest)

Level 12

Ability Score Improvement
Proficiency Versatility

Level 13

Power Surge (2/long rest)

Level 14

Psionic Discipline feature

Level 15

Power Surge (3/long rest)

Level 16

Ability Score Improvement
Proficiency Versatility

Level 17

Power Surge (4/long rest)

Level 18

Expanded Knowledge

Level 19

Ability Score Improvement
Proficiency Versatility

Level 2

Psionic Discipline feature

Level 20

Psychic Mastery

Level 4

Ability Score Improvement
Proficiency Versatility

Level 6

Expanded Knowledge
Psionic Discipline feature

Level 8

Ability Score Improvement
Proficiency Versatility

Proficiencies

Weapons

clubs, darts, slings, quarterstaffs, spears

Skills

Starting Equipment

(a) a quarterstaff or (b) a spear

Class Features

Psionics (Level 1)

You realize your psionic potential, gaining the use of talents and augments, the rules for which appear in Chapter 4. Psionic powers are magical effects.

Psionic Talents

A psionic talent is a psionic power that is a cantrip spell. You know three psionic talents of your choice from the psion talent list, plus a bonus psionic talent determined by your choice of psionic discipline (see Psionic Disciplines below). You learn additional psion talents of your choice at higher levels, as shown in the Talents Known column of the Psion table.

Augments

An augment is a psionic power that augments a psionic talent. You must be focusing on an augment's corresponding psionic talent in order to manifest it. You know five 1st-level powers that augment the psion talents you know.

The Augments Known column of the Psion table shows when you learn more augments of your choice. When the table indicates that you learn a new augment, you may only choose a power that augments one of the psion talents you know. Each of these powers must have a minimum power level no greater than half your levels in this class when you learn them (round up).

For instance, when you reach 3rd level in this class, you learn one new psionic power that augments a psion talent you know, and that power can be up to 2nd level.

Additionally, when you gain a level in this class, you can choose to replace one of your existing powers that augments a psion talent you know and replace it with another power that augments any psion talent you know. The new power can have a minimum power level no greater than half your levels in this class when you learn them (round up).

Psi Points

You have an internal reservoir of psionic energy represented by psi points. You must spend psi points from this reserve to manifest a power that augments a psionic talent.

The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown for your level is your psi point maximum. When expending psi points to manifest an augment, you cannot reduce your current psi points to below 0. Your psi point total returns to your maximum when you finish a long rest.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to manifest a power that augments a psionic talent. The limit is based on your psion level, as shown in the Psi Limit column of the Psion table. For example, as a 3rd-level psion, you can spend no more than 4 psi points when manifesting an augment, no matter how many psi points you have.

Psionic Ability

Intelligence is your psionic ability for your psion powers. You use your Intelligence modifier when setting the saving throw DC for a psion power or when making an attack roll with one.

Power

Power

Psion Talents

Below is a list of psionic talents available to psions. The descriptions of these powers can be found in Chapter 4.

Psionic Disciplines (Level 1)

Choose a psionic discipline from the list of available disciplines. Your choice grants you a bonus psion talent when you choose it at 1st level. It also grants you additional features at 2nd, 6th, 10th, and 14th level.

Power Siphon (Level 1)

You have learned to channel the magical power of mental effects into psionic potential. If you succeed on an Intelligence, Wisdom, or Charisma saving throw against any magical effect, you may use your reaction to regain a number of psi points equal to your psi limit. You can use this feature once, and must finish a long rest before you can do so again.

Psionic Discipline feature (Level 2)

At 2nd level, you gain another feature from your Psionic Discipline.

Ability Score Improvement (Level 4)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Expanded Knowledge (Level 6)

By 6th level, you have studied your mind's potential even further, stretching the boundaries of what is possible with your psionic might. You learn four psionic powers of your choice, any of which can be either a talent or an augment. The powers you choose can be from any class, including this one. An augment you learn with this feature must augment a psionic talent you know, including one you may have learned at the same time, and it must have a minimum power level no greater than half your levels in this class when you learn it (round up).

The chosen powers count as psion powers for you but do not count against the number of psion talents or augments shown in the Talents Known and Augments Known columns of the Psion table.

You learn four additional powers from any class at 10th level and again at 18th level.

Psionic Discipline feature (Level 6)

At 6th level, you gain another feature from your Psionic Discipline.

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.

Proficiency Versatility (Level 8)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Expanded Knowledge (Level 10)

At 10th level, you learn four additional powers from any class.

Psionic Discipline feature (Level 10)

At 10th level, you gain another feature from your Psionic Discipline.

Power Surge (1/long rest) (Level 11)

Starting at 11th level, you may sacrifice your physical health to briefly increase the potency of your psionic manifestations. When you manifest a psionic augment, you may reduce your maximum hit points in order to increase your psi limit for that manifestation by an equal amount. Initially, you may only use this feature once, but beginning at 13th level, you may use this feature twice, beginning at 15th level, you may use it three times, and beginning at 17th level, you may use it four times. You regain all expended uses when you finish a long rest.

The first time you use this power, the amount by which you reduce your maximum hit points and increase your psi limit is 2. Each time you use this feature again before you regain any uses of it, the amount increases by 2. For example, the second time you use this feature before finishing a long rest, you increase your psi limit by 4 and reduce your maximum hit points by 4.

Reductions to your maximum hit points caused by this feature are cumulative and last until you finish a long rest, and cannot be restored by any other means, including greater restoration or an intensified revitalization.

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.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Power Surge (2/long rest) (Level 13)

At 13th level, you can use Power Surge twice per long rest.

Psionic Discipline feature (Level 14)

At 14th level, you gain another feature from your Psionic Discipline.

Power Surge (3/long rest) (Level 15)

At 15th level, you can use Power Surge three times per long rest.

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.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Power Surge (4/long rest) (Level 17)

At 17th level, you can use Power Surge four times per long rest.

Expanded Knowledge (Level 18)

At 18th level, you learn four additional powers from any class.

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.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Psychic Mastery (Level 20)

When you reach 20th level, you gain mastery in a psionic talent of your choice. When you manifest a power that augments your chosen psion talent, you may do so without spending psi points as long as the total psi cost for manifesting the augment is 5 or less.

Multiclassing

Multiclassing Requirements

{"int":13}

Subclasses

Dominator
Psions Primer
Kineticist
Psions Primer
Shaper
Psions Primer

Subclass Features

Dominator

Dominator (Level 1)

Telepathy is the school of psionic magic that links one mind to another. While this can be a useful tool for fostering communication and fellowship, a psion that focuses on this discipline believes telepathy is the most effective weapon in the arsenal of the mind. Weaker wills are like clay for a dominator to mold.

Bonus Talent

When you choose this discipline at 1st level, you learn the mindlink talent. This talent does not count against the number of psion talents you know.

Psychic Demand (Level 2)

Starting at 2nd level, while you are focusing on mindlink, you may expend 2 psi points to cast the command spell without using any components. When you do, command is a telepathy spell and you must target a creature you are telepathically communicating with. Additionally, you deliver the one-word command telepathically.

Mesmerize (Level 6)

Starting at 6th level, whenever a telepathy effect you use causes a creature to make a saving throw to resist its effects, you can spend 3 psi points to give one target of the power disadvantage on its first saving throw made against the effect. Psi points you spend to use this feature do not count toward your psi limit when manifesting a power.

Subtle Control (Level 10)

Beginning at 10th level, whenever a telepathy power you used ends on a creature, or a creature succeeds on a saving throw to resist a telepathy power you used, the target creature does not realize you attempted to affect them or remember that you did affect them unless you wish for them to do so.

Sieze Concentration (Level 14)

Starting at 14th level, if a creature fails a saving throw to resist a telepathy power you used on it, and that creature was concentrating on a magical effect, you may expend 14 psi points (ignoring your psi limit) to seize control of that effect as a reaction. If you do, you may immediately choose new targets for the effect as if you had created it. If the effect allows a saving throw to resist it, the new targets make their saving throws against your power save DC. You may concentrate on the effect for its remaining duration. You can use this feature once, and must finish a short or long rest before you can do so again.

Kineticist

Kineticist (Level 1)

Kineticists are experts in the mental manipulation of a certain kind of energy. They often go by more precise titles that indicate the kind of energy they specialize in. For example, if one focuses on controlling flames with their mind, they might call themselves a "pyrokineticist," or a "cryokineticist" if they master freezing cold. Psions who harness lightning may refer to themselves as "galvanicists," and ones who focus on creating inten se blasts of thunderous noise might go by "kinetophonist."

Bonus Talent

When you choose this discipline at 1st level, you learn the energy ray talent. This talent does not count against the number of psion talents you know.

Energy Specialization

Also at 1st level, you choose one of the following damage types: cold, fire, lightning or thunder. The damage type you choose is your energy specialization which other Kineticist features make reference to.

Intense Ray (Level 2)

Starting at 2nd level, when you cast energy ray and chose to deal damage with your energy specialization, you add your Intelligence modifier to the damage it deals on a hit.

Energy Acclimation (Resistance) (Level 2)

Also at 2nd level, you gain resistance to the damage type of your energy specialization. When you reach 14th level, you gain immunity to the same type of damage.

Ardent Energy (Level 6)

Starting at 6th level, whenever a psychokinesis power you use deals damage with your energy specialization, you may spend 5 psi points to cause the power's damage to ignore a creature's resistance to that damage type, if any. Psi points you spend to use this feature do not count toward your psi limit when manifesting a power.

Inescapable Ray (Level 10)

Beginning at 10th level, if you cast energy ray to deal the damage type of your energy specialization, the target of the attack takes damage equal to your Intelligence modifier when you miss.

Relentless Energy (Level 14)

When you reach 14th level, if you use a psychokinesis power capable of dealing damage with your energy specialization, you may spend 13 psi points (ignoring your psi limit) to treat a targeted creature's immunity to your energy specialization as resistance instead. You cannot use this feature and Ardent Energy on the same manifestation of a psychokinesis power.

Energy Acclimation (Immunity) (Level 14)

When you reach 14th level, you gain immunity to the damage type of your energy specialization.

Shaper

Shaper (Level 1)

Psions who practice this discipline are experts in metacreativity powers that create sentience. There are realms in the cosmos that are comprised entirely of thought-matter, and shapers draw that matter into the material plane, manifesting thoughts into reality.

Bonus Talent

When you choose this discipline at 1st level, you learn the imbue psicrystal talent. This talent does not count against the number of psion talents you know.

Bonus Equipment

Beginning at 1st level, you start with an arcane focus crystal, described in the Player's Handbook, in addition to the equipment granted by this class and your background. This crystal fulfills the material component requirement of the imbue psicrystal talent.

Psychic Construct (Level 2)

At 2nd level, you learn the project eidolon augment. This does not count against the number of psion augments you know.

When you manifest project eidolon, you may reduce its minimum psi cost to 2. If you do, project eidolon augments imbue psicrystal as a 1st level power, and you manifest a weaker version of the basic eidolon. The eidolon you create is Small, has an AC of 12, has one-quarter its normal hit point maximum, has a -2 penalty on attack and damage rolls, and you do not select any abilities from the Lesser Eidolon Ability menu to apply to the eidolon for free. These adjustments are included in the "Shaper's 1st-Level Projected Eidolon" stat block.

Manifest Form (Level 2)

Also at 2nd level, you select one plane of thoughts to exclusively draw matter from when you manifest project eidolon. Choose Dal Quor (or a plane tied to dreams in campaign settings other than Eberron), the Sea of Siberys (or the Astral Plane), or Xoriat (or the Far Realm). Your choice cannot be changed, and it grants your eidolon one of the additional traits below:

Alien Form (Xoriat)

The exact physical dimensions of the eidolon are hard to fully comprehend. Creatures have disadvantage on attack rolls against the eidolon until they hit it.

Night Aura (Dal Quor)

The eidolon is cloaked in unnatural shadow, reducing lighting conditions around itself by one step (direct sunlight to bright light to dim light to darkness) in a 20-foot radius centered on itself. This aura does not hinder the eidolon's own vision. Magical light produced by an effect of 3rd level or higher is unaffected by this reduction.

Temporal Warrior (Sea of Siberys)

The eidolon is made from the timeless essence of the Astral Sea. It becomes immune to any effect that would reduce its speed, and it has advantage on saving throws to resist any effect that would slow it or move it through time, such as the slow spell or the temporal shunt power.

Additionally, on each of its turns the eidolon may shunt itself briefly through time as a bonus action, teleporting up to 30 feet to an unoccupied space it can see.

Manifest Function (Level 6)

Starting at 6th level, whenever you manifest project eidolon, the eidolon you create gains an additional way to use its action, depending on the plane of thoughts you chose for the Manifest Form feature:

Alien Form (Xoriat)

The eidolon may use its action to create a pulse of madness. Each creature within 15 feet of the eidolon must succeed on a Wisdom saving throw (against the power save DC of the eidolon's creator) or be affected as though by the confusion spell until the end of their next turn. The eidolon can use this action once.

Night Aura (Dal Quor)

The eidolon can provoke a waking nightmare in one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw (against the power save DC of the eidolon's creator) or suffer the effects of the dissonant whispers spell as though it were cast from a 4th-level spell slot. The eidolon can use this action once.

Temporal Warrior (Sea of Siberys)

The eidolon may use its action to magically enfold a creature it can see within 60 feet of it in a field of null-time. The target must succeed on a Charisma saving throw (against the power save DC of the eidolon's creator) or be locked in stasis. A creature locked in stasis is paralyzed, immune to damage and all other effects, and does not age. Stasis lasts indefinitely, but the target may choose to repeat the saving throw at the end of any of its turns, ending the effect on a success. The eidolon can use this action once.

Emancipated Eidolon (Level 10)

Beginning at 10th level, when you manifest project eidolon its duration changes to Instantaneous. The eidolon remains in existence until it drops to 0 hit points or you dismiss it as an action.

Your eidolon may spend its hit dice to regain hit points during a short rest, and it may take a long rest by spending 8 hours in light or no activity. It may also regain a single use of the action granted to it by your Manifest Function feature after finishing a short or long rest.

Improved Manifest Form (Level 14)

Starting at 14th level, whenever you manifest project eidolon, the eidolon gains improved versions of the trait you grant it with the Manifest Form feature, depending on the plane you chose for that feature:

Alien Form (Xoriat)

The eidolon's physical form is unspeakably alien and nearly impossible to fully comprehend. All creatures have disadvantage on attack rolls against the eidolon and the eidolon has advantage on all saving throws against any creature's magical effects. If a creature deals damage to the eidolon, that creature's attacks and magical effects are unimpeded by this feature until the start of the eidolon's next turn.

Night Aura (Dal Quor)

The eidolon is cloaked in magical darkness in a 30-foot radius centered on itself. Only magical light produced by an effect of 8th level or higher can overcome this darkness. Additionally, magical darkness doesn't impede the eidolon's darkvision.

Temporal Warrior (Sea of Siberys)

The eidolon controls the passage of time about itself. It becomes immune to any effect that would reduce its speed, and any effect that would slow it or move it through time, such as the slow spell or the temporal shunt power.

Additionally, on each of its turns the eidolon may warp time around itself as a bonus action, teleporting up to 60 feet to an unoccupied space it can see, taking any object it is touching up to its maximum carrying capacity. The eidolon may also take one willing creature it is touching with it when it teleports. A creature traveling with the eidolon in this way arrives in an unoccupied space adjacent to the eidolon.

If there is no such unoccupied space, neither it nor the eidolon teleport. The eidolon can take a creature with it when it teleports once, and must finish a short or long rest before it can do so again.