Table of Contents
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Psionics
- 1.4 Psionic Order
- 1.5 Psionic Recovery
- 1.6 Telepathy
- 1.7 Ability Score Improvement
- 1.8 Strength of Mind
- 1.9 Potent Psionics
- 1.10 Consumptive Power
- 1.11 Psionic Mastery
- 1.12 Psionic Body
- 2 Psionic Orders
- 2.1 Empath
- 2.2 Mind Melter
- 2.3 Egoist
- 2.4 Nomad
- 2.5 Psi-Blade
- 2.6 Consumptive Knife
- 2.7 Phantom Knife
- 2.8 Manipulator
- 2.9 Technopath
- 3 Images
Note: These rules are taken from the Mystic as detailed in Unearthed Arcana on Wizard’s official site. The rules stay mostly the same with only renaming of the class and its Orders. However, there is the addition of the Technopathy “Order”.
The powers of the mind are varied and limitless, and the psion learns how to unlock them. Whether he is a empath or a mind melter, an egoist or a nomad, or even a technopath, the psion learns to manifest psionic powers that alter himself and the world around him. Due to the limited powers that any one psion knows, each psion is unique in his capabilities, as his latent abilities are drawn out and shaped into the psionic powers that define the psion.
Each psion also gains unique abilities depending on his choice of disciplines: the egoist excels at altering his own physiology, while the nomad learns to manipulate the very fabric of space and time, and the generalist becomes a master of the overall principles of psionics, while sacrificing some of the unique abilities of the other disciplines.
As a Psion, you gain the following class features.
Hit Dice: 1d8 per Psion level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Psion level after 1st
Armor: Light Armor
Weapons: Simple weapons and pistols
Saving Throws: Intelligence, Wisdom
Skills: You gain Computer Use as a bonus skill and choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception and Religion
|Level||Proficiency bonus||Features||Talents Known||Disciplines Known||Psi Points||Psi Limit|
|1st||+2||Psionics, Psionic Order||1||1||4||2|
|2nd||+2||Psionic Recovery, Telepathy||1||1||6||2|
|3rd||+2||Psionic Order feature||2||2||14||3|
|4th||+2||Ability Score Improvement, Strength of Mind||2||2||17||3|
|6th||+3||Psionic Order feature||2||3||32||5|
|8th||+3||Ability Score Improvement, Potent Psionics (1d8)||2||4||44||6|
|11th||+4||Psionic Mastery (1/day)||3||5||64||7|
|12th||+4||Ability Score Improvement||3||6||64||7|
|13th||+5||Psionic Mastery (2/day)||3||6||64||7|
|14th||+5||Psionic Order feature, Potent Psionics (2d8)||3||6||64||7|
|15th||+5||Psionic Mastery (3/day)||3||7||64||7|
|16th||+5||Ability Score Improvement||3||7||64||7|
|17th||+6||Psionic Mastery (4/day)||4||7||64||7|
|19th||+6||Ability Score Improvement||4||8||71||7|
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.
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 Psion table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. You can choose your talents from the Psionic Disciplines and Talents page.
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A psion masters only a few disciplines at a time. At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Psion 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. You can choose your talents from the Psionic Disciplines and Talents page.
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 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.
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 mystic, 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.
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.
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
At 1st level, you choose a Psionic Order: Empath, Mind Melter, Egoist, Nomad, Psi-Blade, Manipulator, or Technopath each of which is detailed at the end of the class description. 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, and 14th level.
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
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.
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.
Strength of Mind
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 4th level, you can replace 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.
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent.
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 end that you’re concentrating on.
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.
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.
- You no longer age.
- You are immune to disease, poison damage, and the poisoned condition.
- If you die, roll a d20. On a 10 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 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve. Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics. Again, the names have changed, but they are similar to the ones listed under the Mystic in Unearthed Arcana.
Psions who become Empaths (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 mystics vary from tyrants to inspiring leaders who are loved by their followers.
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.
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Empath disciplines.
At 1st level, you gain proficiency with medium armor and shields.
Avatar of Battle
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.
Avatar of Healing
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.
Avatar of Speed
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.
Psions who become Mild Melters (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 mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Mind Melter disciplines.
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.
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.
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
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 have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. 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.
The Egoist (Order of the Immortal) uses psionic energy to augment and modify their physical form. 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 Egoists are notoriously difficult to kill.
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Egoist disciplines.
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
Starting at 3rd 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.
Surge of Health
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
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 mystic level + your Constitution modifier.
Psions who become Nomads (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.
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.
Breadth of Knowledge
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.
Memory of One Thousand Steps
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.
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.
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
Psions who become Psi-Blades (Order of the Soul Knife) sacrifices the breadth of knowledge other Psions gain to focus on a specific psionic technique. These Psions learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Psi-Blades vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.
At 1st level, you gain proficiency with medium armor and martial weapons.
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. This is the default appearance. In our setting, you have a bit more “flavor” appearances, but it doesn’t change base stats. Regardless of form you choose, it remains the same.
With this in mind, you can choose to make your Psionic Blades look like any melee weapon that doesn’t have a reach property (so, no whips or other flex weapons). You want it to look like a giant anime sword? Excellent, but it doesn’t change the properties. Want it to look like a staff of pure energy? Well, it does now, but it doesn’t change the properties.
For you, a Psionic Blade is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.
Hone the Blade
Starting at 3rd level, you can spend psi points to augment your Psionic Blade’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.
|Psi Points||Attack and Damage Bonus|
Starting at 6th level, whenever you slay an enemy creature with a Psionic Blade attack, you immediately regain 2 psi points.
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your Psionic Blade. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.
The Manipulator (as in one who manipulates energy and matter, or The Order of the Wu Jen) features some of the most devoted Psions. These Psions cast their minds into the world, seize control of its fundamental principles, and rebuild it.
In practical terms, Manipulators 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.
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Manipulator disciplines.
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.
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.
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|
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 one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.
A psion who chooses this path has learned to channel his mental energies into interfacing and controlling machines, computers, and other electronic devices. Like the Telepath, they use their minds to communicate with, control, or harm machines. In addition to the below benefits, you gain the skill Computer Use.
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Technopath disciplines.
At 2nd level, when you use Tech Construct, the assembled construct gains a bonus to their AC equal to your Int modifier. In addition, your Tech Constructs gain an additional menu option of the highest menu available when you manifest the power.
At 8th level, you can establish a Wifi Link with any vehicle or machine and know it intimately. You can use your skill Computer Use to pilot or use the machine as if you were proficient fly/pilot/use that vehicle or machine.
At 14th level, you no longer are affected by the effects of cybernetics. Thus you ignore the penalties for Constitution Cost for any cybernetics you have or will have installed. You still accrue Constitution Cost and cannot exceed your Constitution for the amount of cybernetics you have, but your Psi Points and Known Psionic Disciplines are no longer affected by high Constitution Costs.