PsionicsPsionicsPsionics expandedexpandedexpanded

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of . ©Wizards of the Coast LLC.  his section provides rules and definitions for Another big difference between psionics and magic is the using psionic powers and playing psionic dependency on movements, incantations and materials. characters. In addition it contains description While some of them are required to cast different spells, of psionic practitioners, their place in the psionics use only thoughts to cause an effect. world and the story of how they discovered their powers.  T The first thing a psionic practitioner, learns is to recognize their internal energy. Everyone is filled with internal energy but few are the ones who become aware of it, and fewer that  learn how to manipulate it. First the psion notices their internal energy at times of The psionic energy dice represents the well of psionic power emotional extremes, whether they be highs or lows. Grief, in the character and different psionic powers affect the intense joy, numbing heartache or complete focus, at times as psionic energy dice pool in different ways. A character has a such it is easy to notice the internal energy. maximum of psionic energy dice equal to twice their proficiency bonus. Psionic powers usually call for the After the practitioner finds their internal energy, they notice expending of the psionic dice, making some of the dice the unrhythmic ebb and flow of the energy. How it rises and unavailable, others call for rolling a psionic die. dampens throughout the day, they understand how to draw As a character's power increases, so does the number and the energy. Convince it to focus on a small area. size of its psionic energy dice. Once the energy is focused, the practitioner can manipulate Psionic disciplines. Psionic powers are many and different, it, use it to effect himself, others or the world. they represent how a trained mind can affect reality directly. A lot of the time they are related to clairvoyance, telekinesis, Manipulation of the internal energy is done by visualizing the psychoportation, psychometabolism or metacreation. Many effect. The clearer the visualization the more energy pours psionic powers extend your normal senses and abilities. from the practitioner. Psionic disciplines represent a characters arsenal of psionic The natural ebb and flow of the internal energy makes the powers, each discipline has 4 tiers of understanding a psionic magnitude of psionic effects not totally predictable. practitioner can master. The psionics listed in this document are just a fraction of the possible disciplines that exist, and new ones can be  discovered, practiced and mastered by clever enough psionic While most D&D campaigns feature a medieval themes, practitioners. cultures and set pieces. Psionic characters normally appear in the literary world of science fiction.  Therefore, you are free from preconceived notions on how psionics fit in your world. Some psionic powers require a steady flow of psionic energy Here are some ways for integrating psionics in a fantasy that isn't allowed to be interrupted. When you are using a world. psionic power that requires investment it lasts until you stop investing into it. In one world, psionic abilities are rare, rarer than magical Investment ends if: abilities. There are no schools for psionics, the closest thing You choose to end it, you can do it at anytime. are masters looking for students, but the students must You are incapacitated or killed. already demonstrate some psionic ability. You expend a psionic die. most can't tell the difference between psionics to magic and You use a psionic power that requires investment. only psionic practitioners and scholars of magic even know that there is a difference.

 In another world, psionics are known and feared. most people Magic is the ability to control external energy that infuses the understand that psionics can do a lot of what magic can but world through words, gestures and materials. On the other without the incantations, making psionics into a silent threat. hand, psionics is the ability to shape internal energy with the Thus, psionic practitioners usually live in psionic mind and have it effect the world. communities that take practitioners that were exiled. practitioners are sought after by kingdoms for espionage and Since psionics and magic are two different things, psionics defense and are bound by magic to their king. work where magic cannot and vice versa, but they still interact with the effects of each other.

For example, Jasmine the psion turns themself invisible using psionic shroud. Ell the wizard casts detect invisibility and sees jasmine, but when he tries to dispell Jasmines invisibility he cannot because the invisibility is a psionic effect.

2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Part I Classes and subclasses

3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.  he bridge collapses under the well dressed  rabbitfolk and their companion. As they fall The most important question about a psion's story is how they briefly touch, leaving a glowing mark on they found their power? Was it through strenuous the companion and both shortly appear safely meditation? Was it enlightenment as a response to a crisis? on the other side. Are psionic abilities part of your culture? Do you understand A robed gnome marches into the city hall. With your powers? This eyes he forces the guards to kneel before What made you travel the world for adventure, was it a taste him. And a flick of his wrist commands his thralls to kick out to test your skills? A hunger to become known as a hero? A the mayor. curiosity to see the world?

Psions use the power of their mind to reshape reality, whether directly or through changing the minds of others. QUICK BUILD They strive to unite every aspect of their self into a powerful You can make a psion quickly by following these whole. suggestions. First, Intelligence should be your highest ability score, followed by Constitution.  Second, choose the Hermit background. Psionic energy derives from within. It comes from the harmony between mind, body and soul that is achieved through arduous training. The psion is enlightened in relaxation and exhaustion, understanding that his body and mind are a part of a bigger whole. They don't study or prey for their powers, they are carried within, available to the psion as long as their psionic energy is not depleted.

Psion

Proficiency Psionic Die Psionic Level Bonus Features dice pool size Disciplines 1st +2 Psionic Power, Psionic Tradition 4 d6 — 2nd +2 Psionic Replenishment, Psionic disciplines 4 d6 1 3rd +2 Psionic Tradition Feature 4 d6 1 4th +2 Ability Score Improvement 4 d6 2 5th +3 ฀ 6 d8 3 6th +3 Mental Determination 6 d8 4 7th +3 Psionic Tradition Feature 6 d8 4 8th +3 Ability Score Improvement 6 d8 5 9th +4 Sharp Memory 8 d8 6 10th +4 Mind over Matter 8 d8 7 11th +4 ฀ 8 d10 8 12th +4 Ability Score Improvement 8 d10 9 13th +5 Split Mind 10 d10 10 14th +5 Last Resort 10 d10 11 15th +5 Psionic Tradition Feature 10 d10 11 16th +5 Ability Score Improvement 10 d10 12 17th +6 ฀ 12 d12 13 18th +6 Ascended Body 12 d12 14 19th +6 Ability Score Improvement 12 d12 15 20th +6 Psionic Tradition Feature 12 d12 15

4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Save DC = 8 + your proficiency bonus + your Intelligence  modifier Attack modifier = your proficiency bonus + your Intelligence As a psion you gain the following class features. modifier

 Psionic Talent Options. Hit Dice: 1d6 per psion level You can use your psionic energy die in the following ways:

Hit Points at 1st Level: 6 + your Constitution modifier Aura reading. As an action, choose a creature you can see within 30 feet of you, then expend one Psionic Energy die. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution For a minute you can read their auras, showing you their modifier per psion level after 1st current mood. Call to Mind. If you fail an Intelligence ability check, you  can expend and roll your Psionic Energy die and add the Armor: None number rolled to the check, potentially turning failure into Weapons: Daggers, darts, slings, quarterstaffs, light success. crossbows. Psionic Assault. As an action you can expend 2 Psionic Tools: None. Energy dice to tug on the psyche of a number of creatures up to your Intelligence modifier (minimum 1) within 30 ft Saving Throws: Constitution, Intelligence. of you. Each creature must make an Intelligence save. A creature takes 2d8 psychic damage on a failed save, or Skills: Choose two from Deception, History, Insight, half on a successful one. Investigation, Intimidation, Medicine, Nature, Persuasion, Psionic sense as an action you can expend a psionic die and Religion. to sense all psionic practitioners and psionic influences in a 30 ft radius for 10 minutes.  Telekinetic Manipulation. You can manipulate an object, You start with the following equipment, in addition to the open an unlocked door or container, stow or retrieve an equipment granted by your background: item from an open container, or pour the contents out of a vial, with your mind within 15 ft. Using this ability you (a) a quarterstaff or (b) a dagger can’t attack, activate magic items, or carry more than 10 (a) a dungeoneer’s pack, and a book of lore, (b) a priest's pounds. pack and a book of lore, or (c) a scholar's pack. Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share  a language with the creature for it to understand your 1st-level Psion feature telepathic utterances, but the creature must be able to You trained mostly in following a specific psionic discipline, understand at least one language. choosing from; Kineticist, Empath, Nomad Your choice grants you features at 1st level and again at 3rd,  7th, 15th, and 20th level. 2nd-level Psion feature As a bonus action, you can calm your mind for a moment and  regain a psionic energy die. You can use this feature a 1st-level Psion feature number of times equal to your Intelligence modifier, you You harbor a wellspring of psionic energy within yourself. regain spent uses on long rest. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal  to twice your proficiency bonus, and they fuel various psionic 2nd-level Psion feature powers you have, which are detailed below. In your self studies, and mastery of your own mind you have found different ways to extend your thoughts and affect Some of your powers expend the Psionic Energy die they reality. The psion table shows how many Psionic disciplines use, as specified in a power’s description, and you can’t use a you know, to learn a new discipline tier you need to learn the power if it requires you to use a die when your dice are all previous tiers of the discipline and meet the prerequisites. expended. You regain all your expended Psionic Energy dice when you finish a long rest. Additionally, when you gain a psionic discipline you can choose one of the psionic disciplines that you know and When you reach certain levels in this class, the size of your replace it with another. Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Your psionic powers come from a mastery of your own mind. When setting the save DC for a psionic ability and when making an attack roll with one.

5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.  4th-level, 8th-level, 12th-level, 16th-level, 19th-level Psion feature You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  6th-level Psion feature Your control over the well of power that resides in you grows. Whenever you roll your psionic energy die, you can treat a d8 roll of 3 or lower as a 4. This ability changes as your psionic energy die progresses, becoming a d10 (4 or lower as a 5) on 11th level, and a d12 (5 or lower as a 6) on 17th level.  9th-level Psion feature Through your studies and mental training your memory grows in power. You can accurately recall anything you have seen or heard within the past month.  10th-level Psion feature You can draw on your psionic powers to withstand outer interferences. As a reaction when you make a Strength, Dexterity or Constitution save, you may expend and roll a Psionic Energy Die, adding the number rolled to the saving throw. You may use this ability after seeing your roll, but before the DM announces the result.  13th-level Psion feature When you use an action to invest into a psionic power, you can invest into an additional power. When you do this you gain the effects of both powers and when your investment ends it ends on both. You can use this feature once per long rest.  14th-level Psion feature You learned how to release the restraints on your well of power. As an action, you can unleash a torrent of psionic energy in a 60 foot cone emanating from you. You expend all your psionic energy dice and each creature in the area must make an Intelligence saving throw. A creature takes 5d10 psychic damage and an additional number of d10s equal to half of the psionic energy dice expended (minimum 1), on a failed saving throw or half as much on a successful one.  18th-level Psion feature Your mind views the eternal, and your body adapts to its vision. You do not age and you become immune to disease and poison.

6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   7th-level Kineticist feature Your control over the kinetic field grows, allowing you to affect creatures with your Telekinetic Manipulation. As an  action you can make a psionic attack to attempt to grapple, shove or pull creatures within your Telekinetic Manipulation Psions that dedicate themselves to improving their telekinetic range. powers, are known as Kineticists. As they train, their strength Additionally, the lift capabilities of your Telekinetic of mind is growing, learning to lift heavier and heavier objects Manipulation feature are doubled. until they can lift themselves.   15th-level Kineticist feature 1st-level Kineticist feature You can use your bonus action to lift one Large or smaller Your telekinetic control increases, allowing you to lift objects creature that you previously grappled and move it up to 30 with weight summing up to 15 times your Intelligence score feet anywhere within your telekinetic field. As long as the in pounds with your Telekinetic Manipulation. Additionally creature is grappled it can stay there until it escapes the the range for your Telekinetic manipulation increases to 3o ft. grapple or you choose to drop it on your turn using your bonus action for this ability. Kinetic projectiles. You learn how to use your telekinetic Additionally, your control over moving bodies manifests as a powers to strike your enemies by throwing kinetically control over your own. You gain a 30 ft. flying (hover) speed. enhanced projectiles. As an action you throw a kinetic projectile at a target within the range of your telekinetic manipulation. It is a psionic ranged attack, it deals 1d8 +  20th-level Kineticist feature Intelligence modifier force damage. The number of You are a paragon of psychokinesis. The weight you can lift projectiles you can throw increases with your level. 2 at 5th with your telekinesis is up to 30 times your Intelligence score level, 3 at 11th level, 4 at 17th in pounds, and the range increases to 60 ft. Additionally, you can as an action invest into Master of  Kinesis. While invested: 3rd-level Kineticist feature You learn how to convert the kinetic energy of attacks into a Your flying speed increases to 60 ft. psionic energy. When a creature you can see hits you or a The weight you can lift with your telekinesis is up to 60 creature within 10 feet of you with a weapon attack, you can times your Intelligence score in pounds. use your reaction to use the psi replenishment feature and you can lift a number of creatures with psychokinesis up roll a psionic energy die and reducing the damage by the to your Intelligence modifier. number rolled + your Intelligence modifier + your psion level. When you take the Kinetic projectiles action, you can take it again as a bonus action.

7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   15th-level Empath feature Empaths focus on controlling the emotions of others. Using As an action you can Invest your psionic energy dice into their psionic powers to mute emotions and enhance them. Wave of Excitation. While you are invested in Wave of Psions who study empathy learn how to see the emotions of Excitation all humanoids within 30 ft. radius of you must others and some of their thought through their auras succeed a Charisma save or be charmed. While charmed they succumb to an emotion of your choosing. The affected  creatures are compelled to act according to the emotion. 1st-level Empath feature You have learned how to read the emotions of others. When if you know a creature’s current mood it has a disadvantage you use the Aura Reading option of your psionic talent, you on the saving throw as you tailor the effect to each creature. don't expend a Psionic Energy die and you can read the auras of a number of creatures up to your Intelligence modifier and Examples to read their surface thoughts. Boldness: Encouraging creatures to shout hidden truths Terror flash. As an action you flood the psyche of another and act out their greatest victories creature that you can see within 60 ft. with primal fear. It Doubt: Makes creatures hesitate, mistrusting their ability must succeed a Wisdom save or take 1d6 psychic damage to escape their current difficulties and the target is Frightened until the end of its next turn. The Fear: Overwhelming creatures with dread and urging damage increases by 1d6 when you reach 5th level (2d6), them to give voice to their deepest fears 11th level (3d6), and 17th level (4d6). Hatred: Provokes creatures to scream and destroy things Inspiration: Causing creatures to create works of art on Psionic speech If you fail a Deception, an Intimidation or a the spot and obsess over them Persuasion skill check, you can expend and roll your Psionic Joy: Inspiring creatures to dance, relax, and sing Energy die and add the number rolled to the check, Love: Encourages creatures to confess their love to others potentially turning failure into success. and endlessly list their favorite things Sorrow: Overwhelms creatures with sobbing and  confessions of regret 3rd-level Empath feature You learn how to take the sense of self from others to fill your  power reserves. As an action you can take the sense of self 20th-level Empath feature from a humanoid that isn’t hostile towards you, using the psi You are a paragon of empathy. Your proficiency bonus is replenishment feature , for a minute the creature is charmed. doubled for any ability check you make that uses Deception, While it is charmed you have advantage on all charisma Intimidation, Persuasion against creatures that aren't checks against that creature and it considers you as a close immune to charm. friend from long ago. Additionally, you know the current mood, surface thoughts and deepest desires and fears of all creatures that you can  see. 7th-level Empath feature You can, as an action you can expend a psionic energy die to send a pulse of calming thoughts to all humanoids within a 20 ft. radius. All humanoids in the area must succeed a Charisma save; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw all effects causing it to be charmed or frightened are suppressed, and their emotions calm down making it easier to reason with it. The effect lasts for a minute.

if you know a creature’s current mood it has a disadvantage on the saving throw as you tailor the effect to each creature.

8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   20th-level Nomad feature Psions following the tradition of Nomads, specialize in As a master of psychoportation, when you move willingly you psychoportation the art of transporting creatures with the can appear at a space within 60 ft. of you instead of moving. powers of the mind. They move around, traveling through and when you are moved unwillingly you can reappear at different planes as easily as some take a single step. your original location if it’s unoccupied.

 Additionally, you don’t need to expend a psionic energy die to 1st-level Nomad feature jaunt, and you can jaunt to any other plane without an item You know that your path is in forging your own. You from it. understand how to use the ethereal plane to travel between places and how to excess it with your mind.

Flicker. As an action you can transport yourself, causing you to appear in a nearby unoccupied space. The maximum distance you can travel this way is equal to 5 times your proficiency bonus ft.

Ethereal pull. . As an action you try to pull a creature from their place using the forces of the mind, the creature must make a charisma saving throw or take 1d6 psychic damage and you can cause the creature to appear in an unoccupied space within 5ft of its location . The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  3rd-level Nomad feature You’ve learned how to tie between you and others. As an action you use the Psi replenishment feature and link between you and a creature. When you use a psionic ability to move yourself, you can also move a linked creature. To link a creature you need to touch it, if it's unwilling the creature can resist the link with a successful Charisma saving throw and does so with advantage if you or your companions are fighting it. The link lasts for a minute, unwilling creature can repeat the saving throw after every time move it with a psionic ability.  7th-level Nomad feature You have learned how to jaunt, moving between far locations with the power of your mind. as an action you can expend 2 psionic energy dice to transport yourself to an unoccupied spot within 500 feet. you can expend additional psionic energy dice, to extend the range by another 500 feet. you can expend a number of psionic dice up to your intelligence modifier. if you try to jaunt to an occupied space the jaunt fails and you take 4d6 force damage.  15th-level Nomad feature You have mastered jaunting, when you jaunt you can travel to any location on your plane, or if you are holding an item from another plane you can jaunt to this plane.

9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.  smirking, tired human stands between his To create a Battlemind you need to answer two questions. enemies and allies. They focus for a fraction of The first, why and where did you gain our martial training, a second and energy exudes out of them. Filling were you a soldier? a knight's squire? did you learn on the allies with vigour and enemies with fear. streets or were you chasing a steady job as a town guard? A towering goliath clad in heavy armour, wielding an ax blocks the road. They start to The second is when and how your psionic powers emerged. Afloat as a translucent figure more than twice Were you defending the weak? Standing up to a corrupt lord? their size appears around them. Was it at times of low morale, or did victorious joy unlocked something within you? Unlike Psions who first learn to master their psionic powers, Battleminds are trained fighters who found their psionic energy in the midst of a battle, an inner calmness to contrast QUICK BUILD the chaotic surroundings. You can make a Battlemind quickly by following these suggestions. First, make Strength or  Dexterity your highest ability score, depending on Battle minds combine mastery of weapons and psionics. whether you want to focus on melee weapons or Each specialize in different weapons and psionic powers. on archery (or finesse weapons). Your next-highest A uniting aspect of Battleminds psionic powers is their score should go to Intelligence, and your third psionically enhanced blows and glimpsing into the future highest into Constitution. Second choose the predicting their foes next move. Soldier background. 

Battlemind

Proficiency Psionic Die Psionic Level Bonus Features dice pool size Disciplines 1st +2 Psionic Power 4 d6 — 2nd +2 Psionic Art, Fighting Style 4 d6 — 3rd +2 Psionic Discipline, Psi Replenishment 4 d6 1 4th +2 Ability Score Improvement 4 d6 1 5th +3 Extra Attack 6 d8 2 6th +3 Psionic Art Feature 6 d8 2 7th +3 Battle Precognition 6 d8 3 8th +3 Ability Score Improvement 6 d8 3 9th +4 Psi-fueled Attack 8 d8 4 10th +4 Psionic Art Feature 8 d8 4 11th +4 ฀ 8 d10 5 12th +4 Ability Score Improvement 8 d10 5 13th +5 Forced Understanding 10 d10 5 14th +5 Psionic Art Feature 10 d10 6 15th +5 Psionic Sense 10 d10 6 16th +5 Ability Score Improvement 10 d10 6 17th +6 ฀ 12 d12 7 18th +6 Improved Psychic Strike 12 d12 7 19th +6 Ability Score Improvement 12 d12 7 20th +6 Psionic Art Feature 12 d12 7

10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Psionic Talent Options.  You can use your psionic energy die in the following ways: As a battlemind you gain the following class features. Psychic Strike. You imbue your strikes with psionic energy, attacking the mind as well as the body of your  enemies. When you hit a creature with a weapon attack Hit Dice: 1d10 per battlemind level you can expend and roll a Psionic Energy die to deal psychic damage to the target, in addition to the weapon's Hit Points at 1st Level: 10 + your Constitution modifier damage. The extra damage is equal to the number rolled on the Psionic Energy dice. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Speed of Thought. When you roll initiative, you can modifier per battlemind level after 1st expend and roll a Psionic Energy die, adding the number rolled to your initiative.   Armor: All armor, shields. 2nd-level Battlemind feature Weapons: Simple weapons, martial weapons. You adopt a particular style of fighting as your specialty. Tools: None. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose Saving Throws: Intelligence, Dexterity. again.

Skills: Choose two skills from Acrobatics, Animal Handling, Archery Athletics, History, Insight, Intimidation, Perception, You gain a +2 bonus to attack rolls you make with ranged Persuasion, and Survival. weapons.  Defense You start with the following equipment, in addition to the While you are wearing armor, you gain a +1 bonus to AC. equipment granted by your background: Dueling (a) chain mail or (b) leather armor. When you are wielding a melee weapon in one hand and no (a) a martial weapon and a shield, (b) two martial weapons other weapons, you gain a +2 bonus to damage rolls with that or (c) a simple weapon, a ranged martial weapon and 20 weapon. ammunition. Great Weapon Fighting (a) a Explorer’s pack or (b) a Monster Hunters pack When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two  hands, you can reroll the die and must use the new roll, even 1st-level Battlemind feature if the new roll is a 1 or a 2. The weapon must have the two- You harbor a wellspring of psionic energy within yourself. handed or versatile property for you to gain this benefit. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal Protection to twice your proficiency bonus, and they fuel various psionic When a creature you can see attacks a target other than you powers you have, which are detailed below. that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding Some of your powers expend the Psionic Energy die they a shield. use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all Thrown Weapon Fighting expended. You regain all your expended Psionic Energy dice You can draw a weapon that has the thrown property as part when you finish a long rest. of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain When you reach certain levels in this class, the size of your a +2 bonus to the damage roll. Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Two Weapon Fighting Psionic Energy dice. Your psionic powers come from a When you engage in two-weapon fighting, you can add your mastery of your own mind. When setting the save DC for a ability modifier to the damage of the second attack. psionic ability and when making an attack roll with one.  2nd-level Battlemind feature Save DC = 8 + your proficiency bonus + your Intelligence Learning a unique technique of using your psionic powers in modifier battle you begin to specialize, choosing from: Battle Avatar, Attack modifier = your proficiency bonus + your Intelligence Empathic Projection. modifier

11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   3rd-level Battlemind feature 9th-level Battlemind feature As a bonus action, you can calm your mind for a moment and If you expend at least 1 Psionic Energy die as part of an regain a psionic energy die. You can use this feature a action, you can make one attack as a bonus action before the number of times equal to your Intelligence modifier, you end of the turn. regain spent uses on long rest.   13th-level Battlemind feature 3rd-level Battlemind feature You learn how to psionically tear a creatures strengths and In your self studies, and mastery of your own mind you have weaknesses from its mind. As an action you can expend a found different ways to extend your thoughts and affect Psionic Energy die and choose a creature within 60 ft. You reality. The psion table shows how many Psionic disciplines immediately learn whether the creature has any damage you know, to learn a new discipline you need to learn the immunities, resistances, or vulnerabilities, what they are and previous powers of the discipline chain and meet the what saves it is proficient in. prerequisites. Additionally, when you gain a psionic discipline you can  choose one of the psionic disciplines that you know and 15th-level Battlemind feature replace it with another. as an action you can expend a psionic die to sense all psionic practitioners and psionic influences in a 30 ft radius for 10  minutes. 3rd-level Battlemind feature Your control over your psionics power grows, and you learn  the following psionic powers: 18th-level Battlemind feature You can expend and roll up to 3 Psionic Energy dice when Psionic Defense. As a reaction to getting hit by an attack, using Psychic Strike. you can expand a Psionic Energy die. Until the start of Additionally, you can expend Psionic Energy die to use your next turn every time an attack roll against you is Psychic Strike while Invested without ending the Investment. rolled, roll a Psionic Energy die and subtract the number rolled from the result. This effect the triggering attack. Telekinetic Manipulation. You can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, with your mind within 15 ft. Using this ability you can’t attack, activate magic items, or carry more than 10 pounds. Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.  4th-level, 8th-level, 12th-level, 16th-level, 19th-level Battlemind feature You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  5th-level Battlemind feature You can attack twice, instead of once, whenever you take the Attack action on your turn.  7th-level Battlemind feature Your psionic senses prepare you for battle at anytime. You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   10th-level Art of the battle Avatar feature As an action you can expend a Psionic Energy die to triple your carrying capacity for 1 hour.  Practitioners of the art of the battle avatar are known for  14th-level Art of the battle Avatar feature their amazing power to project their inner self and use its When you expend 3 or more Psionic Energy dice to activate strength. Using their newly found strength to bolster themself Battle Avatar you grow an additional size, and your reach is in fights and making themself a target for their enemies. increased by an additional 5 feet. Additionally, when your Battle Avatar is active you add a  Psionic Energy die to grapple checks. 2nd-level Art of the battle Avatar feature As a bonus action you can expend a number of Psionic Energy dice up to your Proficiency bonus, conjuring an avatar  20th-level Art of the battle Avatar feature around you made of psionic energy. You gain 10 temp HP per When you activate your Battle Avatar you gain 20 temp HP Psionic Energy die you expend. While the avatar is active you per expended Psionic Energy die and it lasts until you count as being one size larger and the reach of your melee dismiss it as a bonus action. attacks increases by 5 feet. The avatar deactivates after a Additionally, while your Battle Avatar is active you can as a minute. bonus action expend a Psionic Energy die to regain 10 hit  points. 6th-level Art of the battle Avatar feature While your avatar is activated, as an action you can expend and roll a psionic energy die to unleash a burst of power from your avatar. Each creature in a 20ft. cone must make an Intelligence saving throw. A creature takes psychic damage equal to the number rolled and until the start of your next turn it can't make an attack unless you are a target. If it succeeds on the saving throw it takes half as much damage and suffers no additional effects.

13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   10th-level Art of the Empathic Projection feature You have found how to use the inner storm of emotions As an action you can expend a Psionic Energy die to read the during a fight to your advantage. Slamming despair and current mood of all creatures within 30 ft. of you. defeat into your enemies and bolstering your allies with euphoria and victory.  14th-level Art of the Empathic Projection feature  You learn to channel all your positive feelings to an ally, giving 2nd-level Art of the Empathic Projection feature them unnatural speed. As an action, you can expend a Psionic As an action you can expend and roll a Psionic Energy die to Energy die, choose an ally within 30 ft. it gains an additional send a pulse of terror around you. All creatures within 5 ft. of action on its next turn. That action can be used only to take you must make a Wisdom saving throw. a creature takes the Attack (one weapon attack only), Dash, Disengage, Hide, psychic damage equal to the number rolled and become or Use an Object action. Frightened of you until the start of your next turn on a failed save, or take half as much damage and isn't frightened on a successful one.  20th-level Art of the Empathic Projection feature As an action you can try to paralyze a creature with thoughts  of doom, expending 2 Psionic Energy dice per creature. You 6th-level Art of the Empathic Projection feature must be able to see the creatures and they must be within 60 As an action you can expend 2 Psionic Energy dice to fill an ft. of you, each creature must make a Wisdom saving throw ally within 30 ft with visions of victory. The target adds a or be paralyzed until the end of your next turn. Psionic Energy die to its next attack roll and damage roll.

14 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   6th-level Path of the Steel Ego feature You have learned additional ways to use your psionic powers,  detailed below: The mind is more powerful than the body, and none demonstrate this principal more than you. using your psionic Steel Clash. When you are raging, you can as a bonus abilities to turn your skin to steel. You're resilient mind is action expend a psionic energy die to send a shock wave filling you and your allies with confidence and flood the mind forcing all creatures within 5 ft. of you to succeed in a of your enemies with the feeling of imminent defeat. Strength saving throw or fall prone. Iron control. When an effect causes you to move  unwillingly, or knocks you prone. You can as a reaction 3rd-level Path of the Steel Ego feature expend a psionic energy die to stay standing in your place. You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice,  which are each a d6. You have a number of these dice equal 10th-level Path of the Steel Ego feature to twice your proficiency bonus, and they fuel various psionic you are immune to charm and fear effects. powers you have, which are detailed below. Additionally, you learn the following psionic power: Thundering critical. Whenever you score a critical hit, Some of your powers expend the Psionic Energy die they you can expend 3 Psionic Energy dice, rolling them and use, as specified in a power’s description, and you can’t use a dealing thunder damage to all other creatures within 10ft. power if it requires you to use a die when your dice are all equal to the number rolled plus your Intelligence modifier. expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action,  you can regain one expended Psionic Energy die, but you 14th-level Path of the Steel Ego feature can’t do so again until you finish a short or long rest. Your skin turns to metal. You have resistance to all damage except acid damage and immunity to non magical slashing When you reach certain levels in this class, the size of your and piercing. Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Your psionic powers come from a mastery of your own mind. When setting the save DC for a psionic ability and when making an attack roll with one.

Save DC = 8 + your proficiency bonus + your Intelligence modifier Attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Talent Options. You can use your psionic energy die in the following ways:

Wrought Skin. When you enter a rage, you can expend a psionic energy die to harden your skin. For a minute you gain resistance to all damage types except acid damage. Bastion of Iron will. While you're raging, as a reaction to you or an ally within 10 ft. failing a saving throw against a charm or a fear effect. You can expend and roll a psionic energy die and add it to their save.

15 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   7th-level Winged Weapon Master feature As an action you can expend 2 Psionic Energy dice to  telekinetically control your weapon and to send your weapon You have found an inner well of power within you, mastering to an unoccupied space within 30 ft. of you. The weapon your psionic ability to enhance your battle capabilities. floats in that space for a minute. While this effect is active, Shaping the way you fight with enhanced reflexes and you can attack and make opportunity attacks using the controlling your weapons with sheer will power. weapon as if you were in its space with part or all of your attacks. As a bonus action on your turn, you can move the  weapon up to 30 ft. 3rd-level Winged Weapon Master feature Additionally, you can as a bonus action expend a Psionic You harbor a wellspring of psionic energy within yourself. Energy die to make one attack with your winged weapon. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal  to twice your proficiency bonus, and they fuel various psionic 10th-level Winged Weapon Master feature powers you have, which are detailed below. When you make an attack of opportunity, you can expend a Psionic Energy die. When you do so you can take an Some of your powers expend the Psionic Energy die they additional reaction until the start of your next turn. use, as specified in a power’s description, and you can’t use a After using this feature you can't do so again until you finish a power if it requires you to use a die when your dice are all short or long rest. expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action,  you can regain one expended Psionic Energy die, but you 15th-level Winged Weapon Master feature can’t do so again until you finish a short or long rest. When using Winged Weapon, you can expend an additional 2 Psionic Energy dice to control two weapons this way. When When you reach certain levels in this class, the size of your using the bonus action to move the weapons, you can move Psionic Energy dice increases: at 5th level (d8), 11th level both, and when using the bonus action to make additional (d10), and 17th level (d12). The powers below use your attacks you can make one attack with each. Psionic Energy dice. Your psionic powers come from a mastery of your own mind. When setting the save DC for a  psionic ability and when making an attack roll with one. 18th-level Winged Weapon Master feature As an action you can expend 3 Psionic Energy dice to make a flurry of attacks, All creatures within 15 ft of you, or 10 ft Save DC = 8 + your proficiency bonus + your Intelligence from your weapons must make a dexterity saving throw. A modifier creature takes 6d6 damage on a failed save, or half as much Attack modifier = your proficiency bonus + your damage on a successful one. The damage type is the same as Intelligence modifier your weapons.

Psionic Talent Options. You can use your psionic energy die in the following ways:

Remote Attack. As a bonus action you can expend a Psionic Energy die to send your weapon to an unoccupied space within 30 ft. of you. Until the end of your turn you can attack using the weapon as if you were in its space, but you must use your own senses. At the end of your turn your weapon returns to you. Speed of Thought. When you roll initiative, you can expend and roll a Psionic Energy die, adding the number rolled to your initiative. Telekinetic Manipulation. You can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, with your mind within 15 ft. Using this ability you can’t attack, activate magic items, or carry more than 10 pounds.

16 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   1st-level Monk feature which replaces the Unarmored Monks are masters of inner energy, usually represented by defense feature Qi. Mastery of inner energy is also the power of psionics. This Beginning at 1st level, while you are wearing no armor and section offer alternative features to the monk in order to not wielding a shield, your AC equals 10 + your Dexterity make it a Psionic class. The psionic monk alternative modifier + your Intelligence modifier. features should be taken together.   2nd-level Monk feature 1st-level Monk feature which replaces the Martial Arts and As a bonus action, you can calm your mind for a moment and the Ki features restore a number of your psionic energy dice equal to your You harbor a wellspring of psionic energy within yourself. proficiency bonus. You then can’t use Psi Replenishment This energy is represented by your Psionic Energy dice, again until you finish a long rest. which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic  powers you have, which are detailed below. 9th-level Monk feature Your training of basic techniques allow you to to them easily. Some of your powers expend the Psionic Energy die they When you use Patient Defense or Step of the Wind you do use, as specified in a power’s description, and you can’t use a not need to expend a psionic energy die. power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. Psionic monk notes Some of the features of monk subclasses call to When you reach certain levels in this class, the size of your spend up to a number of ki points for different Psionic Energy dice increases: at 5th level (d8), 11th level effects. The easy solution is to convert it to expend (d10), and 17th level (d12). The powers below use your and roll a psionoic energy die, but in those cases Psionic Energy dice. Your psionic powers come from a the maximum could get much higher. Currently I mastery of your own mind. When setting the save DC for a don't have a good solution for this aspect of the psionic ability and when making an attack roll with one. monk. Other monk features call to use Wisdom modifier, for the Psionic monk they use Intelligence modifier. Save DC = 8 + your proficiency bonus + your Intelligence modifier Attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Talent Options. You can use your psionic energy die in the following ways:

Inner Strength. You can use Dexterity for the attack and damage rolls of your unarmed strikes or monk weapons. Additionally you can roll a Psionic energy die in place of the normal damage of your unarmed strike or monk weapon. Martial Arts. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Ki cost of features is translated to psionic energy dice according to the table

Ki cost Psionic energy dice 1-3 1 4-7 2 8-11 3

features that call to spend Ki point in a range for bonus, instead expend and roll a psionic energy die

17 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Part II Psionic Disciplines

18 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   Prerequisite: 11th level psionic practitioner Control Beast. As an action you can expend a Psionic energy  die and invest to attempt to take total and precise control of a  beast within 30 ft. It must succeed on a Wisdom saving throw Skate. As a bonus action you reduce the friction of an object or be charmed by you. If you or creatures that are friendly to causing it to glide across the floor. The object can be pushed you are fighting it, it has advantage on the saving throw. and pulled as if it weighs half as much, and other creatures The creature is under your control and you can verbally trying to pick it up must succeed a Dexterity saving throw. command it to take actions on your turn (no action required This effect lasts for a minute. from you), if no command is issued, the beast no actions. While the creature is under your control, you can expend your  reaction to make it to use its own reaction. Prerequisite: 5th level psionic practitioner If a beast receives damage while under your control, it can When you use Skate, the object it can be pushed and pulled reroll the saving throw, breaking out of the effect on a as if it weighs nothing. success. Additionally, you can expend a psionic energy die to effect a creature with Skate. The creature can add a roll of your  psionic energy die to rolls to resist or escape grapple and the Prerequisite: 17th level psionic practitioner, you don't know creatures speed is increased by 10 ft. any other paradigm You can have 2 bestial companions and they can be a beast  with a challenge rating as high as 2. Prerequisite: 11th level psionic practitioner Additionally, when you use Control Beast, you can expend You control your own friction with proficiency. You can use a and roll a psionic energy die to and effect additional targets bonus action to disengage or dash, and your speed is equal to the number rolled. increased by 10 ft. Additionally you add a roll of your psionic Your psionic powers that effect only humanoids can also energy die to rolls to resist or escape grapple. effect animals, and the range for all bestial mind powers doubles.  Prerequisite: 17th level psionic practitioner, you don't know any other paradigm your control over friction is complete. Your movement speed is increased by 30 ft. and you gain swimming and climbing speeds equal to your movement speed. Additionally you are immune to the grappled and restrained conditions.   You can telepathically talk to animals within 30 ft. Sense Link. As an action you can expend a Psionic energy die to see, hear, smell and all other senses through a willing beast within 30 ft. Instead of through your body, during this time you are blinded and deaf. This lasts until an hour has passed or you use an action to return to your senses.  Prerequisite: 5th level psionic practitioner You have a bestial companion that obeys your telepathic commands. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The companion is a beast that is no larger than large and that has a challenge rating as high as your proficiency bonus divided by 4, rounded down. If the companion die, you can spend 8 hours in the wild to find a new one.

19 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   Prerequisite: 11th level psionic practitioner  Control person. As an action you can expend 2 psionic Object Reading. As an action you can expend and roll a energy dice and invest to attempt and dominate a humanoid psionic energy die and touch an object to learn a number of that you can see. It must succeed on a Wisdom saving throw facts about its history equal to the number rolled, and all or be charmed by you until the investment ends. If you or magical capabilities if there are any. creatures that are friendly to you are fighting it, it has advantage on the saving throw.  While the humanoid is charmed, you have a telepathic link Prerequisite: 5th level psionic practitioner with it as long as the two of you are on the same plane of Creature Reading. As an action you can expend and roll a existence. You can use this telepathic link to issue commands psionic energy die and touch a creature to learn a number of to the creature while you are conscious (no action required), facts about its history equal to the number rolled. If the which it does its best to obey. If the creature completes the creature is unwilling it can succeed in a wisdom saving throw order and doesn't receive further direction from you, it to resist this effect. defends and preserves itself to the best of its ability. If a humanoid receives damage while under your control, it  can reroll the saving throw, breaking out of the effect on a Prerequisite: 11th level psionic practitioner success. When you use a psychometry psionic power, you can also learn facts about its future.  Prerequisite: 17th level psionic practitioner, you don't know  any other paradigm Prerequisite: 17th level psionic practitioner, you don't know When you use a Manipulation psionic power, you can expend any other paradigm and roll an additional psionic energy die to affect an When you use a Psychometry power, not only you learn the additional number of targets equal to the number rolled. facts but you can also see the object and it's surrounding for the past week.   Choose a psionic tradition different to your own. You learn the 1st level feature of that tradition.  Prerequisite: 5th level psionic practitioner You learn the 3rd level feature of that tradition.  Prerequisite: 11th level psionic practitioner You learn the 7th level feature of that tradition.  Prerequisite: 17th level psionic practitioner, you don't know any other paradigm  You learn the 15th level feature of that tradition.  Charm. As an action you can expend a psionic energy die to  attempt and charm a humanoid that you can see. It must  make a Wisdom saving throw, and does so with advantage if Mind's Eye. You can see normally in non-magical darkness you or your companions are fighting it. If it fails the saving and into the ethereal plane, to a distance of 60 ft. throw, it is charmed by you for an hour or until you or your companions do anything harmful to it.  While the humanoid is charmed it regards you as a friendly Prerequisite: 5th level psionic practitioner acquaintance. When the effect ends, the creature knows it Etherealization. As an action you can invest into this was charmed by you. discipline, allowing you to effect objects and creatures in the ethereal plane or if you are in the ethereal plane to effect  objects and creatures from the plane connected to your Prerequisite: 5th level psionic practitioner ethereal location Command. As an action you speak a one word command and expend a psionic energy die. A number of humanoids that can  understand you equal your Intelligence modifier must Prerequisite: 11th level psionic practitioner succeed on a Wisdom saving throw or follow the command Ethereal Travel, As an action you can expend a psionic on their next turn. This effect ends if your command is energy die to travel to the ethereal plane or return to the directly harmful to the targets. plane you originated from.

20 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   Prerequisite: 17th level psionic practitioner, you don't know Prerequisite: 17th level psionic practitioner, you don't know any other paradigm any other paradigm You are always under the effect of Etherealization . You can use the Psionic Assault power without expending a Additionally you do not need to expend psionic energy dice psionic power energy die. when using Ethereal Travel.     When you're targeted by a psionic power you know its effect Mind Pocket. As an action you can store an object in an and can substitute the saving throw with an Intelligence extradimensional space or take an object out of it. The saving throw. ethereal storage has a volume of 64 cubic feet and you can When you are targeted by an effect produced from psionic only store objects that you can carry. you can take objects out powers which does not force a saving throw nor an attack of the extradimensional as a bonus action. roll, you may instead roll an Intelligence saving throw. On a success, you are not effected.  Additionally, when you succeed on a saving throw to resist a Prerequisite: 5th level psionic practitioner psionic effect, you learn the location of the psionic Mind Space. You can, as an action expend a psionic die to practitioner who created it if he is within 30 feet of you, or its create a portal to an extradimensional space. The direction. extradimensional space is habitable to you, is a sphere up to 100 ft radius. The extradimensional space can look as you  wish but objects from the space can't leave it. The portal lasts Prerequisite: 5th level psionic practitioner for an hour, when it closes all creatures in the Psionic Dispersion as an action you can expend 3 Psionic extradimensional space are expelled. Energy Dice to try to end all psionic effects on an object or a willing creature. When you do so you roll a d20 and a psionic  energy die against the effects save DC, if you succeed you end Prerequisite: 11th level psionic practitioner the effect. As a bonus action, you can expend 3 psionic energy dice to invest into Mind Space. When you do so, you can leave the  portal open for as long as your invested into Mind Space. Prerequisite: 11th level psionic practitioner Additionally, you can share your memories with creatures in Psionic Veil As an action you can expend and roll 2 Psionic the extradimensional space through physical objects. energy dice to hide a target from psionic powers. You touch a willing creature and a number of hours equal to the sum of  the numbers rolled psionic powers can't sense it, read his Prerequisite: 17th level psionic practitioner, you don't know thoughts and emotions, or learn about its past or future. any other paradigm Additionally, when you use Psionic Dispersion you only You don't need to expend psionic energy dice to Invest into need to expend 2 Psionic Energy Dice. Mind Space.   Prerequisite: 17th level psionic practitioner, you don't know any other paradigm  Psionic Severance You can try to terminate a creatures You only expend one psionic energy die to use the Psionic psionic ability. You can use this power once a week. To do so Assault power. you need to touch the creature for 10 minutes and expend 10 If you don't know the Psionic Assault power you learn it: Psionic Energy Dice. The creature must succeed an Psionic Assault. As an action you can expend 2 Psionic Intelligence Saving throw or lose all its psionic abilities. Energy dice to tug on the psyche of a number of creatures up Additionally, you are always under the effect of Psionic to your Intelligence modifier (minimum 1) within 30 ft of you. Sense Each creature must make an Intelligence save. A creature takes 2d8 psychic damage on a failed save, or half on a  successful one.   Memorize Signature. As an action, you can expend a psionic Prerequisite: 5th level psionic practitioner energy die to commit a creatures psionic signature to your Your Psionic Assault power deals 4d8 psychic damage. mind. As long as a creatures signature is memorized you know its exact location within 15 ft. of you and you recognize  it through illusions and other ways to hide it or change its Prerequisite: 11th level psionic practitioner appearance. You can memorize the signature of one creature When using the Psionic Assault power, you can expend 2 at any given time. additional psionic energy dice to effect additional targets up to your Intelligence modifier.

21 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   Prerequisite: 5th level psionic practitioner Psionic probe. As an action you can expend a Psionic  Energy die to invest into psionic probe, informing you of the When you use a psionic power that deals psychic or force memorized signature direction while you are invested. The damage, you can turn it to fire damage. When you do this, if effect fails if the signature is on a different plane of existence. the power calls for a saving throw it changes to a Dexterity Creatures whose signatures you memorized count as a saving throw. familiar creatures for the purposes of psionic powers. Pyrokinesis. As an action you can manipulate non-magical flames within 60 ft. and no larger than 5 ft. cube. You can  extinguish them, expand them by 5 ft., and double or halve Prerequisite: 11th level psionic practitioner the bright light and dim light they cast. You can expend an additional Psionic Energy die to memorize the signature of creature from a body part, lock of  hair, bit of nail or from a garment of the target. Additionally, Prerequisite: 5th level psionic practitioner you know the exact location of the signature if its within 120 Fiery Assault. As an action you can expend and roll 3 ft. of you. Psionic Energy Dice to summon a fiery blast. You shape the blast from 4 10ft cubes that must touch each other. Each  creature in the blast takes fire damage equal to twice the Prerequisite: 17th level psionic practitioner, you don't know number rolled or half if they succeed in a Dexterity saving any other paradigm throw. You can memorize a number of signatures equal to your intelligence modifier (minimum of 1). Additionally you always  know the direction of signatures you memorized, and if it's on Prerequisite: 11th level psionic practitioner a different plane you know which plane. Rays of flame. As an action you can expend and roll 3 Psionic Energy Dice to shoot 5 burning rays at your  opponents. The rays can target creatures within 30 ft. of you, and multiple rays can target the same creature. Make a  psionic attack against for each ray. On a hit a target takes fire You can see normally in darkness, both magical and damage equal to the number rolled. nonmagical, to a distance of 120 feet. See invisibility. As an action you can expend a Psionic  Energy die. For an hour, you see invisible creatures and Prerequisite: 17th level psionic practitioner, you don't know objects as if they were visible. any other paradigm You are immune to fire damage.  Fire Mantle As an action you can expend 2 Psionic energy Prerequisite: 5th level psionic practitioner dice to invest into Fire mantle. While invested into this power Farseeing. You can take 10 minutes and expend 2 Psionic you are surrounded by fire: Energy dice to invest into farseeing. While you are invested in farseeing you are blinded and instead see as if you are you shed bright light in a 30 ft. radius and dim light for standing in a familiar location. you can try and see the additional 30 ft. surroundings of a familiar creature, the creature can resist Any creature that ends its turn within 5 ft of you takes 2d6 this effect with a successful Intelligence saving throw. fire damage. As an action you can shoot a 15ft cone of flames extending  from you. Each creature in the area must make a dexterity Prerequisite: 11th level psionic practitioner saving throw. A creature takes 5d6 fire damage on a failed The location you see with far seeing doesn't have to be save, or half as much damage on a successful one. familiar to you and can be a place that was only described to While invested into Fire mantle you can expend psionic you. energy dice on psionic effects that cause fire damage without ending the investment.  Prerequisite: 17th level psionic practitioner, you don't know any other paradigm You are immune to the blinded condition, and you have true sight for a distance of 120 ft. Additionally, when you invest into Farseeing you can see from a number of locations equal to your Intelligence modifier (minimum of 1).

22 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.   Psionic Shroud As an action you can expend 2 Psionic Energy dice and invest. While invested into Psionic shroud you and all objects you carry or wear are invisible. This power ends if the target attacks, uses a psionic power or casts a spell. Encrypt. When you use a psionic power, you can expend an additional Psionic Energy die to encrypt the powers psionic signature. When you do so, other psionic practitioners can neither recognize the effect of the power, nor the signature of the practitioner.  Prerequisite: 5th level psionic practitioner When investing into Psionic shroud you can expend additional Psionic Energy die to effect an additional willing creature that you are touching, you can expend additional psionic energy dice up to your intelligence modifier (minimum of 1).  Prerequisite: 11th level psionic practitioner Creatures effected by your psionic shroud are undetectable through hearing, smelling and touch in addition to sight, they automatically succeed in stealth checks against creatures that can't see invisible creatures and can walk through solid objects. additionally, oyu can use psionic powers without ending psionic shroud.  Prerequisite: 17th level psionic practitioner, you don't know any other paradigm You don't need to expend psionic energy dice to invest into psionic shroud. Additionally, you can attack and cast spells without ending psionic shroud.

23 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. PART III Psionic Monsters

24 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. At-will casting of detect thoughts was replaced by the Mind reading ability. At-will casting of levitation was replaced by 15 ft. (hover)  speed. The mind flayer, being a psionic monster should be changed Once per day casting of plane shift was replaced by the to fit the psionics in your campaign. The changes in the Mind Planar travel action. flayer stat block are as follows: Once per day casting of dominate monster was replaced by the Enthrall ability. Added psionic resistance

 Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind Medium aberration, lawful evil flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit Armor Class 15 (Breastplate) points, the mind flayer kills the target by extracting and Hit Points 71 (13d8 + 13) devouring its brain. Speed 30 ft. fly 15 ft. (hover) Mind Blast (Recharge 5–6). The mind flayer emits psionic energy in a 60-foot cone. Each creature in that STR DEX CON INT WIS CHA area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be 11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect Saving Throws INT +7, WIS +6, CHA +6 on itself on a success. Skills Arcana +7, Deception +6, Insight +6, Perception Enthrall (1/day). As an action the mind flayer can try to +6, Persuasion +6, Stealth +4 take control of another creatures mind. A creature that Senses Darkvision 120 ft., Passive Perception 16 the mind flayer sees within 60 ft. of him is charmed. At Languages Deep Speech, Telepathy 120 ft., the end of each of the charmed target's turns, the Undercommon target must make a DC 15 Wisdom saving throw. If the Challenge 7 (2,900 XP) target succeeds on three of those saving throws, it is no longer charmed and the effect ends. If the target Psionic and Magical Resistance. The mind flayer has fails three of these saves, the target is under the direct advantage on saving throws against psionics, spells and and precise control of the mind flayer. The mind flayer other magical effects. can have no more than 4 thralls simultaneously Mind Reading The mind flayer psionically knows the Planar Travel (1/day). As an action the Mind flayer can current mood and surface thoughts of all creatures it walk into a different plane of existence. To a specific can see within 60 ft. target location or to a random location on that plane. Actions Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

25 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Art credits All art courtesty of Wizards of the Coast via their Fan Content Policy Cover: Scour All Possibilities - Mitchell Malloy. P3: Teferi’s Protege - Bram Sels P7: Siani, Eye of the Storm - Heonhwa Choe P8: Drown in Sorrow - Noah Bradley P9: Kwain, Itinerant Meddler - Lucas Graciano P13: Treefolk Umbra - Zack Stella P14: Basri's Solidarity - Paul Scott Canavan P18: Clear the Mind - David Palumbo P19: Umara Mystic - Bryan Sola P20: Failed Inspection - Matt Stewart P24: Crystalline Nautilus - Brad Rigney

26 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.