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Class Features
Psionic Talents
Psionic Cores
Telekinetic Adept
Soulknife
Psionic Soul
Psychic Strike
Spell List
End Page
SIG
yy Wi) Kamimura‘The Psionic
Level Proficiency Bonus Features
1st #2
and #2
Psionic Die
Psionic Talent, Psi Replenishment(one use) Dé
Psionic Core D6
3rd 2 5 Dé
4th 42 Ability Score Increase Dé
sth 8 E Ds
6th 8 Psionic Core Feature
7th 8 5 ps
8th 8 Ability Score Increase D8
sth +4 E Ds
10th +4
vith +4
12th 4 Ability Score Increase, Psionic Core Feature
13th 8 :
14th 5
Extra Attack
Psi-Enhanced Metabolism
Psi Replenishment (two uses)
15th 6 E
16th *
17th 46 I
18th +6
19th +6
Ability Score Increase
Psionie Core Feature
Ability Score Increase
20th +6
Crass FEATURES
Asa Peionic, you gain the following class features
Hin PoINTs
Hit Dice: 1d8 per Psionic level
Hit Points at Lat Level: 8+ your Constitution modifier
Hit Points at Higher Levels: 148 (or 5) + your Constitution
‘modifier per Psionic level after Ist
PROFICIENGTES
‘Armor: Light Armor
Weapons: Simple Weapons
Toole: one musical instrument
Saving Throws: Inieligence, Wisdom
Skill: Choose two from Investigation, Stealth, Deception,
Perception, Performanc
EQurement
You start withthe following equipment, ination tothe
eaiment granted by your background
‘+ (@)a studded leather armor or (b)a leather armor, simple
ranged weapon and 20 pieces of ammunition.
+ (@)two dagger or (b)a simple mecle weapon
Psychic Aura
+ (@)a dungeoncer’s pack or (b)an explorer's pack.
Is Pst A FoRM OF MaGic?
Psiis a supernatural power that emanates from the
mind, Like other forms of supernatural power in
D&D, it can be used to create magical phenomena,
yet itcan create other sorts of phenomena as wel. |
In the game's rules, only certain supernatural effects
are classified as magical: magic items, spells, spel Pl
attacks, powers fueled by spell slots, and any other
effect thatthe rules explicitly call magical. This |
distinction is rarely relevant in play, typically coming
up only when something like an antimagic field
supernatural effects in D&D weave their power into
a formalized forrn —a spel for instance—that
other effects ean disrupt. In contrast, there are y
other supernatural effects that are so wild formless,
or subtle that it is difficult or impossible to disrupt ¢
ther. In this article, some of the psionic powers
create what the rules consider to be magic and
sore don'tPSIONIC TALENT
You harbor a wellspring of psionic power within yourself, an
energy that ebbs and flows as you channel iin various ways.
‘This power is represented by your Psionic Talent die, the
starting size of which is.a d6,At Ist level you start with three
Paionie Talents Telekenetic Strike, Psi-Bolstered Knack and.
‘Telepathie Speech, Psionic Talent Options. You csa use your
Peionie Talent die in the following ways:
‘+ Telekinetic Strike. You can propel your attacks with
telekinetic force. Once on each of your turns, immediately
after you deal damage toa target within 30 feet of you with
weapon attack, you can roll your Psionie Talent die and
also deal force damage to the target equal to the number
rolled,
+ PoiBolstered Knack. When your nor-psionic training
fails you, you can tap into your psionic power to help: if you
fail an ability check using a skill or tool with which you
have proficiency, you can roll your Psionic Talent die and
add the number rolled to the check, potentially turing
failure into success
‘+ Telepathic Speech. You can form a telepathic connection
between your mind and the mind of another. As a bonus
action, choose one creature you can see, and roll your
Peionic Talent die, For a number of hours equal to the
‘umber you rolled you and the chosen creature can speak
telepathically with each other while the two of you are
‘within a number of miles of each other equsl tothe
number you rolled. To understand each other, vou each
rmust speak mentally in a language the other knows. The
telepathic connection ends early if you use this ability to
orm a connection with a different creature.
Changing the Die’s Size. Ifyou roll the highest number on
‘your Psionie Talent die, it decreases by one die size after the
‘oll This represents you burning through your psionic energy.
For example, ifthe die is 2 d6 and you roll a6 it becomes a
4. fits a d4 and you roll a4, it becomes unusable until you
finish a long rest. Conversely, ifyou roll a 1 on your Psionic
‘Talenitie,ikingreases by one die size after the fol
starting son ne represents you conséfving psi
r example, ifyou roll 1 on a 44, d
senever you finish along rest, your Ps
evel (48) 11th level (410) and 170
the Class table.
ain inti yo finish a long rest, Yo
tte at LAth level
PsIONIC CORE
‘When you reach 2nd level you begin to refine your Psionic
Talents choosing a core way how to use your powers. Choose
from: Psi Knight, Soul Knife or Psionie Soul
Your choice grants you features at 2nd level and again at
66th, 12th and 18th level
ABILITY SCORE IMPROVEMENT
at Sth, 12th, 16th, and
score of your choice by
‘scores of your choice by 1. As
ty score abave 20 using this
When you reach 4th level. and agai
19th level you can increase one a
2, or you can increase two abi
normal, you can' increase an al
feature,
Using the optional feats rule, you can forgo taking this
Ieature to take a feat of your choice instead
Extra ATTACK
Beginning at 10th level you can attack twice, instead of once,
‘whenever you take the Attack action on your tur.
PsI-ENHANCED METABOLISM
ithrtevel Psionic Feature
‘The psionic energy flowing through you has bolstered your
‘mind and body. You have resistance to poison and paychic
damage, and you are immune (othe poisoned condition,
PsycHic AURA
20th level Psionie
your Psionie Talent die is available, you can unleash your
psionic power ina crackling aura of paychic energy, as a
bonus action, you can magically radiate this transparent, 30
footradius ara for 1 minute or until you're incapacitated or
lose the use of your Psionic Talent die, Whenever a creature
starts its turn in the aura or moves into it for the first time on.
‘2 turn, you can roll your Psionie Talent die and deal peychic
damage to the creature, equaling the number rolled plus your
Intelligence modifies. the creature takes any ofthis damage,
its speed is halved antl the start of ts next turn,
KPsIONIC CORES
Pst KNIGHT
When choosing this Core at 2nd level you gain bonus
proficiencies and learn additional Psionic talents at Sth, 9th,
13th and 17th.
BoNus PROFICIENCIES
‘Armor: Medium Armor
‘Weapons: Martial Weapons
Psonic TALENT
You harbor a wellspring of psionic power within yourself, an
energy that ebbs and flows as you channel iin various ways.
You can choose one of the following psionic talents wich dont
‘count against your maximum ammount
‘+ Protective Field. When you or another ereature you can
‘sce within 30 feet of you takes damage, you can use your
reaction to roll your Psionic Talent die and reduce the
‘damage taken by the number rolled plus your Intelligence
modifier (minimum reduction of 1} as you ereate &
momentary shield of telekinetic force
‘+ Psi-Powered Leap. When you make a high or long jump,
you can roll your Psionic Talent die and extend the
distance of the jump, up to a number of feet equal to twice
the number rolled plus twice your Intelligence modifier
(minimum of 1 extra foot) This extra distance costs you
only 1 foot of movement.
ENHANCED CHANNELING
Also at 2nd level you can choose a way how you channle your
powers, you can choose one of the following options:
+ INTERNAL CHANNELING
You choose to focus on channeling your Psionic powers
nside your body, improving yourself and shaping your body
{nto an weapon. When choosing this option, you gain the
following Psionic Talents:
‘+ At 2nd level: When attacking without a weapon, you can
use your Psionic Die to determine the outcome of the
‘damage, you also can use your Intelligence modifier
isntead of strenght or dexterity when adding your bonus to
attack rolls, Your attacks with your fise counts as Magic
‘Weapons for the sake of overcoming resistances.
‘+ AtSth level: You can cast the Enhance Ability Spell as
Reaction but its duration lasts only until the end of your
next turn. Whenever you use this Psionie Talent you can
{forgo the verbal somatic and material components for it
but decrease your Psionic die by one size, Additional you
‘can only target yourself with i
‘+ At th level: You can cast the Haste Spell as an action for a
‘number of times equal to your Intelligence modifier. You
dont need to concentrate on it and can forgo the verbal,
somatic and material components but suffer I level of
exhaustion atthe end of its duration. Additional you can,
only target yourself with i.
‘+ At 13th love: You can cast the Tensers Transformation
spell as an action once per long rest. You dont need to
concentrate on the spell and can forgo the verbal somatic
and material components oft but you suffer I level of
exhaustion atthe end ofits duration instead of rolling the
saving throw. Additional you can only target yourself with
‘+ At17¢h level: You can cast the Foresight spell as an action
‘once per day, You doat need to concentrate on the spell
and can forgo the verbal, somatic and material components
bt its duration is 10 minutes. Additional you can only
target yourself with it
+ ExTERNAL CHANNELING
You choose to focus on channeling your psionic powers
outside of your body or into an object, using it as an extention
‘of your body. When choosing this option you gain the
following Psionic Talents:
‘+ At 2nd level: You can east the Shadow Blade spell as an
bonus action at will, dont require concentrating on the
spell can forgo the verbal and somatic components, You
can only Create a single weapon at a time but can also
choose from martial weapons,
‘+ ALSUh level: You can cast the Psionic Blast spell as an
action a number of times per day equal to your Intelligence
‘modifier and can forgo the verbal components. The area
changes to an 15{t radius centerd on yourself
‘+ At Oth level: Vou can cast the Steel Wind Strike spell as an
action a numberof times per day equal to your half
Intelligence modifier (rounded up) and can forgo the
somatic and material components, Additionaly the range it
608 instead of 30.
‘+ At 13th level You can cast the Investiture of Wind spell as,
an action once per day. You can forgo the verbal and.
somatic components and dont need to concentrate o
bat the duration is only 1 minute. You can decrease your
Peionie Talent die by one size to regain one tse ofthis
abil
‘+ At 17th level: You can cast the Psychic Scream spell as an
action once per day. At the end of your turn you gain 1 level
of exhaustion. Additionaly the range becomes 308, hits
everyone in range and everyone in range has disadvantage.
You can decrease your Psionie Talent die by one size to use
this feature again.‘TELEKINETIC ADEPT
(th-level Psi Knight feature
You have masterd a new way to use your telekinesis and
gain one of the following Paionic Talents wich doesnt count
towards your maximum ammount you can have, You can
choose from:
‘+ Peionic Thrust. When you deal damage toa target with
the Telekinetic Strike of your Psionie Talent, you can force
the target to make a Strength saving throw against a DC
‘equal to 8+ your proficiency bonus + your Intelligence
modifier. Unless the save succeeds, you can knock the
target prone or move it up to 10 feet in any direction
horizontally,
‘+ Telekinetic Movement. If your Psionic Talent die is
available, you can move an objector a creature with your
mind. As an action, you target one loose object that is
Large or smaller or one willing creature, other than
yourself. you can see the target and itis within 30 feet of
Yyou, you can move it up to 30 feet to an unoccupied space
you can see. Alternatively, iit is a Tiny abject, you ean
move it to or from your hand. Either way, you can move the
target horizontally, vertically, or both. When you take this
action, your Psionic Talent die decreases by one die size.
BULWARK OF FoRcE
12th-level Psi Knight feature
You can shield yourself and others with telekinetic force. As
‘bonus action, you can choose creatures, which can inchide
‘you, that you can see within 30 feet of you, up to a number of
creatures equal to your Intelligence modifier (minimum of one
creature) Each of the chosen creatures is protected by half
cover for | minute or until youre incapacitated. Once you use
this feature, you can't do so again until you finish along rest,
unless you decrease your Psionic Talent die by one die size to
use this feature again
‘TELEKINETIC MASTER
18th-evel Psi Knight feature
Your ability to move creatures and objects with your mind is
‘matched by few. Ifyour Psionic Talent die i available, you can
cast the telekinesis spel requiring no components. Your >
spelleasting ability forthe spells Intelligence. When you cast
this spell, your Psionic Talent die decreases by one die sizeSOULKNIFE
When choosing this Core at 2nd level you also gain the ability
to Sneak Attack.
SNEAK ATTACK
Beginning at 2nd level, you know how to strike subtly and
exploit a foc's distraction. Once per turn, you can deal an extra
11d6 damage to one creature you hit with an attack if you have
advantage on the attack roll The attack must use a finesse or
‘a ranged weapon You don't need advantage on the attack rol if
another enemy of the target is within 5 feet oft that enemy
{isn’t incapacitated, and you don't have disadvantage on the
attack roll
‘The amount ofthe extra damage increases as you gain
levels in this class, shown in the Sneak Attack column,
SNEAK ATTACK
Level Ammount
2nd 1d6
6th 2d6
loth 36
Vath 4d6
18th 5d6
PsycHic BLADES
2nd level Soulknife feature
You can manifest your psionic power as shimmering blades
of paychic energy. When you are about to make a melee or
ranged weapon attack against a creature, you can manifesta
psychic blade from your free hand and make the attack with
that blade, This magic blade isa simple melee weapon with
the finesse and thrown properties. It has a normal range of 60
feet and no long range, and on a hit, it deals psychic damage
equal to your Psionic die plus the ability modifier you used for
the attack roll The blade vanishes immediately after it hits or
isses its target, and it leaves no mark on its target ifit deals
damage. When you hit your target with your first attack during
this turn you can use a bonus action to make one more attack.
against the same target.
Sour BLapEs
6thevel Soulknife feature
Your Paychic Blades are now an expression of your psi
suffused soul, giving you finer control over them. Choose one
ofthe following Psionic Talents:
‘+ Homing Strikes. Ifyou make an attack roll with your
Paychie Blades and miss the target, you can roll your
Peionie Talent die and add the number rolled to the attack
roll If this causes the attack to hit, your Psionic Talent die
decreases by one die size, regardless of the number rolled
+ Psychic Teleportation. Ifyour Psionic Talent dic is.
available, you can hurl your Psychic Blades to magically
transport yourself to another location. As a bonus action,
‘you manifest one of your Psychic Blades and throw itat an
‘unoccupied space you can see, up to a number of feet away
equal to 5 times the highest number on your Psionic Talent
dic. You then teleport to that space, the blade vanishes, and
‘your Psionic Talent die decreases by one die size.
PsIonic VEIL
‘2th level Soulkaife feature
You can weave a veil of psychic static to mask yourself. As
‘an action, you can magically become invisible, along with
anything you are wearing or carrying, for LO minutes or until
you dismiss this effect (no action required) This invisibility
‘ends if you deal damage to a creature or ifyou force a creature
‘to make a saving throw. Once you use this feature, you cart do
‘50 again until you finish a long rest, unless you decrease your
Psionic Talent die by one die size to use this feature again
REND MIND
18th-evel Soulknife feature
You can sweep your Psychic Blades directly through a
creature's mind When you use your Paychic Blades to deal
Sneak Attack damage toa creature, you can force that target
to make a Wisdom saving throw (DC equal to 8+ your
proficiency bonus + your Desterity modifier).Unless the save
succeeds, the target is stunned unt the end of your nex turn
‘Once you use this feature, you can do so again until you
finish a long rst, unless you decrease your Psion Talent die
by one die sie to use this feature againPsonic SouL
When choosing this Core at 2nd level you also gain the ability
[Link] Spells.
‘SPELLCASTING
Your ability to controll your Psionie Ability fuels your spells.
‘See chapter 10 of the Player's Handbook for the general rules,
of specasting and the end ofthe class description for your
spell list.
CanTRIrs
At 2nd level you know two cantrips of your choice from the
Psionie spell it, You learn additional Paionic eantrips of your
choice at higher levels, as shown in the Cantrips Known
coluran of the Psionic table.
SPELL SLots
‘The Psionic Soul table shows how many spell slots you have
[Link] your Psionic spells of Ist through Sth level The table
also shows what the level of those slots is; ll of your spell
slots are the same level To cast one of these Psionie spells, To
cast one of your Psionic spells of 1st level or higher, you must
expend a spell lot You regain all expended spell slots when
‘you finish a long rest
For example, when you are 10th level you have two 3rd
level spell slots. To cast the 2ncb-evel spell Mind Spike, you
‘must spend one of those slots, and you cast it as a 3rd-level
spell
SPELLS KNOWN OF 1ST LEVEL AND
HIGHER
At 2nd level you know two Lstlevel spells
the Psionic spell ist
‘The Spells Known column of the Psionic Soul table shows
when you learn more Psionic spells of your choice of Ist level
and higher. A spell you choose must be ofa level no higher
than what's shown in the table's Slot Level column for your
level When you reach 9th level for example, you learn a new
Psionic spell. which can be Ist or 2nd level
‘Additionally, when you gain a level in this class, you can
choose one of the psionic spells you know and replace it with
another spell from the psionic spel ist, which also must be of
a level for which you have spel slots.
Intelligence is your spelleasting ability for your Psionic
spells, ssince you Tearn your spells through dedicated study
and memorization. You use your Intelligence whenever a spell,
refers to your speleasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a
Psionie spell you east and when making an attack roll with
Spell save DC =5 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier Spelleasting Focus
You can use an arcane focus (see the Adventuring Gear
section) as a spellcasting focus for your sorcerer spells.
-your choice from
>
Pstonic SOUL SPELLCASTING
Level Catrips Known Spells Known Spell Slots Slot Level
1st : : :
2nd Ist
3rd Ast
4th ist
5th Ast
6th and
7th and
8th 2nd
Sth 2nd
Toth 2 3rd
vith 3rd
Vath
13th 3rd
14th
15th
6th
17th
18th
19th
20th
PSsIONIC TALENT
‘Also at 2nd level you ean choose one of the following
‘Talents
+ Psionic Discovery. You can unlock the ability east a
‘[Link] Psionic spell you dont already know: After
‘meditating for 10 minutes(which can be done during a
rest} roll your Psionic Talent die, and choose a Psionic
spell ofa level for which you have spel slots and that is in
the schoo! of divination or enchantment. You know the
chosen spell for a number of hours equal to the number
you rolled
‘+ Paychic Sorcery. When you cast a spell, you can use your
‘mind to form it, rather than relying on words, gestures, and
materials. To do so, rll your Psionic Talent die. The spell
then requires no verbal component, and if you rolled the
level ofthe spell or higher, the spell doesnt require somatic
for material components either.PSYCHIC STRIKE
6th-Jevel Psionie Soul feature
‘You have learned to channel additional psychic energy into
your spells. Immediately after you deal damage to a creature
with a Psionic spell for which you expend a spell slat, you can
roll your Psionic Talent die and also deal psychic damage to
that creature equal (o the number rolled You can deal this
extra damage only once per turn
EXTENDET PSYCHE
12th level Psionie Soul Feature
At 12th level your gaining your first Extendet Spell wich is 2
6h Il spell from your Psionics spell list. You have learnd to
tap into an hidden power that surounds everything, granting
you stronger Spell like Abilities. You gain more powers as you
grow stronger gaining an 7th level Spel at 14th level. an 8th
level spell at 16th level and an 9th level spell at 18th level
Each use of those spells decrease your Psionic Talent die by
wo sizes.
Minp Over Bopy
18 level Psionic Soul feature
You can now use the psi that flows through you to give your
body extraordinary abilities. As a bonus action, you can rl
‘your Psionic Talent die and spend 1 Spell Slot o magically
transform yourself for a number of hours equal to the number"
rolled. Until the transformation ends, you gain one of the
following benefits of your choice:
‘+ You can see any invisible creature within 60 feet of you,
provided it isnt behind total cover.
‘You gain a fying speed equal to your walking speed and
you can hover.
+ You gain a swimming speed equal to twice your walking
‘speed, and you can breathe underwater
+ Your body, along with any equipment you are wearing or
carrying, becomes pliable. You can move through any
‘space as narrow as 1 inch without squeezing, and you ean
‘spend 5 feet of movement to escape from nonmagical
restraints or being grappledCanrrips (0 Levet)
Booming Blade
Control Flames
Elérteh Blast
Friends
Guidance
Gust
Mage Hand
Message
Mind Sliver
Minor illusion
Mold Earth
Prestidigitation
Ressistance
Shape Water
Sword Burst
‘Thaursaturgy
Thunderclap
True Strike
Vicious Mockery
Ast LeveL
Anil Friendship
Bane
Beast Bord
Bless
Catapult
Cause Fear
Charm Person
Comnmand
Compelied Duel
Comprehend Language
Dissonant Whispers
Earth Ternor
Expedltious Retreat,
Feather Fall
Floating Disk
Heroism
Hideous Laughter
Ie Insinvation
sure
Mage Armor
Magic Missile
Shield
Shield of Faith
sleep
Speak with Animals
Thunderwave
Unseen Servant
Zephyr Strike
2no LeveL
Animal Messenger
Beast Sense
Blindness/Deafness
Blur
Calm Emotions
Cloud of Daggers
Continual Flame
Cordon of Arrows
Crown of Madness
Darkvision
Detect Thoughts
Dust Devil
Earthbind
Enhance Ability
Enthrall
Flarne Blade
Gust of Wind
Heat Metal
Hold Person
Knock
Lesser Restoration
Levitate
Mental Barrier
Mind Spike
Mind Thrust
Mirror image
Misty Step
Phantasmal Force
Ray of Enfeeblement
See Invisible
Shadow Blade
Shatter
Skywrite
Spider Climb
Spiritual Weapon
‘Suggestion
Thought Shield
Warding Wind
Zone of Truth
3RD LEVEL
Beacon of Hope
Blink
all Lightning,
Catnap
Clairvoyance
Counterspell
Dispel Magic
Enemies Abound
Erupting Earth
Fear
Fy
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Melfs Miniature Meteor
Nondetection
Psionie Blast
Sending
Slow
Thunder Step
Tidal Wave
Water Walk
Wind Wall
47H LeveL,
Charm Monster
Compulsion
Confusion
Control Water
Dominate Beast
Ego Whip
Freedom of Movement
Grasping Vine
Hallucinatory Terrain
Locate Creature
Stone Shape
Storm Sphere
StH Leven
Anienate Objects
Antilife Shel
‘Arcane Hand
Awaken
Circle of Power
Conjure Volley
Control Winds
Destructive Wave
Dominate Person
Dream
Far Step
Geas
Hold Monster
Immolation
Intellect Fortress
Maelstrom
Mislead
Modify Memory
Rary's Telepathic Bond
Serying
Skill Empowerment
Steel Wind Strike
Swift Quiver
Synaptic Static
Telekinesis
Wall of Force
Wall of Light
6TH LeveL,
Blade Barrier
Bones of the Earth
Chain Lightning
Contingency
Disintegrate
Eyebite
Find the Path
Globe of Invulnerability
Harm
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Magic Jar
Mass Suggestion
Mental Prison
Move Earth
Otto's Iresistible Dance
Primordial Ward
Programmed Illusion
Psychic Crush
Scatter
Sunbearn
Tenser’s Transformation
True Seeing:
77H Lever
Delayed Blast Fireball
Forcecage
Mirage Arcane
Mordenkainen’s Sword
Power Word Pain
Project Image
Reverse Gravity
Simulacrura
Teleport
Whirlwind
87H LeveL
Antimagic Field
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Glibress
Illusory Dragon
Maze
Mind Blank
Telepathy
9TH Lever
Astral Projection
Foresight
Imprisonment
Psychic Scream
Time Stop
Weird
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