Telepathy Starting at 2nd level, your mental aura is able to touch the minds of other intelligent creatures. You can communicate telepathically with any creature you can see within 60 feet of you. You don’t need to share a language with the creature to communicate with it in this way, but the creature must be able to understand at least one language. Mystic Order When you reach 2nd level, you choose an order of psionic mastery: Awakened, Immortal, or Wu Jen. Your choice grants you a feature when you choose it at 2nd level and again at 6th, 10th, and 14th level. Order Spells Each Mystic Order has a list of order spells. You can cast an order spell as a psion spell, expanding a spell slot as normal. Once you cast an order spell, you can not cast that spell again until you complete 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. Psionic Radar Starting at 7th level, you can sense the presence of any creature with the Innate Spellcasting (Psionics) trait or Spellcasting (Psionics) class feature within 600 feet of you. You can tell how many creatures there are, but you can't distinguish anything about them, their location, or the distance to them. At your DM's discretion, certain creatures without those tags may be considered psionic, allowing you to sense them as well. Ascended Mind Starting at 11th level, your psionic ability has reached new peaks. Your Telepathy class feature now has a range of 120 feet, and you can communicate with up to three other creatures at a time, allowing them to hear each other. In addition, you can add your Intelligence modifier to the damage rolls of any mystic cantrip you cast. True Form At 20th level, your psionic power flows into your body. You gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You do not need to eat, drink, breathe or sleep, and you are immune to the unconscious condition. • You are immune to poison damage, the poisoned condition, exhaustion, and disease. • You have advantage on death saving throws.
You start with the following equipment, in addition to the equipment granted by your background: • leather armor • a simple weapon • (a) alchemist's supplies or (b) a medicine kit • (a) an explorer's pack or (b) a scholar's pack
Spellcasting (Psionics) You have learned the art of psionic spellcasting, giving you magical power only limited by your mind. See chapter 10 of the player's handbook for the general rules of spellcasting and the bottom of this document for the psion spell list. Cantrips At 1st level, you know three cantrips: Mage Hand and two of your choice from the psion spell list. The hand you conjure with Mage Hand is invisible. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table. Spell Slots The Psion table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these psion spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Psionics Your study of psionics allows you to cast spells in a way that is much different from others. When you cast a spell from this class, you do not need to provide any components, including material components that have a cost. Psion Spells Cantrips Blade Ward Dancing Lights Fire Bolt Guidance Light Mage Hand Minor Illusion Shocking Grasp Sword Burst Thunderclap True Strike Vicious Mockery 1st Level Charm Person Chromatic Orb Comprehend Languages Detect Magic Dissonant Whispers Feather Fall Magic Missile Shield Sleep Thunderwave 2nd Level Blur Calm Emotions Cloud of Daggers Darkvision Detect Thoughts Earthbind Enlarge/Reduce Enthrall Heat Metal Hold Person Levitate Mind Spike Mirror Image Misty Step Phantasmal Force See invisibility Shadow Blade Silence Spiritual Weapon Suggestion 3rd Level Blink Clairvoyance Counterspell Dispel Magic Enemies abound Fear Fly Gaseous Form Lightning Bolt Major Image Meld Into Stone Protection from Energy Slow Thunder Step Water Breathing 4th Level Arcane Eye Banishment Charm Monster Compulsion Confusion Fabricate Hallucinatory Terrain Locate Creature Otiluke's Resilient Sphere 5th Level Creation Dominate Person Dream Far Step Hold Monster Mislead Modify Memory Scrying Synaptic Static Telekinesis Wall of Force 6th Level Disintegrate Eyebite Flesh to Stone Mass Suggestion Mental Prison Programmed Illusion Tenser’s Transformation True Seeing 7th Level Crown of Stars Etherealness Forcecage Mirage Arcane Plane Shift Power Word Pain Project Image Teleport 8th Level Antipathy/Sympathy Dominate Monster Feeblemind Mind Blank Power Word Stun 9th Level Astral Projection Foresight Power Word Kill Psychic Scream Time Stop Weird
Order of the Awakened Psions of the Order of the Awakened use their techniques to touch the minds of others, allowing them to incluence others in various ways. While this power can be used for good or evil, most awakened psions simply use their powers when necessary without any other goals. Order Spells You gain order spells at the psion levels listed. Order of the Awakened Spells Psion Level Spell 2nd disguise self 3rd arcane aura 5th clairvoyance 7th phantasmal killer 9th geas Aura Sense Starting at 2nd level, you can expand your mental aura to detect any others near you. As an action, you can detect the presence of any creature within 60 feet of you that has an Intelligence score higher than 3. A creature protected by a mind blank spell or similar magic is immune to this. You can use this three times, and regain expended uses after a long rest. Psychic Inquisition At 6th level, your telepathic abilities can provide you a gateway into the minds of others. You have advantage on insight checks against any creature that you can communicate with telepathically, and you know if a creature you are communicating with via telepathy is lying. Superiority of Mind Beginning at 10th level, your mental strength protects you from unwanted attacks on your will. Your thoughts cannot be read by any means, and you cannot be charmed or frightened by any creature with an Intelligence score lower than yours. Id Insinuation At 14th level, your mastery of the awakened technuque allows you to mess with the being of others. As an action, you can force a creature within 60 feet of you to succeed on an Intelligence saving throw or lose the ability to control its id for one minute. For the duration, the creature cannot take any actions other than the Attack or Dodge action, has disadvantage on Intelligence, Wisdom, and Charisma saving throws, and cannot cast spells or use class features. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. Once you use this ability, you can not use it again until you finish a long rest. Order of the Immortal Those who follow the Immortal tradition believe completely in mind over matter, pushing their surroundings and even their own bodies to the limit with their psionic energy. Order Spells You gain order spells at the psion levels listed. Order of the Immortal Spells Psion Level Spell 2nd longstrider 3rd flaming sphere 5th revivify 7th stoneskin 9th arcane hand Psychic Barrier Starting at 2nd level, you can use the clarity of your psionics to absorb damage. As a reaction to taking damage, you can use your reaction to reduce the damage taken by a number equal to twice your psion level. This feature does not work if you have already reduced the damage by some other means, such as resistance. Once you have used this reature, you must complete a short or long rest before using it again. Mind Thrust At 6th level, you can push out with your mind to shove creatures away. As an action, you can expend a spell slot and target up to three creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pushed up to 5 feet per level of the spell slot away from you. Battle Ready Beginning at 10th level, you have honed your mind and body to take on the most powerful of blows. You have resistance to force and psychic damage, and while you are not wearing armor, your armor class equals 13 + your Constitution modifier. Force Grasp Starting at 14th level, you can attempt to grasp at an object or creature within 100 feet of you as an action. Make an Intelligence check contested by the target's strength check. If the target succeeds, it takes 4d8 force damage. If you succeed, you pull the creature up to 50 feet in a straight line towards you, and it takes 1d10 force damage for every 5 feet it is moved. Once you have used this ability, you must complete a short or long rest before using it again. Order of the Wu-Jen Psions who join the Order of the Wu-Jen are generally looking to expand their knowledge, pushing the boundries of psionics and broadening their abilities. A Wu-Jen psion will often dabble in other forms of magic, seeking to perfect themselves and their technique. Order Spells You gain order spells at the psion levels listed. Order of the Wu Jen Spells Psion Level Spell 2nd identify 3rd blindness/deafness 5th magic circle 7th watery sphere 9th destructive wave Adaptive Psyche Beginning at 2nd level, you gain proficiency with one language or tool of your choice. After completeing a short or long rest, you can change this proficiency to another tool or language. You cannot chose a language you have never heard before. Magical Secrets At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Psion table, or a cantrip. The chosen spells count as psion spells for you but don’t count against the number of psion spells you know. If the spell has a material component with a cost, the cost cannot exceed an amount of gold equal to 50 multiplied by your psion level. If the spell has a variable material cost, such as imprisonment, you can not cast the spell in instances where the material cost would exceed that number. When you gain a level in this class, you can replace one of the spells from this feature with a new spell of your choice. Elemental Defense Starting at 10th level, your experimentation has provided you with the mindset to defend against the elements. You gain resistance to either acid, cold, fire, lightning, or thunder damage. Whenever you complete a long rest, you can change the type you resist. In addition, you are immune to the effects of extreme environmental heat, cold, and altitude. Master of All At 14th level, you can choose a 2nd or 6th level feature from any wizard archetype. That is now considered a psion feature for you.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting (Psionics) | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Telepathy, Mystic Order | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | - | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | - | 4 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Mystic Order Feature | 4 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Psionic Radar | 4 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | - | 4 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Mystic Order Feature | 5 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Ascended Mind | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | - | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Mystic Order Feature | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | - | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | - | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | - | 5 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | True Form | 5 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |