Psion (5e Class)
From D&D Wiki
- 1 Psion
- 2 Creating a Psion
- 3 Class Features
- 4 Class Features
- 5 Psionic Manifestations
- 5.1 Adept
- 5.2 Battlemind
- 5.3 Dreamwalker
- 6 Psion Spell List
- 7 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?
Creating a Psion
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)
- 4d4*10 gold pieces and a Mental (Arcane) Focus
|Mentality Points||Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|4th||+2||4||Ability Score Improvement||5||5||4||3||—||—||—||—||—||—||—|
|5th||+3||5||Clarity of Cognition||5||6||4||3||2||—||—||—||—||—||—|
|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||Psychoregenesis, Manifestation Feature||6||13||4||3||3||3||2||1||1||—||—|
|16th||+5||16||Ability Score Improvement||6||15||4||3||3||3||2||1||1||1||—|
|19th||+6||19||Ability Score Improvement||6||18||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 or Dreamwalker, both 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.
Starting at 2nd level, you tap into your inner mindpower. You have 2 mentality points, 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 1 mentality point to make the range of the spell 30 feet.
- Fortress: You may expend 2 mentality points to increase your AC and you gain your int modifer to your intelligence spell saving throws 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.
- Teleportation: As a bonus action, you can use 2 mentality points to teleport a distance up to 10 + (5 x Intelligence modifier) feet.
- 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, 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 per spell level to change the casting time to 1 bonus action for this casting. If the spell is a cantrip, spend 1 mentality point.
- Pressure: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 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 per creature and can choose a number of those creatures up to your Intelligence modifier (minimum of one creature). Any chosen creatures 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.
Starting at 3rd level, you become skilled at reading your foes. With this capability, you can call upon your gift to strike with increased accuracy. You add your Intelligence modifier (minimum 1) to an attack roll, after the roll, but before the announcement of the result. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest.
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.
Clarity of Cognition
At 5th level, psions are well practiced in training their minds. When rolling to deal psychic damage, you can reroll a one, but must use the new number, even if it is another one. You also gain advantage on saving throws to resist being charmed or frightened at this level.
At level 10, when casting a psion spell that targets only one creature, you may target an additional creature within range that is 5 feet from a target. If it is a touch spell, you may target an additional creature within 5 feet of yourself or the touched creature. You also gain resistance to psychic damage.
Beginning when you reach 14th level, you regain 4 of your expended mentality points when you finish a short rest.
At level 17 when rolling to deal psychic damage you can reroll a one and a two but must take the new result, even if it is another one or two.
At the 20th level, you are the embodiment of sheer mindpower. You gain the ability to bypass psychic resistance, but not immunity, with your psionic spells and abilities. You also regain 8 expended mentality points after 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 18th level, you gain True Sight for 60 feet.
At the 6th level, when you deal damage with a Psion spell, you may roll an additional die when you roll the highest value on the die. In addition you have resistance to being Charmed or Frightened.
At the 14th level, you cannot be charmed or frightened.
In addition, spells of 1st level or higher that you cast ignore a target's resistance to psychic damage.
Aura of Mental Rend
At level 18, as an action, you can overchannel your psychic abilities for 1 minute to emanate a harsh aura of pure psionic energy. This aura emanates in a 25-foot radius and any hostile creature that starts its turn in the aura takes 13(2d12) psychic damage. In addition, you gain advantage on attack rolls that result in psychic damage. Enemies gain disadvantage against your Psion spell saves. You can do this once per long rest.
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
Your psychic power synergizes with your physical being, increasing your stamina. At 1st level, your hit point maximum increases by 1 and increases by 1 again 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 may make three weapon attacks while making the attack action.
- Your weapon attacks deal an additional 1d12+your Intelligence modifier psychic damage.
- 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 can summon your dream form for 1 mentality point as an action.
Your dream form is a somewhat hazy illusory copy of yourself. When summoning your dream form, it appears in an unoccupied space adjacent to you. It lasts until you dismiss it as a bonus action, or until you summon your dream form again (and you have the maximum number of dream forms permitted). You may only summon 1 dream form at a time. At level 6, you may summon 2. You may summon 3 at level 18.
Your dream form shares your movement statistics, and you can simultaneously perceive through its senses. On your movement action, you may simultaneously move your dream form. Your dream forms and allies may pass through one another, and your dream forms may pass through you. Your dream form is immune to your damage. It dissipates if it moves 100 feet or more away from you. It also dissipates 1 hour after being summoned.
You and creatures friendly to you gain advantage on attack rolls against targets adjacent to your dream form. If your dream form takes damage, it dissipates. It shares your AC and saving throw modifiers. It is immune to psychic damage. You can cast spells as though you were in your dream form's space. Also spells you cast that affect yourself now affect your dream forms.
For a creature to non-magically discern that your dream form is not you, it must succeed on an Investigation or Insight check against your Psion Spell Save DC.
Shatter Dream Form
At 3rd 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 2d10 + your intelligence modifier + your Psion level. On a success, they take just half damage. You can also choose to have your dream forms shatter upon taking damage.
At level 6, as a reaction to when you are about to take damage, you may spend 1 mentality point to summon your dream form in your space, and you teleport to a space adjacent to your dream form, without provoking an opportunity attack or taking damage. Alternatively if a dream form would take damage instead you can switch spaces with it for 1 mentality point and take the damage. If the damage is in a form of AOE instant such as fireball or lightning breath you may teleport outside of targeted area, though this will double the cost of mentality points.
At level 11, 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 1d10 psychic damage. You can spend 2 mentality points when doing so to regain 25% of the damage as HP.
Psion Spell List
- Mage Hand (is invisible for Psions and considered a Psion spell)
- Minor Illusion
- True Strike
- Vicious Mockery
- 1st Level
- Charm Person
- Compelled Duel
- Comprehend Languages
- Catapult (EE Players Companion)
- Detect Magic
- Dissonant Whispers
- Floating Disk (is invisible for Psions)
- Illusory Script
- Silent Image
- Tasha’s Hideous Laughter
- Witch Bolt
- Mind Blast
- Guiding Bolt
- Mind Spike
- 2nd Level
- Alter Self
- Calm Emotions
- Lesser Restoration
- Crown of Madness
- Detect Thoughts
- Heat Metal
- Hold Person
- Mirror Image
- Phantasmal Force
- See Invisibility
- Zone of Truth
- Hone Senses (5e Spell)*
- Psionic Ward (5e Spell)*
- Dispel Magic
- Hypnotic Pattern
- Major Image
- Protection from Energy
- Water Walk
- Psyche Drain*
- Mind Wipe*
- Black Tentacles
- Dimension Door
- Hallucinatory Terrain
- Otiluke’s Resilient Sphere
- Phantasmal Killer
- Animate Objects
- Bigby’s Hand
- Dominate Person
- Hold Monster
- Legend Lore
- Modify Memory
- Synaptic Static
- Teleportation Circle
- Wall of Force
- Chain Lightning
- Mass Suggestion
- True Seeing
- Mass Mind Wipe*
- Magic Jar
- Plane Shift
- Project Image
- Reverse Gravity
- Extrasensory Strike (5e Spell)
- Antimagic Field
- Dominate Monster
- Power Word Stun
- Mind Blank
- Create Thrall (PHB 110) # of Thralls = (1/2 Int mod)
- Power Word Kill
- Psychic Scream
- Time Stop
Prerequisites. To qualify for multiclassing into the Psion class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Psion class, you gain the following proficiencies: