Psion, Variant (5e Class)
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- 1 Psion
- 2 Class Features
- 3 Class Features
- 4 Psionic Manifestations
- 4.1 Adept
- 4.2 Battlemind
- 4.3 Dreamwalker
- 4.4 Psion Spell List
- 5 Multiclassing
Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream. You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability's first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many. A flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you, and your thoughts themselves are weapons half-sheathed. If a god can reshape the world and you can enthrall a god, what does that make you?
As a psion you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple, shortswords
Saving Throws: Intelligence and Wisdom
Skills: Choose 3 from the following; Arcana, Persuasion, Deception, History, Perception, Insight, Intimidate
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Simple Melee Weapon or (b) shortsword, dagger
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Light Crossbow or (b) Shortbow
- (a) Leather armor or (b) Breastplate (If proficient)
- 5d5*10 gold pieces and a Mental (Arcane) Focus
|Mentality Points||Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||2||Spellcasting, Psionic Manifestation, Mentality||4||2||2||—||—||—||—||—||—||—||—|
|4th||+2||4||Ability Score Improvement||5||5||4||3||—||—||—||—||—||—||—|
|6th||+3||6||Psionic Manifestation Feature||5||7||4||3||3||—||—||—||—||—||—|
|8th||+3||8||Ability Score Improvement||5||9||4||3||3||2||—||—||—||—||—|
|12th||+4||12||Ability Score Improvement||6||12||4||3||3||3||2||1||—||—||—|
|14th||+5||14||Psionic Manifestation Feature||6||13||4||3||3||3||2||1||1||—||—|
|16th||+5||16||Ability Score Improvement||6||14||4||3||3||3||2||1||1||1||—|
|18th||+6||18||Psionic Manifestation Feature||6||15||4||3||3||3||3||1||1||1||1|
|19th||+6||19||Ability Score Improvement||6||15||4||3||3||3||3||2||1||1||1|
As a student of psionics, you have mastered the ability to cast spells with your mind.
At 1st level, you know four cantrips of your choice from the psion spell list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the psion spell list.
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 for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the psion spells you know and replace it with another spell from the psion spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your psion spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your psion spells.
Choose a Psionic Manifestation which describes the inherent expression of your innate psychokinetic abilities: Adept, Battlemind, or Dreamwalker, all detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
At 1st level, you are able tap into your inner mindpower. You have 1 mentality point, and you gain more as you reach higher levels, as shown in the Mentality Points column of the Psion table.
You can never have more mentality points than shown on the table for your level. You regain all spent mentality points when you finish a long rest
Also starting at 2nd level, you gain the ability to augment your powers in certain respects as an extension of your capabilities. You gain two of the following Augmentation options of your choice. You gain another one at 10th and 17th level.
You can use only one Augmentation option on a spell when you cast it, unless otherwise noted.
- Mind’s Reach
When you cast a spell that has a range of 5 feet or greater, you can spend 1 mentality point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 2 mentality point to make the range of the spell 30 feet.
You may expend 2 mentality points to increase your AC by your int modifier until the end of your next turn. This may be used as a bonus action on your turn, or as a reaction when targeted by an attack or spell.
As a bonus action use 2 mentality points to teleport a distance up to 10 feet + 5 x your Intelligence mod.
- Mind’s Ward
As a reaction to being targeted by a spell or an ally within 30 feet being targeted by a spell, spend 1 mentality point to reduce the spell’s damage by 1/4 your level (rounded up) * your Intelligence mod. You may apply this to multiple creatures within range as long as they are targeted by the same spell. Add 2 mentality points for each additional character.
- Psychic Ruin
When rolling for psychic damage from a spell, spend 2 mentality points per spell level to maximize that spell’s damage output. If the spell is a cantrip, spend 1 mentality point.
- Hasten Mind
When you cast a spell that has a casting time of 1 action, you can spend 2 mentality points to change the casting time to 1 bonus action for this casting.
When you cast a spell that has a duration of 1 minute or longer, you can spend 2 mentality point to double its duration, to a maximum duration of 24 hours.
- Mind Link
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 mentality point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Mind’s Eye
When making a perception or insight check, add your Intelligence mod to the roll, spending 1 mentality point.
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of mentality points equal to the spell's level to target a second creature in range with the same spell (1 mentality point if the spell is a cantrip).
Ability Score Improvement
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.
At 20th level, you regain 4 of your expended mentality points when you finish a short rest.
Psychic abilities manifest differently for some Psions than they do others. Some Psionic abilities strengthen the mind to exert its power on the minds of others in the Adept. For other Psions, Psionics strengthen the body, increasing the capabilities of the Psion in weaponized combat, as in the Battlemind.
You are the embodiment of mind-power, and you use your psychic power to dominate the minds of your enemies. Quick and cunning, the Adept can deal massive amounts of psychic damage and can provide great support for any party.
At level 1, while not wearing heavy armor, your speed increases by 10 feet. At 9th level, you gain the ability to move along vertical surfaces and across liquids without losing your footing.
At 6th level, adepts are well practiced in training their minds. When rolling to deal psychic damage, you may roll an additional dice when you roll the highest value on the dice.
You are also resist psychic damage, and gain advantage on saving throws vs being frightened or charmed.
At the 14th level, you immune to being charmed or frightened. In addition, you gain one more augmentation
Aura of Mental Rend
At level 18, as an action, you can over-channel your psychic abilities and you emanate a harsh aura of pure psionic energy. For one minute , or until you fall unconscious, you gain the following effects:
- This aura emanates in a 25-foot radius and any hostile creature that starts its turn in the aura takes 13(2d12) psychic damage.
- You gain advantage on spell attack rolls that result in psychic damage.
- Your spell DC increase by +2.
You must finish a long rest before using this feature again.
You have become a combatant whose mind synergizes with their body, utilizing your Intelligence and martial prowess to decimate foes and turn the tide of any fight.
At level 1, you can cast spells with somatic components with both of your hands full.
At level 1, you gain proficiency in medium armor, shields, and martial weapons.
Mind and Body
At 1st level, your psychic power synergies with your physical being, increasing your stamina. At 1st level, your hit die increases by 1 and you gain 1 additional hit-point whenever you gain a level in this class.
At level 6, you may make two attacks when you take your attack action on your turn.
At level 14, you can now channel your psychic energy through your weapons. You can expend one spell slot to deal psychic damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 7d6.
At level 18, you can overchannel your psychic abilities and your body enters a state of zeal. For one minute, or until you fall unconscious, you gain the following effects:
- You gain advantage on all physical based saving throws.
- You add your Intelligence modifier and you gain advantage on concentration checks
- Your weapon attacks deal additional 1d6 psychic damage + your Intelligence modifier.
- Your AC increases by your Intelligence modifier.
You must finish a long rest before using this feature again.
Psions who devote their full attention to lucid dreaming can fashion themselves a dream form capable of acting in the waking world, even while the Psion remains conscious.
At level 1, you gain the ability to cast the spell Dream Form by spending 1 mentality point as an action.
- Dream Form
- Casting time
- 1 Action
- 1 Hour
You may summon a dream form which is a hazy illusory identical copy of yourself that appears in an unoccupied space adjacent to you. Your dream form can move a amount equal to your characters movement speed and can move through friendly targets. You are able to move at the same time as your dream form. Also you can spend a action to concentrate and perceive through your dream forms senses as long as your concentrating. You can also cast spells as though you were in your dream form's space.
If your dream form moves 100 feet or more away from you the dream form dissipates or you use a bonus action to dismiss it.
Also if your dream form takes damage it dissipates. It shares your AC and saving throw modifiers, its immune to psychic damage, and damage delt by you.
A creature can always tell that this is an illusion unless you expend a 3rd level spell slot to make it appear more realistic. Then it must succeed on a Investigation or Insight check against your Psion Spell Save DC to determine if its real or not.
At level 9 you may summon 2, and at 18 you may summon 3 dream forms.
Shatter Dream Form
At 1st level, you can, as an action, shatter all of your dream forms, destroying them. When you do so, enemies within 10 feet must make an Intelligence saving throw. On a failure, they take psychic damage equal to 2d6 + your intelligence modifier + your Psion level. On a success, they take just half damage.
At level 6, After you take damage you may spend a reaction and 1 mentality point to summon your dream form in your space, and you teleport to a space within 5 feet of your dream form, without provoking an opportunity attack. Alternatively you may summon a dream form adjacent to yourself. This is done after damage is dealt to you.
At level 14, as a bonus action, you may also switch spaces with a summoned dream form. Summoning or shattering a dream form costs only a bonus action. When your dream form takes damage, you can use your reaction to instead take damage for it, and the dream form remains intact.
At level 18, shattering a dream form deals an additional 1d6 psychic damage. You can spend 2 mentality points when doing so to regain 25% of the damage as HP.
Psion Spell List
- 1st Level
bane, charm person, command, compelled duel, comprehend languages, catapult, detect magic, dissonant whispers, feather fall, floating disk (is invisible for Psions), heroism, identify, illusory script, jump, shield, silent image, sleep, hideous laughter, thunderwave, witch bolt, psionova, mind blast, mind spike
- 2nd Level
aid, alter self, blindness/deafness, blur, calm emotions, crown of madness, detect thoughts, enthrall, hold person, invisibility, levitate, mirror image, phantasmal force, pyrotechnics, see invisibility, shatter, silence, suggestion, zone of truth, concuss, psydarts, psionic ward
- 3rd Level
- 4th Level
- 5th Level
- 6th Level
- 7th Level
- 8th Level
- 9th Level
Prerequisites. To qualify for multiclassing into the Psion class, you must meet these prerequisites:
13 Int and 13 Wis