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Psionic Page

Multiclass Spell casting Level If Applicable
Class 1 LV + Class 2 LV = Multi-class caster level

Character Level Class Leveled Slots Gained Spells Gained Character Level Class Leveled Slots Gained Spells Gained
Level 1: Level 11:
Level 2: Level 12:
Level 3: Level 13:
Level 4: Level 14:
Level 5: Level 15:
Level 6: Level 16:
Level 7: Level 17:
Level 8: Level 18:
Level 9: Level 19:
Level 10: Level 20:
Cantrips: Bonus:


Awakened Discipline: Aura Sight
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.

  • Psychic Focus While focused on this discipline, you have advantage on Wisdom (Insight) checks.
  • Assess Foe (2 psi) As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
  • Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
  • View Aura (3 psi; conc., 1 hr.) As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom(Insight) and Charisma checks you make against it.
  • Perceive the Unseen (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Awakened Discipline: Intellect Fortress
You forge an indomitable wall of psionic energy around your mind — one that allows you to launch counterattacks against your opponents.

  • Psychic Focus While focused on this discipline, you gain resistance to psychic damage.
  • Psychic Backlash (2 psi) As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
  • Psychic Parry (1–7 psi) As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.
  • Psychic Redoubt (5 psi; conc., 10 min.) As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Awakened Discipline: Mantel of Awe
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

Psychic Focus While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

  • Charming Presence (1–7 psi) As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat.
    Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.
  • Center of Attention (2 psi; conc., 1 min.) As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
  • Invoke Awe (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Awakened Discipline: Precognition
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

  • Psychic Focus While focused on this discipline, you have advantage on initiative rolls.
  • Precognitive Hunch (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
  • All-Around Sight (3 psi) In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
  • Danger Sense (5 psi; conc., 8 hr.) As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
  • Victory Before Battle (7 psi) When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

Awakened Discipline: Psychic Assault
You wield your mind like a weapon, unleashing salvos of psionic energy.

  • Psychic Focus While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
  • Psionic Blast (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.
  • Ego Whip (3 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
  • Id Insinuation (5 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.
  • Psychic Blast (6 psi) As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.
  • Psychic Crush (7 psi) As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Type of Spell List you can access

Spell Slot Recovery

Spell Preperation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Psionics
As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. You chose your talents from the Psionic Talents list.

Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time, and choses them from the Psionic Discipline list.

At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

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 mystic level, as shown in the Psi Points column of the Mystic 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 mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi point son a discipline each time you use it, no matter how many psi points you have.

Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

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 save DC = 8 + your proficiency bonus + your Intelligence modifier

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Cantrip Level 1 Level 2 Level 3 Level 4
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Level 5 Level 6 Level 7 Level 8 Level 9
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Bold = Prepared Spell

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