Whenever you manifest a power of 1st level or higher to If the target's soul is unwilling to return, they get a -4
restore hit points to a creature, you can spend additional psi penalty to all attack rolls, saving throws, and ability checks.
points, up to your Intelligence modifier so long as it does not This penalty goes away after the target takes a long rest. If
surpass your psi limit. If you do, that power restores an the target's soul is trapped or unable to return, you may make
additional number of hit points equal to the additional psi an Intelligence (Psionics) check contested by a Wisdom
points spent. saving throw by the creature keeping their soul trapped, or a
DC set by the DM otherwise.
At 10th level, the creature instead regains additional hit
points equal to twice the number of additional psi points The target is restored to life with all of their hit points, and
spent. gains any effects from your Psion abilities as though you had
manifested a power that restores hit points to them. In
Split Healing addition, they regain up to 7 levels of spell slots, or up to 7 psi
points, in any combination of their choice.
Also at 1st level, you have learned to channel your power
across multiple creatures. You cannot use this ability again until you finish a short or
long rest.
Whenever you manifest a power of 1st level or higher to
restore hit points to a creature, so long as it has a range of Disciple of the Nomad
touch, you may target two creatures rather than one, Disciples of the nomad are an avidly curious subset of psions,
restoring half the hit points rounded down to each. who derive discipline from the long journeys they take in life.
Psychoportation powers move the manifester, an object, or
Renewal another creature through space and time. At its heart, this
discipline requires a succinct, gut-level understanding of the
Beginning at 6th level, you can cause a creature's mind to structure of reality. Those who become disciples of the
bring their body into a stable state. nomad try the impossible, and sometimes succeed.
As an action, you can expend 2 psi points per rolled death Disciple of the Nomad Manifestations
saving throw of a creature you touch to give them hit points
equal to your Intelligence modifier. You can choose from the list of nomad manifestations, as well
as psion manifestations, when you prepare manifestations.
Strength of Body
Phasing Strike
Starting at 10th level, you cause the mind's of creatures to
fortify their bodies from injury. At 1st level, you can strike an enemy with psionic energy,
which surges into their body and mind.
Whenever you manifest a power of 1st level or higher to
restore hit points to a creature, that creature gains a +1 As an action, you hurl an orb of sonic energy. Make a
bonus to AC until the start of your next turn. ranged psionic attack against a creature within 60 feet of you
that you can see. On a hit, you deal thunder damage equal
Strength of Mind 1d8 plus your Intelligence modifier, as the orb bursts on
contact. This damage increases by 1d8 when you reach 5th
Beginning when you reach 14th level, your mind lets out level (2d8), 11th level (3d8), and 17th level (4d8).
waves of energy that strengthen those around you when you
aid them. If you hit a creature, you can spend 1 point of psionic
power to force it to make a Charisma saving throw. On a
Whenever you manifest a power of 1st level or higher to failure, the creature's next attack or effect that targets you
restore hit points to a creature, that creature gains abonus to before the end of your next turn is hampered, as psionic
each of their saving throws equal to one half your Intelligence energy partially phases out the effect. It makes its first attack
modifier, rounded down (Minimum 1). roll against you with disadvantage, or if you must make a
saving throw against one of its effects, you make the first one
Equilibrium of Body and Mind with advantage.
Starting when you reach 18th level, you are able to precisely Skate
control the energies of your mind enough to restore just
enough strength to someone. Also at 1st level, you and those around you can slide along
solid ground as if on ice.
Whenever you roll one or more dice to restore hit points
with a power, any die that results under the average becomes As an action, you and willing creatures you designate
the average instead. For example, instead if you roll under a 2 within 30 feet of you can start or stop psionically skating. You
on a d4, it becomes 2 instead. maintain equilibrium by mental will alone, allowing graceful
turning and stopping with ease. A skating creature ignores
Destiny of the Strong difficult terrain, attack rolls have advantage against it, and
when it takes the Dash action, it can move an additional
At 20th level, you have unlocked the secrets of life and death amount of feet equal to half its speed without costing its
and can control them at a whim. As an action, you can touch movement.
a creature that has been dead for no longer than 1 month and
spend 15 psi points. This neutralizes any Poisons and cures
both normal and magical Diseases afflicting the creature
when it died. This ability does not remove curses and if such
an effect is not removed prior to use of this ability, they afflict
the target on its return to life. This effect closes all mortal
wounds and restores any missing body parts, as well as
restoring any skin, flesh, or bone that has rotted or gone
missing while removing any rot still there.
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There and Back Again Disciple of the Seer
Disciples of the seer are psions who master clairsentience
Starting at 6th level, you can instinctively dodge out of the powers - powers which enable you to learn secrets long
way of certain area effects, such as a red dragon's fiery breath forgotten, to glimpse the immediate future and predict the far
or an Ice Storm spell, by partially phasing your body to a future, and to generally know what is normally unknowable.
different location.
Disciple of the Seer Manifestations
When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you You can choose from the list of seer manifestations, as well
instead take no damage if you succeed on the saving throw, as psion manifestations, when you prepare manifestations.
and only half damage if you fail.
Psionic Anchor
Agile Defense
At 1st level, you can pierce an enemy's mind with a psionic
Starting at 10th level, you have learned a teleportation trick anchor, allowing you to know their general location.
that allows you to appear as if you are in two places at once.
As an action, choose a creature you can see within 60 feet
You can use your bonus action to take the Dodge action. of you. A white-hot halo of psionic energy appears around its
head, causing it immense pain. The target must make a
Phase Door Wisdom saving throw, taking psychic damage equal to 1d8
plus your Intelligence modifier on a failure, or half on a
Starting at 14th level, you can create an ethereal passage success. This damage increases by 1d8 when you reach 5th
through most walls, allowing you to phase through them. level (2d8), 11th level (3d8), and 17th level (4d8).
As an action, you touch a wall of wooden, plaster, or stone If a creature fails the save, you can spend 1 point of psionic
material and use psionic energy to create a phase door. A power to invoke a psionic talent as a bonus action. The talent
phase door can only penetrate walls that are 5 feet deep or must deal no damage and target the same creature, and the
less. The phase door is invisible and usually inaccessible to creature automatically fails its saving throw against the
all creatures except you. The door does not allow light, sound, talent, if any.
psionic effects, or spell effects through it, nor can you see
through it without using it. True seeing psionics or magical Object Reading
effects reveal a phase door but do not allow its use.
Also at 1st level, you can use psionics to investigate an object
Creatures other than you can only use the phase door if that you touch, showing you a vision of its past.
they meet one or more triggering conditions, which you set
when you create the door. The conditions can be based on a As an action, you touch an object and maintain contact
creature’s name, identity, or alignment, but otherwise must be with it. After 1 minute of remaining in contact with it, you
based on observable, tangible actions or qualities. learn certain details pertaining to the object's previous owner.
You learn their race, gender, age, alignment, how they came
A creature using a phase door disappears when it enters to possess the object, and how they lost it. An object without
and appears when it exits, but it can stop inside the passage any previous owners reveals no information.
if there is room. A phase door takes a straight path through a
wall, exiting at Combat Precognition
the closest 5-foot-by-5-foot space available. Starting at 6th level, you have a precognitive sense of danger,
A phase door can be used six times before its psionic allowing you to react quickly to its presence.
energy disperses and fades, ending the effect. Each creature,
including yourself, consumes one use of the door each time You can add your Intelligence modifier to initiative rolls,
they pass through. Anyone within the passage when its effect and you can't be surprised while you are conscious. You can
ends is harmlessly ejected back to the entrance it used. use your reaction when you roll initiative to telepathically
Once you have used this feature, you can't use it again until alert one creature within range of your telepathy to the
you finish a long rest. danger, making them unable to be surprised for this combat.
Effortless Journey Mind's Eye
Starting at 18th level, teleportation has become so natural to Starting at 10th level, you mentally sense the presence of
you that you can do it with little effort. matter around you, allowing you to feel others' presence.
Teleportation becomes a movement option for you. Each You gain blindsight out to a range of 20 feet.
foot that you teleport costs 1 foot of your movement speed. If
you attempt to teleport into an occupied space, you are Book of Knowledge
instead shunted to the nearest unoccupied space, and your
speed becomes 0 until the start of your next turn. Starting at 14th level, you obtain the technique necessary to
form the Book of Knowledge, a manifestation of cosmic
Phase Passage knowledge both discovered and undiscovered.
At 20th level, the effects of your phase door become As a bonus action, you can form the Book of Knowledge in
permanent, and you can pierce almost any material with it. an unoccupied hand. The pages of this book appear to be
filled with indecipherable marks that resemble writing, even
When you use your Phase Door, it can penetrate any non- when observed with magic. No matter how many pages are
magical material, and it can be used an unlimited amount of turned, there always seem to be more pages. If you desire to
times. If you wish to dispel a Phase Door you created, you can see a certain page or a question that you previously posed, the
use your action and touch it to end the effect. next page you turn to will be the relevant page.
Chapter Two | Classes
52
The cover appears as its observer imagines, within reason. Energy Weapon
For example, it can appear to be a cover with an animated
reflection of the night sky, a furry hide, or perhaps even made At 1st level, you can create weapons out of psionic energy.
of ice or dripping water. These elements fail to hold up to Using your bonus action, or your reaction when you roll
physical inspection - the book feels like any normal book. The
book crumbles to cosmic dust after 10 minutes. initiative, you create a weapon with a faint sky-blue aura,
which takes the form of any simple or martial weapon. If you
Once per minute, you can telepathically pose a question to create a one-handed weapon, you can create one in each
the book. When asked an appropriate question, some of the hand. If you create a ranged weapon, you can also create 20
markings rearrange to form a truthful answer, written in a non-magical pieces of the appropriate type of ammunition for
language only you understand. The answer remains forever the weapon. You are proficient with this weapon, and its
written in the book, and you can accurately recall the properties are the same as its physical counterpart.
question posed when you read the answer.
You can spend psionic power when you activate this
You can ask for statistics of a creature if you know its true feature to create one magical weapon with bonuses based on
name - in which case, you learn its alignment, languages, the amount spent:
type, and one of each of its immunities, resistances, and
vulnerabilities - or for the properties of an object - in which 5 points: +1 to its attack and damage rolls
7 points: +2 to
case, you learn what materials it is made of, and the effects its attack and damage rolls
15 points: +3 to its attack and
and mechanisms of any curses, enchantments or traps. damage rolls
The maximum number of energy weapons that
can exist at the same time is equal to one plus your
Once you have used this feature, you can't use it again until Intelligence modifier (minimum one). Energy weapons and
you finish a long rest. ammunition lose their form and disappear in 1 hour.
Shape Reality Create Tools
Starting at 18th level, you gain an instinctive, limited ability to Also at 1st level, you can create tools out of psionic energy.
shape reality around you in response to threats. Using your action, you can create any piece of non-magical
In response to an attack hitting you or when you fail a adventuring gear worth 5 gp or less. Items created by this
saving throw, you can use your reaction to roll an additional feature cannot be used as food. Otherwise, an item created by
d20 and choose which result to use. this feature has the same properties as its physical
counterpart. After 10 minutes, the psionic energy comprising
You can use this feature twice, and expended uses are the item can no longer hold its form and disappears. Once
replenished when you finish a long rest. you have created a particular item, you cannot create the
same item again for 10 minutes.
Glimpse of Omniscience
Psionic Drone
At 20th level, you obtain a fragment of universal knowledge,
enlightening your mind. This grants you certain benefits. Starting at 6th level, you use a small amount of psionic
energy to create a protective construct.
You can choose to be unaffected by divination
manifestations or spells.
You make Intelligence checks with Over the course of a long rest, you can create a psionic
advantage.
You can also ask the Book of Knowledge to drone. It has the statistics of a homunculus, except it doesn't
describe a specific event that happened within the last 1000 have its Bite attack. You can only have one psionic drone at a
years, which it will describe on up to 1 page. This provides up time. It is inexorably devoted to you, obeying your every order
to 10 useful facts about the event. even if it requires sacrifice.
Disciple of the Shaper You can use your action to temporarily sequester it away in
Psions with particularly creative minds tend to gravitate a harmless pocket dimension where it awaits your summons.
towards the discipline of the shaper, a discipline which As an action while it is temporarily dismissed, you can cause
manifests powers of metacreativity. Metacreativity creates it to reappear in any unoccupied space within 30 feet of you.
objects, creatures, or other forms of matter. Creatures
created through metacreativity prove unstable; they will While your psionic drone is within 30 feet of you, you can
usually, but do not always, obey your commands. use your reaction when you are hit with an attack to
psionically redirect the blow to it. The psionic drone takes the
Disciple of the Shaper Manifestations attack and its effects instead of you.
You can choose from the list of shaper manifestations, as well Surge of Wind
as psion manifestations, when you prepare manifestations.
Starting at 10th level, your psionic powers create a windy
surge around you, momentarily protecting and guiding you.
When you use a psionic manifestation of 1st level or higher,
you gain two benefits until the end of the current turn: your
movement doesn’t provoke opportunity attacks, and you have
a climbing speed equal to your walking speed.
Microbiome
Starting at 14th level, you can create a microbiome around
yourself, mimicking life with psionic energy.
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53
As an action, you project psionic energy out to a distance of Some typical commands and their effects follow. You might
20 feet. The area bursts with psionically constructed moss, issue a command other than one described here. If you do so,
fungi, vines and other plant matter, and plant-like pods sprout the DM determines how the target behaves. If the target can’t
from the ground. Some of this plant life converges into a follow your command, the command is ignored.
shambling mound under the control of the DM.
Approach. The target approaches you via the shortest,
At the start of each of your turns, make a DC 15 most direct route, ending its turn if it moves within 5 feet of
Intelligence check. On a success, the shambling mound is you.
Drop. The target drops what it is holding and ends its
friendly to you and your allies until the start of your next turn. turn.
Flee. The target spends its turn moving away from you
On a failure, it is hostile to all creatures instead. by the fastest available means.
Grovel. The target falls prone
and ends its turn.
Halt. The target doesn’t move and takes no
This effect lasts while you are concentrating(as if on a actions. A flying creature stays aloft, provided that it is able to
spell) for up to 10 minutes, after which the microbiome wilts do so. If it must move to stay aloft, it flies the minimum
and crumbles, vanishing as the psionic energy is expended. distance needed to remain in the air.
Once you have used this feature, you can't use it again until Seeping Thought
you finish a long rest.
Also at 1st level, when you are in close proximity with a
Obedient Manifestation creature, inklings of its thought leak out of its mind, which
you can sense.
At 18th level, you tame some of the unpredictable nature of
psionically-created creatures. After each full minute you spend actively talking to a
creature within range of your telepathy, the DM gives a one-
The DC for your Microbiome becomes 10. Additionally, you word summary of its most prevalent thought.
can use your bonus action to command a creature created by
a psionic manifestation or feature of yours to take a specific Seize Mind
action, which it uses its reaction to carry out. A creature
cannot use its multiattack, if it has one, via this command. Starting at 6th level, you can telepathically divert a creature's
focus when it attempts to affect your mind, protecting
Flourishing Creation yourself from the effect.
At 20th level, you have become exceptionally efficient at using When a creature you can see within range of your telepathy
your psionic energy to create matter. forces you to make an Intelligence, Wisdom, or Charisma
saving throw, you can use your reaction to add your
When you create a creature or an object with either a Intelligence modifier to the result.
psionic manifestation or one of your features, you can choose
one of the creatures or objects to create a duplicate of it. Mind-link
Disciple of the Telepath Starting at 10th level, you can create a telepathic link that
Psion disciples of the telepath shed nearly all pretenses from persists over great distances.
themselves, focused on the machinery at work within the
mind. Telepathy powers can spy on and affect the minds of Using your action, you create a telepathic link between you
others, influencing or controlling their behavior. All telepathic and a creature you can see within range of your telepathy. An
powers are mind-affecting, and types such as charms and unwilling creature can make an Intelligence saving throw to
compulsions grant influence over a subjected creature. resist the effect. This link persists indefinitely and over any
distance, but it ends if you use your action to break the link or
Disciple of the Telepath Manifestations if you are on different planes of existence.
You can choose from the list of telepath manifestations, as While linked via this feature, you and the creature can
well as psion manifestations, when you prepare communicate telepathically through the link, and you can use
manifestations. your action to see, hear, and smell through the other's senses.
While using these linked senses, your body is blinded,
Psychic Pressure deafened, your speed is set to 0, you can't use bonus actions
or reactions, and you can use your action only to return to
At 1st level, you can telepathically assault the mind of a your own senses.
creature, bending it to your will.
You can have a maximum of five creatures linked with you
As an action, you can overpower the mind of a creature you at a time via this feature.
can see within range of your telepathy. The target makes an
Intelligence saving throw against your discipline save DC, Dominate Mind
taking psychic damage equal to 1d8 plus your Intelligence
modifier on a failure, or half on a success. This damage Starting at 14th level, you can embed a portion of your will
increases by 1d8 when you reach 5th level (2d8), 11th level into another creature's mind, allowing you to control it.
(3d8), and 17th level (4d8).
As an action, you can force a creature that you can see
If it fails the save, you can then spend 1 point of psionic within range of your telepathy to make an Intelligence saving
power to telepathically speak a one-word command to the throw. On a failure, you gain an overwhelming influence over
creature, which it must follow on its next turn. It does not it while you concentrate (as if on a spell) for up to 10 minutes.
follow the command if the command is directly harmful to it. You can only have one creature under this effect at any time.
Chapter Two | Classes
54
While a creature is under this effect and within range of your Psicrystal
telepathy, you can use your action to command it to take any
action, general or specific, which it must follow. If you issue a Tiny construct, unaligned
command that is directly harmful to it, it ignores the Armor Class 12 (natural armor)
command. If a target is not commanded on a turn, it will Hit Points 3 (1d4 + 1)
behave normally. Speed 30 ft. fly (hover)
Each time the target receives a command from you, it STR DEX CON INT WIS CHA
makes a new Intelligence saving throw after following the 3 (-4) 13 (+1) 12 (+1) 11 (0) 13 (+1) 14 (+2)
command, ending the effect on a success. Creatures with
telepathy have advantage on the saving throw. Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
Once a creature has succeeded on its saving throw or the
effects of this feature have ended for the creature, it is frightened, paralyzed, petrified, poisoned
immune to Dominate Mind for 24 hours. Senses passive Perception 11
Languages Speaks the languages of its creator
Once you have used this feature, you can't use it again until Challenge 1/8 (0 XP)
you finish a long rest.
Evasion. When the psicrystal is subjected to an
Telepathic Field effect that allows it to make a Dexterity saving
throw to take only half damage, it instead takes no
At 18th level, your telepathic powers project even further, damage if it succeeds on the saving throw, and only
allowing you to reach distant minds. half damage if it fails.
Psychic Conduit. When its creator invokes a
The range of your telepathy increases to 90 feet. manifestation, the psicrystal can deliver the
manifestation as if it had invoked the manifestation.
Unbreakable Will The psicrystal must be within 100 feet of its
creator, and it must use its reaction to deliver the
At 20th level, your focus is so keen that you can have multiple manifestation when its creator invokes it. If the
creatures bend to your will at the same time. manifestation requires an attack roll or save DC, use
its creator's attack modifier or save DC where
Your Dominate Mind feature gains the following necessary.
properties: Immutable Form. The psicrystal is immune to any
spell or effect that would alter its form.
It lasts until the creature is killed or succeeds a saving
throw against its effects, without requiring concentration. Actions
You can command any number of creatures under your
control, instead of just one. Optical Illusion. The psicrystal blends its color with
You can have any number of creatures under the effect of its
surroundings, becoming invisible until it takes
Dominate Mind as long as the total CR of all affected any action.
creatures is 20 or lower. If you try to use Dominate Mind
on a creature that would raise the total CR above 20, it
fails, and all creatures currently affected by Dominate
Mind can make an Intelligence saving throw to break free.
The CR limit does not apply if you only have one creature
under the effect of Dominate Mind.
Psicrystal
psicrystal is a fragment of a psionic character’s personality,
brought into physical form and a semblance of life. A
psicrystal
appears as a crystalline construct about the size of
a human hand.
Because it is an extension of its creator’s
personality, a psicrystal
is in some ways a part of its creator.
As such, a psion can invoke
manifestations through a
psicrystal, even at a distance.
Imprinted Personality
Each psicrystal has a distinct personality, chosen by its
creator at the
time of its creation. It is not uncommon for a
psicrystal to constantly
ply its owner with observations and
advice, often severely slanted
towards the psicrystal's
particular worldview. The creator almost
always sees a bit of
his or herself in a psicrystal, even if magnified
and therefore
distorted. A psicrystal's personality often takes on one
of the
archetypes detailed below.
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55
Barbarian
Path of the Psychic Warrior
Psychic warriors are naturally talented psionic barbarians
who forego any mental training in favor of letting their
psionics run wild. These warriors are as unpredictable as
they are powerful, for even with a low level of mastery, they
can channel limited, but powerful effects while
simultaneously posing great physical threat.
Unrefined Psionics
At 3rd level, your latent psionic abilities begin to
express themselves in unrefined ways, becoming
particularly volatile while you rage. You know two
talents of your choice from the psion manifestation
list. You learn one additional psion talent of your
choice at 10th level. Your psionic ability for these talents
is Constitution. While you are raging, you can invoke a
psionic talent as a bonus action. When you do, if you invoke a
talent that deals damage, you take half the damage dealt by
the talent; otherwise, you take psychic damage equal to half
your barbarian level.
Raging Mindstorm
At 6th level, you unleash wild psionic energy while raging,
which rotates around you like frenzied blades. While raging,
ranged attacks against you have disadvantage, and any
creature that touches you takes psychic damage equal to your
Constitution modifier.
Seeds of Rage
At 10th level, you can convert your rage into a mental wave
that draws rage out of others and inhibits their ability to
focus. As an action while you're raging, you can end your rage
early to force any amount of creatures of your choice within
30 feet of you to make a Wisdom saving throw (DC equal to 8
+ your proficiency bonus + your Constitution modifier). On a
failed save, an affected creature takes 4d8 psychic damage,
and it can't concentrate on manifestations, spells, or other
effects for 1 minute, as a growing rage inhibits its ability to
focus. Once you've used this ability, you can't use it again until
you finish a short or long rest.
Metabolic Instability
At 14th level, your unstable psionic ability has grown to a
point where it affects your physical form. When you start
raging, roll a d4 and consult the table below. You gain the
effects of the psionic manifestation for the number you rolled
until your rage ends. Your psionics ability is Constitution for
manifestations invoked in this way.
d4 Result Manifestation
1 iron durability
2 giant limbs
3 corrosive metabolism
4 bestial transformation
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56
Bard Song of Glory
College of the Soulsong Beginning at 6th level, you can bring the ideas of victory and
Bards of the College of the Soulsong manipulate the mind glory to the forefront of creature's minds, or banish the very
and soul through psionic powers. Through these powerful idea from them. Your Bardic Inspiration can be applied to
forces, these bards are able to force creatures to rethink their creature's damage rolls. When it does, the extra damage dealt
plans and stop their current actions as well as powerfully is psychic damage. You can also choose to use your Bardic
bolster their allies. These bards are able to relate to others Inspiration on an enemy, demoralizing them. When you do,
very easily due to their grasp of the soul letting them read you choose when to make them subtract the die from an
people like a book. attack roll, ability check, saving throw, or damage roll.
Restriction: Psionic While Soulsinging, you can grant a use to one ally and one
enemy with each use expended as long as the two targets are
Any who choose this college are psionically awakened. In both within range and within 30 feet of each other.
additional, your spells count as psionic powers rather than
arcane spells. If a feature calls for your manifesting ability, it Soul's Rhythm
is the same as your spellcasting ability.
Starting at 14th level, while you are Soulsinging you can add
Soulsinging your Charisma modifier to any psychic damage you or an ally
within 60 feet of you deals.
Beginning when you join this college at 3rd level, you learn
the secrets of the soulsong, a mystical psionic force that
amplifies your music and song.
You may use a bonus action to enter the mystic Soulsong
which lasts for 1 minute or until incapacitated. You can
dismiss your Soulsong at any time (no action required.)
While your Soulsong is active, you gain the following
effects:
Once per turn, when you deal psychic damage, you may
add your bardic inspiration die to the damage without
expending a use of it.
Creatures of your choice within 10 feet of you, as well as
yourself, have their speed increased by 10 feet. Creatures
you did not choose instead have their speed reduced by 10
feet while in range. This range becomes 30 feet when you
reach 14th level.
You have advantage on Charisma skill checks.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it
when you finish a long rest.
In addition, whenever you would learn a Bard spell or gain
a spell from Magical Secrets, you can instead learn a psionic
manifestation from the Ardent or Psion manifestation lists.
Regardless of the list you choose from, use Charisma as your
manifesting ability for these.
Freedom and Fate
Also starting at 3rd level you learn to undermine the mental
defenses of your foes or bolster those of your allies on a
whim. Whenever a creature you can see within 60 feet of you
rolls a Charisma, Intelligence, or Wisdom saving throw
against an effect that would cause the charmed, frightened, or
stunned effect or any other effect the DM deems mind-
altering, or they roll a Charisma, Intelligence, or Wisdom
saving throw to end such an effect, you may expend a use of
your Bardic Inspiration and either add or subtract the result
from the target's saving throw. You can choose to do so after
the saving throw is rolled but before the DM declares if the
save is successful or not.
Chapter Three | Subclasses
57
Cleric Focused Thought
Starting at 17th level, your mind grows strong enough to last
Divine Mind Domain through even the worst hardships, and sharpened enough to
Clerics of the divine mind domain channel the powers of the think clearly in all situations. When you make an Intelligence
divine through psionic power, granted to them by their faith. check or a Constitution saving throw to maintain
These practitioners can call upon the magic of the divine, as concentration on a spell, you can treat a roll of 9 or lower on
well as project the authority of their faith's domain using their the d20 as a 10.
mind, rather than channeling their power into manifestations.
They are often referred to as divine minds.
Restriction: Psionic
Any who take this domain are psionically awakened. In
additional, your spells count as psionic powers rather than
divine spells.
Divine Mind Domain Spells
Cleric Level Spells
1st dissonant whispers, shield
3rd detect thoughts, mind spike
5th clairvoyance, hypnotic pattern
7th arcane eye, confusion
9th synaptic static, telekinesis
Bonus Proficiencies
At 1st level, you gain proficiency with heavy armor.
Mental Initiate
Also at 1st level, you become able to learn psionic powers in
addition to your standard divine magic. You learn one talent
of your choice from the psionic power list, and whenever you
prepare your spells for the day, you may prepare powers from
the psion power list in addition to cleric spells. These powers
count as cleric spells for you.
Channel Divinity: Mind Blast
Starting at 2nd level, you can use your Channel Divinity to
assault enemies with your innate psionic abilities.
As an action, you unleash a psychic torrent in a 30-foot
cone extending from you. Each creature in the area must
make an Intelligence saving throw. A creature takes psychic
damage equal to 2d10 + your cleric level on a failed saving
throw, and half as much damage on a successful one.
Elevated Mind
Beginning at 6th level, your connection to your deity and
psionic power grows stronger. You have resistance to psychic
damage. Additionally, when you roll a 1 or 2 on a damage die
for an attack that deals psychic damage, you can reroll the die
and must use the new roll, even if the new roll is a 1 or a 2. If
an attack has multiple damage types, this feature only applies
to the psychic damage.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Chapter Three | Subclasses
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Druid Fear Indulgent. You have advantage on attack rolls against
frightened creatures. In addition, you can screech as an
Circle of the Unspeakable action. Each creature within 30 feet of you that can hear you
Though their organization is invisible to most outsiders, must succeed on a Wisdom saving throw or be frightened of
druids are part of a society that spans the land, ignoring you for 1 minute. The frightened creature can repeat the
political borders. All druids are nominally members of this saving throw at the end of each of its turns, ending the effect
druidic society, though some are so isolated that they have on itself on a success. If a creature’s saving throw is
never seen any high-ranking members of the society or successful or the effect ends for it, the creature is immune to
participated in druidic gatherings. the horror’s Frightening Screech for the next 24 hours.
Druids recognize each other as brothers and sisters. Like Inhuman Vision. Your eyes are numerously scattered
creatures of the wilderness, however, druids sometimes about your body, or are segmented and extremely sensitive to
compete with or even prey on each other. At a local scale, movement. You gain the effects of see invisibility at all times.
druids are organized into circles that share certain Also, you gain darkvision out to a range of 20 feet.
perspectives on nature, balance, and the way of the druid.
Poison Breath. On your turn, you can cast poison spray
Druids of an Unspeakable Circle are abominations to the from your mouth as an action.
natural world. Whereas normal druids venerate nature and
assume the shape of beasts, Unspeakable druids can Sense Magic. You can sense magic within 120 feet of you
transform into creatures originating from terrifying remote at will. This traith otherwise functions as detect magic but
regions of time and space. As they grow in power and isn't itself magical.
influence, the other form further mutates from
comprehensible physical bodies and become more deadly Unnaturally Quick. In spite of your size, you can move
and bizarre. The masters of this circle transform into hideous inexplicably fast, due in part to two extra legs. Your speed
monstrosities, unrecognizable as creatures from their own increases by 15 feet. In addition, you also have advantage on
reality. Dexterity checks and saving throws.
Restriction: Psionic Aberration Form
Any who join this circle are psionically awakened. In Medium aberration, neutral evil
additional, your spells count as psionic powers rather than Armor Class 13
primal spells. If a feature calls for your manifesting ability, it Hit Points 15 + 5 x your Druid level
is the same as your spellcasting ability. Speed 30ft.
Aberration Form STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1)
When you choose this circle at 2nd level, you gain the ability Senses passive Perception 12
to use Wild Shape on your turn as a bonus action, rather than Languages
as an action, however, you lose the ability to assume the All Around Vision. You add double your proficiency
shape of a beast. Instead, you may use it to take an Aberration bonus to Perception checks involving sight in this
Form with a number of additional traits. If a trait calls for a form.
saving throw, use your spell save DC.
Actions
Additionally, animals are instinctively wary of you, giving
disadvantage on Animal Handling checks. Claw. Melee Weapon Attack: +Your spell attack
bonus to hit, reach 5ft., one target. Hit 7 (1d8 + 3)
Lesser Traits slashing damage.
At 2nd level, when you assume your Aberration Form, you Moderate Traits
can choose one of the following traits:
At 6th level, when you assume your Aberration Form, you can
Alien Mind. You can manifest the eye of horror talent at choose one of the following traits, or an additional Lesser
will. In addition, you have advantage on saving throws against Trait:
being charmed or frightened, and can't be put to sleep by
magic. Aberrant Ground. The ground in a 10-foot radius around
your is doughlike difficult terrain. Each creature of your
Alien Respiration. You can breathe both air and water. At choice that starts its turn in that area must succeed on a
10th level, you don't need to breathe at all. Strength saving throw against your spell save DC or have its
speed reduced to 0 until the start of its next turn.
Bestial Hide. Your skin is thicker, scalier, or furrier than
normal. Your armor class becomes 15. At 6th level, your Additional Limbs. You grow an extra set of appendages,
armor class instead becomes 17. which are ambiguously neither arms nor legs. When you take
the attack action on your turn, you can use these to attack
Caustic Flesh. You can manifest the corrosive touch talent twice, instead of once.
at will. When you do, add your spellcasting modifier to the
damage. Chapter Three | Subclasses
59
Blinding Spittle. You can spit a chemical glob at a point you Greater Traits
can see within 15 feet as an action. The glob explodes in a
blinding flash of light on impact. Each creature within 5 feet At 14th level, when you assume your Aberration form, you
of the flash must succeed on a Dexterity saving throw or be can choose one of the following traits, or gain an additional
blinded until the end of your next turn. Lesser, Moderate, or Intermediate trait:
Durable Form. Your maximum hit points increase by an Antimagic Eye. You have a single colossal extra eye, which
amount equal to two times your Druid level. In addition, you you can open and close as a bonus action. While the eye is
also have advantage on Constitution checks and saving open, it requires your concentration, you may cast no spells,
throws. and the eye creates an area of antimagic, as per the antimagic
field spell, in a 15-foot cone. At the start of each of your turns,
Inhuman Reach. Your arms elongate, allowing you to you may decide which way the cone faces. Your eye closes if
touch the floor with your hands. In addition, you can bend you lose concentration on the effect.
them in strange and unnatural ways. Your reach increases by
5 feet. Your elongated arms also give advantage on Strength Extract Brain. You can remove and consume the brain of a
(Athletics) checks made to climb. helpless victim. As an action, make an attack against one
incapacitated creature that is your size or smaller and is
Razor Claws. Your claws are incredibly deadly, indictive of grappled by you. On a hit, the target takes 6d10 piercing
a hunter not native to this world. Your claws deal 1d12 damage. If this damage reduces the target to 0 hit points, you
slashing damage and are considered magical for the kill the target by extracting and devouring its brain. This
purposes of overcoming resistances and immunities. ability has no effect on creatures without nervous systems,
such as oozes, elementals, and constructs.
Weird Insight. As ana ction, you can target a creature you
can see within 30 feet. Make a Wisdom (Insight) check Maddening Gibbering. Mouths spring up on your flesh
opposed by the target's Charisma (Deception). If you win, you that babble incoherently whenever you will them to while you
magically learn one fact or secret about the target. The target aren't incapacitated. Each creature of your choice that starts
automatically wins if it is immune to being charmed. You can its turn within 10 feet of your and can hear the mouths must
only learn one thing about each creature using this ability. succeed on a Wisdom saving throw. On a failure, the creature
This resets when you finish a long rest. can't take reactions until the start of its next turn and rolls a
d8 to determine what it does during its turn. On a 1 to 4, the
Intermediate Traits creature does nothing. On a 5 or 6, the creature takes no
action or bonus action and uses all its movement to move in a
At 10th level, when you assume your Aberration Form, you randomly determined direction. On a 7 or 8, the creature
may choose one of the following traits, or an additional makes a melee attack against a randomly determined
Lesser or Moderate Trait: creature within its reach or does nothing if it can't make such
an attack.
Acid Blood. When a creature adjacent to you deals
damage to you with a melee attack, your acidic blood sprays Hideous Appearance. Your appearance is profoundly
on them, dealing 2d6 acid damage. disturbing, even moreso up close. Creatures adjacent to you
have disadvantage on attacks against you.
Colossal Form. Your form is that of a strange, primordial
tital. Your size doubles in all dimensions, and your weight is Membranous Wings. You sprout pronounced, slimy wings
multiplied by eight. This growth increases your size by one and gain a fly speed equal to your movement speed.
category - from Medium to Large, for example. You also have
advantage on Strength checks and saving throws. While you
are enlarged, your melee attacks deal an additional 1d4
damage.
Invisibility. You can phase in and out of the visible
spectrum, as if light is a strange afterthought this form has
never experienced before. You can cast invisibility without
using a spell slot. After using this ability, you cannot use it
again for 1d4+1 rounds.
Spectral Duplicate. As a bonus action, you can create a
spectral duplicate of yourself in an unoccupied space you can
see within 60 feet. While the duplicate exists, you are
unconscious, and you can only have one duplicate at a time.
The duplicate shares your statistics except that it cannot cast
any spells that have components. The duplicate disappears
when it or you drop to 0 hit points or when you dismiss it. All
damage dealt by the duplicate's attacks is psychic damage.
Once you make a duplicate, you cannot make another until
you finish a long rest.
Tentacles. You have long, whipping tendrils that sprout
grotesquely from your form. These tendrils automatically
attack hostile creatures adjacent to you, each of which must
make a Dexterity saving throw at the beginning of each of
their turns, taking 4d6 bludgeoning damage on a fail or half
as much on a success.
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Fighter Psi Points and Psi Limit
Ardentious Warrior The Ardent Psionics table shows how much psionic power
Ardentious warriors are fiercely driven psionic fighters that you have to invoke your manifestations of 1st level and higher.
center their personalities around certain inevitable To invoke one of these manifestations, you must expend
philosophies, rather than honing the discipline of their psionic power equal to the manifestation's level when you
minds. Universal truths afford power to these psionically invoked it. You regain all expended psionic power when you
talented warriors, who train their mind and body in finish a long rest.
accordance with a lifetime of understanding and personal
experiences. Ardentious warriors are driven by emotion For example, if you are a level 8 fighter and you know the
towards goals that align with their philosophies, as their 1st-level manifestation psidarts, you can spend 1 psionic
conviction leads them to ever greater understanding and, power to invoke psidarts at 1st level or 2 psionic power to
subsequently, power. invoke psidarts at 2nd level. There is a limit to the amount of
psionic power you can sustain at a time; you can't invoke a
Ardent Inevitability manifestation if its psionic power cost is greater than your
Psi Limit.
At 3rd level, your dedication towards embracing an inevitable
facet of the universe begins to manifest as psionic power. You Psionic Manifesting Ability
embrace two of the options listed under "Ardent
Inevitabilities" below. You embrace another option at 10th Intelligence is your psionic casting ability for your spells, so
and 18th level in this class. you use your Intelligence modifer whenever a power refers to
your manifesting ability. In addition, you use your Intelligence
Your first choice of ardent inevitability becomes your focus. modifier when setting the saving throw DC for a psion power
While you are focused on an inevitability, you have the you cast and when making an attack roll with one.
benefits listed under that option. You can only focus on one
inevitability at a time, and you can change your focus to Psionic Save DCIn=te8lli+geynocuermproodfiicfiieerncy bonus + your
another inevitability option that you know when you finish a Psionic attack modifier = your proficiency bonus + your
long rest.
Intelligence modifier
Psionic Manifesting
Ardent Psionics
At 3rd level, the psionic well of power you draw upon through
your focus on philosophy allows you to learn psionic Fighter Talents Manifestations Psi Psi Manifestation
manifestations. Level Known Known Points Limit Level Limit
Psionic Talents 3rd 2 3 12 1st
You learn three talents of your choice from the psion 4th 2 4 33 1st
manifestation list. You learn an additional psion talent of your
choice at 10th level. 5th 2 4 33 1st
Learning Manifestations 6th 2 4 33 1st
You know two psion manifestations of your choice, and one 7th 2 5 73 2nd
manifestation of your choice from any manifestation list. The
Ardent Psionics table shows when you learn more 8th 2 6 73 2nd
manifestations of 1st level or higher. Each manifestation
must be chosen from the psion manifestation list, and must 9th 2 6 73 2nd
be of a level no greater than that shown in the Manifestation
Level Limit column for your fighter level. At 8th, 14th, and 10th 3 7 94 2nd
20th levels in this class, the manifestations you choose can
come from any manifestation list. 11th 3 8 94 2nd
Whenever you gain a level in this class, you can replace one 12th 3 8 94 2nd
of the manifestations you know with another manifestation of
your choice. The new manifestation must be of a level no 13th 3 9 13 4 3rd
greater than that shown in the Manifestation Level Limit
column for your fighter level, and it must be a psion 14th 3 10 13 4 3rd
manifestation, unless you're replacing the manifestation you
gained at 8th, 14th, or 20th level from any manifestation list. 15th 3 10 13 4 3rd
16th 3 11 16 5 3rd
17th 3 11 16 5 3rd
18th 3 11 16 5 3rd
19th 3 12 18 5 4th
20th 3 13 18 5 4th
Chapter Three | Subclasses
61
Psi-Strike
At 7th level, you learn to concentrate your psionic energy into
a single, powerful strike. As a bonus action, you can spend an
amount of psi points to your psionic power limit in order to
add extra psychic damage equal to two times the amount of
psionic power spent to your next weapon attack that hits.
This bonus is wasted if not used by the end of your turn.
Bastille of Emotion
At 15th level, you have developed such a strong connection
with the philosophies of the universe that you can touch the
emotions of those around you.
As an action, you open your senses to read the emotional
state of all creatures within 60 feet of you. You learn the basic
emotional states of each creature within range that you can
see - these can be states such as happy, sad, excited,
distressed, brave, fearful, loved, hated, angry, or calm, for
example.
When you use this action, you can also force one affected
creature to make a Wisdom saving throw against your
psionic save DC. On a failed save, you can change that
creature's basic emotional state. When you do, you can cause
it to stop feeling one of its current emotions of your choice
and to start feeling another one of your choice. The creature
is not aware that you attempted to manipulate its emotions in
this way. A creature that succeeds its saving throw becomes
immune to this effect for 1 hour.
Ardent Inevitabilities
The inevitabilities are listed in alphabetical order.
Conflict and Justice. You can deal extra damage equal to
your Intelligence modifier when you score a critical hit, and
when you are hit with a melee attack, your attacker takes
psychic damage equal to your Intelligence modifier.
Creation and Destruction. You can add your Intelligence
modifier to the total amount healed whenever you roll a hit
die during a short rest, and your weapon attacks deal
maximum damage against objects, rather than rolling.
Death and Life. You can add your Intelligence modifier to
your death saving throws, and you have advantage on
Wisdom (Medicine) checks to stabilize others.
Fate and Freedom. When you finish a long rest, roll a d20
and record the result (you can't have more than one result
recorded at a time.) When you roll initiative, you can choose
to replace the d20 result with the recorded number. Also, you
have advantage on Strength and Dexterity checks made to
escape effects that grapple or restrain you.
Light and Darkness. You gain darkvision to a distance of
60 feet. If you already have darkvision, its range increases by
30 feet instead.
Law and Chaos. You have advantage on saving throws
against being charmed or frightened.
Chapter Three | Subclasses
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Monk Psionic Manifesting Ability
Way of the Awakened Mind Intelligence is your ability for your psionic manifestations,
Monks of the way of the awakened mind are members of an since they are created out of psionic energy and shaped by
order of martial artists devoted to mastering their own your mind. You use your Intelligence whenever a talent or
physical and mental development while protecting psions and manifestation refers to your psionic ability. In addition, you
other psionic creatures. These monks believe that mental use your Intelligence modifier when setting the saving throw
powers are to be nurtered in all who possess them. In DC for a psionic talent or manifestion you use and when
addition to their formidable prowess in combat, these monks making an attack roll with one.
develop mental powers that surprise and astound their
enemies. Psionic Save DCIn=te8lli+geynocuermproodfiicfiieerncy bonus + your
Psionic attack modifier = your proficiency bonus + your
Almost all monks who follow this way are affiliated with a
specific order created to guard centers of psionic learning - Intelligence modifier
usually fortresses in the middle of forbidden wastelands.
Naturally, the monks learned from the psionic masters as Awakened Mind Psionics
well, and thus this way was founded.
Monk Manifestation Psi Psi Manifestation
Psionic Manifesting Level Known Points Limit Level Limit
1st
At 3rd level, you begin to open your mind to new ideals, 3rd 3 11 1st
allowing you to learn certain psionic manifestations. 1st
4th 3 32 1st
Learning Manifestations 2nd
5th 4 33 2nd
You know two psion manifestations of your choice, and one 2nd
from your choice egoist manifestation lists. The Awakened 6th 4 33 2nd
Mind Psionics table shows when you learn more 2nd
manifestations of 1st level or higher. Each manifestation 7th 5 73 2nd
must be chosen from the psion manifestation list, and must 3rd
be of a level no greater than that shown in the Manifestation 8th 5 73 3rd
Level Limit column for your monk level. 3rd
9th 6 73 3rd
At 7th, 13th, and 19th levels in this class, the 3rd
manifestations you choose can come from the egoist 10th 6 94 3rd
manifestation list. 4th
11th 7 94 4th
Whenever you gain a level in this class, you can replace one
of the manifestations you know with another manifestation of 12th 7 94
your choice. The new manifestation must be of a level no
greater than that shown in the Manifestation Level Limit 13th 8 13 4
column for your monk level, and it must be a psion
manifestation, unless you're replacing the egoist 14th 8 13 4
manifestation you gainst at 3rd, 7th, 13th, or 19th level.
15th 9 13 4
Psionic Power
16th 9 15 5
The Awakened Mind table shows how much psionic power
you have to invoke your manifestations of 1st level and higher. 17th 10 15 5
To invoke one of these manifestations, you must expend psi
points equal to the manifestation's level when you invoked it. 18th 10 15 5
You regain all expended psi points when you finish a long
rest. For example, if you are a level 8 monk and you know the 19th 11 18 5
1st-level manifestation psidarts, you can spend 1 psionic
power to invoke psidarts at 1st level or 2 psionic power to 20th 11 18 5
invoke psidarts at 2nd level. There is a limit to the amount of
psionic power you can sustain at a time; you can't invoke a Psionic Foresight
manifestation if its psionic power cost is greater than your
Psi Limit. Also at 3rd level, due to your mental training while protecting
the masters of the psionic arts, you have learned to catch
glimpses of the future, seeing what your opponents will do
before they do them. You may use your Intelligence in place
of your Wisdom for your Unarmored Defense, Ki Abilities,
and Deflect Missiles.
In addition, when you are hit by an attack, you can spend 1
ki point as a reaction to reduce the damage by your
Intelligence modifier plus your proficiency bonus.
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Cerebral Blind
Beginning when you reach 6th level, you can lash out with
your psionic abilities, rendering the visual organs of
creatures around you useless. As a bonus action, you can
expend 1 psi point to force a creature you can see within 30
feet of you to make an Intelligence saving throw against your
Psionic Save DC. On a failure, you appear invisible to that
target until you deal damage to them or until the end of your
next turn.
Lucid Buffer
Starting at 11th level, you have greatly enhanced your mind's
defenses. When you or a creature you can see within 30 feet
of you must make an Intelligence, Wisdom, or Charisma
saving throw, you may expend a number of psi points up to
your Intelligence modifier as a reaction to give that creature a
bonus to the saving throw equal to the psi points spent. If
multiple creatures are effected by the same effect, each
creature of your choice in range that you can see can add this
bonus.
Mind and Body
Beginning at 17th level, the first time you manifest a power
you gained from this class on your turn, you may use your
Flurry of Blows or Patient Defense as a bonus action without
expending a ki point.
Chapter Three | Subclasses
64
Paladin Psychic Pulse. You can use your Channel Divinity to
release a wave of mind wracking energy. As an action, you
Oath of Sanity forceeach creature of your choice within 30 feet of you to
Paladins of the oath of sanity have survived exposure to the make an Intelligence saving throw. On a failed save, the
horrors that lie beyond the veil of this world, or perhaps creature takes 2d8 psychic damage and is stunned until the
someone who has prepared for such horrors through intense end of your next turn. A creature with 2 or less Intelligence is
mental training. These warriors have knowledge of psionics immune to this effect.
and the mental powers their sworn foes may employ.
Aura of Repulsion
As most who glimpse the far realms suffer instant and
irrevocable madness, these paladins seek to protect those Beginning at 7th level, the madness that infests the minds of
who would otherwise be faced with such things and keep others is expelled from you whenever it tries to take grasp.
them from such a fate. Paladins of this oath are often seen as You and friendly creatures within 10 feet of you have
somewhat unyielding or stiff, not indulging in joyous resistance to damage from psionic powers.
entertainment, but it is often the case that they simply fear
their minds slipping away. At 18th level, the range of this aura increases to 30 feet.
Restriction: Psionic Crack the Mind
Any who swear this oath are psionically awakened. In Starting when you reach 15th level, whenever a creature you
additional, your spells count as psionic powers rather than can see within 30 feet of you fails an Intelligence, Wisdom, or
divine spells. Charisma saving throw, you can use your reaction to make
that creature take psychic damage equal to 2d8 + your
Tenets of Sanity Charisma modifier.
Through self enlightenment of the mind and the divine Psychic Templar
connection paladins share, these warriors share the following
tenets: At 20th level, you become able to manifest the madness that
creeps in your mind, holding it under control and taking from
Preserve Peace and Order. Never act on random or it the powers it holds while retaining your sanity. As a bonus
chaotic impulses, as these will lead to madness seeping action, you gain the following benefits for 1 minute:
through.
Your paladin spells do not require somatic or verbal
Develop the Mind. If you do not strengthen the psionic components.
force of your own mind, you will fall prey to those who do. Once per turn, when you hit a creature with a melee
weapon attack, you may use your divine smite without
Remain Solemn. Your work is terrible. never take expending a spell slot as though you had used a 1st level
pleasure in it, for that will lead to the comforts of madness. spell slot. This divine smite deals psychic damage instead
of its normal damage.
Oath Spells Whenever you cast a paladin spell that has a casting time
of 1 action, you may choose to cast it using a bonus action
You gain oath spells at the paladin levels listed. instead.
You count as an aberration rather than a humanoid.
Oath of Sanity Spells
Paladin Level Spells
3rd protection from good and evil, sanctuary
5th detect thoughts, see invisibility
9th barrier reaver, beacon of hope
13th banishment, dimension door
17th banishing smite, dispel evil and good
Channel Divinity (L3)
When you take this censure at 3rd level, you gain the
following two Channel Divinity options.
Turn the Aberrant. As an action, you present your holy
symboland speak a prayer censuring Aberrations and
Fiends, using your Channel Divinity. Each aberration or fiend
that can see or hear you within 30 feet of you must make a
Wisdom saving throw. If the creature fails its saving throw, it
is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take Reactions. For
its action, it can use only the Dash action or try to Escape
from an Effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.
Chapter Three | Subclasses
65
Ranger Unbreakable Mind
Cerebral Slayer At 7th level, you gain one of the following features of your
Emultating the archetype of Cerebral Slayer means accepting choice.
knowledge that to kill those beings that would break the
minds of mortals, you must first learn their secrets and ways. Mental Barrier. You gain resistance to psychic damage,
Cerebral slayers use powerful psionics to accentuate their and have advantage on saving throws against being stunned,
strengths and fill in their weaknesses, maximizing their restrained, or paralyzed.
power in combat both against the abhorrent beings they are
sworn to destroy and anything else in their way. Even as they Mental Matrix. You have advantage on Intelligence,
seek to slay psionicists, many turn to their side, becoming Wisdom, and Charisma saving throws against spells and
powerful allies to them in destroying those they see as lesser powers of a level you have ranger spell slots for.
or unenlightened.
Deflecting Thought. When you are hit by a spell attack,
Restriction: Psionic psi attack, or a magic or psionic effect that targets only you,
you may use a reaction to try to deflect it away from you.
Any who emulate this archetype are psionically awakened. In When you do, you reduce the damage you take by an amount
additional, your spells count as psionic powers rather than equal to 1d10 + your ranger level. If this reduces the damage
primal spells. If a feature calls for your manifesting ability, it to 0, you may change the target of the attack or effect to a
is the same as your spellcasting ability. creature you can see within 15 feet of you.
Cerebral Slayer Psionics Mindbending Assault
Starting at 3rd level, you learn a psionic power when you At 11th level, you gain one of the following features of your
reach certain levels in this class, as shown in the Cerebral choice.
Slayer Manifestations table. The power counts as a ranger
spell for you, but it doesn't count against the number of Buffet Minds. You can use your action to let your latent
ranger spells you know. When you use one of these powers, it psionic energy leak from you, tearing at the minds of
has no components and shows its display as normal for a creatures near you. Each creature of your choice within 5 feet
manifestion. In addition, you gain proficiency with the of you must make an Intelligence saving throw, taking psychic
Psionics skill. damage equal to 1d10 + your wisdom modifier on a failure.
Cerebral Slayer Manifestations Psi-Burst. As an action, you cause a bloom of psionic force
to explode outward from a point you can see on the ground.
Ranger Level Spells Each creature within 10 feet of that point must make an
3rd nightmare vortex Intelligence saving throw. On a failure, the target takes
5th sense minds psychic damage equal to 1d10 + your wisdom modifier.
9th allies to enemies
13th intellect sunder (Maybe Aura Sight) Immortal Mind
17th mind blade
At 15th level, you gain one of the following features of your
Slayer's Mark choice.
Also at 3rd level, you gain one of the following features of Evasion. When you are subjected to an effect, such as a
your choice. red dragon’s fiery breath or a lightning bolt spell, that allows
you to make a Dexterity saving throw to take only half
Brain Nausea. You have advantage on attacks against damage, you instead take no damage if you succeed on a
creature that are concentrating on a spell or power. In saving throw, and only half damage if you fail. (This may be
addition, when a creature fails its saving throw to keep changed later, it is a placeholder from hunter currently)
concentration due to an attack you made, that creature takes
an additional 3d8 psychic damage. Tricky Mind. When a hostile creature misses you with a
spell or psi attack with a range of 30 feet or less, you can use
Psychohunter. Whenever you cast a ranger spell that your reaction to force that creature to repeat the same attack
targets a single creature, you can use a bonus action to curse against another creature (other than itself) of your choice.
the target of the spell. The creature remains cursed for as
long as you concentrate (as though concentrating on a spell), Uncanny Dodge. When an attacker that you can see hits
for up to 1 hour. If the spell you cast requires concentration, you with an attack, you can use your reaction to halve the
you may still concentrate on this effect, but it instead ends attack’s damage against you. (This may be changed later, it
when that spell ends, or if you change the target of that spell. is a placeholder from hunter currently)
Once per turn, when you hit the cursed creature with a spell
or weapon attack, you may have the target take an addtional
1d8 psychic damage. If the target dies, travels to another
plane of existence, has a remove curse spell or similar effect
cast upon it, or you use this feature to curse another creature,
the effect ends for it.
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Rogue Psionic Manifesting
Soulknife Also at 3rd level, your psionic power, honed by your focus on
Armed with a mind as sharp as it is deadly, the soulknife is a perfecting your psionic weaponry, allows you to learn certain
violent force of psionic lethality. These psionic rogues craft psionic manifestations.
beautiful blades from their mental energy, preferring to hone
their natural abilities into a sharp, killing edge, rather than Psionic Talents
study the inner workings of the universe. A soulknife takes
great pride in the design and perfection of their psionic You learn three talents of your choice from the psion or
weaponry, often crafting a personal, signature aesthetic into nomad manifestation lists. You learn an additional talent of
any weapons they create. your choice from one of these lists at 10th level.
Restriction: Psionic Learning Manifestations
Any who emulate this archetype are psionically awakened. You know two psion manifestations of your choice, and one
nomad manifestation of your choice. The Soulknife Psionics
Mind Blade table shows when you learn more manifestations of 1st level
or higher. Each manifestation must be chosen from the psion
At 3rd level, you can create a semisolid blade of psychic manifestation list, and must be of a level no greater than that
energy, distilled from your mind. shown in the Manifestation Level Limit column for your
fighter level.
As a bonus action, you you can create a weapon that flows
with mental energy, a mind blade, in one of your free hands. At 8th, 14th, and 20th levels in this class, the
This weapon takes the form of a dagger, a longsword, a rapier manifestations you choose can come from the nomad
or a shortsword (your choice), using the same statistics as the manifestation list.
chosen weapon except that it has the finesse and thrown
(30/120) properties. You can never be disarmed of your mind Whenever you gain a level in this class, you can replace one
blade unless you choose to be, and it functions even in a null of the manifestations you know with another manifestation of
psionics field. If you let go of your mind blade, it disappears at your choice. The new manifestation must be of a level no
the end of the turn. greater than that shown in the Manifestation Level Limit
column for your fighter level, and it must be a psion
When you Sneak Attack a creature with your mind blade, manifestation, unless you're replacing the nomad
you can choose to deal psychic damage with the Sneak manifestation you gained at 3rd, 8th, 14th, or 20th level.
Attack. Your mind blade gains a +1 bonus to its attack and
damage rolls at 9th level in this class, and this bonus Psionic Power
becomes a +2 at 17th level.
The Soulknife Psionics table shows how much psionic power
Soulknife Psionics you have to invoke your manifestations of 1st level and higher.
To invoke one of these manifestations, you must expend psi
Rogue Talents Manifestations Psi Psi Limit Level points equal to the manifestation's level when you invoked it.
Level Known Known Points Manifestation Limit You regain all expended psi points when you finish a long
rest. For example, if you are a level 8 rogue and you know the
3rd 2 3 1 2 1st 1st-level manifestation psidarts, you can spend 1 psionic
power to invoke psidarts at 1st level or 2 psionic power to
4th 2 4 3 3 1st invoke psidarts at 2nd level. There is a limit to the amount of
psionic power you can sustain at a time; you can't invoke a
5th 2 4 3 3 1st manifestation if its psionic power cost is greater than your
Psi Limit.
6th 2 4 3 3 1st
Psionic Manifesting Ability
7th 2 5 7 3 2nd
Intelligence is your ability for your psionic manifestations,
8th 2 6 7 3 2nd since they are created out of psionic energy and shaped by
your mind. You use your Intelligence whenever a talent or
9th 2 6 7 3 2nd manifestation refers to your psionic ability. In addition, you
use your Intelligence modifier when setting the saving throw
10th 3 7 9 4 2nd DC for a psionic talent or manifestion you use and when
making an attack roll with one.
11th 3 8 9 4 2nd
Psionic save DC = 8 + your proficiency bonus + your
12th 3 8 9 4 2nd Intelligence modifier
13th 3 9 13 4 3rd Psionic attack modifier = your proficiency bonus + your
Intelligence modifier
14th 3 10 13 4 3rd
Speed of Thought
15th 3 10 13 4 3rd
At 9th level, your sharp focus hastens your body's responses
16th 3 11 15 5 3rd and heightens your mental acuity. Your speed increases by 10
feet, and you have advantage on ability checks to recall
17th 3 11 15 5 3rd information you've learned.
18th 3 11 15 5 3rd
19th 3 12 18 5 4th
20th 3 13 18 5 4th
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Bladewind
Starting at 13th level, you can fragment your mind blade into
multiple smaller weapons, each striking at a creature near
you.
As an action while you're wielding your mind blade, you
can split the blade into multiple weapons, using them to
make a melee psionic attack against each creature within 5
feet of you. On a hit, a creature takes 1d6 psychic damage,
and you can add an extra number of d6s to the damage; each
d6 you add in this way subtracts from your total Sneak Attack
damage, and you can distribute these d6s among each of the
creatures you hit until you've spent the total number of d6s
you have for your Sneak Attack.
Knife to the Soul
Starting at 17th level, when you Sneak Attack a creature with
your mind blade, you can choose to forego any number of d6s
from your Sneak Attack's damage in order to deal
Intelligence, Wisdom, or Charisma damage to the creature
(your choice). The target must succeed on a Constitution
saving throw or have the chosen ability score reduced by 1
for each d6 you forfeited, which lasts until the creature
finishes a long rest.
This feature can't reduce a creature's ability scores by more
than the total number of d6s you have for your Sneak Attack
and to no lower than 1.
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Sorcerer When you cast a sorcerer spell of 1st level or higher, you
can spend any number of sorcery points to surge with
Wilder emotion, empowering the spell. If you do, the spell's level
A stark contrast to the psion, the wilder draws upon raw increases by the same number of levels as the amount of
emotion to fuel both psionic and magical abilities. These sorcery points you spent, up to the maximum spell slot level
unique creatures command a mixture of powerful abilities, available for your sorcerer level. After augmenting a spell in
often in an overwhelming and confusing capacity. As such, this way, you must succeed on a Constitution saving throw
wilders can glimpse power far beyond their normal means, if (DC 8 + the spell level at which the spell was cast) or be
only for a brief moment, and at perilous risk. Wilders seek stunned until the start of your next turn.
adventure, as it is an opportunity for them to hone their
emotion-shaped powers, as well as to put their skills to the Elusive Intuition
test. For a wilder, every surge of emotion is both a euphoria
and an epiphany. At 14th level, your emotional surges enhance your intuition,
turning the emotional state of others into a clear indicator of
Restriction: Psionic their actions. After you use your Emotion Surge, melee
attacks against you have disadvantage until the end of your
Any who awaken this sorcerous origin are psionically next turn.
awakened. In additional, your spells count as psionic powers
rather than arcane spells. Surging Euphoria
Origin Spells At 18th level, your surges of emotion trigger a euphoric state
within you, boosting your endurance and your spells. When
When you choose this sorcerous origin, you gain access to you use your Emotion Surge, you can spend 3 additional
the following spells, which do not count against your spells sorcery points to gain the following benefits for 1 minute:
known but can only be cast once you reach the required
sorcerer level. You have a +2 bonus to your spell attack rolls and your
damage rolls for spell attacks, and your spell save DC
Wilder Origin Spells increases by 2.
You gain temporary hit points equal to twice your sorcerer
Level Spell Level Spells level, which disappear after 1 minute.
1st 1st heroism
3rd 2nd calm emotions
5th 3rd enemies abound
7th 4th compulsion
9th 5th dream
11th 6th irresistable dance
Natural Kinship
At 1st level, psionic energy naturally flows out of you, subtly
influencing the behavior of others you meet.
If you are within 10 feet of a creature when you speak to it
for the first time, that creature feels an implacable bond of
kinship with you. This bond makes the creature treat you as a
friend, rather than a neutral acquaintance. The GM decides
the extent of this benefit, and while it typically doesn't mean
the creature will afford you special favors, it becomes easier
for you to befriend the creature. This feature has no effect on
a creature that is already hostile to you before you meet it.
Wilder Psionics
Also at 1st level, you can choose from the telepath
manifestation list, in addition to the sorcerer spell list, when
you learn a new sorcerer spell. Manifestations you learn in
this way count as sorcerer spells for you instead of psionic
manifestations, and they don't require components to cast.
Emotion Surge
At 6th level, embracing a heightened emotional state allows
your spells to flare with additional power.
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Warlock Synaptic Blast
The Overmind Starting at 6th level, as an action, you can release a cone of
Your patron is being of immense mental energy, holding psychic energy that disrupts the brain waves of creatures
power through their thoughts alone. They hold ancient caught within it. Each creature in a 30-foot cone must make
secrets and powers that have been long forgotten before the an Intelligence saving throw against your spell save DC. On a
oldest of dragons hatched. An ocean of bottomless psionic failure, a creature takes psychic damage equal to your
potential, this being's interests and desires are utterly alien warlock level + your Charisma modifier and is stunned for 1
and abstract to your understanding. It is possible you were minute. On a success, a creature takes half as much damage
chosen, rather than seeking them out, even if you are unsure and is not stunned. A stunned creature can repeat the saving
of why you were chosen. throw at the end of each of its turns and whenever it takes
damage, ending the effect on a success.
Restriction: Psionic
Once you use this feature, you can't use it again until you
Any who pledge to this patron are psionically awakened. In finish a short or long rest.
additional, your spells count as psionic powers rather than
arcane spells. Psionic Drain
Patron Spells Beginning at 10th level, you can feed off the psionic energies
of creatures you have weakened. As an action, you can cause
You gain patron spells at the warlock levels listed. 1 creature that is stunned by you to take psychic damage
equal to your warlock level. You then regain hit points equal
Warlock Level Spells to the amount of damage dealt. This damage does not allow
1st charm person, dreadful whispers the creature to make another saving throw against that effect.
3rd agonizing rebuke, alter self
5th anonymous interaction, detect interference You may only use this feature once on each creature you
7th induce despair, visions of paradise have stunned, becoming able to use it on them again once
9th awaken, dominate person they finish a long rest.
Mind Awoken Uncarnate
At 1st level, you learn the mind thrust and mystic hand Starting at 14th level, the energy you control allows you to
psionic talents. They count as warlock cantrips for you, but avoid the pain of death. When you are reduced to 0 hit points,
they don't count against your number of cantrips known. In even if you would otherwise be killed outright, you can
addition, you can telepathically speak to any creature you instead have your body burst into psionic energy as your soul
share a language with that you can see within 30 feet of you. leaps out. Your soul has a fly speed equal to twice your
That creature is unable to respond in this way unless they movement speed, is invisible, is immune to all damage, and
also possess telepathy. cannot attack, cast spells, or use abilities. You immediately
take an extra turn. At the beginning of your next turn, your
Mindpool body snaps back to this realm, forming around your soul. You
are conscious with 1 hit point in the space your soul had
Also at 1st level, you gain the ability to channel pure mental been. Once you use this feature, you can't use it again until
energy to channel powerful psionics. You have a pool of d6s you finish a long rest.
that you can spend to fuel these psionics. The number of dice
in the pool equals 1 + your warlock level.
As a bonus action, when you cast a warlock spell or an
Overmind ability, you may roll dice from this pool and deal
additional psychic damage equal to the result. You gain
temporary hit points equal to the psychic damage dealt. If the
spell deals damage to multiple targets, this extra damage is
only applied to the first creature dealt damage. The
maximum number of dice you can spend at once with this
feature is equal to your choice of your Charisma modifier
(minimum of one).
Your pool regains all expended dice when you finish a long
rest.
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Warlord Psisurge
Thrallherd's Presence Also starting at 1st level, when you roll iniative you can pulse
Those who answer a thrallherd’s call are not referred to as your own psychic power through your allies and thralls within
cohorts and followers, but rather as thralls. They do not 60 feet of you. Affected creatures can add your Wisdom
appear because they admire the character and want to serve modifier to their first damage roll made before the end of
him or her, but because a hidden psychic resonance connects their next turn. This additional damage is psychic damage.
the thrallherd and his or her servants.
Hivemind Assault
Warlords of the Thrallherd's Presence command their
companions and their thralls through psionic force, giving Beginning at 3rd level, whenever you spend a Leadership Die,
orders directly into their minds. These thralls are incredibly a creature of your choice gains a bonus to its next attack and
loyal, bordering on insanity. damage rolls before the end of their next turn equal to the
number of Thralls under your control within 30 feet of it.
Restriction: Psionic
Sacrifical Bond
Any who fall under this presence are psionically awakened.
Starting at 7th level, the loyalty that you inspire in your thralls
Thrallherding has led them to being far more willing to sacrifice themselves
in your place. When you take damage, you may expend a
Starting at 1st level when you take this Presence, you are loyalty die as a reaction, swapping places with one of your
able to send psionically convert creatures into thralls to serve thralls within 15 feet of you. If you do, you instead take no
you. When you create a thrall in this way, the creature is damage and the thrall takes the damage you would have. You
considered charmed by you. This charm cannot be removed can use this reaction even if you would be reduced to 0 hit
save for remove curse, wish, warp reality, or similar spell or points by the triggering damage.
power, or by passing another saving throw against the effect.
If a creature attempts to remove it via remove curse, the Linked Senses
caster must succeed on a spell attack roll against a DC of 8 +
your Wisdom modifier + your proficiency bonus. Beginning at 11th level, you and your allies become able to
sense things from multiple angles. So long as one of your
You can create a thrall by spending at least one hour in Thralls is within 30 feet of a creature and can see and hear,
conversation with a creature, during which you weave that creature is immune to the blinded and deafened
powerful psionic charms to bind that creature to you. The conditions, and cannot be flanked.
In addition, whenever you
creature makes a Charisma saving throw, becoming your spend a Leadership Die, attacks targeting the target of your
thrall on a failure. The creature can repeat the saving throw Hivemind Assault have disadvantage until the end of your
annually, any time it is unconscious, or anytime it is killed and next turn.
resurrected, ending the effects on a success. A creature who
has been charmed by you in this way has disadvantage on a Righteous Sacrifices
saving throw against becoming your thrall again, and a
creature who succeeds their saving throw knows that you Starting when you reach 15th level, the range of your
attempted to charm it. Whenever you convert a thrall, Sacrificial Bond increases to 30 feet. In addition, you may
regardless of how many you have under your control, you use Sacrificial Bond targeting another willing creature when
must finish a short or long rest before you can convert they take damage so long as both you and one of your Thralls
another thrall. Thralls act on their own initiative, and follow are within 30 feet of that creature.
your general orders. On your turn, you can use your bonus
action to issue more specific commands for the thralls to Eternal Sacrifice
carry out on their next turn. You can give any number of your
thralls an order with the same bonus action, but it must be Beginning when you reach 18th level, you may choose to kill
the same command. A thrall is psionically manipulated by you one of your Thralls when you use your Sacrificial Bond. If you
and will fight for you, follow orders, and put themselves in do, the target creature that swapped placed with that Thrall
harm's way or even lay down their life to protect you, should regains hit points equal to half the amount of hit points the
they need to. Thrall had left.
The total CR of your thralls must be equal to or less than
your proficiency bonus, and you can never have more thralls
than half your proficiency bonus, rounded up. A CR of less
than 1 counts as 1.
In addition, you learn two talents of your choice from the
metamind power list. Whenever you gain a level in this class,
you may change one of those talents to another from the
metamind power list.
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Wizard Conduit Manipulation
Psimulist At 14th level, you can briefly focus on using psionics to
Psimulistics is the study of understanding and emulating the reshape effects as they occur around you.
unusual abilities of psionics through magic. Wizards who
master this arcane tradition gain a glimpse into the world of Whenever a spell is cast or a manifestation is invoked by
psychic creatures - often a humbling and enlightening another creature within 120 feet of you, if the spell or
experience which teaches them something fundamentally manifestation affects an area, you can use your reaction to
important about the makeup of magic and psionics alike. increase or decrease the area's size. An area can't be reduced
below 5 feet with this feature. You can modify an area in one
Restriction: Psionic of the following ways:
Any who join this school are psionically awakened. In If the area is a cone, you can modify it by up to 20 feet.
additional, your spells count as psionic powers rather than If the area is a radius, you can modify it by up to 10 feet.
arcane spells. If the area is a cube or a cylinder, you can modify one of
the dimensions, other than the radius, by up to 30 feet.
Psionics Study If the area is a line, you can modify its length by up to 60
feet.
At 2nd level, you can choose from the psion manifestation list,
in addition to the wizard spell list, when you learn a new
wizard spell. Manifestations you learn in this way count as
wizard spells for you instead of psionic manifestations, and
they don't require components to cast.
Additionally, when a psionic manifestation is invoked
within 60 feet of you, you can make an Intelligence (Arcana)
or Intelligence (Psionics) check against DC 10 + the
manifestation's level. On a success, you know the name of the
manifestation that was invoked, and you know its mental
discipline.
Extension of Mind
Also at 2nd level, your technique of marrying spellcasting and
psionics creates a temporary area of psionic influence around
you while you concentrate.
While you concentrate on a wizard spell, an aura of
influence extends outward from you to a distance of 30 feet,
ignoring cover, which moves with you. You can communicate
telepathically with any creature inside the aura. A creature
understands your telepathic speech if it speaks at least one
language, and it can deliver telepathic replies in a way you
understand. Creatures within this aura also have
disadvantage on Wisdom saving throws against your wizard
spells.
Focus Reinforcement
At 6th level, your mental focus has increased, allowing you to
remain concentrated through greater pain. When you fail a
concentration check, you can choose to succeed instead.
Once you've used this feature, you can't use it again until
you finish a short or long rest.
Sharpened Mind
At 10th level, your study of psionics subtly alters your mind
such that you can easily perceive slight fluctuations in the
minds of others. You can add your Intelligence modifier to
Wisdom (Insight) checks you make against creatures that
can't use psionics. Also, whenever you successfully discern
that a creature is lying to you, that creature takes psychic
damage equal to your Intelligence modifier.
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Feats Combat Manifestation
Prerequisite: The ability to manifest at least one power
Abberant Awakening You are adept at manifesting powers in combat, learning
Prerequisite: No Diabolic Awakening or Enlightened techniques that grant you the following benefits:
Awakening feat
Your exposure to chaotic and alien psionics over time has You have advantage on Constitution saving throws that you
mentally warped you, granting you the following benefits: make to maintain your concentration on a power when you
take damage. When a hostile creature's movement provokes
Increase your Intelligence, Wisdom, or Charisa by 1, to a an opportunity attack from you, you can use your reaction to
maximum of 20. manifest a power at the creature, rather than making an
You learn the eye of horror talent and one 1st-level power opportunity attack. The power must have a casting time of 1
of your choice. The 1st-level power must be from the action and must target only that creature.
psychometabolism or telepathy psionic discipline. You can
manifest this power without expending a psi point. Once Diabolic Awakening
you manifest this power in this way, you can’t do so again Prerequisite: No Aberrant Awakening or Enlightened
until you finish a long rest. You can also manifest these Awakening feat
powers using psi points. The power’s manifesting ability is Your mind has been tainted by the psionic energy of the lower
the ability increased by this feat. planes, such as that generated by cerebrelith demons,
granting you the following benefits:
Ancestral Recall
Prerequisite: Tourgaldrum race
Increase your Intelligence, Wisdom, or Charisa by 1, to a
You are a powerful example of your race's mental might, maximum of 20.
showing the true strength of the deep khords. You gain the You learn the combustion talent and one 1st-level power of
following benefits: your choice. The 1st-level power must be from the
clairsentience or psychokinesis psionic discipline. You can
You gain 3 psi points. manifest this power without expending a psi point. Once
You can manifest distracting figment a second time with you manifest this power in this way, you can’t do so again
your Psionically Suffused racial trait. until you finish a long rest. You can also manifest these
You have resistance to the damage of illusion spells and powers using psi points. The power’s manifesting ability is
telepathy powers of 5th level or lower. the ability increased by this feat.
Antimagic Psionics Enlightened Awakening
Prerequisite: The ability to manifest at least one 3rd level Prerequisite: No Aberrant Awakening or Diabolic Awakening
power, proficiency in both the psionics and arcana skills
feat
You have learned to weave magic and psionics together, being You have opened your mind to the planes above, absorbing
able to effect the two as one. Whenever a power you manifest the knowledge of celestial creatures such as angels, granting
has an effect on other powers, such as negate psionics, you you the following benefits:
can treat spells as powers of the same level. If a power you
manifest requires an ability check when used against a spell Increase your Intelligence, Wisdom, or Charisa by 1, to a
in this way, you gain a +1 bonus to that check. maximum of 20.
You learn the scramble talent and one 1st-level power of
Bloodied Barrage your choice. The 1st-level power must be from the
Prerequisites: The ability to manifest at least one power
metacreativity or psychoportation psionic discipline. You
Increase your choice of your Intelligence, Wisdom, or can manifest this power without expending a psi point.
Charisma by 1, to a maximum of 20. Once you manifest this power in this way, you can’t do so
again until you finish a long rest. You can also manifest
While you have half of your maximum hit points or less these powers using psi points. The power’s manifesting
remaining, you may add your psionic manifesting ability ability is the ability increased by this feat.
modifier to damage you deal with talents.
Closed Mind
Your mind is better able to resist psionics of all sorts. You
gain the following benefits:
Your choice of your Intelligence, Wisdom, or Charisma
score increases by 1.
If you are not proficient in a saving throw, you may add
half your proficiency bonus to the saving throw against
psionic powers and psi-like abilities.
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73
Fierce Psionics Hostile Mind
Prerequisite: Psionic Manifesting class feature
Prerequisite: Psionic Manifesting class feature
Your studies of the mind have lead you to advance your Your mind recoils violently against those who use psionics
powers to greater heights than most other practitioners of against you. You gain the following benefits:
the art.
When you are subjected to a psionic power from the
Once per turn, you can reroll the damage dice of any telepathy discipline, you may have the manifester make a
power or talent you manifest, using the new result. Wisdom saving throw against your Psi Save DC. On a
When you deal damage to a creature with a power or failure, the manifester takes psychic damage equal to 2d6
talent that is vulnerable to the damage type dealt, you may + your psionic manifesting modifier.
roll an additional damage die. When you are subjected to a psionic power from a
discipline other than telepathy that requires an
Force of Will Intelligence or Wisdom saving throw, you may use your
Prerequisite: Psionic Manifesting class feature, proficiency in reaction to have the manifester make a Wisdom saving
psionics
throw against your Psi Save DC. On a failure, the
You are able to deflect mental attacks with nothing more than manifester takes psychic damage equal to 1d6 + your
willpower alone. You gain the following benefits: psionic manifesting modifier.
You can use the effects of this feat a number of times equal
Your choice of your Intelligence, Wisdom, or Charisma to your psionic manifesting ability modifier, regaining all
score increases by 1. expended uses on a long rest.
Once per round, when targeted by a psionic power or psi-
like ability that allows a saving throw, you can choose to Improved Psicrystal
make a Wisdom saving throw instead of the normal saving Prerequisite: Possess at least one Psicrystal
throw called for. Your choice of your Intelligence, Wisdom, or Charisma score
increases by 1, to a maximum of 20.
Gemstone Disciple
Prerequisite: Gemscale Kobold race
You have learned to implant another personality fragment
You are a descendant of the gemstone dragons and have into your psicrystal. Your psicrystal gains a second
begun to truly manifest their true powers through yourself. personality from the Psicrystal Personalities table. In
You gain the following benefits: addition, you always add double your proficiency bonus to the
skills your psicrystal grants, even if you are not already
You gain 3 psi points. proficient. Additionally, while your psi crystal is within 10 feet
You treat darkness within 60 feet as dim light. of you, your psi attacks deal 1 additional damage.
You learn body adjustment and can manifest it at 2nd level
for 1 psi point. Intelligence is your manifesting ability for Mental Restoration
this power. Prerequisite: Psionic Manifesting class feature
You learn throw hands and can manifest it at will.
Intelligence is your manifesting ability for this power. Your choice of your Intelligence, Wisdom, or Charisma
You lose the Sunlight Sensitivity trait. score increases by 1, to a maximum of 20.
Whenever you manifest a power with the express use of
Gemstone Vanguard restoring hit points, the target gains temporary hit points
Prerequisite: Amethyst, Crystal, Emerald, Obsidian, Opal, equal to your modifier for the chosen ability score.
Ruby, Sapphire or Topaz Dragonborn race
If you roll a 1 when determining how many hit points a
You are a scion of the mighty psionic gemstone dragons, and creature regains from a power you manifest, you may
within you their great mental power lies. You gain the reroll that die but must use the new result, even if it is
following benefits: another 1.
You gain 3 psi points. Metapsionics
You learn combustion and can manifest it at will. When Prerequisite: The ability to manifest at least one power
you manifest this power, it deals the same damage type as You are an adept shaper of psionic abilties, and can twist
your breath weapon rather than its normal type. Your them to suit your needs. When you take this feat, choose two
choice of Intelligence, Wisdom, or Charisma is your options from the following list: Delay Power, Enlarge Power,
manifesting ability for this power. You cannot change this Extend Power, Hide Power, Maximize Power, Persistent
choice later. Power, Quicken Power, Twin Power. You gain those effects.
When you use your breath weapon, you may expend up to You can take this feat multiple times, but must pick two new
three psi points. For each psi point you expend, the DC of metapsionics options each time.
your breath weapon increases by 1, and you deal 1
additional damage with it.
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74
Delay Power [Metapsionics] Persistent Power [Metapsionics]
You can manifest a power that triggers a set duration after Prerequisite: Extend Power
manifestation. You make one of your powers last all day.
When you manifest a power, you may choose to make it
When you manifest a power, you can choose to delay it. A
delayed power doesn't activate until 1 to 5 rounds after you persistent. A persistent power has a duration of 24 hours.
finish manifesting it. You determine the delay when The persistent power must target self or have a fixed range;
manifesting the power, and it cannot be changed once set. you can't use this feat on a power with a variable range, or on
The power activates just before your turn on the round you a power with an instantaneous duration. A persistent power
designate. Only powers that target an area or have a range of costs a number of power points equal to its standard cost +6.
self or touch may be affected by this feat. Any decisions you
would make about the power (including attack rolls, Quicken Power [Metapsionics]
designating targets, or determining or shaping an area) are
decided when the power is manifested, while any effects You can manifest a power with a moment's thought.
resolved by those affected by the power (including saving When you manifest a power, you may choose to quicken it.
throws) are decided when the power triggers. A delayed
power may be negated normally during the delay, and can be Manifesting a quickened power is a bonus action. You can
detected normally in the area or on the target with powers perform another action, even manifest another power, in the
that can detect psionic effects. A delayed power costs a same round as you manifest a quickened power. You may only
number of power points equal to its standard cost +6. manifest one quickened power per round. A power whose
time to manifest is more than 1 action cannot be quickened.
Enlarge Power [Metapsionics] The quickened power costs a number of power points equal
to its standard cost +2.
You can manifest powers farther than normal.
When you manifest a power, you can choose to enlarge it. Twin Power [Metapsionics]
An enlarged power has its range doubles. Powers whose You can manifest a power simultaneously with another power
range are not defined by distance do not have their ranges just like it.
increased. An enlarged power costs a number of power points
equal to its standard cost +1. When you manifest a power, you may choose to twin it.
Manifesting a power altered by this feat causes the power to
Extend Power [Metapsionics] take effect twice on the target, as if you were simultaneously
manifesting the same power two times on the same location
You can manifest powers that last longer than normal. or target. Any variables in the power (such as targets, shaping
When you manifest a power, you can choose to extend it. an area, and so on) apply to both of the resulting powers. The
target suffers all the effects of both powers individually and
An extended power lasts twice as long as normal. An receives a saving throw for each. In some cases, failure of
extended power costs a number of power points equal to its both of the target’s saving throws results in redundant effects,
standard cost +1. such as a twined charm person, although any ally of the
target would have to succeed at two negate attempts in order
Hide Power [Metapsionics] to free the target from the charm. A twinned power costs a
number of power points equal to its standard cost +4.
You can manifest powers without a telltale display.
When you manifest a power, you can choose to hide it. A Mindbreaker
You have practiced to disrupt the careful flows of psionic
psionic power can be manifested with no display. The hidden energy from a manifester using powerful melee techniques,
power costs a number of power points equal to the standard gaining the following benefits:
cost +1.
When a creature within 5 feet of you manifests a power,
Maximize Power [Metapsionics] you can use your reaction to make a melee weapon attack
against that creature.
You can manifest powers to maximum effect. When you damage a creature that is concentrating on a
When you manifest a power, you may choose to maximize power, that creature has disadvantage on the saving throw
it makes to maintain its concentration.
it. All variable, numeric effects of a maximized power are You have advantage on saving throws against powers
maximized. A maximized power deals maximum damage, manifested by creatures within 5 feet of you.
cures the maximum number of hit points, affects the Mindshaper Initiate
maximum number of targets, and so on, as appropriate. For You learn two talents of you choice from the metamind's,
example, a maximized whitefire deals 20 points of damage. psion's, or any of the psion's subclasses's manifestation lists.
Saving throws and opposed rolls (such as the one you make In addition, choose one 1st-level power from that same list.
when you manifest negate psionics) are not affected. Powers You learn that power and can manifest it at its lowest level.
without random variables are not affected. The maximized Once you manifest it, you must finish a long rest before you
power costs a number of power points equal to its standard can manifest it again using this feat. Your manifesting ability
cost +6. for these powers is Intelligence if you chose psion or one of
its subclasses, or wisdom if you chose metamind.
Chapter Four | Feats
75
Mystical Mentality Powerful Psionics
Prerequisite: Elan race
Prerequisite: Psionic Manifesting class feature
As an elan, you are able to sustain and protect yourself far You have studied and practiced the powers of your mind,
better than others of even your own race. You gain the sharpening them to a fine point that can pierce the thickest
following benefits: defences.
You never need to eat or drink again, and instead you rely Whenever you manifest a power that does damage, add
entirely on your psionic metabolism to provide optimum your manifesting ability modifier to the damage dealt with
nutrition and hydration. that power to one of the targets of the power.
When you use your Resilience ability, you instead reduce Your powers ignore resistance to the damage they cause,
the damage by 3 for each psi point you spend. but not immunity.
When you use your Resistance ability, you may instead You can choose to manifest an ability using your full turn,
choose to spend 3 psi points to gain a +3 bonus to that forgoing movement and bonus actions, to give
saving through. disadvantage on the saving throw imparted by that power
or have advantage on the attack roll required for that
Nexus power. You cannot use any other actions or movement on
Prerequisite: Ichtlin race
the turn you use this feature.
You are a beacon of your community, funneling psionic
energy through yourself to serve your group, whomever may Psionic Accuracy
be included in that. You gain the following benefits: Prerequisites: The ability to manifest at least one power
You have learned techniques to enhance your attacks with
You gain 3 psi points. certain types of manifestations, gaining the following
Your tribe may include up to 7 other creatures as part of benefits:
your Naturally Telepathic trait. In addition, you may spend
1 psi point to allow any creature within your tribe that is When you manifest a power that requires you to make an
within 30 feet of another may telepathically communicate attack roll, the spell’s range is doubled.
directly with that creature for 1 minute. Your ranged psi attacks ignore half cover and three-
You learn the mindknit power and may manifest it at 1st quarters cover.
level by expending 1 psi point. Intelligence is your You learn one talent that requires an attack roll. Choose
manifesting ability for this power. the talent from the psion, metamind, or any psion
subclass’s power list. Your manifesting ability for this
Overchannel talent is Intelligence if it came from the psion or a psion
Prerequisite: Psionic Manifesting class feature
subclass’s power list, or Wisdom if it came from the
You gain the ability to draw power from your body rather than metamind power list.
your mind. When you manifest a power, you can manifest it at
a higher level without spending additional psi points, up to Psionic Fist
your psi limit. To do so, you take 1d8 psychic damage if you Prerequisite: Psionic Manifesting class feature
manifest it one level higher, 3d8 if it is manifested two levels
higher, or 5d8 if you manifest it three levels higher. You You gain 4 psi points.
cannot manifest it higher than this using Overchannel. In Your choice of your Strength or Intelligence score
addition, you cannot manifest at a higher level using psi increases by 1.
points if you use Overchannel, and cannot use Overchannel if You can use your Intelligence modifier for attack and
you use psi points to manifest the power at a higher level. damage rolls with your unarmed strikes and natural
This psychic damage cannot be resisted or reduced in any weapons.
way. When you take the attack action on your turn, you can use
your bonus action and spend 1 psi to affix psionic energy
to your body. Each unarmed or natural weapon attack you
make during that turn deals psychic damage rather than
the normal type and deals an additional 1d4 psychic
damage.
Chapter Four | Feats
76
Psionic Fury Psymbiot
Prerequisites: Half-Orc race, The ability to manifest at least Prerequisite: Psionic Manifesting class feature
one power
You become able to feed off of and gain focus from the mental
Increase your choice of your Intelligence, Wisdom, or energy flowing from other creatures near you. So long as
Charisma by 1, to a maximum of 20. there is at least one creature within 30 feet of you that is a
3rd level or higher psionic manifester, or has the innate
When you use your Relentless Endurance racial feature, manifesting trait, you gain a +2 bonus to all ability checks,
you enter a state of psionic fury for 1 minute. During this skill checks, and saving throws.
time, once per turn, you deal additional psychic damage
whenever you hit a creature with a weapon attack. This Shape Blade
additional damage equals your modifier for the ability score Prerequisite: Mind Blade class feature
you increased with this feat. You become able to shape your mind blade much more
fluidly, taking advantage of any form that may be more
Psionicist appropriate for any situations. Your mind blade can take the
You study the mental arts, gaining the following benefits: shape of any simple or martial melee weapon, as well as that
of a bastard sword and you can change it as a bonus action.
Increase your Intelligence score by 1, to a maximum of 20. In addition, when you reshape your blade to a different form,
You gain proficiency in the Psionics skill. If you are already you gain a +1 bonus to attack and damage rolls until the end
proficient in the skill, you add double your proficiency of your turn.
bonus to checks you make with it.
You learn the mystic hand and detect psionics Untouchable
manifestations. You can manifest detect psionics once Prerequisite: Blue Goblin race
without expending a psi point, and you regain the ability to You are a member of the proud Blues, a distant cousin to
do so when you finish a long rest. When you cast mystic goblins. Even among them, however, you are a truly
hand with this trait, its duration increases to 1 minute. magnificent specimen. You gain the following benefits:
Psychic Endurance You gain 3 psi points.
Prerequisites: Fighter class, The ability to manifest at least While you have at least one psi point available, you are
one power or the Naturally Psionic or Psionically Suffused under the effects of the inertial armor power.
racial trait
While you are under the effects of inertial armor, any
Increase your Intelligence, Wisdom, or Charisma by 1, to a goblinoid creature who targets you with an attack or a
maximum of 20. harmful spell or power must first make an Intelligence
saving throw. On a failure, the creature must choose a
You gain 3 psi points. Whenever you use your Second new target or lose the attack, spell, or power.
Wind trait, you may spend a psi point. If you do, you regain Whenever you manifest mystic hand or delusion using
additional hit points. The additional hit points regained your Naturally Psionic trait, you may double the effects,
equals the modifier of the ability score you increased with moving two objects with mystic hand or affecting two
this feat. Additionally, you learn the aspect of elevated creatures with a delusion. A delusion made in this way
harmony power and can manifest it at 1st level using the psi must be perceived the same way by both targets.
points granted by this feat or from another source.
Wretched Lineage
Psychic Lock Prerequisite: Gray Half-Orc race
Prerequisite: Charisma, Wisdom, or Intelligence 13 or higher Descending from the hideous gray orc race, you have a
and Psionic Manifesting class feature
horrifying physique and appearance that hides its true
strength and an even greater strength, your mind. You gain
Increase your Charisma, Wisdom, or Intelligence score by the following benefits:
1, to a maximum of 20.
If you deal psychic damage to a creature with a psionic You gain 3 psi points.
power of 1st level or higher, that creature has Whenever you hit with a melee weapon, you may expend a
disadvantage on the next attack roll against you until the psi point. If you do, your Focused Torture trait treats that
beginning of your next turn. If a creature misses you with weapon as though it had the Brutal 2 property until the
an attack while under this effect, it takes 1d6 psychic end of your turn.
damage. Whenever you deal damage to a creature with a weapon
attack or your psilance talent, you may expend a psi point.
If you do, you gain temporary hit points equal to the
damage dealt.
Chapter Four | Feats
77
Manifestations By Class
Ardent Celerity
Mantle of Fury
Comforting Aura Personality Parasite
1st Level Corrosive Metabolism Mantle of Courage Psychic Inquisition
Empathic Transfer Master's Charge Restore Defaults
Bind Creature Induct Being Psyche Drain Restore Life
Charming Presence Iron Durability Psychic Parry Wandering Mind
Crown of Rage Manipulation Read Moods
Detect Psionics Mantle of Command Restorative Wave 5th Level
Environmental Adaptation Mantle of Confidence Soothing Presence
Incite Fear Mental Resistance Visions of Despair Augmented Weapon
Link Senses Mindless Courage Aura Alteration
Mend Wounds Quell Conflict 4th Level Aura of Bloodletting
Mental Trauma Salubrious Pulse Beacon of Recovery
Mindknit Sense Minds Aura Sight Center of Attention
Psionic Weapon Spirit Sense Control Person Commander's Sight
Psychic Backlash Coordinated Movement Exacting Query
Repelling Force 3rd Level Death Urge Frozen Sanctuary
Telepathic Contact Detect Divination Metaconcert
Unified Combat Aura of Victory Fighting Words Occluded Mind
Winged Weapon Aura Sense Forced Serenity Restore Extremity
Distracting Haze Id Insinuation View Aura
2nd Level Forceful Query Incite Courage
Inflict Pain
Aura of Jubilation Know Customs
Body Adjustment
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78
Battlemind Aspect of Enlightened Flame Absorb Shock Free Movement
Aspect of the Desert Allies to Enemies Incite Courage
1st Level Storm Aspect of Stolen Identity Inflict Pain
Aspect of Unstoppable Intellect Sunder
Adaptive Shield Aspect of the Striking Viper Know Customs
Aspect of Elevated Harmony Blink Shot Momentum Mantle of Fury
Aspect of Living Stone Body Adjustment Aspect of Wrathful Flame Rapid Step
Biofeedback Celerity Aura of Victory
Deceleration Concussive Clap Brute Strike 5th Level
Destiny Dissonance Corrosive Metabolism Feat of Strength
Detect Psionics Defensive Step Giant Limbs Aspect of Battle Mastery
Enhance Ammo Ego Whip Master's Charge Astral Rider
Environmental Adaptation Hammer Morph Mind of Endurance Augmented Weapon
Ethereal Weapon Iron Durability Psyche Drain Aura of Bloodletting
Inertial Armor Mastery of Fire Psychic Parry Center of Attention
Intellect Fortress Mastery of Force Surge of Action Commander's Sight
Iron Hide Mastery of Ice Sustenance Dolorous Mind
Nightmare Vortex Mastery of Weather Unwavering Eye Faithful Archer
Nomadic Arrow Master of Wood and Earth Veotred's Immense Ego Frozen Sanctuary
Psionic Vigor Precognitive Hunch Inertial Barrier
Psionic Weapon Psionic Ambush 4th Level Kinetic Prison
Toppling Shift Psionic Anchor Metaconcert
Whelm Seeking Missile Aspect of Luminous Thought Mind Blade
Winged Weapon Sense Minds Aspect of the Roaring Ocean Mind Wrack
Transposition Baleful Transposition Ogre Form
2nd Level Blur of Motion Telekinetic Grasp
3rd Level Coordinated Movement
Aspect of Disembodiment Fire Wreath
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79
Metamind
Talents (0 Level) Energy Ray Phase Cloak Read Moods
Enhance Ammo Polarity Manipulation Slam Object
Beacon Environmental Adaptation Precognitive Hunch Soothing Presence
Betrayal Feel Light and Sound Probe Thoughts Surge of Action
Bolt Incite Fear Quell Conflict Sustenance
Brainfog Inertial Armor Seeking Missile Swarm of Crystals
Combustion Intellect Fortress Sense Impressions Time Void
Corrosive Touch Iron Hide Sense Minds Unwavering Eye
Cranial Disturbance Item Lore Sensory Swap Visions of Despair
Crowned in Sorrow Mend Wounds Shape Fire Wall of Clouds
Delusion Mental Trauma Sharkbolt Warp Armor
Desiccate Minor Creation Spirit Sense
Distract Nomadic Arrow Step from Sight 4th Level
Eye of Horror Psidarts Third Eye
Hammer of Inquisition Psionic Blast Transposition Aura Sight
Hungry Lightning Psionic Weapon Vacuum Baleful Transposition
Kinetic Trawl Psinova Waking Dreams Biocurrent
Knock Back Psychic Assault Wind Stream Blur of Motion
Lethal Strike Psychic Backlash Chaotic Vision
Memory Hole Repelling Force 3rd Level Control Person
Mighty Leap Step of a Dozen Paces Death Urge
Mind Thrust Telepathic Contact Anonymous Interaction Detect Divination
Mystic Hand Toppling Shift Aura of Victory Displacement
Nomadic Anchor Warp Weapon Aura Sense Enduring Invisibility
Nomadic Mind Wind Step Crisis of Breath Energy Ball
Nomadic Step Crystal Cocoon Fighting Words
Primal Fury 2nd Level Dark Cloud Force Spheres
Psilance Darkbolt Forced Serenity
Psionic Restoration Aura of Jubilation Dazzling Shift Forcewave
Psychic Hammer Bestow Power Dimension Slide Free Movement
Scramble Blink Shot Distracting Haze Gills
Send Thoughts Body Equilibrium Dream Sight Id Insinuation
Spike of Lethality Celerity Ectoplasmic Form Incite Courage
Telekinetic Push Comforting Aura Energy Missile Inflict Pain
Throw Hands Concealing Amorpha Feat of Strength Intellect Sunder
Venom Strike Concussive Clap Fool's Speech Know Customs
Defensive Step Forceful Query Know Location
1st Level Ego Whip Giant Limbs Lightning Motes
Hammer Morph Ice Sheet Mantle of Fury
Acid Spray Hand of Caution Interrupt Psionics Mastery of Light and Dark
Adaptive Shield Induct Being Invisibility Purge Personality Parasite
Astral Construct Iron Durability Loathsome Veil Piercing Sight
Bind Creature Keen Memory Mantle of Courage Psychic Inquisition
Catfall Knit Construct Master's Charge Quick Tutor
Charming Presence Manipulation Mastery of Air Quintessence
Cloud Steps Mantle of Command Mastery of Water Rapid Step
Control Object Mantle of Confidence Mind Trap Restore Life
Crown of Rage Mastery of Fire Mindlocked Messenger Wall of Repulsion
Deceleration Mastery of Force Missive Wandering Mind
Destiny Dissonance Mastery of Ice Negate Psionics Water Slide
Detect Psionics Mastery of Weather Pionic Knock Wind Form
Distracting Figment Mastery of Wood and Earth Psyche Drain
Dream Feast Mindless Courage Psychic Augury
Déjà Vu Nomadic Chameleon Psychic Parry
Chapter Five | Manifestations
80
Metamind Continued
5th Level
Breath of the Amethyst Breath of the Topaz Dragon Perceive the Unseen
Broken Will Phantom Riches
Astral Rider Dragon Crisis of Life Psychic Blast
Augmented Weapon Breath of the Black Dragon Deathmarch Psychic Redoubt
Aura Alteration Breath of the Blue Dragon Fog of Nightmares Unsettling Aura
Aura of Bloodletting Breath of the Crystal Dragon Frozen Rain Wall of Thunder
Baleful Teleport Breath of the Red Dragon Giant Form Wondrous Recall
Center of Attention Breath of the Sapphire Globe of Winter Zone of Invisibility
Dolorous Mind Hazy Shift
Exacting Query Dragon Legal Thoughts 9th Level
Faithful Archer Breath of the White Dragon Lightning Leap
Force Blast Callous Banishment Mental Barrier Affinity Field
Forcewhip Cerebral Phantasm Mind Storm Apopsi
Frozen Sanctuary Cone of Sound Overwhelming Fury Assimilate
Gliding Aura Detonation Pillar of Confidence Bestial Transformation
Hail of Crystals Fiery Discorporation Planar Transport Breath of the Green Dragon
Hypnosis Hovering Road Psionic Mirage Breath of the Deep Dragon
Ignore Death Induced Vision Psychic Overload Decerebrate
Intellect Prism Learn Language Psychic Precognition Deep Freeze
Kinetic Prison Mass Fabrications Ransack Mind Divergent Path
Metaconcert Metamorphosis Reddopsi Energy Immunity
Nomad's Gate Miniature Form Shadow Body Fusion
Occluded Mind Nightmare Cage Strategic Mind Incite Awe
Ogre Form Phantom Caravan True Vision Incite Panic
Phantom Foe Phasing Eye Victory Before Battle Irrational Phobia
Psychic Divination Psychic Leech Nullify Psionics
Radial Navigation Punish Fury 8th Level Phantom Betrayal
Radiant Beam Retrieval Phantom Idea
Rolling Flame Screech of the Emerald Astral Seed Psychic Crush
Shadow Beasts Diamondblade Reality Revision
Sonic Current Dragon Dissolution Temporal Velocity
Telekinetic Grasp Shield of Prudence Ethereal Shift Thought of Unmaking
Touchsight Sonic Boom Ice Barrier Veil of Pressure
Visions of Disgust Iron Resistance World of Horror
Wall of Wood Mass Time Suspension
Microscopic Form
View Aura 7th Level Oaken Body
6th Level Ablating
Animate Element
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81
Psion
Cantrips (0 Level)
Wind Step Negate Psionics Punish Fury
Psyche Drain Sonic Boom
Betrayal 2nd Level Psychic Parry
Blade Meld 7th Level
Bold Aura of Jubilation 4th Level
Brainfog Body Equilibrium Command to Strike
Delusion Concussive Clap Aura Sight Legal Thoughts
Desiccate Hand of Caution Coordinated Movement Mental Barrier
Distract Keen Memory Fighting Words Mind Storm
Hungry Lightning Manipulation Force Spheres Overwhelming Fury
Kinetic Trawl Mantle of Command Incite Courage Ransack Mind
Mind Thrust Mastery of Fire Inflict Pain
Mystic Hand Mastery of Ice Know Customs 8th Level
Psilance Mastery of Weather Mantle of Fury
Psionic Restoration Psionic Ambush Mantle of Light and Dark Diamondblade
Spike of Lethargy Psionic Anchor Encasing Ice
Throw Hands Psionic Lock 5th Level Microscopic Form
Psychic Speech Overwhelming Attack
1st Level Quell Conflict Aura Alteration Psychic Redoubt
Seeking Missile Aura of Bloodletting Unsettling Aura
Charming Presence Sense Minds Commander's Sight Zone of Invisibility
Detect Psionics Waking Dreams Dolorous Mind
Dream Feast Frozen Sanctuary 9th Level
Environmental Adaptation 3rd Level Intellect Prism
Ethereal Weapon Mind Blade Affinity Field
Intellect Fortress Aura of Victory Phantom Foe Apopsi
Mental Trauma Aura Sense Deep Freeze
Nomadic Arrow Dark Cloud 6th Level Incite Awe
Psidarts Dream Sight Phantom Betrayal
Psionic Weapon Feat of Strength Cerebral Phantasm Phantom Idea
Psychic Assault Interrupt Psionics Hovering Road Reality Revision
Psychic Backlash Mantle of Courage Induced Vision Thought of Unmaking
Repelling Force Master's Charge Learn Language World of Horror
Mastery of Water Miniature Form
7th Level
Disciple of the Egoist
Giant Form
Cantrips (0 Level) Celerity Rapid Step Pillar of Confidence
Empathic Transfer Restore Life Shadow Body
Knock Back Hammer Morph Wind Form
Mighty Leap Iron Durability 8th Level
Primal Fury Mastery of Force 5th Level
Iron Resistance
1st Level 3rd Level Beacon of Recovery Oaken Body
Ogre Form
Adaptive Shield Brute Strike Touchsight 9th Level
Animate Weapon Ectoplasmic Form
Enhance Ammo Giant Limbs 6th Level Bestial Transformation
Feel Light and Sound Mind of Endurance Energy Immunity
Iron Hide Sustenance Metamorphosis
Mend Wounds Psychic Leech
Restore Vigor
2nd Level 4th Level Screech of the Emerald
Gills Dragon
Chapter Five | Manifestations
82
Disciple of the Kineticist
Cantrips (0 Level) Psionic Levitation 5th Level Detonation
Shape Fire Fiery Discorporation
Combustion Vacuum Forcewhip
Psychic Hammer Inertial Barrier 7th Level
Telekinetic Push 3rd Level Kinetic Prison
Sonic Current Ablating
1st Level Absorb Shock Telekinetic Grasp Psychic Overload
Energy Missile Reddopsi
Control Object Mastery of Air 6th Level
Energy Ray Psionic Knock 8th Level
Inertial Armor Slam Object Breath of the Amethyst
Psionic Blast Dragon Dissolution
Psinova 4th Level Wall of Thunder
Breath of the Blue Dragon
2nd Level Biocurrent Breath of the Red Dragon 9th Level
Control Person Breath of the Sapphire
Body Adjustment Energy Ball Breath of the Deep Dragon
Nomadic Chameleon Forcewave Dragon Psychic Crush
Polarity Manipulation Wall of Repulsion Breath of the White Dragon Veil of Pressure
Cone of Sound
Disciple of Mending
Cantrips (0 Level) Mental Resistance Death Urge Restore Vigor
Mind over Body Life Spring
Send Thoughts Third Eye Restore Defaults 7th Level
Psionic Restoration Restore Life
Crisis of Life
1st Level 3rd Level 5th Level Deathmarch
Biofeedback Crisis of Breath Adapt Body 8th Level
Mend Wounds Mind of Endurance Beacon of Recovery
Mindknit Restorative Pulse Hypnosis Ameliorate
Sense Poison and Disease Restorative Wave Ignore Death Astral Seed
Soothing Presence Restore Extremity
2nd Level 9th Level
4th Level 6th Level
Bestow Power Assimilate
Body Adjustment Biocurrent
Chapter Five | Manifestations
83
Disciple of the Nomad
Cantrips (0 Level) 7th Level
Defensive Step Blur of Motion
Enduring Invisibility Hazy Shift
Nomadic Anchor Phase Cloak Free Movement Planar Transport
Nomadic Step Step from Sight Psionic Mirage
Transposition 5th Level
Scramble 8th Level
Baleful Teleport
1st Level 3rd Level Faithful Archer Ethereal Shift
Gliding Aura Mass Time Suspection
Catfall Dazzling Shift Nomad's Gate
Deceleration Dimension Slide 9th Level
Step of a Dozen Paces Surge of Action 6th Level
Warp Weapon Time Void Decerebrate
Warp Armor Callous Banishment Temporal Velocity
2nd Level Phantom Caravan
4th Level Retrieval 7th Level
Blink Shot
Baleful Transposition
Psychic Precognition
True Vision
Disciple of the Seer Know Location Victory Before Battle
Piercing Sight
Cantrips (0 Level) Comforting Aura Wandering Mind 8th Level
Precognitive Hunch
Beacon Sense Impressions 5th Level Perceive the Unseen
Hammer of Inquisition Spirit Sense Wondrous Recall
Nomadic Mind Third Eye Psychic Divination
Radial Navigation 9th Level
1st Level 3rd Level Radiant Beam
View Aura Divergent Path
Destiny Dissonance Invisibility Purge Nullify Psionics
Distracting Figment Psychic Augury 6th Level
Item Lore Soothing Presence
Sense Poison and Disease Unwavering Eye Find Creature
Unified Combat Phasing Eye
Shield of Prudence
2nd Level 4th Level
Detect Divination
Chapter Five | Manifestations
84
Disciple of the Shaper
Cantrips (0 Level) Knit Construct Quintessence 7th Level
Mastery of Wood and Earth Water Slide
Corrosive Touch Sharkbolt Animate Element
Lethal Strike 5th Level Breath of the Topaz Dragon
Venom Strike 3rd Level Frozen Rain
Astral Rider Lightning Leap
1st Level Crystal Cocoon Augmented Weapon
Darkbolt Hail of Crystals 8th Level
Acid Spray Distracting Haze Rolling Flame
Astral Construct Ice Sheet Shadow Beasts Astral Seed
Cloud Steps Loathsome Veil Ice Barrier
Minor Creation Swarm of Crystals
6th Level 9th Level
2nd Level 4th Level
Breath of the Black Dragon Breath of the Green Dragon
Concealing Amorpha Fire Wreath Breath of the Crystal Dragon Fusion
Corrosive Metabolism Lightning Motes Mass Fabrication
Wall of Wood
Disciple of the Telepath
Cantrips (0 Level) Ego Whip 4th Level Nightmare Cage
Induct Being Visions of Disgust
Crowned in Sorrow Mantle of Confidence Chaotic Vision
Eye of Horror Mindless Courage Forced Serenity 7th Level
Mind Meld Probe Thoughts Id Insinuation
Sensory Swap Personality Parasite Broken Will
1st Level Psychic Inquisition Fog of Nightmares
Quick Tutor Strategic Mind
Bind Creature 3rd Level
Crown of Rage 5th Level 8th Level
Déjà Vu Anonymous Interaction
Incite Fear Fool's Speech Center of Attention Psychic Blast
Link Senses Forceful Query Exacting Query
Telepathic Contact Mind Trap Metaconcert 9th Level
Toppling Shift Mindlocked Messenger Occluded Mind
Missive Incite Panic
2nd Level Read Moods 6th Level Irrational Phobia
Visions of Despair
Chapter Five | Manifestations
85
Talents This talent creates one additional piece of ammunition
when you reach 5th level (2 pieces), 11th level (3 pieces), and
Beacon 17th level (4 pieces). When you reach 5th level(1d6) and 17th
level (2d6), the piece of ammunition adds an additional 1d6
Psionics (psychokinesis) talent damage of the same type as the weapon used. In addition, at
Invoking Time: 1 action 5th level and above, you can create greatarrows or siege bolts
Range: Touch in addition to the normal objects able to be created.
Display: Your hands appear to be covered in light dust
Duration: Concentration, Up to 1 hour Brainfog
Classes: Disciple of the Seer, Metamind
Psionics (telepathy) talent
An object you touch radiates light in a 20-foot radius and Invoking Time: 1 action
dim light
for an additional 20 feet. Alternatively, a creature Range: 60 feet
you touch radiates
light in the same manner if it fails a Display: The target's skin loses some of its color
Dexterity saving throw. While lit
by this manifestation, the Duration: 1 round
target can't benefit from invisibility, and the
next attack roll Classes: Metamind, Psion
against it has advantage. You fill a creature's mind with a heavy fog, making it hard
Betrayal for them to think. One creature you can see makes a Wisdom
saving throw. On a failed save, the target takes 1d6 psychic
Psionics (telekinesis) talent damage and the first time it makes a saving throw or attack
Invoking Time: 1 action roll before the end of your next turn, it must roll a d4 and
Range: 60 feet subtract the number rolled from the roll.
Display:The target's eyes turn fully red for a moment
Duration: Instantaneous This talent's damage increases by 1d6 when you reach 5th
Classes: Metamind, Psion level (2d6), 11th level (3d6), and 17th level (4d6).
One creature you can see in range must make a Wisdom Combustion
saving throw. On a failure, the target moves up to 5 feet in any
direction of your choice along solid ground and makes a Psionics (psychokinesis) talent)
single melee weapon attack against a target in their reach. if Invoking Time: 1 action
the creature knows its target as an ally, it has advantage on Range: 120 feet
its saving throw. Display: Your hand ignites with flame momentarily
Duration: Concentration, Up to 1 minute
The distance the target can move increases by 5 feet at 5th Classes: Disciple of the Kineticist, Metamind
level (10 feet), 11th level (15 feet), and 17th level (20 feet).
Make a ranged psionic attack against a creature or object
Blade Meld you can
see within range. On a hit, the target takes 1d8 fire
damage and lights
ablaze, taking 1d8 fire damage at the end
Psionics (psychometabolism) talent of each of its turns for the
duration or until it or a creature
Invoking Time: 1 bonus action within 5 feet of it extinguishes the
flames with an action.
Range: Self
Display: The weapon melds with your form The talent’s initial damage increases by 1d8 when you
Duration: 1 minute reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: Psion
Corrosive Touch
A one-handed melee weapon you hold becomes one with
your
hand. For the duration, you can’t let go of the weapon, Psionics (metacreativity) talent)
nor can it be
forced from your grasp. Invoking Time: 1 action
Range: Touch
Bolt Display: Your hand drips with deep yellow psionic energy
Duration: Instantaneous
Psionics (metacreativity) talent Classes: Disciple of the Shaper, Metamind
Invoking Time: 1 bonus action
Range: Self You deliver a touch of acid to one creature within your
Display: The scent of wood and iron faintly appears reach. The
target must make a Dexterity saving throw, taking
around you for a moment 1d10 acid damage
on a failed save.
Duration: 1 minute
Classes: Metamind, Psion The talent’s damage increases by 1d10 when you reach 5th
You create a single, standard-sized crossbow bolt, arrow, or level
(2d10), 11th level (3d10), and 17th level (4d10).
sling bullet, which dissipates into constituent ectoplasmic
particles when te duration lapses, or when it hits or misses a
target. This piece of ammunition counts as psionic for the
sake of overcoming resistance and immunity.
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Cranial Disturbance Desiccate
Psionics (telepathy) talent Psionics (psychometabolism) talent
Invoking Time: 1 action Invoking Time: 1 action
Range: 60 feet Range: 30 feet
Display: The target begins to shake slightly and gets an Display: The target’s skin shrivels somewhat
exhausted look Duration: 1 round
Duration: Instantaneous Classes: Metamind, Psion
Classes: Metamind
You generate a spike of expanding force within your enemy, Choose one creature you can see within range. The target
must
make a Constitution saving throw, taking 1d8 necrotic
disorienting that foe and knocking it off-balance. Make a damage on a
failed save. On a failed save, the target also has
ranged psi attack against a creature in range. On a hit, the disadvantage on the
Strength, Dexterity, and Constitution
target takes 1d8 force damage and must make an Intelligence ability checks for the duration.
saving throw, being knocked prone on a failure.
The talent’s damage increases by 1d8 when you reach 5th
This talent's damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
level (2d8), 11th level (3d8), and 17th level (4d8).
Distract
Crowned in Sorrow
Psionics (metacreativity) talent
Psionics (telepathy) talent Invoking Time: 1 action
Invoking Time: 1 action Range: 60 feet
Range: 60 feet Display: Pale yellow psionic energy swirls around your
Display: The air around the target takes on a blue tint target's head
Duration: Instantaneous Duration: 1 round
Classes: Disciple of the Telepath, Metamind Classes: Metamind, Psion
You attempt to distract a target you can see within range.
One creature you can see within range must make a
Charisma
saving throw. On a failed save, it takes 1d8 psychic The target makes an Intelligence saving throw. On a failure,
damage, and it
can’t take reactions until the start of its next the next attack against the target has advantage.
turn.
If you manifest this power with a range of touch, you may
The talent’s damage increases by 1d8 when you reach 5th instead manifest it as a bonus action.
level
(2d8), 11th level (3d8), and 17th level (4d8).
Eye of Horror
Delusion
Psionics (telepathy) talent
Psionics (clairsentience) talent Invoking Time: 1 action
Invoking Time: 1 action Range: 60 feet
Range: 60 feet Display: The target perceives your face as one horrific,
Display: A purple glow surrounds the target’s irises alien eye
Duration: 1 minute Duration: Instantaneous
Classes: Metamind, Psion Classes: Disciple of the Telepath, Metamind
Choose one creature you can see within range. The target
You plant a false belief in the mind of one creature that you
can
see within range. You can create a sound or an image. must
make a Charisma saving throw. On a failed save, it
Only the target
perceives the sound or image you create. takes 1d6 psychic
damage and can’t willingly move closer to
you until the end of its
next turn.
If you create a sound, its volume can range from a whisper
to a
scream. It can be your voice, someone else's voice, a The talent’s damage increases by 1d6 when you reach 5th
creature's roar, a
musical instrument, or any other sound you level
(2d6), 11th level (3d6), and 17th level (4d6).
pick. It lasts for 1 minute.
If you create an object, it must fit within a 5-foot cube and
can’t
move or be reflective. The image can't create any effect
that
influences a sense other than sight. The image lasts for 1
minute,
and it disappears if the creature touches it.
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Hammer of Inquisition Knock Back
Psionics (telepathy) talent Psionics (psychokinesis) talent
Invoking Time: 1 action Invoking Time: 1 reaction, which you taken when you hit
Range: 60 feet a target with a melee attack
Display: A blue ray of energy circles your wrist Range: Weapon Reach
Duration: Instantaneous Display: The area struck by the attack fluxes with psionic
Classes: Disciple of the Seer, Metamind force
Choose one creature you can see within range. The target Duration: Instantaneous
Classes: Disciple of the Egoist, Metamind
must
make an Intelligence saving throw. On a failed save, the The target must succeed on a Strength saving throw or be
target takes
1d10 psychic damage, it has disadvantage on its
next Wisdom
saving throw and it has disadvantage on knocked 10 feet away from you. The target moves in a
Wisdom checks against
you. These effects last until the end straight line. If
it hits an object, this movement immediately
of your next turn. ends and the target
takes 1d6 bludgeoning damage for every
10 feet it traveled.
The talent’s damage increases by 1d10 when you reach 5th
level
(2d10), 11th level (3d10), and 17th level (4d10). The talent’s push distance increases by 10 feet when you
reach
5th level (20 feet), 11th level (30 feet), and 17th level
Hungry Lightning (40 feet).
Psionics (metacreativity) talent Lethal Strike
Invoking Time: 1 action
Range: 60 feet Psionic (psychometabolism) talent
Display: Your palm crackles with lightning Invoking Time: 1 action
Duration: Instantaneous Range: Weapon Reach
Classes: Metamind, Psion Display: Fissures of orange psionic energy run across the
You lash out at one creature you can see within range with weapon, which spreads through the wound on impact
Duration: Instantaneous
tendrils
of lightning. The target must make a Dexterity saving Classes: Disciple of the Shaper, Metamind
throw, with
disadvantage if it’s wearing heavy armor. The As part of the action used to invoke this manifestation, you
target takes 1d8
lightning damage on a failed save.
must
make a melee attack with a weapon against one
The talent’s damage increases by 1d8 when you reach 5th creature within the
weapon's reach, otherwise the
level
(2d8), 11th level (3d8), and 17th level (4d8). manifestation fails. On a hit, the target
suffers the attack's
normal effects, and the attack deals extra
psychic damage
Kinetic Trawl equal to your psionics ability modifier.
Psionics (psychokinesis) talent The talent’s extra damage increases by 1d10 when you
Invoking Time: 1 action reach 5th
level (1d10), 11th level (2d10), and 17th level
Range: 120 feet (3d10).
Display: The target's skin pulls toward you and extends
slightly in that direction Memory Hole
Duration: Instantaneous
Classes: Metamind, Psion Psionics (telepathy) talent
A creature you can see makes a Constitution saving throw. Invoking Time: 1 action
Range: 60 feet
On a failure, the target takes 1d6 force damage and is pulled Display: Blurry energy appears around the target's head
5 feet toward you. for a moment
Duration: 1 round
This talent's damage increases by 1d6 when you reach 5th Classes: Metamind
level (2d6), 11th level (3d6), and 17th level (4d6). In addition, A creature you can see within range must make an
you can choose to move the target up to 5 more feet when
you reach 5th level (10 feet), and 17th level (15 feet). Intelligence saving throw. On a failure, the target takes 1d4
psychic damage and you are invisible to the target until the
end of your next turn.
This talen'ts damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
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Mighty Leap Mystic Hand
Psionics (psychometabolism) talent Psionics (psychokinesis) talent
Invoking Time: 1 bonus action Invoking Time: 1 action
Range: Self Range: 30 feet
Display: Tiny wings made of psionic energy appear Display: Air displaces around your hands
behind your legs, which flap once and disappear Duration: Instantaneous
Duration: Instantaneous Classes: Metamind, Psion
Classes: Disciple of the Egoist, Metamind You can use your action to manipulate or move one object
Without requiring a running start or costing movement,
within
range. The object can’t weigh more than 10 pounds,
you jump
up to 10 feet in any direction. and you can’t
affect an object being worn or carried by
The talent's distance increases by 5 feet when you reach another creature. If the
object is loose, you can move it up to
30 feet in any direction.
5th level
(15 feet), 11th level (20 feet), and 17th level (25 feet).
This talent allows you to open an unlocked door, pour out a
Mind Meld beer
stein, and so on. The object falls to the ground at the
end of your turn
if you leave it suspended in midair.
Psionics (telepathy) talent
Invoking Time: 1 bonus action Nomadic Anchor
Range: 120 feet
Display: A thin line of green psionic energy appear on the Psionics (psychoportation) talent
tongues of you and and the target momentarily Invoking Time: 1 action
Duration: Instantaneous Range: 120 feet
Classes: Disciple of the Telepath Display: A chain link made of psionic energy appears,
You communicate telepathically with one willing creature attached to one of your ears
Duration: 8 hours
you can
see within range. The target must have an Classes: Disciple of the Nomad, Metamind
Intelligence of at least 2,
otherwise this talent fails and the You create an invisible, intangible teleportation anchor in a
action is wasted.
5-foot
cube you can see within range. For the next 8 hours,
This communication can occur until the end of the current whenever you
teleport, you can instead teleport to the anchor
turn.
You don’t need to share a language with the target for it if you are within this
manifestation's range. You can teleport
to
understand your telepathic utterances, and it understands in this way even if you can't
see the anchor. You can only have
you even
if it lacks a language. one nomadic anchor active at a
time; using this talent again
causes the previous one to disappear.
You also gain access to one memory of the target’s choice,
gaining
perfect recall of one thing it saw or did. The memory Nomadic Mind
must be 10
seconds or less in duration, and you remember it
as if you were
observing it, rather than experiencing it Psionics (clairsentience) talent
yourself. If it is unwilling, you
can force it to make a Charisma Invoking Time: 1 action
saving throw to resist the effect. On
a success, you cannot Range: Touch
access its memory, and it is aware you tried to
read its mind. Display: The target’s gaze appears unfocused to others
Duration: Concentration, Up to 1 minute
Mind Thrust Classes: Disciple of the Seer, Metamind
You touch a creature. Once before the manifestation ends,
Psionics (telepathy) talent
Invoking Time: 1 action it can
add half your psionic ability modifier, rounded up, to
Range: 120 feet one ability check
of its choice. The manifestation then ends.
Display: The target sweats profusely for a moment
Duration: Instantaneous Nomadic Step
Classes: Metamind, Psion
Choose one creature you can see within range. The target Psionics (psychoportation) talent
Invoking Time: 1 action
must
make an Intelligence saving throw, taking 1d10 psychic Range: Self
damage on a
failed save. Display: A red band of energy appears around your
forehead
The talent’s damage increases by 1d10 when you reach 5th Duration: Instantaneous
level
(2d10), 11th level (3d10), and 17th level (4d10). Classes: Disciple of the Nomad, Metamind
Your walking speed increases by 10 feet until the end of
your turn.
If you teleport before the end of your turn, you can
immediately use
your reaction to make one weapon attack.
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Primal Fury Psychic Hammer
Psionics (telepathy) talent Psionics (psychokinesis) talent
Invoking Time: 1 action Invoking Time: 1 action
Range: 60 feet Range: 120 feet
Display: The target’s jaw slacks and hangs temporarily Display: An invisible impact collides with the target
Duration: Instantaneous Duration: Instantaneous
Classes: Disciple of the Egoist, Metamind Classes: Disciple of the Kineticist, Metamind
Choose one creature you can see within range. The target You try to grasp one creature you can see within range with
must
succeed on a Wisdom saving throw or take 1d6 psychic a hand
crafted from telekinetic energy. The target must
damage and
immediately use its reaction to move its speed in succeed on a
Strength saving throw or take 1d6 force
a straight line
toward its nearest enemy. The save damage. If it takes any of
this damage and is Large or smaller,
automatically succeeds if the
target is immune to being you can move it up to 10 feet in
a direction of your choice.
charmed.
You can’t lift the target off the ground unless it is already
The talent’s damage increases by 1d6 when you reach 5th airborne
or underwater.
level
(2d6), 11th level (3d6), and 17th level (4d6).
The talent’s damage increases by 1d6 when you reach 5th
Psilance level
(2d6), 11th level (3d6), and 17th level (4d6).
Psionics (psychokinesis) talent Scramble
Invoking Time: 1 action
Range: Weapon Reach Psionics (psychoportation) talent
Display: The secondary target's eyes glow purple for a Invoking Time: 1 action
moment Range: 60 feet
Duration: Instantaneous Display: Your body visually wraps around the projectile
Classes: Metamind, Psion Duration: Instantaneous
As part of the action used to manifest this power, you must Classes: Disciple of the Nomad, Metamind
You create a writhing mass of scrambling energy in your
make a melee attack with a weapon against one creature
within the power's range, otherwise the power fails. On a hit, hand,
hurling it at a creature. Make a ranged psionic attack
the target suffers the attack's normal effects, and they feel a against one
creature within range that you can see. On a hit,
creeping dread enter then quickly leave their mind. A second the target takes 1d8
force damage, and you can teleport it to
creature in range takes psychic damage equal to your an unoccupied space that
you can see within 5 feet of it.
manifesting ability modifier.
The talent’s damage increases by 1d8 when you reach 5th
At 5th level, the melee attack deals an extra 1d6 psychic level
(2d8), 11th level (3d8), and 17th level (4d8).
damage to the target, and the psychic damage to the second
creature increases to 1d6 + your manifesting ability modifier. Send Thoughts
Both damage rolls increase by 1d6 at 11th (2d6) and 17th
level (3d6). Psionics (telepathy) talent
Invoking Time: 1 action
Psionic Restoration Range: 120 feet
Display: A small trail of nearly invisible psionic energy
Psionics (psychometabolism) talent leaves your mouth and enters your target's ear
Invoking Time: 1 bonus action Duration: 1 round
Range: Touch Classes: Disciple of Mending, Metamind
Display: Red threads of psionic energy weave through the You reach into the mind of a creature within 120 feet of you
target’s body
Duration: Instantaneous and establish a short lived telepathic link, allowing you to
Classes: Disciple of Mending, Metamind send a message of no more than 25 words to them. The
You touch a creature that has 0 hit points and use psionic target, and only the target, can hear the message and reply in
a whisper of up to 25 words that only you can hear.
energy
to stop its wounds, stabilizing it.
You can manifest this power through solid objects if you
are familiar with the target and know it is beyond the barrier.
Psionic silence, 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood blocks the power. The
power doesn't have to follow a straight line and can travel
freely around corners or through openings.
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Spike of Lethargy Venom Strike
Psionics (psychometabolism) talent Psionics (metacreativity) talent
Invoking Time: 1 action Invoking Time: 1 action
Range: 120 feet Range: 30 feet
Display: A mote of deep purple energy appears in front of Display: Your tongue becomes forked momentarily
your face Duration: Instantaneous
Duration: Instantaneous Classes: Disciple of the Shaper, Metamind
Classes: Metamind, Psion You create a venomous spray that targets one creature you
You hurl a mote of weakening energy at one creature you
can
see within range. The target must make a Constitution
can see
within range. The target must make a Dexterity saving throw.
On a failed save, it takes 1d6 poison damage
saving throw. On a
failed save, the target takes 1d8 psychic and is poisoned until
the end of its next turn.
damage and its speed is
reduced by 10 feet until the start of
your next turn. The talent’s damage increases by 1d6 when you reach 5th
level
(2d6), 11th level (3d6), and 17th level (4d6).
The talent’s damage increases by 1d8 when you reach 5th
level
(2d8), 11th level (3d8), and 17th level (4d8).
Telekinetic Push
Psionics (psychokinesis) talent
Invoking Time: 1 action
Range: 60 feet
Display: A wave of translucent psionic energy pushes the
target
Duration: 1 round
Classes: Disciple of the Kineticist, Metamind
Choose one creature you can see within range. The target
must
make a Strength saving throw. On a failed save, it is
pushed up to 15
feet in a straight line away from you, and
until the end of your next
turn, it must spend 1 extra foot of
movement for every foot that it
moves towards you. This
talent cannot cause damage, even if the creature hits a solid
surface.
The talent pushes 5 feet further when you reach 5th level
(20 feet),
11th level (25 feet), and 17th level (30 feet).
Throw Hands
Psionics (psychokinesis) talent
Invoking Time: 1 action
Range: 60 feet
Display: A ghostly hand forms over your own hand for a
moment before launching out, retaining its shape
Duration: Instantaneous
Classes: Metamind, Psion
Make a ranged psi attack against a creature in range. On a
hit, the target takes 1d6 force damage. You can choose to
push the target 5 feet away instead of dealing damage.
Alternatively, instead of pushing the creature, you can force
them to make a Strength saving throw, being knocked prone
on a failure.
The number of fists this talent creates increases by 1 at 5th
level (2 fists), 11th level (3 fists), and 17th level (4 fists). Make
a separate attack roll for each. Each attack can target the
same creature or a different creature.
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1st Level Aspect of Elevated Harmony
Acid Spray 1st-level psionics (psychokinesis)
Invoking Time: 1 action
1st-level psionics (metacreativity) Range: Weapon Reach
Invoking Time: 1 reaction, which you take in response to Display: Your eyes begin glowing gold as you achieve
being damaged by a creature within range that you can see harmony of mind, body, and spirit for the duration
Range: 60 feet Duration: Concentration, Up to 1 minute
Display: The wound leeches sickly yellow fluid Classes: Battlemind
Duration: Instantaneous
Classes: Disciple of the Shaper, Metamind As part of the action used to manifest this power, you must
make a melee attack with a weapon against one creature
You cause acid to spray from your wound; each creature within the power's range, otherwise the power fails. On a hit,
within 5 feet of you takes 2d6 acid damage. you regain hit points equal to the damage dealt + your
manifesting ability and enter the aspect of elevated harmony.
Augment. For each additional psi point you spend, this While in this aspect, you can spend an additional psi point
power deals an additional 1d6 acid damage. whenever you hit with a power or talent. If you do, you can
choose to regain hit points or deal extra psychic damage
Adaptive Shield equal to your manifesting ability modifier.
1st-level psionics (metacreativity) You can only be in one aspect at a time. If you enter a new
Invoking Time: 1 reaction, which you take in response to aspect, the old aspect ends immediately.
receiving acid, cold, fire, lightning, or thunder damage Aspect of Living Stone
Range: Self
Display: A spherical area around you warps and distorts light 1st-level psionics (psychometabolism)
Duration: 1 round Invoking Time: 1 action
Classes: Battlemind, Disciple of the Egoist, Metamind Range: Weapon Reach
Display: Your skin hardens and becomes grayish in color for
You create a psionic barrier that quickly adopts properties
of different types of energy. You gain resistance to the the duration
triggering damage type — including the triggering damage — Duration: Concentration, Up to 1 minute
until the start of your next turn. Classes: Battlemind
Animate Weapon As part of the action used to manifest this power, you must
make a melee attack with a weapon against one creature
1st-level psionics (psychokinesis) within the power's range, otherwise the power fails. On a hit,
Invoking Time: 1 action the target is knocked prone and you enter the aspect of living
Range: 30 feet stone. While in this aspect, you can spend an additional psi
Display: White, glowing fissures crackle through the weapon point whenever you hit with a power or talent. If you do, you
Duration: Instantaneous take less damage from each attack equal to your manifesting
Classes: Disciple of the Egoist, Metamind ability modifier until the end of your next turn, or you deal
additional psychic damage to the target equal to your
Your mind seizes control of a one-handed melee weapon manifesting ability modifier.
you’re holding. The weapon flies toward one creature you can
see within range and makes a one-handed melee weapon You can only be in one aspect at a time. If you enter a new
attack against it, using your psionics ability for the attack and aspect, the old aspect ends immediately.
damage rolls. On a hit, the weapon deals an extra 1d8 force
damage. The weapon returns to your grasp after it attacks.
Augment. For each additional psi point you spend, this
power deals an additional 1d8 force damage.
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Astral Construct Resistance. Choose one of the following damage types:
acid, cold, fire, lightning, or thunder. The astral construct
1st-level psionics (metacreativity) gains resistance against the chosen damage type.
Invoking Time: 1 action
Range: 30 feet Shove. If the astral construct hits a creature with its Claw
Display: Psionic energy resembling ectoplasm exudes from on one of its turns, it can attempt to shove the creature it hit
as a bonus action.
your body
Duration: Concentration, Up to 1 minute Swim. The astral construct is streamlined and shark-like.
Classes: Disciple of the Shaper, Metamind It has a swim speed of 30 feet.
This manifestation creates one astral construct of solidified Astral Construct Menu B
ectoplasm that attacks your enemies. It appears in an
unoccupied space of your choice that you can see within A manifester spending 4 or more extra psi points when
range, and it disappears at the end of the duration or if its hit creating an astral construct can choose one trait from this
points drop to 0. It acts immediately after you. On your turn, menu. Alternatively, the construct can have two additional
you can verbally command the construct where to move (no special abilities from Menu A.
action required by you). When you create the construct, and
as an action on each of your turns, you can verbally command Energy Touch. The astral construct’s Claw attacks are
it to take an action. If it is not given a command, the astral wreathed in an energy type you choose (acid, cold, fire or
construct will defend you by interposing itself between you lightning), dealing an extra 1d6 damage of the chosen type.
and enemies, but will do nothing else.
Extra Attack. The astral construct gains the following
The astral construct adds your proficiency bonus action: Multiattack. The astral construct makes two attacks
multiplied by your manifester level to its hit points, and you with its claw.
can spend additional psionic power when you invoke this
manifestation to bolster its abilities. It accumulates certain Fast Healing. The astral construct regains 2 hit points at
benefits for each additional point you spend: the start of its turn if it has at least 1 hit point.
Augment. You may augment this power in one or more of Improved Critical. The astral construct scores a critical
the following ways. hit with weapon attacks on a roll of 19 or 20 on the d20.
1. If you spend 1 additional psi point, your astral construct
Muscle. The astral construct's Strength score increases by
adds your proficiency bonus to its AC and saving throws. 4.
2. If you spend 2 additional psi points, your astral construct
Poison Touch. If the astral construct hits with its Claw, the
adds your proficiency bonus to its attack and damage target must succeed on a DC 14 Constitution saving throw or
rolls. be poisoned until the end of the construct's next turn.
3. If you spend 3 additional psi points, your astral construct
gains one ability of your choice from the Astral Construct Smite. Once per day, the astral construct can make one
Menu A. attack that deals extra damage equal to its creator's
4. If you spend 4 additional psi points, your astral construct manifester level.
gains one ability of your choice from the Astral Construct
Menu B. Astral Construct Menu C
5. If you spend 5 additional psi points, your astral construct
gains one ability of your choice from the Astral Construct A manifester spending 5 or more extra psi points when
Menu C. creating an astral construct can choose one trait from this
menu. Alternatively, the construct can have two additional
Astral Construct Menu A special abilities from Menu B. One or both of the Menu B
choices made in this way can also be swapped; each time you
A manifester spending 3 or more extra psi points when do, make two additional choices from Menu A.
creating an astral construct can choose one trait from this
menu. Barrage. The astral construct gains the following action:
Barrage. The astral construct makes an attack with its claw
Bull Rush. The astral construct has advantage on attacks against creatures of its choice within 5 feet of it, with a
against a creature if it moves 20 feet in a straight line separate attack roll for each target.
towards it on the same turn.
Blindsight. The astral construct has blindsight to a range
Celerity. The astral construct’s speed increases by 10 feet. of 60 feet.
Cleave. When the astral construct attacks a creature, it can
make one attack as a bonus action against another creature Constrict. The astral construct now grapples the target
within 5 feet of the first and within the astral construct's when it hits with its Claw (escape DC 16). While the target is
range. grappled in this way, it is also restrained. The astral construct
Fly. The astral construct has wings that grant it a 30 foot can only have one creature grappled at a time.
fly speed.
Sharp Claws. The astral construct deals an additional 2 Dimension Slip. The astral construct can teleport instead
slashing damage with its Claw. of moving. It must be able to see its destination to teleport to
Power Attack. When the astral construct attacks with its it, and each foot that it teleports costs 1 foot of movement. If
Claw, it can choose to take a -5 penalty to the attack roll. If the it teleports into an occupied space, it is shunted to the
attack hits, it adds +10 to the attack’s damage. nearest unoccupied space and stunned until the end of its
next turn.
Natural Invisibility. The astral construct is invisible. If it
attacks or casts a spell, it becomes visible until the start of its
next turn.
Rend. The astral construct deals an extra 2d6 slashing
damage to a creature that it hits twice with its Claw during a
single round.
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Astral Construct When the bound creature drops to 0 hit points, it dies as
normal, and turns back into its normal form and creature
Medium construct, neutral type, but keeps any physical changes it had. You must seek
Armor Class 14 (Natural Armor) out another living creature of the listed types and bind it. As
Hit Points 6 (1d8 + 2) an action, you can temporarily shunt your bound creature
Speed 40 ft. into an extradimensional region, dismissing it. Alternatively,
you can dismiss it from service, causing its physical changes
STR DEX CON INT WIS CHA to revert. As an action while it is temporarily dismissed, you
17 (+3) 15 (+2) 14 (+2) 6 (-2) 11 (+0) 10 (+0) can cause it to reappear in any unoccupied space within 30
feet of you. Whenever the bound creature drops to 0 hit
Damage Immunities poison, psychic points or disappears into the extradimensional region, it
Condition Immunities charmed, exhaustion, leaves behind in its space anything it was wearing or
carrying.
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 While your bound creature is within 100 feet of you, you
Languages Speaks the languages of its creator can communicate with it telepathically. Additionally, as an
Challenge 1/4 (50 XP) action, you can see through your bound creature’s eyes and
Immutable Form. The astral construct is immune to hear what it hears until the start of your next turn, gaining the
any spell, power, or effect that would alter its form. benefits of any special senses that the familiar has. During
this time, you are deaf and blind with regard to your own
Actions senses. While sensing in this way, you still use your own
Wisdom (Perception) for any checks you may need to make.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 6 (1d6 + 3) slashing damage. You can’t have more than one bound creature at a time. If
you manifest this power while you already have a bound
Bind Creature creature, that creature is unbound, or is instantly killed if you
wish, and your psionic energies seek out a new creature
1st-level psionics (metacreativity) within range.
Manifesting Time: 8 hours
Range: 1 mile Finally, when you manifest a power with a range of touch,
Display: Psionic energy swirls around you for the your bound creature can deliver the power as if it had
manifest the power. Your familiar must be within 100 feet of
manifesting time, launching out in all directions you, and it must use its reaction to deliver the power when
Duration: Instantaneous you manifest it. If the power requires an attack roll, you use
Classes: Ardent, Disciple of the Telepath, Metamind your attack modifier for the roll.
You psionically bind a creature to you, creating a Augment. Your can augment this power in one of the
permanent link to that creature. This power seeks out a following ways.
creature of your choice from the following forms within
range: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, 1. If you spend 1 additional psi point, you can bind a badger,
poisonous snake, fish (quipper), rat, raven, sea horse, spider, cranium rat, jackal, or scorpion.
or weasel. After you finish invoking this power, the creature
become bound to you. It has the statistics of the chosen form 2. If you spend 3 additional psi points, you can bind a deer,
except that its Intelligence becomes 6 if it was lower and it is goat, or hyena.
an aberration instead of its normal type. This change may
come with physical changes, such as horns, tentacles, or 3. If you spend 5 additional psi points, you can bind an eagle
additional eyes. Regardless of its physical changes, its or a vulture.
statistics are unchanged.
4. If you spend 7 additional psi points, you can bind a giant
Your bound creature acts independently of you, but it fly.
always obeys your commands. In combat, it rolls its own
initiative and acts on its own turn. A bound creature can’t Biofeedback
attack, but it can take other actions as normal.
1st-level psionics (psychometabolism)
Invoking Time: 1 action
Range: Touch
Display: Your skin or natural top layer hardens or solidifies
Duration: Concentration, Up to 10 minutes
Classes: Battlemind, Disciple of Mending
You toughen the body of a willing creature you touch and
reinforce it against wounds, lessening their impact. For the
duration, the target takes 2 less damage from all sources.
Augment. For each additional psi point you spend, the
target takes 1 less damage from all sources.
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Catfall Control Object
1st-level psionics (psychoportation) 1st-level psionics (psychokinesis)
Invoking Time: 1 reaction, which you take when you are Invoking Time: 1 action
Range: 90 feet
knocked prone or when you fall against a surface Display: The object has a subtle brand for the duration
Range: Self Duration: Concentration, Up to 1 minute
Display: You leave behind a silhouette of catlike shape when Classes: Disciple of the Kineticist, Metamind
you teleport, which quickly fades Choose one nonmagical object of size Medium or smaller
Duration: Instantaneous within range that is not being worn or carried. The object
Classes: Disciple of the Nomad, Metamind telekinetically "comes to life", moving and acting under your
control until the manifestation ends or until it is destroyed.
You recover instantly by teleporting to your feet. You land
on your feet no matter how far you fall, rise from prone, and As a bonus action, you can mentally command the object
you have resistance to any damage you take from the fall. controlled with this manifestation if it is within 500 feet of
you. You decide what action the object will take and where it
Augment. For each additional psi point you spend, treat will move during its next turn. A command must be direct,
the fall as though it were 10 less feet. such as "attack that target", "open that door" or "lift that
object" in order for the object to be ableto follow it. You can
Charming Presence also command an object to carry out a task that it is suited
for, such as telling a controlled lock to unlock itself. If you do,
1st-level psionics (telepathy) it cannot directly complete the task, but creatures have
Invoking Time: 1 action advantage on ability checks to fulfill the task on the object. If
Range: 30 feet you issue no commands, the object only defends itself against
Display: Creatures within range feel somewhat calmed hostilecreatures. Once given an order, the creature continues
Duration: Instantaneous to follow it until its task is complete.
Classes: Ardent, Metamind, Psion
Control Object Statistics
You exert an aura of sympathetic power. Roll 3d8; the total
is how many hit points worth of creatures this option can Size AC Damage
affect. Creatures within range of you are affected in
ascending order of their hit point maximums, ignoring Tiny 16 1D4
incapacitated creatures, creatures immune to being charmed,
and creatures engaged in combat. Small 14 1D6
Medium 12 1D8
Starting with the creature that has the lowest hit point
maximum, each creature affected by this manifestation is A controlled object remains an object, but it has AC and
charmed by you for 10 minutes, regarding you as a friendly damage based on its size. It has blindsight with a radius of 30
acquaintance. Subtract each creature’s hit point maximum feet and is blind beyond that distance. Its speed is 30 feet; if
from the total before moving on to the next creature. A the object lacks legs or other appendages it can use for
creature’s hit point maximum must be equal to or less than locomotion, it instead has a flying speed of 30 feet and can
the remaining total for that creature to be affected. hover. If the object is securely attached to a surface or a
larger object, such as a chain bolted to a wall, its speed is 0.
Augment. You can augment this power in one or more of
the following ways. If ordered to attack, the object can make a single melee
attack against a creature within 5 feet of it. It makes a slam
1. For each additional psi point you spend, roll 2d8 more attack, using your psionic attack modifier as its attack bonus.
when determining the maximum hit points worth of Its attacks deal bludgeoning damage determined by its size,
creatures affected. adding your Intelligence modifier to the roll. The DM might
rule that a specific object inflicts slashing or piercing damage
2. You may spend 3 additional psi points when you manifest based on its form.
this power. If you do, this power effects creatures engaged
in combat.
Cloud Steps
1st-level psionics (metacreativity)
Invoking Time: 1 action
Range: 30 feet
Display: Clouds gather around your fingertips momentarily
Duration: Concentration, Up to 10 minutes
Classes: Disciple of the Shaper, Metamind
You conjure forth clouds to create a solid, translucent
staircase. The stairs form a spiral that fills a 10-foot-by-10-
foot area and reaches upward 20 feet.
Augment. For every 2 additional psi points you spend, the
height of the stairs increases by 20 feet.
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Crown of Rage Distracting Figment
1st-level psionics (telepathy) 1st-level psionics (telepathy)
Invoking Time: 1 action Invoking Time: 1 action
Range: 30 feet Range: 60 feet
Display: The target’s face and eyes become bloodshot for the Display: A round shadow appears near the target
Duration: 1 round
duration Classes: Disciple of the Seer, Metamind
Duration: 1 minute
Classes: Ardent, Disciple of the Telepath, Metamind Choose one creature you can see within range. The target
must make an Intelligence saving throw, taking 3d6 psychic
Choose a creature within range that you can see. That damage on a failed save, or half as much damage on a
creature must succeed on a Wisdom saving throw or have success. On a failed save, it perceives a threat just out of its
disadvantage on attacks against targets other than you for the sight. Until the end of your next turn, it can’t use reactions,
duration. The target can repeat its saving throw at the end of and attack rolls against it have advantage.
each of its turns, ending this effect on itself on a successful
one. Augment. For each additional psi point you spend, this
manifestation deals 1d6 more psychic damage.
Deceleration
Dream Feast
1st-level psionics (psychoportation)
Invoking Time: 1 action 1st-level psionics (psychometabolism)
Range: 30 feet Invoking Time: 1 action
Display: The target’s color fades somewhat for the duration Range: Touch
Duration: 1 round Display: The sleeping creature has food made from psionic
Classes: Battlemind, Disciple of the Nomad, Metamind
energy rotate above its head
You warp space around a creature, hindering its ability to Duration: Special
move. Choose one creature you can see within range. The Classes: Metamind, Psion
target must succeed on a Dexterity saving throw or its speed
is halved until the end of your next turn. You must manifest this targeting a willing target. The next
time that creature sleeps within the next 8 hours, it will
Destiny Dissonance dream of eating all of its favorite foods. When it wakes up, the
creature will be sated, as if it had eaten a full meal. The target
1st-level psionics (clairsentience) must sleep for at least two hours for this power to take effect.
Invoking Time: 1 action A creature can’t benefit from this power again until it has
Range: Touch eaten at least two actual meals.
Display: Your fingertips glow with a navy light that seeps into
Déjà Vu
the target
Duration: Instantaneous 1st-level psionics (telepathy)
Classes: Battlemind, Disciple of the Seer, Metamind Invoking Time: 1 action
Range: 90 feet
Your mere touch grants an imperfect, unfocused glimpse of Display: A green infinity symbol appears on one of the
the many possible futures in store. Make a melee psionic
attack against a creature within your reach. On a hit, the target’s arms momentarily
target takes 3d8 psychic damage. This damage is non-lethal. Duration: 1 round
Classes: Disciple of the Telepath, Metamind
Augment. For each additional psi point spend, this
manifestation deals 1d8 more psychic damage. Choose one creature that you can see within range. The
target must succeed on a Charisma saving throw, taking 2d8
Detect Psionics psychic damage on a failure, or half on a success. On a failed
save, it must repeat the same actions it took on its previous
1st-level psionics (clairsentience) turn. If it has not taken any action during its previous turn,
Invoking Time: 1 action the creature can move freely if it is capable of doing so, but it
Range: Self cannot take any actions.
Display: Waves of psionic energy ripple along the ground
Augment. For each additional psi point you spend, this
around you manifestation deals an additional 1d8 psychic damage.
Duration: Concentration, Up to 10 minutes
Classes: Ardent, Battlemind, Metamind, Psion
For the duration, you sense the presence of psionics within
30 feet of you. If you sense psionics in this way, you can use
your action to see a faint aura around any visible creature or
object in the area that bears psionics, and you learn its school
of psionics, if any.
The manifestation can penetrate most barriers, but it is
blocked by a thin sheet of lead.
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Energy Ray Ethereal Weapon
1st-level psionics (psychokinesis) 1st-level psionics (psychometabolism)
Invoking Time: 1 action Invoking Time: 1 bonus action
Range: 60 feet Range: Self
Display: The back of your hand glows with a light that Display: Purple wisps of smoke permeate the air
Duration: Instantaneous
alternates blue, red, yellow, and white Classes: Battlemind, Psion
Duration: Instantaneous You temporarily transform one weapon you’re holding or
Classes: Disciple of the Kineticist, Metamind
your unarmed strike into pure psionic energy. The next attack
Choose one creature that you can see within range. Make a you make with it before the end of your turn ignores the
ranged psionic attack against the creature. On a hit, the target’s armor, requiring no attack roll. Instead, the target
target takes 3d8 cold, fire, lightning or thunder (your choice) makes a Dexterity saving throw. On a failed save, the target
damage. takes the attack’s normal damage and suffers its additional
effects. On a successful save, the target takes half damage
Augment. You may augment this manifestation in one or from the attack but suffers no additional effects that would
more of the following ways. normally be imposed on a hit.
1. For each additional psi point you spend, this manifestation Feel Light and Sound
deals an additional 1d8 damage of the chosen type.
1st-level psionics (clairsentience)
2. If you spend 2 additional psi points on this manifestation, Invoking Time: 1 action
choose a second damage type from the available types. Range: Self
This manifestation deals dual-type damage of both types. Display: Your eye color fades somewhat
Duration: 10 minutes
Enhance Ammo Classes: Disciple of the Egoist, Metamind
You experience light and sound translated through tactile
1st-level psionics (psychometabolism)
Invoking Time: 1 action sensation (by touch). Your field of vision and range of hearing
Range: 5 feet do not change, and if you have darkvision, its benefits are not
Display: The affected ammunition has a white aura translated to touch via feel light and sound. You have
Duration: 10 minutes advantage on saving throws against being blinded and
Classes: Battlemind, Disciple of the Egoist, Metamind deafened. While you are not blinded and you are in an area of
bright light, the expanded view granted by this manifestation
Choose up to 5 pieces of ammunition that you can see gives you advantage on all Wisdom (Perception) checks that
within range. Each piece of ammunition becomes psionic and rely on sight. While you are not deafened, the expanded
gains a +1 bonus to damage dealt with it, which lasts for the reception gives you advantage on all Wisdom (Perception
duration. checks) that rely on hearing.
Augment. For each additional psi point spend, you can Incite Fear
affect 5 additional pieces of ammunition.
1st-level psionics (telepathy)
Environmental Adaptation Invoking Time: 1 action
Range: 60 feet
1st-level psionics (psychometabolism) Display: Your eyes glow with energy in the form of violet
Invoking Time: 1 action crosses momentarily
Range: Touch Duration: Concentration, Up to 1 minute
Display: The target feels cool to the touch for the duration Classes: Ardent, Disciple of the Telepath, Metamind
Duration: 1 hour Choose one creature you can see within range. The target
Classes: Ardent, Battlemind, Metamind, Psion
must succeed on a Wisdom saving throw or become
A creature you touch ignores the effects of extreme heat or frightened of you for the duration. Whenever the frightened
cold (but not cold or fire damage) for the duration. target ends its turn where it can’t see you, it can repeat the
saving throw, ending the effect on itself on a success.
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Inertial Armor Link Senses
1st-level psionics (psychokinesis) 1st-level psionics (telepathy)
Invoking Time: 1 action Invoking Time: 1 action
Range: Self Range: 150 feet
Display: Black licks of psionic energy swirl around you, Display: A faint orange circular glyph appears on both
which aid in deflecting attacks creatures’ bodies in a random spot
Duration: 8 hours Duration: Concentration, Up to 10 minutes
Classes: Battlemind, Disciple of the Kineticist, Metamind Classes: Ardent, Disciple of the Telepath
You sheathe yourself in an intangible field of psionic force. You link your mind with another creature's body, allowing
For the duration, your AC is 13 + your Dexterity modifier you to experience its senses. When you invoke this
while you aren't wearing armor, and you gain resistance to manifestation, choose sight, hearing, taste or smell; your
force damage. choice determines which sense is linked for the duration.
Choose a creature that you can see within range. It must
Intellect Fortress succeed on a Wisdom saving throw, or have its senses linked
with yours. A willing creature can choose to fail the save.
1st-level psionics (telepathy)
Invoking Time: 1 action You cannot influence the creature's behavior with this
Range: Self manifestation. However, you can emulate its senses freely as
Display: A violet star made of psionic energy orbits your if you were in its body, but only from its point of view. This
head allows you to make ability checks while benefiting from a
Duration: Concentration, Up to 10 minutes creature's unique features, among other things. For example,
Classes: Battlemind, Metamind, Psion you can smell through the nose of a wolf that is hiding in a
You fortify your mind against intrusion. You have advantage bush, and you would smell the bush as well as yourself, as the
wolf would. You can also see through the eyes of a hawk in
on Intelligence saving throws and resistance to psychic flight, allowing you to get a bird's eye view with its
damage for the duration. exceptional vision.
Iron Hide Mend Wounds
2nd-level psionics (psychometabolism) 1st-level psionics (Psychometabolism)
Invoking Time: 1 action Invoking Time: 1 action
Range: Touch Range: Touch
Display: Your fingertips become hard as metal, which Display: Your fingertips are surrounded with energy that
transfers from you to the target appears red-hot, but feels warm and soothing to the touch
Duration: Concentration, Up to 10 minutes Duration: Instantaneous
Classes: Battlemind, Disciple of the Egoist, Metamind Classes: Ardent, Disciple of the Egoist, Disciple of
You touch a creature and transform its body to become a Mending, Metamind
You use psionic energy to restore the hit points of one
living metal, allowing it to shrug off attacks that would cripple
weaker creatures. It has a +2 bonus to its AC for the duration. creature you touch. The creature regains 3d4 hit points.
Augment. For each additional psi point you spend, this
Item Lore
manifestation heals 2d4 more.
1st-level psionics (clairsentience)
Invoking Time: 1 minute Mental Trauma
Range: 5 feet
Display: The item you are studying faintly glows 1st-level psionics (telepathy)
Duration: Instantaneous Invoking Time: 1 action
Classes: Disciple of the Seer, Metamind Range: 120 feet
You carefully study an item while remaining within 5 feet of Display: Psionic energy forms harmless cracks across the
it. When you finish invoking this manifestation, you gain the creature's head for the duration
benefits of an identify spell cast on that item. Duration: Concentration, Up to 1 minute
Classes: Ardent, Metamind, Psion
One creature you can see makes an Intelligence saving
throw, taking 2d6 psychic damage on a failure.
If the target failed its saving throw, it takes 5 psychic
damage at the beginning of each of its turns. It repeats the
saving throw at the end of each of its turns, ending the effect
on a success.
Augment. For each additional psi point you spend, this
manifestation's initial damage is increased by 1d6.
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Mindknit Nomadic Arrow
1st-level psionics (psychometabolism) 1st-level psionics (telepathy)
Invoking Time: 1 bonus action Invoking Time: 1 bonus action
Range: 60 feet Range: Self
Display: A small wisp of psionic energy leaves your lips and Display: The firing mechanism of the weapon glows with
psionic energy
travels to the target's mouth Duration: 10 minutes
Duration: Instantaneous Classes: Battlemind, Metamind, Psion
Classes: Ardent, Disciple of Mending Ranged weapons you wield are imbued with an odd
You exhale strips of energy that can disable pain receptors semblance of sentience, allowing them to unerringly find
in the brain for a moment and pull together wounds. The their mark. Any attack roll you make for a ranged weapon
creature regains 1d6 hit points. attack ignores disadvantage. If disadvantage would normally
apply to the roll, that roll also can’t benefit from advantage.
Augment. For each additional psi point you spend, this
manifestation heals an additional 1d6 hit points. Psidarts
Minor Creation 1st-level psionics (psychokinesis)
Invoking Time: 1 action
1st-level psionics (metacreativity) Range: 120 feet
Invoking Time: 1 action Display: Your eyes glow completely white
Range: 5 feet Duration: Instantaneous
Display: Your pupils project psionic energy, creating an Classes: Metamind, Psion
outline of the object before it is created You launch three darts of pure psionic energy. Each dart
Duration: 1 hour
Classes: Disciple of the Shaper, Metamind hits a creature of your choice that you can see within range. A
You create a single nonmagical, nonpsionic, unattended dart deals 3 psychic damage to its target. The darts all strike
simultaneously and you can choose the target for each dart.
object of nonliving, vegetable matter: linen clothes, a hemp
rope, a wooden ladder, and so on. The object or item must fit Augment. For each additional psi point you spend, this
within a 5-foot cube, and it appears in an unoccupied space manifestation creates one more dart.
on the ground within range.
Psionic Blast
Attempting to use any object created by this manifestation
as a material component for a spell causes the spell to fail. 1st-level psionics (psychokinesis)
Invoking Time: 1 action
Nightmare Vortex Range: 60 feet
Display: Strings of nearly-invisible white psionic energy
1st-level psionics (telepathy) swirl around the point
Invoking Time: 1 action Duration: Instantaneous
Range: 30 feet Classes: Disciple of the Kineticist, Metamind
Display: Black psionic energy forms into nightmares around Psionic energy radiates around a point of your choice that
your enemy as they dodge imaginary attacks you can see within range. Creatures in a 5-foot radius take
Duration: Concentration, Up to 1 minute 1d4 psychic damage.
Classes: Battlemind
Augment. For each additional psi point you spend, this
One creature of your choice within 30 feet of you makes an manifestation deals 1d4 more damage.
Intelligence saving throw. On a failure,the target takes 2d6
psychic damage and is marked by you for the duration of this Psionic Vigor
power. On a successful save, the target takes half as much
damage and is not marked. 1st-level psionics (psychometabolism)
Invoking Time: 1 bonus action
At the beginning of each of the marked target's turns that it Range: Self
begins within 30 feet of you, you can slide it 5 feet in any Display: White psionic energy drips from your eyes and
direction along solid ground.
wraps around your body, soaking into your skin
Duration: 1 hour
Classes: Battlemind
You gain temporary hit points equal to 1d6 + your
manifesting ability modifier.
Augment. For each additional psi point you spend, this
manifestation grants an additional 1d6 temporary hit points.
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Psionic Weapon Repelling Force
1st-level psionics (psychometabolism) 1st-level psionics (psychokinesis)
Invoking Time: 1 bonus action Invoking Time: 1 action
Range: Self Range: Self
Display: Psionic energy wreathes your arm and the Display: A sensation of wind blowing is felt around you
weapon Duration: 10 minutes
Duration: 10 minutes Classes: Ardent, Metamind, Psion
Classes: Ardent, Battlemind, Metamind, Psion You form an aura of pressure around you, turning the area
Choose one weapon you’re holding or your unarmed strike.
in a 5-foot radius around you into difficult terrain for
For the duration, when you attack with it, it is magical and its creatures other than you. The area moves with you.
damage type is psychic, rather than its normal damage type.
Augment. For each additional psi point you spend, the
Psinova radius of this manifestation increases by 5 feet.
1st-level psionics (psychokinesis) Sense Poison and Disease
Invoking Time: 1 action
Range: 30 feet 1st-level psionics (clairsentience)
Display: A quaking noise is heard in the area Invoking Time: 1 action
Duration: Instantaneous Range: Self
Classes: Disciple of the Kineticist, Metamind Display: Poisons or diseases within 30 feet of you glow
You create a psionic shockwave. It strikes a 5-foot-radius with a sickly green color momentarily
Duration: Concentration, Up to 10 minutes
sphere within range. All creatures in that area must make an Classes: Disciple of Mending, Disciple of the Seer
Intelligence saving throw. On a failed saving throw, a creature For the duration, you can sense the presence and location
takes 2d6 force damage and is knocked prone. On a
successful saving throw, a creature takes only half as much of poisons, poisonous creatures, and diseases within 30 feet
damage and isn't knocked prone. of you. You also identify the kind of poison, poisonous
creature, or disease in each case.
Augment. For each additional psi point you spend, this
manifestation deals an additional 1d6 damage. The manifestation can penetrate most barriers, but it is
blocked by a thin sheet of lead.
Psychic Assault
Step of a Dozen Paces
1st-level psionics (psychometabolism)
Invoking Time: 1 bonus action 1st-level psionics (psychoportation)
Range: Self Invoking Time: 1 bonus action
Display: Wisps of psionic energy flit along your body Range: 20 feet
Duration: 10 minutes Display: None
Classes: Metamind, Psion Duration: Instantaneous
You focus your psionics on bolstering direct assaults, Classes: Battlemind, Disciple of the Nomad, Metamind
You teleport to an unoccupied space within range that you
gaining a +2 bonus to damage rolls with psionic talents that
only deal damage with no other effects for the duration. can see. This manifestation fails and is wasted if you can't fit
in the destination space.
Psychic Backlash
Augment. For each additional psi point you spend, this
1st-level psionics (telepathy) manifestation’s range increases by 5 feet.
Invoking Time: 1 reaction, which you take in response to
being damaged by a creature within range that you can Telepathic Contact
see
Range: 60 feet 1st-level psionics (telepathy)
Display: Black psionic energy emits from the wound Invoking Time: 1 action
Duration: Instantaneous Range: Self
Classes: Ardent, Metamind, Psion Display: None
You focus your mind, and the creature that damaged you is Duration: 10 minutes
Classes: Ardent, Disciple of the Telepath, Metamind
sapped of its mental acuity. The creature must make an You can communicate telepathically with any creature you
Intelligence saving throw. It takes 2d8 psychic damage on a
failed save, or half as much damage on a successful one. can see within 30 feet for the duration. It automatically
understands you and can respond in a way you understand as
Augment. For each additional psi point you spend, this long as it speaks at least one language. If you already have
manifestation deals 1d8 more psychic damage. telepathy, you gain the ability to use your telepathy with up to
six creatures at once for the duration.
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