Psionics

**Psionist**

Psionists are individuals who have unlocked the hidden powers of the mind through intense study and practice. They manipulate psychic energy to achieve a wide range of abilities, from telekinesis and telepathy to manipulating the environment around them.

Hit Dice: d8

Armor: None

Weapons: Simple weapons

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Psionic Lore (Psionic version of Arcana), Insight, Investigation, Medicine, Perception, and Stealth

**Equipment:**

(a) a quarterstaff or (b) a dagger

(a) a scholar's pack or (b) an explorer's pack

Leather armor, and a pouch containing 10 gp

**Psion Points:** A psionist's power comes from a reserve of psion points, which represent their mental energy. The number of psion points a psionist has is equal to their level plus their Intelligence modifier. Psion points are regained after a long rest.

**Psionic Talents:** At 1st level, a psionist learns three psionic talents of their choice from the list below. A psionist can use each talent they know once per short rest without spending psion points.

*Mind Thrust*. As an action, you can target one creature within 30 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage.

*Telekinetic Control*. As an action, you can move one object that weighs no more than 10 pounds within 30 feet of you. The object can be moved up to 30 feet in any direction, and you can use this talent to open an unlocked door or container.

*Detect Thoughts*. You can use an action to read the thoughts of a creature within 30 feet of you. The creature must make a Wisdom saving throw to resist the effect.

*Telepathy*. You can speak telepathically with a creature within 30 feet of you. The creature must understand a language for this talent to work.

**Psionic Disciplines:** Starting at 2nd level, a psionist can learn psionic disciplines, which are more powerful and versatile than psionic talents. A psionist starts with two disciplines of their choice, and can learn additional disciplines as they gain levels. A psionist can use a discipline by spending psion points.

Some psionic disciplines:

*Psychic Bolt.* As an action, you can target one creature within 60 feet of you. The target must succeed on an Intelligence saving throw or take 3d6 psychic damage.

*Psychic Crush*. As an action, you can target one creature within 60 feet of you. The target must succeed on an Intelligence saving throw or take 4d6 psychic damage and be stunned until the end of their next turn.

*Psychic Barrier*. As a reaction, you can create a psychic barrier around yourself or a creature within 30 feet of you. The barrier lasts for one minute and provides resistance to all damage types.

**Subclasses**: At 3rd level, a psionist must choose a subclass that reflects the nature of their psionic abilities. The two subclasses for psionists are: **Telepath** and **Psychokinetic.** (See below)

**Psionist Spellcasting:** At 5th level, a psionist gains the ability to cast spells using their psionic energy. Psionists use the psionist spellcasting rules, which are described in the Player's Handbook.

**Psionic Focus**: At 7th level, a psionist can enter a state of psionic focus, which allows them to use their psionic powers more effectively. While in psionic focus, a psionist gains a bonus to their psion points equal to their Intelligence modifier. A psionist can maintain psionic focus for a number of rounds equal to their psionist level, and must take a short rest before using this ability again.

**Psionic Surge**: At 18th level, a psionist can unleash a powerful surge of psionic energy, allowing them to use their psionic powers at their full potential for a brief period of time. When a psionist uses psionic surge, they regain all of their spent psion points, and their psionic talents and disciplines are more powerful for one minute.

**Psionic Mastery:** At 20th level, a psionist can achieve psionic mastery, which allows them to use their psionic powers with less limitation. A psionist can use any psionic talent or discipline they know by spending half their normal psion points. Additionally, they gain proficiency in Intelligence saving throws.

*Sub-Classes not fleshed out yet* (clairsentience, metacreativity, psychometabolism, psychoportation.)
**Telepath.**

Telepaths are psionists who specialize in manipulating the minds of others. They have the ability to read thoughts, control minds, and communicate telepathically.

*Mind Control*. At 3rd level, you gain the ability to control the actions of a creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw or be charmed by you for one minute.

*Telepathic Bond*. At 6th level, you can establish a telepathic bond with one creature within 30 feet of you. This bond allows you to communicate telepathically with the creature, even if it does not speak a language you understand.

*Psychic Invisibility*. At 14th level, you can become invisible to a creature's mind, making it impossible for them to detect you using their senses. You gain advantage on Stealth checks against creatures that are unable to detect your presence.

**Psychokinetic.**

Psychokinetics are psionists who specialize in manipulating the physical world through the power of their mind. They have the ability to move objects, create force fields, and even levitate.

*Telekinetic Blast*. At 3rd level, you can use your psionic energy to launch a blast of telekinetic force at a creature within 30 feet of you. The creature must succeed on a Strength saving throw or take 1d8 force damage.

*Levitation*. At 6th level, you can use your psionic energy to levitate yourself or a creature or object you can see within 30 feet of you. The levitation lasts for one minute and allows the creature or object to move freely in any direction.

*Psychic Shield*. At 14th level, you can create a powerful force field around yourself that protects you from harm. The shield lasts for one minute and provides immunity to all damage types.

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Crystalline Companion (Psionic Familiar)

Classes

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