Hit Points
Vaardigheden
Psion
| Niveau | Proficiency Bonus | Eigenschappen | Talents Known |
|---|---|---|---|
| 1 | + 2 | Psionics Psionic Order Talent Versatility | 2 |
| 2 | + 2 | Psionics Psionic Order Talent Versatility | 2 |
| 3 | + 2 | Psionics Psionic Order Talent Versatility | 2 |
| 4 | + 2 | Psionics Psionic Order Talent Versatility | 3 |
| 5 | + 3 | Psionics Psionic Order Talent Versatility | 3 |
| 6 | + 3 | Psionics Psionic Order Talent Versatility | 3 |
| 7 | + 3 | Psionics Psionic Order Talent Versatility | 3 |
| 8 | + 3 | Psionics Psionic Order Talent Versatility | 3 |
| 9 | + 4 | Psionics Psionic Order Talent Versatility | 3 |
| 10 | + 4 | Psionics Psionic Order Talent Versatility | 4 |
| 11 | + 4 | Psionics Psionic Order Talent Versatility | 4 |
| 12 | + 4 | Psionics Psionic Order Talent Versatility | 4 |
| 13 | + 5 | Psionics Psionic Order Talent Versatility | 4 |
| 14 | + 5 | Psionics Psionic Order Talent Versatility | 4 |
| 15 | + 5 | Psionics Psionic Order Talent Versatility | 4 |
| 16 | + 5 | Psionics Psionic Order Talent Versatility | 5 |
| 17 | + 6 | Psionics Psionic Order Talent Versatility | 5 |
| 18 | + 6 | Psionics Psionic Order Talent Versatility | 5 |
| 19 | + 6 | Psionics Psionic Order Talent Versatility | 5 |
| 20 | + 6 | Psionics Psionic Order Talent Versatility | 5 |
Disciplines Known
| Niveau | Proficiency Bonus | Eigenschappen | Lesser | Greater |
|---|---|---|---|---|
| 1 | + 2 | Psionics Psionic Order Talent Versatility | 2 | — |
| 2 | + 2 | Psionics Psionic Order Talent Versatility | 2 | — |
| 3 | + 2 | Psionics Psionic Order Talent Versatility | 3 | — |
| 4 | + 2 | Psionics Psionic Order Talent Versatility | 3 | — |
| 5 | + 3 | Psionics Psionic Order Talent Versatility | 3 | — |
| 6 | + 3 | Psionics Psionic Order Talent Versatility | 3 | 1 |
| 7 | + 3 | Psionics Psionic Order Talent Versatility | 3 | 1 |
| 8 | + 3 | Psionics Psionic Order Talent Versatility | 3 | 1 |
| 9 | + 4 | Psionics Psionic Order Talent Versatility | 4 | 1 |
| 10 | + 4 | Psionics Psionic Order Talent Versatility | 4 | 2 |
| 11 | + 4 | Psionics Psionic Order Talent Versatility | 4 | 2 |
| 12 | + 4 | Psionics Psionic Order Talent Versatility | 4 | 2 |
| 13 | + 5 | Psionics Psionic Order Talent Versatility | 4 | 2 |
| 14 | + 5 | Psionics Psionic Order Talent Versatility | 4 | 3 |
| 15 | + 5 | Psionics Psionic Order Talent Versatility | 5 | 3 |
| 16 | + 5 | Psionics Psionic Order Talent Versatility | 5 | 3 |
| 17 | + 6 | Psionics Psionic Order Talent Versatility | 5 | 3 |
| 18 | + 6 | Psionics Psionic Order Talent Versatility | 5 | 4 |
| 19 | + 6 | Psionics Psionic Order Talent Versatility | 5 | 4 |
| 20 | + 6 | Psionics Psionic Order Talent Versatility | 5 | 5 |
| Niveau | Proficiency Bonus | Eigenschappen | Psi Points | Psi Limit |
|---|---|---|---|---|
| 1 | + 2 | Psionics Psionic Order Talent Versatility | 4 | 2 |
| 2 | + 2 | Psionics Psionic Order Talent Versatility | 6 | 2 |
| 3 | + 2 | Psionics Psionic Order Talent Versatility | 14 | 3 |
| 4 | + 2 | Psionics Psionic Order Talent Versatility | 17 | 3 |
| 5 | + 3 | Psionics Psionic Order Talent Versatility | 27 | 5 |
| 6 | + 3 | Psionics Psionic Order Talent Versatility | 32 | 5 |
| 7 | + 3 | Psionics Psionic Order Talent Versatility | 38 | 6 |
| 8 | + 3 | Psionics Psionic Order Talent Versatility | 44 | 6 |
| 9 | + 4 | Psionics Psionic Order Talent Versatility | 57 | 7 |
| 10 | + 4 | Psionics Psionic Order Talent Versatility | 64 | 7 |
| 11 | + 4 | Psionics Psionic Order Talent Versatility | 64 | 7 |
| 12 | + 4 | Psionics Psionic Order Talent Versatility | 64 | 7 |
| 13 | + 5 | Psionics Psionic Order Talent Versatility | 64 | 7 |
| 14 | + 5 | Psionics Psionic Order Talent Versatility | 64 | 7 |
| 15 | + 5 | Psionics Psionic Order Talent Versatility | 64 | 7 |
| 16 | + 5 | Psionics Psionic Order Talent Versatility | 64 | 7 |
| 17 | + 6 | Psionics Psionic Order Talent Versatility | 64 | 7 |
| 18 | + 6 | Psionics Psionic Order Talent Versatility | 71 | 7 |
| 19 | + 6 | Psionics Psionic Order Talent Versatility | 71 | 7 |
| 20 | + 6 | Psionics Psionic Order Talent Versatility | 71 | 7 |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Vaardigheden
light
simple
Startuitrusting
Klasse-eigenschappen
Psionics (Level 1)
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear here. Psionics is a special art that involves tapping into the mind's true power, distinct from magic.
Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know two psionic talents of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Psion table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a psion to manifest psionic power. A psion masters only a few disciplines at a time.
Each lesser discipline contains an at-will power and three augmentations of said power that you can activate using psi points. You choose to augment a lesser discipline when you activate it, before any of its effects occur, except when the discipline says otherwise.
Each greater discipline contains three separate powers you can activate using psi points. They are associated with (but not limited to) a specific Psionic Order, and they often contain stronger effects than those of lesser disciplines.
At 1st level, you know two lesser disciplines of your choice. The Lesser Disciplines Known and Greater Disciplines Known columns of the Psion table shows the total number of disciplines you know at each level; when one of those numbers goes up for you, choose a new discipline as appropriate. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice, as long as the new discipline is of the same type.
Psi Points
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.
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. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.
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 activate a psionic discipline. 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 3 psi points on a discipline each time you use it, no matter how many psi points you have.
Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Discipline
Discipline
Psionic Order (Level 1)
At 1st level, you choose a Psionic Order from the list of available orders. Each order specializes in a specific approach to psionics.
Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, 10th, and 14th level.
Talent Versatility (Level 1)
1st-level and higher psion optional feature (enhances Psionic Talents)
Whenever you gain a level in this class, you can replace a psionic talent you know with another talent available to your class. This change represents a shift of focus in your psionic training and practice, causing you to lose access to one power and gain access to another.
Enlightened Knowledge (Level 2)
2nd-level psion optional feature
You can add half your proficiency bonus, rounded down, to any Intelligence or Wisdom check you make that doesn't already use your proficiency bonus.
Psychic Barrier (Level 2)
Starting at 2nd level, you can shield yourself from harm using the psi energy you use to power your psionic disciplines.
Immediately after you spend psi points on a psionic discipline on your turn, you can use your bonus action to gain temporary hit points equal to the number of psi points you spent.
Telepathy (Level 2)
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Psionic Order feature (Level 3)
At 3rd level, you gain another feature from your Psionic 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.
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.
Potent Psionics (Level 5)
Starting at 5th level, when you deal damage with a psionic talent or a lesser discipline, you can add your psionic ability modifier to the damage. Additionally, whenever you spend psi points to augment a lesser discipline that deals damage on a failed save, the target takes half as much damage on a successful save, but it suffers none of the other effects of the discipline.
Psionic Order feature (Level 6)
At 6th level, you gain another feature from your Psionic Order.
Strength of Mind (Level 7)
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
Starting at 7th level, you can swap out your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
Strength of Will (Level 7)
7th-level psion optional feature (replaces Strength of Mind)
You have acquired greater mental strength. You gain proficiency in Charisma saving throws.
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.
Psionic Guidance (Level 9)
9th-level psion optional feature
You can tap into your inner wellspring of psionic power to try to conjure success from failure. When you make an ability check that fails, you can spend 3 psi points to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Psionic Order feature (Level 10)
At 10th level, you gain another feature from your Psionic Order.
Psionic Mastery (1/Day) (Level 11)
Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you can create a special pool of 9 psi points that disappear at the end of the current turn. As a part of the action used to create this pool, you can spend these special psi points to activate and/or augment up to three disciplines at once, dividing up the points as you see fit. You can only spend these points on disciplines that require an action or bonus action to activate, and you can't activate the same power more than once. You must abide by your psi limit for each power you activate.
If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines that you're concentrating on end.
At 15th level, the pool of psi points you gain from this feature increases to 11.
You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.
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.
Psionic Mastery (2/Day) (Level 13)
At 13th level, you can use your Psionic Mastery twice per day.
Psionic Order feature (Level 14)
At 14th level, you gain another feature from your Psionic Order.
Psionic Mastery (3/Day) (Level 15)
At 15th level, you can use your Psionic Mastery three times per day.
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.
Psionic Mastery (4/Day) (Level 17)
At 17th level, you can use your Psionic Mastery four times per day.
Blindsense (Level 18)
18th-level psion optional feature
If you aren't incapacitated, you are aware of the location of any hidden or invisible creature within 10 feet of you, unless they can't be communicated with via telepathy or are protected by a mind blank spell, a nondetection spell, or similar effects.
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.
Psionic Body (Level 20)
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You no longer age.
You are immune to disease, poison damage, and the poisoned condition.
If you die, roll a d20. On a 16 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.
Psionic Champion (Level 20)
20th-level psion optional feature (replaces Psionic Body)
You embody the power of the mind. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Subklasses
Subklasse-eigenschappen
Order of the Avatar
Order of the Avatar (Level 1)
Psions of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these psions vary from tyrants to inspiring leaders.
Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
Bonus Proficiencies
At 1st level, you gain proficiency with medium armor, shields, and martial weapons.
Avatar of Protection (Level 3)
Starting at 3rd level, you can use your psi energy to protect your allies from harm. When an ally you can see within 30 feet of you is hit by an attack, you can use your reaction to reduce the damage they take by up to your psionic ability modifier + your psion level (minimum of 1).
You can use this feature a number of times equal to your psionic ability modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ardent Surge (Level 10)
At 10th level, you learn to send a surge of powerful emotion that invigorates a faltering ally. When you use an avatar discipline on your turn, you can use your bonus action to allow an ally within 30 feet of you to regain hit points equal to 1d10 + your psion level.
Once you use this feature, you can't use it again until you finish a short or long rest.
Avatar of Speed (Level 14)
Starting at 14th level, you project an aura of speed. While you aren't incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.
Order of the Awakened
Order of the Awakened (Level 1)
Psions dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.
The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened psions who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
Awakened Talent
At 1st level, choose two of your skill proficiencies. You gain expertise with each skill, which means your proficiency bonus is doubled for any ability check you make with it. The skills you choose mustn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus with it.
Psionic Investigation (Level 3)
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.
You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.
Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Psionic Surge (Level 6)
Starting at 6th level, you can batter down an opponent's defenses with a surge of psychic energy. When you force a creature to make a save against an awakened discipline you use against it, you can impose disadvantage on the saving throw (no action required).
Once you use this feature, you can't use it again until you finish a short or long rest.
Thought Shield (Level 10)
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Spectral Form (Level 14)
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you gain resistance to acid, cold, fire, lightning, and thunder damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can also move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside one.
The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can't use it again until you finish a long rest.
Order of the Immortal
Order of the Immortal (Level 1)
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.
Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.
Immortal Durability
Starting at 1st level, your hit point maximum increases by 1 per psion level.
In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
Psychic Recuperation (Level 3)
Starting at 3rd level, when you use your Psychic Barrier, you can choose to regain hit points equal to the number of psi points you spent, rather than gaining temporary hit points.
Psionic Resilience (Level 6)
Starting at 6th level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point and aren't incapacitated.
Mental Vitality (Level 10)
Starting at 10th level, you have advantage on saving throws made to maintain concentration on disciplines. Additionally, while you are concentrating on an immortal discipline, your concentration can't be broken as a result of taking damage.
Immortal Will (Level 14)
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your psion level + your Constitution modifier.
Additionally, you cannot be instantly killed by effects that trigger when you are left with 0 hit points, such as that of the disintegrate spell.
Order of the Nomad
Order of the Nomad (Level 1)
Psions of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.
Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.
Breadth of Knowledge
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain one proficiency of your choice: a tool, a skill, or a language. This benefit lasts until you finish a long rest.
Memory of One Thousand Steps (Level 3)
At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.
Superior Teleportation (Level 6)
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.
Nomadic Talent (Level 10)
At 10th level, you gain the ability to draw knowledge of new psionic talents from the noosphere. Whenever you finish a short or long rest, you can replace one of the psionic talents you know with another talent from the same list.
Effortless Journey (Level 14)
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can teleport up to 30 feet to an unoccupied space you can see (no action required).
Order of the Wu Jen
Order of the Wu Jen (Level 1)
The Order of the Wu Jen features some of the most devoted psions. These psions seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these psions cast their minds into the world, seize control of its fundamental principles, and rebuild it.
In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.
Hermit's Study
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.
Elemental Potency (Level 3)
Starting at 3rd level, when a creature's resistance reduces acid, cold, fire, lightning, or thunder damage dealt by a psionic discipline or talent of yours, you can use your reaction and spend 1 psi point to cause that use of the effect to ignore the creature's resistance.
Arcane Dabbler (Level 6)
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level.
As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.
| Spell Slot Level | Psi Cost |
|---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.
Whenever you gain a level in this class, you can replace on of the chosen wizard spells with a different wizard spell of 1st through 3rh level.
Equilibrium (Level 10)
Starting at 10th level, when you cast a spell that deals damage using a spell slot created by Arcane Dabbler, you can change the spell's damage to acid, cold, fire, lightning, or thunder.
Elemental Mastery (Level 14)
Starting at 14th level, you can attune to one damage type of your choice when you finish a long rest: acid, cold, fire, lightning, or thunder. You gain resistance to the attuned damage type until you choose a different one with this feature.
Additionally, when you take damage of a type you are attuned to, you can spend 3 psi points as a reaction to ignore that damage; you gain immunity to that damage type until the end of your next turn.