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Psionic Handbook (Stratos Fotakis)

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0% found this document useful (0 votes)
342 views46 pages

Psionic Handbook (Stratos Fotakis)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 46

Psionic Handbook

WRITTEN BY STRATOS FOTAKIS

A plethora of psionic subclasses and spells for the


world’s greatest roleplaying game
CREDITS

Writing & Design by: Stratos Fotakis


Cover by: Alexandros Balatsouras

The following sources inspired this material:


The Expanded Psionics Handbook (2004)

ON THE COVER

Alexandros Balatsouras illustrates a Path of the Wilder barbarian, a Soulbow ranger


and a Cerebremancer wizard using their psionic abilities to protect the cosmos .

DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, FORGOTTEN REALMS, THE DRAGON AMPERSAND, PLAYER’S HAND-BOOK, MONSTER MANUAL, DUNGEON MAS-
TER’S GUIDE, D&D ADVENTURERS LEAGUE, ALL OTHER WIZARDS OF THE COAST PROD-UCT NAMES, AND THEIR RESPECTIVE LOGOS ARE TRADEMARKS OF WIZARDS OF
THE COAST IN THE USA AND OTHER COUNTRIES. ALL CHARACTERS AND THEIR DISTINCTIVE LIKENESSES ARE PROPERTY OF WIZARDS OF THE COAST. THIS MATERIAL IS
PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ART-WORK CON-
TAINED HEREIN IS PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST.

ALL OTHER ORIGINAL MATERIAL IN THIS WORK IS COPYRIGHT 2020 BY STRATOS FOTAKIS AND PUBLISHED UNDER THE COMMUNITY CONTENT AGREEMENT FOR DUN-
GEON MASTERS GUILD.

CHAPTER 1 | SUBCLASSES
2
PATH OF THE WILDER PSYCHOMETABOLISM
At 3rd level, while raging you can use a bonus action
Barbarians that follow the path of the wilder can let
to regain 1d6 + Constitution modifier hit points.
their passion and emotions rise to the surface in a
You can use this feature twice before you need to
wild surge of psionic power, whenever they rage.
complete a short rest to use it again.
During a wilder surge, the barbarian gains phenom-
enal psionic strength, but they can probably harm PSYCHIC STORM
their selves by using their powers recklessly.
At 6th level, your aggression translates into an aura
PATH OF THE WILDER BARBARIAN FEATURES of disruptive psychic energy. While raging, ranged
Barbarian Feature attacks have disadvantage against you.
Level In addition, you cannot be charmed while raging.
3rd Wilder Surge, Psycometabolism
PSYCHIC SCREECH
6th Psychic Storm
Beginning at 10th level, you can unleash an unre-
10th Psychic Screech lenting telepathic wail that unnerves the minds of
14th Psionic Juggernaut your enemies. When you do so, choose one creature
that you can see within 30 feet of you. If the creature
WILDER SURGE can see or hear you, it must succeed on a Wisdom
Starting at 3rd level, psionic energy surges from saving throw (DC equal to 8 + your proficiency
your body, as you rage. When you enter your rage, bonus + your Constitution modifier) or be frightened
roll on the Wilder Surge table to determine the of you until the end of your next turn. On subse-
psionic effect produced. If the wilder surge requires quent turns, you can use your action to extend the
a saving throw, the DC equals 8 + your proficiency duration of this effect on the frightened creature un-
bonus + your Constitution modifier. til the end of your next turn. This effect ends if the
When you reach 14th level in this class, you roll creature ends its turn out of the line of sight or more
twice on the Wilder Surge table and keep the result than 60 feet away from you.
of your choice. If the creature succeeds on its saving throw, you
cannot use this feature on that creature again for 24
Wilder Table
hours.
D6 Effect
PSIONIC JUGGERNAUT
1 Psionic energy bursts from you. Each creature within 30
feet of you takes 1d10 force damage, and you regain hit At 14th level, whenever you rage you can choose to
points equal to half the force damage dealt to the crea- gain phenomenal psionic strength at the cost of your
tures. own vitality. When you use this feature, for the dura-
2 Psionic energy lashes out of your body and your feet rise tion of your rage, you can make a single melee
from the ground. Until your rage ends, you gain flying
speed equal to your walking speed.
weapon attack, as a bonus action on each of your
turns. When your rage ends, you suffer 2d12 force
3 Protective energy enshrouds you. Until your rage ends,
you gain a +2 bonus to AC, and advantage on Intelligence damage (this damage cannot be reduced).
saving throws.
4 The ground shatters around you: until your rage ends,
the ground within 10 feet of you is difficult terrain, and
every creature that starts its turn there takes 1d6 psychic
damage.
5 Mental energy imbues a weapon of your choice you are
holding. Until your rage ends, your weapon deals psychic
damage instead of its bludgeoning, slashing, or piercing
damage, and it gains the light and thrown properties with
a normal range of 20 feet and a long range of 60 feet. If
you drop the weapon or throw it, the weapon dissipates
and reappears in your hand at the end of your turn.
6 A beam of otherworldly energy lances from your chest in
a 5-foot-wide, 60-foot-long line. Each creature in the line
must succeed on a Constitution saving throw or take 2d8
force damage and get pushed 20 feet away from you.

CHAPTER 1 | SUBCLASSES
3
COLLEGE OF ENIGMAS In addition, when you cast a spell that deals
psychic damage, you can expend a Bardic Inspira-
Bards that devote their lives to the College of Enig-
tion die, to deal maximum damage instead of rolling.
mas have learned to weave enigmas into their per-
formances, producing effects that seem abnormal or TWISTED MIND
impossible to the eyes of the uninitiated. The Col- At 14th level, your psionic symphonies can twist the
lege of Enigmas taps into the unexplored powers of mind of the creature they affect. When you use a
the mind, bolstering the abilities of its students with spell that causes a creature to be charmed or fright-
psionic abilities. Students at this college enter the ened by you, the effect does not end early if you or
mind of their audience with their performances. an ally damages the creature, although the creature
COLLEGE OF ENIGMAS FEATURES is able to repeat the saving throw when it gets at-
Bard Level Feature tacked.

3rd Sound of Silence ARDENT DOMAIN


6th Paranormal Accompaniment,
Enigmatic Charm Clerics of the Ardent domain pursue various cosmic
philosophies granted to them by their faith, giving
10th Twisted Mind
them access to psionic power. The philosophies ar-
SOUND OF SILENCE dent domain clerics pursue include aspects such as
life, death, annihilation, and fate, among others.
When you choose this college at 3rd level, your Each one chooses the philosophy that seems the
mind awakens to a silent symphony of psionic most powerful, based on their experience and men-
power. You no longer need verbal components to tal and emotional leanings. As a result, an ardent de-
cast your bard spells. If a spell only has verbal com- velops a unique understanding of her philosophy
ponents, you instead cast it with somatic compo- and approach to the pursuit of power.
nents. In addition, a creature does not need to be
ARDENT DOMAIN FEATURES
able to hear you receive a Bardic Inspiration die
from you. Cleric Level Feature
You also learn the message cantrip if you don't
1st Psionic Mantles
already know it, and it doesn't count against the
2nd Channel Divinity: Mental Casting
number of bard cantrips you already know. When
you cast the message cantrip, you can do so without 6th Channel Divinity: Mind Blast
any verbal, somatic, or material components. 8th Potent Spellcasting
17th Psionic Shroud
PARANORMAL ACCOMPANIMENT
Beginning at 6th level, you can generate a psychic DOMAIN SPELLS
echo of your performances, amplifying their effects. You gain domain spells at the cleric levels listed in
When a creature recovers extra hit points from your the Ardent Domain Spells table. See the Divine Do-
Song of Rest feature, it gains a number of temporary main class feature
hit points equal to the extra hit points it recovered.
Additionally, creatures affected by your Counter- Ardent Domain Spells
charm are immune to being charmed or frightened. Cleric Level Spells
If a creature is already charmed or frightened, the 1st cause fear, dissonant whispers
effect is suspended for as long as it is affected by
3rd detect thoughts, phantasmal force
your Countercharm.
5th hypnotic pattern, sending
ENIGMATIC CHARM 7th confusion, dimension door
At 6th level, your psionic utterances are able to by- 9th synaptic static, telepathic bond
pass even the most fortified mental defenses. Your
spells and abilities bypass a creature’s resistance or
immunity to the charmed and frightened conditions.

CHAPTER 1 | SUBCLASSES
4
PSIONIC MANTLES PSIONIC SHROUD
Beginning when you choose this domain at 1st level, At 17th level, you manifest a shrouding power of
you are able to maintain an elevated state of mind, psionic energy. You and friendly creatures within 30
attaining certain psionic benefits. Choose one of the feet of you have resistance to damage from spells,
following psionic mantles to maintain. The effect of while enemy creatures have vulnerability to psychic
the mantle lasts until you finish a long rest. When and force damage while remaining in the area.
you complete a long rest, you choose to either main-
tain the same mantle or change to a different one. CIRCLE OF THE COSMIC COURT
• Mentalist Mantle. You gain resistance to psy- The circle of the Cosmic Court is composed of
chic damage. druids that are deeply connected to the powers of
• Glamour Mantle. You can cast disguise self the cosmos. These druids have delved into the se-
without expending a spell slot and regain the crets of the cosmological forces and learned to har-
ability to do so when you finish a short or long ness the powers of the star constellations. Their
rest. connection to these unknown powers suffuses their
magic with extradimensional abilities that would
• Hypnotist Mantle. You gain proficiency in your
originate from the powers of the mind.
choice of either the Deception or Persuasion
skill. CIRCLE OF THE COSMIC COURT FEATURES
• Kineticist Mantle. When you score a critical hit Druid Level Feature
with a cleric spell attack, you can roll one of the 2nd Circle Spells, Cosmic Form
spell’s damage dice one additional time and add
6th Psionic Affinity
it to the extra damage of the critical hit.
10th Awakened Cosmic Form
• Transcendence Mantle. You do not need to eat,
14th One with the Cosmos
breathe, or sleep. To gain the benefits of a long
rest, you can spend 8 hours engaged in light ac- CIRCLE SPELLS
tivity, rather than sleeping during any of it.
At 2nd level, you learn the message cantrip in addi-
CHANNEL DIVINITY: MENTAL CASTING tion to the ones you already know, but you don’t
Starting at 2nd level, you can invoke your alien god, need to point toward the target or whisper your mes-
to cast a spell using only the power of your mind. sage out loud. At 3rd, 5th, 7th, and 9th level you gain
When you cast a cleric spell, you can use your Chan- access to the spells listed for that level in the Circle
nel divinity feature to cast it without any verbal, so- spell table.
matic, or material components that do not have a Once you gain access to one of these spells, you al-
listed cost. ways have it prepared, and it doesn't count against
the number of spells you can prepare each day. If
CHANNEL DIVINITY: MIND BLAST you gain access to a spell that doesn't appear on the
Beginning at 6th level, you can unleash a blast of druid spell list, the spell is nonetheless a druid spell
psychic power using your Channel Divinity. As an for you.
action, choose one creature within 30 feet of you. Druid Level Spells
That creature must make an Intelligence saving
3rd crown of madness, levitate
throw. On a failed save it takes 5d6 psychic damage
and is stunned until the end of its next turn. On a 5th hunger of hadar, tongues
successful save the creature takes half as much 7th dimension door, shadow of moil
damage and is not stunned. 9th far step, scrying

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier
to the damage you deal with any cleric cantrip.

CHAPTER 1 | SUBCLASSES
5
COSMIC FORM AWAKENED COSMIC FORM
At 2nd level, you gain the ability to harness the At 10th level, when you assume your cosmic form
power of the cosmos to alter your form. As an ac- you gain the following benefits, depending on the op-
tion, you can expend a use of your Wild Shape fea- tion you choose:
ture to take on a translucent eldritch from rather Star. When you cast a spell that deals damage, you
than transforming into a beast. While in your cosmic deal additional 2d6 radiant damage. In addition, you
form, you retain your game statistics, but your body gain resistance to fire damage.
takes a star-like quality; your body glows like a star,
and glowing lines connect them as a star constella- Void. You can see normally in darkness, both magi-
tion. This form sheds bright light in a 10-foot radius cal and non-magical to a distance of 120 feet. The
and dim light for an additional 10 feet. The form damage of your special ranged attack increases to
lasts for 10 minutes until you are incapacitated or 2d8 + double your Wisdom modifier. In addition,
use a bonus action to revert back to your normal you gain resistance to cold damage.
form. Nebula. You gain a number of temporary hit points
Whenever you assume your cosmic form choose equal to double your level in this class. In addition,
one of the following options. Your choice provides you can use your reaction to impose disadvantage to
you with certain benefits while in the form: an attack against you, provided that the attacker is
• Star. You glow radiantly as a star, shedding within 90 feet of you, and you can see it.
bright light in an additional 20 feet and dim light ONE WITH THE COSMOS
for an additional 20 feet. Any creature that starts
its turn inside the area of bright light, has to suc- Starting at 14th level, while using your Cosmic
ceed on a Constitution saving throw or suffer Form, you have a flying speed equal to your walking
disadvantage on its attack rolls against you. speed and can hover, and you can move through
other creatures and objects as if they were difficult
• Void. The emptiness of the Astral Sea envelops terrain. You take 1d10 force damage if you end your
you. You gain a bonus action that you can use to turn inside an object. If you return to your normal
make a ranged weapon attack, hurling a sphere form while inside an object, you are shunted to the
of dark matter that targets a creature that you nearest unoccupied space, and you take 1d10 force
can see within 60 feet of you. On a hit, the attack damage for every 5 feet traveled.
deals 1d8 + your Wisdom modifier cold damage. You also gain resistance to bludgeoning, piercing,
• Nebula. Your body swirls with myriad different and slashing damage.
colors. Any creature of your choice with 30 feet
that can see your cosmic form for the first time, WAR MIND
has to succeed on a Charisma saving throw or
War Minds are expert fighters who claim to possess
become charmed by you for 1d4 turns, or until it
unequaled knowledge in the art of war.
takes damage.
Through a combination of inner contemplation and
PSIONIC AFFINITY external study of an ancient text called Talariic
Codex, war minds grow in their craft of arms and
When you reach 6th level, your affinity with the cos-
war. Those who study the Talariic Codex learn sev-
mos has granted you the following psionic benefits:
eral tenets, collectively known as chains of war. As a
• You can communicate telepathically with any war mind masters, one chain enables them to ad-
creature you can see within 30 feet of you. You vance to the next chain of the series. War minds can
don't need to share a language with the creature be found directing military forces, leading elite
for it to understand your telepathic utterances, strike teams, or fighting in prestigious events a local
but the creature must be able to understand at favorite.
least one language.
• You gain resistance to psychic damage, and you
have advantage on saving throws against being
charmed or frightened.

CHAPTER 1 | SUBCLASSES
6
WAR MIND FEATURES In addition, you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point instead.
Fighter Feature
Level You can’t use this feature again until you finish a
short rest.
3rd Chain of Personal Superiority
7th Chain of Defensive Posture CHAIN OF OVERWHELMING FORCE
10th Sweeping Strike At 18th level, you learn the fourth principle of war-
15th Enduring Body fare for the individual combatant: the ability to dis-
18th Chain of Overwhelming Force cover the underlying violence of the world and de-
liver it in a perfectly executed attack. Once on each
CHAIN OF PERSONAL SUPERIORITY of your turns, you can tap into this underlying en-
Starting at 3rd level, when you choose this ergy and deal 8d6 extra damage with a melee
archetype, you learn the first principle of warfare for weapon attack. You can use this feature three times
the individual combatant: the ability to both deal and and you regain all expended uses when you finish a
take punishment. As a bonus action you call upon long rest.
the inner reserves of knowledge and dedication, you WAY OF THE FIST OF ZUOKEN
gain advantage in Strength and Constitution checks
for 1 minute. The Fists of Zuoken are members of an order of
You can use this feature a number of times equal martial artists devoted to mastering their own physi-
to your proficiency bonus, and you regain all cal and mental development while protecting Psions
expended uses when you finish a long rest. and creatures that behold psionic abilities. They be-
lieve that mental abilities are to be nurtured in all
CHAIN OF DEFENSIVE POSTURE who possess them. In addition to their exceptional
At 7th level, you learn the second principle of war- monk techniques, they develop and mental powers
fare for the individual combatant: the ability to avoid that surprise and astound their enemies.
the enemy’s counterattacks. As a reaction when you The Order of the First of Zuoken was created to
are hit by an attack, you create a barrier of psionic guard centers of Psionic learning, usually fortresses,
energy, gaining a +5 bonus to AC, including against in the middle of forbidding wastelands.
the triggering attack. WAY OF THE FIST OF ZUOKEN FEATURES
You can use this feature a number of times equal
to your proficiency bonus, and you regain all Monk Level Feature
expended uses when you finish a long rest. 3rd Psionic Training, First of Zuoken
SWEEPING STRIKE 6th Psionic Aura
At 10th level, when you hit a target with a melee 11th Psychoportation Step
weapon attack, you can attempt to strike creatures 17th Touch of the Outer Planes
adjacent to the original target. If you hit the target,
every creature of your choice adjacent to the target PSIONIC TRAINING
has to make a Dexterity saving throw against your Starting at 3rd level, the training of your mind
save DC (8 + your proficiency bonus + your Strength grants you the following benefits:
/Dexterity modifier) taking the same damage as the
• You can use your Wisdom modifier in place of
original target on a failed save, or half as much on a
your Strength modifier when making Strength
successful one.
checks and Strength saving throws.
ENDURING BODY • Your unarmed strikes, deal force, or psychic
When you reach 15th level, you learn the third prin- damage (your choice). When you attack with
ciple of warfare for the individual combatant: the your unarmed strikes, you can use your Wisdom
ability to unleash the spirit of the enduring body. modifier instead of your Strength or Dexterity
You gain resistance to bludgeoning, slashing, and modifier for the attack and damage rolls.
piercing damage.

CHAPTER 1 | SUBCLASSES
7
FIST OF ZUOKEN These paladins protect the material plane from ex-
tradimensional threats beyond common understand-
At 3rd level, you use your ki to infuse your unarmed
ing. Through the use of their psionic abilities, they
strikes with your psionic energy. When you hit a
strive to protect the innocent and smite those who
creature with an unarmed strike, you can spend 1 ki
stand defiant.
point to deal extra force damage equal to one roll of
your Martial Arts die. If you score a critical hit with OATH OF THE DIVINE MIND FEATURES
this attack you also gain temporary hit points equal Paladin Feature
to the damage you dealt. You can use this feature Level
only once on each of your turns. 3rd Oath Spells, Channel Divinity
PSIONIC AURA 6th Aura of Battle Sovereignty
Starting at 6th level, as a bonus action, you spend 2 10th Blurred Step
ki points to turn your ki into an aura of protective 14th Aspect of the Divine Mind
psionic energy. The aura extends 5 feet from you in
every direction, but not through total cover. It lasts TENETS OF DIVINE MIND
for 1 minute, until you are incapacitated, or you dis- Paladins who take the Oath of Divine mind dedicate
miss it (no action required). themselves to preserve the balance in the cosmos.
While your aura is active, you and friendly crea-
Discipline. My mind is a fortress. Through
tures within your aura gain a +2 bonus to AC. Any
meditation and discipline, I can protect myself and
other creature that starts its turn in the aura must
others from the threats of the cosmos.
succeed on an Intelligence saving throw or take
psychic damage equal to 1d6 + your Wisdom Dedication. I have to fulfill my duty to protect the
modifier (minimum of 1). material plane no matter the personal cost.
Peace across the Cosmos. You fight, so future
PSYCHOPORTATION STEP
generations will not have to face the extradimen-
At 11th level, as a bonus action you can spend 1 ki sional threats that you do.
point and teleport up to 60 feet to an unoccupied
space you can see. You then have advantage on the OATH SPELLS
first melee attack you make before the end of the You gain oath spells at the paladin levels listed.
turn.
Oath of the Battlemind Spells
TOUCH OF SUSPENSION Paladin Level Spells
When you reach 17th level, your touch can channel 3rd command, dissonant whispers
the energy of the Plane of Limbo into a creature. As 5th detect thoughts, shatter
an action, you touch one creature within 5 feet of
9th hypnotic pattern, sending
you, and you expend 1 to 10 ki points. The target
must make an Intelligence saving throw, and it takes 13th sending, slow
2d10 psychic damage (this damage ignores resis- 17th telekinesis, telepathic bond
tance or immunity to psychic damage) per ki point
spent and becomes paralyzed for 3 turns on a failed CHANNEL DIVINITY
save, or half as much damage on a successful one When you take this oath at 3rd level, you gain the
and suffers no additional effects. following two Channel Divinity options.
OATH OF THE DIVINE MIND Telepathy. For 1 hour, you can speak telepathically
to any creature you can see within 30 feet of you.
Paladins who take the Oath of the Divine Mind pos- Your telepathic utterances are in a language you
sess a potent combination of psionic and physical know, and the creature understands you only if it
abilities, enabling them to strengthen their might knows that language. Your communication does not
while mastering the full potential of their minds. give the creature the ability to respond to you tele-
Through meditation and tough discipline paladins pathically
who take the oath, achieve complete control over
their psionic potential.

CHAPTER 1 | SUBCLASSES
8
Battle Resilience. As a bonus action, you imbue SOULBOW RANGER
your body with shielding psionic energy. For 1
A soulbow realizes the direct capacity of their own
minute you gain resistance to bludgeoning, piercing,
mind to give shape to bows of psionic perfection.
and slashing damage.
Through desire alone, a soulknife creates a
AURA OF BATTLE SOVEREIGNTY semisolid blade composed of psychic energy. Unlike
a soulknife, however, a soulbow can produce daz-
Starting at 7th level you, as well any ally within 10
zling and deadly arrows that they can project with
feet of you, gain a bonus to melee weapon damage
the force of their ethereal longbows.
rolls equal to your Charisma modifier (minimum of
The soulbow relishes their abilities to attack crea-
+1).
tures at a distance. Accuracy, speed, and lethality
At 18th level, the range of this aura increases to 30
are all skills a soulbow pursues and perfects. Any
feet.
ranger with the desire to become a master of mental
BLURRED STEP archery might be drawn to train as a soulbow.
At 15th level, you learn how to bend reality with SOULBOW FEATURES
your mind. As a bonus action, you can teleport up to Ranger Feature
30 feet to an unoccupied space that you can see. Level
You can also take one willing creature of your 3rd Soulbow Magic, Manifest Soulbow,
choice that you can see within 5 feet of you, with Soul Arrows
you. 7th Phasing Arrow
You can use this feature a number of times equal
11th Empowered Soul
to your proficiency modifier. You regain all ex-
15th Awakened Soulbow
pended uses of this feature after you complete a
long rest.
SOULBOW MAGIC
ASPECT OF THE DIVINE MIND Starting at 3rd level, you learn an additional spell
At 20th level, you can assume a form of pure psionic when you reach certain levels in this class, as shown
energy, taking on an appearance of your choice. Us- in the Soulbow Spells table. The spell counts as a
ing your action, you undergo a transformation. For 1 ranger spell for you, but it does not count against the
minute, you gain the following benefits: number of ranger spells you know.
• Your attacks and Divine Smite feature deals Ranger Level Spells
force damage. 3rd hex
• You gain a bonus to damage rolls equal to dou- 5th misty step
ble your Charisma modifier (minimum of 2). 9th lightning bolt
• Your reach increases by 10 feet and your speed 13th banishment
increases by 20 feet. 17th destructive wave
• When you hit a creature with a melee weapon
attack, the target must succeed on an MANIFEST SOULBOW
Intelligence saving throw or take an additional Starting at 3rd level, you can create a psionic cross-
1d8 force damage and become stunned for 1 bow or longbow in your empty hand (no action re-
minute. At the end of each of its turns, the quired). This longbow counts as magical for the pur-
creature can repeat the saving throw, ending the pose of overcoming resistance and immunity to non-
effect on a success. magical attacks and damage. The longbow disap-
Once you use this feature, you can’t use it again until pears if it is more than 5 feet away from you for 1
you finish a long rest, unless you expend a 5th-level minute or more. It also disappears if you use this
spell slot to use it again. feature again, if you dismiss the longbow (no action
required), or if you die.
You can transform one magic longbow into your
soulbow by performing a special ritual while you
hold the longbow. You perform the ritual over the
course of 1 hour, which can be done during a short
rest.
CHAPTER 1 | SUBCLASSES
9
You can dismiss the longbow, shunting it into an EMPOWERED SOUL
extradimensional space, and it appears whenever At 11th level, your soul has become more powerful
you manifest your soulbow thereafter. You cannot than most. You gain resistance to psychic damage,
affect an artifact or a sentient longbow in this way. and your hit point maximum cannot be reduced.
The weapon ceases being your soulbow if you die, if In addition, whenever you roll for death saves, you
you perform the 1-hour ritual on a different longbow, have advantage on the roll.
or if you use a 1-hour ritual to break your bond to it.
The soulbow appears at your feet if it is in the ex- AWAKENED SOULBOW
tradimensional space when the bond breaks. At 15th level, you can temporarily take on the visage
of a creature of pure energy. As an action, you be-
SOUL ARROWS come incorporeal, for 1 minute. During this minute,
At 3rd level, when you attack with your soulbow, you gain the following benefits:
psionic ammunition forms in the soulbow for every
• Your speed increases by 30 feet and your move-
attack you make. The ammunition disappears after
ment does not provoke attacks of opportunity.
it hits or misses a creature and it deal psychic
damage on a hit. • You can move through objects and creatures as
Also, once per turn when you hit a creature with if they were difficult terrain. If you end your turn
an attack made with your psionic ammunition you inside an object or creature, you take 1d10 force
can choose to apply one of the following effects: damage and are shunted to the closest open
space.
• Your attack deals an additional 1d6 psychic
damage. The damage increases to 2d6 when you • Your attacks made with your soulbow deal an
reach 14th level in this class. additional 2d6 psychic damage.
• The creature’s speed is reduced by 15 feet until After using this feature, you have to complete a
the end of its turn. The speed reduction short rest before you can use it again.
increases to 30 feet when you reach 14th level in
this class. ELOCATER
• The first attack you or an ally makes against the Elocaters are renowned for their agile combat
creature until the end of your next turn has strategies, using their knowledge of motion and
advantage. When you reach 14th level in this space to set themselves up for attacks against
class, any attack you or an ally makes against slower opponents. They excel in the field of battle,
the creature has advantage until the end of your slipping in and out of harm’s way like a violent wind
next turn. surprising their opponents with their sudden attacks
and darting away before they can retaliate. They are
PHASING ARROW swift travelers, proficient in simple scouting, or get-
Beginning at 7th level, you can concentrate through ting into trapped or locked treasure vaults.
your soulbow to see through walls and even pierce ELOCATER FEATURES
through them. As an action, you open your mind to
the world around you and know the location of all Rogue Feature
creatures within 120 feet of yourself with an Level
Intelligence higher than 3. 3rd Scorn Earth, Opportunistic Strike
As part of the same action, you can make one 9th Phasing Movement
weapon attack with your soulbow, ignoring all bene- 13th Dimension Spring Attack
fits from cover -including full cover- if you know the 17th Accelerated Action
location of the creature by using this feature.
You can use this feature a number of times equal SCORN EARTH
to your proficiency bonus and regain all expended
uses after you complete a long rest. Starting at 3rd level, Elocaters learn to hover using
their psionic abilities. You gain a hover speed equal
to your walking speed, as long as you remain 1 foot
high on any surface. You can hover as high as 30
feet of the ground, but your speed is reduced to 10
feet.
CHAPTER 1 | SUBCLASSES
10
CHAPTER 1 | SUBCLASSES
11
OPPORTUNISTIC STRIKE METAMIND FEATURES
At 3rd level, your hyper awareness of special rela- Sorcerer Feature
tions gives you an instinctive view of the battlefield, Level
which allows you to make a cunning attack against a
1st Hand of the Metamind, Psionic Powers
distracted opponent. You gain advantage on attack
rolls against creatures that have been previously 6th Psionic Strike
damaged by you or your allies. 14th Psionic Field

PHASING MOVEMENT 18th Aspect of the Metamind

At 9th level, you learn the misty step and blink METAMIND SPELLS
spells, and you can cast these spells a combined
number of times equal to your proficiency bonus, Starting at 1st level, you learn additional spells
and you regain all expended uses when you finish a when you reach certain levels in this class, as shown
long rest. on the Metamind Spells table. Each of these spells
counts as a sorcerer spell for you, but it doesn't
DIMENSION SPRING ATTACK count against the number of sorcerer spells you
At 13th level, as an action you can teleport to an un- know.
occupied space you can see within 30 feet, adjacent Whenever you gain a sorcerer level, you can re-
to another creature, and make a melee weapon at- place one spell you gained from this feature with an-
tack against the target. Hit or miss you teleport back other spell of the same level. The new spell must be
to the space you occupied before the initial teleport. an enchantment or an illusion spell from the sor-
You can use this feature a number of times equal cerer, warlock, or wizard spell list.
to your proficiency bonus, and you regain all Metamind Spells
expended uses when you finish a long rest. Sorcerer Level Spells
ACCELERATED ACTION 1st dissonant whispers, shield
When you reach 17th level, you can accelerate 3rd detect thoughts, enthrall
yourself and thereby take more actions than normal. 5th non-detection, sending
While accelerated you gain the following benefits,
7th confusion, raulothim's psychic lance
for 1 minute:
9th telekinesis, wall of force
• You can attack twice, instead of once, whenever
you take the Attack action on your turn. The HAND OF THE METAMIND
second attack can benefit from your Sneak
Attack even if you have already used it this turn Starting at 1st level, you can manifest an invisible
but you roll half the number of Sneak Attack hand made purely of psionic energy. You learn the
dice for your level (round up) if the attack hits. mage hand cantrip if you do not already know it, and
it does not count towards the total number of
• You gain a +3 bonus to AC cantrips that you know. When you cast mage hand,
• Your speed increases by 30 feet. you can choose to have the hand become invisible,
You can use this feature twice, and you regain all and the maximum it can lift, push, or pull is an
expended uses when you finish a long rest. amount of weight equal to 10 times your Charisma
modifier in pounds.
METAMIND SORCEROUS ORIGIN PSIONIC POWERS
Metaminds know that accumulating the most power At 1st level, your link to the powers of your mind al-
in the shortest time is key to psionic superiority. lows you to learn spells normally associated with
Most Metaminds are unconcerned with glamour or the Psion class. When your Spellcasting feature lets
flashy behavior, but rather than single-mindlessly de- you learn a sorcerer cantrip or a sorcerer spell of 1st
termined to amass as much psychic power as possi- level or higher, you can choose the new spell from
ble. Metaminds are often found among a dedicated the psion spell list or the sorcerer spell list. You
school of psions who have banded together in oppo- must otherwise obey all the restrictions for selecting
sition to a common threat, such as Illithids. the spell, and it becomes a sorcerer spell for you.

CHAPTER 1 | SUBCLASSES
12
PSIONIC STRIKE
When you reach 6th level, you have learned to
channel the power of the mind into your spells.
When you deal damage to a creature with a sorcerer
spell that targets a single creature, for which you
expended a spell slot, you can expend up to five
sorcery points and also deal 1d8 force damage for
each sorcery point spent this way.
PSIONIC FIELD
When you reach 14th level, the powers of your sub-
conscious fortify your mental and physical defenses.
While you remain conscious you have resistance to
force and psychic damage and you are immune to
being charmed. In addition, creatures that attempt
to read your thoughts have to succeed a Charisma
save to do so (against your spell save DC), if the save
fails the creature suffers 3d6 psychic damage.
ASPECT OF THE METAMIND
At 18th level, you can enter a state where your
psionic reserves are seemingly endless. Your eyes
shine like tiny stars, and faint illumination seems to
beam out of your mouth and the tip of your fingers.
As a bonus action, you can enter this state and main-
tain it for 1 minute or until you are incapacitated. ELDER BRAIN PATRON FEATURES
While this feature lasts, you gain the following bene-
fits: Warlock Feature
Level
• You can cast spells of 5th level and lower with-
out requiring expending a spell slot to do so. 1st Expanded Spell List, Telepathic Hub,
Survival Mantle
• Your concentration can't be broken as a result of
6th Wisdom of the Hive, Psychic Link
taking damage.
10th Psychic Pulse
• You gain temporary hit points equal to double
your Sorcerer level. 14th Mind Blast

• You gain a flying speed equal to your walking EXPANDED SPELL LIST
speed, and you can hover.
The Elder Brain lets you choose from an expanded
Once you use this feature, you can't do so again list of spells when you learn a warlock spell. The fol-
until you finish a long rest, unless you spend 5 lowing spells are added to the warlock spell list for
sorcery points to use it again. you.
THE ELDER BRAIN PATRON Spell Level Spells

You have made a pact with an Elder Brain, a crea- 1st dissonant whispers, shield
ture with strong mind-affecting powers stemmed 2nd detect thoughts, phantasmal force
from the brains of long-dead mindflayers. While the 3rd non-detection, sending
reasons of such a pact might be unknown or un- 4th confusion, phantasmal killer
clear, you learn a part of the vast history, technology
5th modify memory, wall of force
and knowledge of the mindflayer society, while also
obtaining psionic abilities.

CHAPTER 1 | SUBCLASSES
13
TELEPATHIC HUB PSIONIC SOUL
At the 1st level, your patron grants you supernatural At 6th level, your patron grants you greater psionic
powers that only its kin poses. You can telepathi- abilities. You gain the following benefits:
cally communicate with any creature(s), while it is
within 120 feet of you. The creature(s) can under- • You become immune to magic or psionic abili-
stand you and can respond telepathically. You can ties that allow other creatures to read your
communicate telepathically using this feature, with thoughts or detect your location. Creatures can
a number of creatures equal to your proficiency telepathically commune with you, only if you al-
modifier and you can let those creatures telepathi- low it.
cally hear each other while using this feature. • You gain resistance to psychic damage.
SURVIVAL MANTLE PSYCHIC PULSE
Starting at 1st level, you have developed a carapace-
When you reach 10th level, as a bonus action you
like mantle that encases a portion of your shoulder
can target a number of creatures within 120 of you
neck and chest. The mantle grants you the following
with which you have formed a psychic link.
benefits:
Creatures within 15 feet of the creature(s) take 3d6
• While you wear no armor, your AC is 14 + your
psychic damage. The damage increases to 5d6
Dexterity/Wisdom modifier (your choice).
when you reach 16th level in this class.
• You can breathe normally in any environment (in-
cluding a vacuum) and you have advantage on sav- MIND BLAST
ing throws against harmful gases (such asthose cre-
At 14th level, as an action you can emit psychic en-
ated by a cloudkill spell, a stinking cloud spell,
ergy in a 60-foot cone. Each creature in the area
inhaled poisons, and the breath weapons of some
must succeed on an Intelligence saving throw or
dragons).
take 6d10 psychic damage and be stunned until the
WISDOM OF THE HIVE start of your next turn.
At the 6th level, you gain the experiences of those Once you use this feature, you can’t use it again
connected to your patron. You can choose a skill, until you finish a long rest, unless you expend a 5th-
weapon, armor, or tool to gain proficiency with level spell slot to use it again.
when you finish a long rest (you cannot become pro-
ficient with heavy armor if you are not proficient SCHOOL OF CEREBREMANCY
with medium armor). You are proficient with your
Cerebremancers access both the mysteries of ar-
choice until you choose a different proficiency with
cane magic and the psionic ability of the mind. They
this feature.
tend to be driven ambitious, willing to sacrifice more
PSYCHIC LINK subtle abilities for pure power. They often act as li-
At the 6th level, as a bonus action you can target one aisons between the arcane and psionic traditions.
incapacitated creature within 120 feet and establish They continually search for further knowledge that
a psychic link with that creature. For 1 minute, you will enhance their mastery of both arcane and
can perceive everything the target senses. The crea- psionic spells.
ture becomes aware that something is linked to its SCHOOL OF CEREBREMANCY FEATURES
mind once its no longer incapacitated, and you can
terminate the link at any time (no action required). Wizard Level Feature
The target can use an action on its turn to attempt to 2nd Knowledge of the Cosmos, Telepa-
break the psychic link, if it makes a successful thy, Psionic Sage
Charisma saving throw against your spell save DC. 6th Shaped Consciousness
On a failed save the target takes 3d6 psychic dam-
10th Psionic Arcana
age or half as much on a successful one and the link
ends. 14th Psionic Exemplar
You can form psychic links with a number of KNOWLEDGE OF THE COSMOS
creatures equal to your proficiency bonus. At the 2nd level, you gain proficiency with the
Arcana skill. If you are already proficient with it,
your proficiency bonus is doubled for any ability
check you make with this skill.
CHAPTER 1 | SUBCLASSES
14
TELEPATHY • You can cast a number of spells equal to your Intel-
Starting at 2nd level, you can communicate telepath- ligence modifier (minimum of one) psionically. If
ically with any creature you can see within 30 feet of you do so, the spell doesn't require verbal, somatic,
you. You do not need to share a language with the or material components that lack a gold cost. You
creature for it to understand your telepathic utter- regain all expended uses of this feature when you
ances, but the creature must be able to understand complete a short or long rest.
at least one language. PSIONIC ARCANA
PSIONIC SAGE At 10th level, as a bonus action, you focus your
At 2nd level, you learn spells normally associated psionic abilities to control the flow of magic around
with the Psion class. When your Spellcasting fea- you. The next spell you cast gains a +2 bonus to any
ture lets you learn a wizard cantrip or a wizard spell attack roll you make for it or to its saving throw DC,
of 1st level or higher, you can choose the new spell as appropriate. You can use this feature twice, and
from the psion spell list or the wizard spell list. You you regain all expended uses when you complete a
must otherwise obey all the restrictions for selecting short or long rest.
the spell, and it becomes a wizard spell for you. PSIONIC EXEMPLAR
Any psionic spell you gain from this feature is con-
At 14th level, your psionic abilities have fully grown
sidered a wizard spell for you, but other wizards
along with your understanding of the coherency of
can’t copy psionic spells from your spellbook into
magic and psionics. You gain the following benefits:
their own spellbooks.
• Your Intelligence score increases by 2, to a maxi-
SHAPED CONSCIOUSNESS mum of 22.
At 6th level, you can shape a fragment of your con- • You add dominate person and telekinesis to your
sciousness. The object created must be no larger spellbook, and you can cast them without compo-
than a 5-foot cube. The object is immaterial and re- nents. You can also cast these spells once each
mains visible until you fall unconscious you dismiss without expending a spell slot. After you do so, you
it as a bonus action. While your shaped conscious- regain the ability to cast these spells without a slot
ness is manifested, you gain the following benefits: when you finish a long rest.
• You gain a bonus to Intelligence and Charisma
saves equal to half your proficiency modifier
(rounded up).
• You gain resistance to psychic damage.

CHAPTER 1 | SUBCLASSES
15
PSIONIC SPELLS COMBINING PSIONIC SPELLS
The effects of different psionic spells add together while
the duration of the spells overlap. Likewise, different
psionic spells combine if they are active at the same time.
The Dungeon Master However, a specific spell doesn’t combine with itself if the
decides witch of these spells are available in spell is used multiple times. Instead, the most potent
the campaign and how they can be learned. psionic spell — dependent on the level of the spell — ap-
For example a DM might decide that some plies while the duration's of the spells overlap.
of the psionic spells are freely available, that others are Psionic spells and arcane or divine spells are separate
unobtainable, and that a handful can be found only after a effects, and therefore their benefits and drawbacks over-
special quest. lap. A psionic spell that reproduces an arcane or divine
COMPONENTS spell is an exception to this rule.
Psionic spells don’t require the components that other PSIONIC SPELL LIST
spells require. Using a psionic spell requires no spoken
words, gestures, or materials. The power of psionics The following spell list shows witch spell can be cast by
comes from the mind. Psions class and their respective level. If a spell can be
cast as a ritual, the ritual tag, is noted at the end of the
spell with an ‘‘R’’.

CANTRIPS (0 LEVEL) Primal Fury Wandering Mind 5TH LEVEL Retrieve


Blade Meld Psionic Leap Warp Armor Augmented Weapon Temporal Acceleration
Energy Beam Psychic Parry Warp Weapon Baleful Transposition Water Sphere
Fast Step Psychic Push Water Grasp Beacon of Recovery
Light Beacon Rapid Step Whirlwind Breath of the Green 7TH LEVEL
Mind Blast Read Moods 3RD LEVEL Dragon Decerebrate
Psionic Transference Soothing Presence Analyse Aura Circumspection Divert Teleport
Psychic Hammer Speed Dart Aura of Bloodletting Dolorous Mind Enduring Invisibility
Psychic Slam Strength Surge Aura of Jubilation Faithful Arrow Energy Immunity
Venom Strike Breath of the Black Dragon Fire Mantle Energy Wave
1ST LEVEL Wind Step Cloak of Air Giant Form Evade Burst
Adaptive Shield Wind Stream Create Shadows Hail of Crystals Fate of One
All-Around Awareness Counterpsionics Ice Barrier Fission
Aura of Sympathy 2ND LEVEL Detonation Incite Panic Mental Shatter
Aura of Victory Assess Foe Dispel Psionics Invoke Awe Nomad’s Gate
Awaken Weapon Bestial Transformation Frozen Sanctuary Iron Resistance Overwhelming Attack
Bestial Claws Centre of Attention Piercing Sight Mind Storm Phantom Riches
Blasting Strike Comforting Aura Restore Vitality Overwhelming Fury Phasing Eye
Blood to Acid Commanding Strike Step from Sight Phantom Betrayal Reddopsi
Blur of Motion Coordinated Movement Step of a Dozen Paces Psychic Redoubt Ultrablast
Call to Inaction Daze Sudden Shift Psychic Speech World of Terror
Chameleon Skin Fighting Words Surge of Action Ransack Mind
Cloud Steps Find Creature Telekinetic Barrier Restore Life 8TH LEVEL
Combustion Forceful Query Telekinetic Grasp Restore Vigour Hypercognition
Conflagrate Ice Sheet Transposition Second Chance Matter Manipulation
Corrosive Touch Incite Courage Unsettling Aura Strategic Mind Shadow Body
Crown of Sorrow Incite Fear Wall of Repulsion True Sight Timeless Body
Defensive Step Incite Fury Wall of Wood Wall of Thunder True Metabolism
Desiccate Inertial Armor Water Whip Water Respire
Distracting Figment Luminosity 9TH LEVEL
Distracting Haze Mindless Charge 4TH LEVEL 6TH LEVEL Affinity Field
Empowered Strike Miniature Form Correspond Animate Air Assimilate
Environmental Adaptation Ogre Form Death Urge Animate Earth Metafaculty
Ethereal Strike Phantom Foe Empathic Feedback Animate Fire Microcosm
Eye of Horror Precognitive Hunch Energy Adaptation Animate Water Reality Revision
Gloom Psychic Backlash Frozen Rain Form of Doom Time Regression
Hammer of Inquisition Reverse Step Lightning Leap Microscopic Form Tornado Blast
Hungry Lightning Seeking Missile Misty Form Mind-Switch True Mind Switch
Ice Spike Steel Hide Perceive Auras Null Psionic Field
Iron Hide Telekinetic Move Punishing Fury Phantom Caravan
Lethal Strike Toppling Shift Radiant Beam Phantom Idea
Mend Wounds Tremorsense Trace Teleport Pillar of Confidence
Mindless Courage Visions of Despair Visions of Disgust Psychic Blast
Nomadic Anchor Wall of Clouds Wind Steps Remote View Trap

CHAPTER 2 | PSIONIC SPELLS


16
PSIONIC SPELL’ S DESCRIPTION MIND BLAST
The spells are presented in alphabetical order. Psionic cantrip
Casting Time: 1 action
LEVEL 0 SPELLS Range: 90 feet
Duration: Instantaneous
BLADE MELD As an action, you try to blast one creature you can see
Psionic cantrip within 90 feet of you. The target must succeed on an
Casting Time: 1 bonus action Intelligence saving throw or take 1d12 psychic damage
on a failed save or half as much on a successful one.
Range: Self The spell’s damage increases by 1d12 when you
Duration: 1 minute reach 5th level (2d12), 11th level (3d12), and 17th
As a bonus action, a one-handed melee weapon you level (4d12).
hold becomes one with your hand (or any other body PSIONIC TRANSFERENCE
part you can use to make a melee weapon attack). For
the next minute, you can’t let go of the weapon nor you Psionic cantrip
can be disarmed. Casting Time: 1 action
ENERGY BEAM Range: Self
Duration: Instantaneous
Psionic cantrip
Casting Time: 1 action Surrounded by a surge of psionic energy you teleport
up to 10 feet, into an unoccupied space that you can
Range: 120 feet see.
Duration: Instantaneous The range you can teleport increases by 5 feet when
You hurl a beam of condensed energy at a creature you reach 5th level (15 feet), 11th level (20 feet), 17th
within range. Make a ranged spell attack against the level (25 feet).
target. On a hit, the target takes 1d10 force damage. PSYCHIC HAMMER
The spell’s damage increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th Psionic cantrip
level (4d10). Casting Time: 1 action
FAST STEP Range: 120
Duration: Instantaneous
Psionic cantrip
Casting Time: 1 bonus action As an action, you attempt to grasp one creature you
can see within 120 feet of you, with a hand composed
Range: Self of psionic energy. The target must succeed on a
Duration: Instantaneous Strength saving throw or take 1d6 force damage. If the
As a bonus action, you focus your psionic energy to im- target fails its saving throw and its Large or smaller,
prove your body’s mobility. For the rest of your turn, you can move it up to 10 feet in a straight line in the di-
your walking speed increases by 10 feet, and the first rection of your choice. You can’t lift the target off the
time you stand up this turn, you do so without expend- ground unless it’s already airborne or underwater.
ing any of your movement if you are not incapacitated. The spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
LIGHT BEACON
PSYCHIC SLAM
Psionic cantrip
Casting Time: 1 action Psionic cantrip
Range: Self Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 60
Duration: Instantaneous
As a bonus action, you can cause bright light to radiate
from your body in a 20-foot radius and dim light for an As an action, you target one creature you can see
additional 20 feet. The light can be colored as you like. within 60 feet of you. The target must succeed on a
The light lasts for 10 minutes, until you lose concentra- Constitution saving throw or take 1d8 force damage on
tion or extinguish it earlier as a bonus action. a failed save or half as much on a successful one. If the
target fails its saving throw and its Large or smaller, it
is knocked prone.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
CHAPTER 2 | PSIONIC SPELLS
17
LEVEL 1ST SPELLS You project psionic energy until your concentration
ends. The energy fortifies you and your allies when
ADAPTIVE SHIELD your enemies are felled; whenever an enemy you can
see is reduced to 0 hit points, you and each of your al-
1st level psionic spell lies within 30 feet of you gain 5 temporary hit points.
Casting Time: 1 reaction At Higher Levels. When you cast this spell using a
Range: Self spell slot of 2nd level or higher, you and your allies
Duration: 1 round gain 5 additional hit points, for each slot level above
1st.
When you take acid, cold, fire, lightning, or thunder
damage, you can use your reaction to gain resistance AWAKEN WEAPON
to damage of that type—including the triggering dam- 1st level psionic spell
age— until the end of your next turn.
Casting Time: 1 action
ALL-AROUND AWARENESS Range: Touch
1st level psionic spell Duration: Instantaneous
Casting Time: 1 action As an action, your mind seizes control of a one-handed
Range: Self melee weapon you’re holding. The weapon flies toward
Duration: Concentration, up to 1 minute one creature you can see within 30 feet of you and
makes a one-handed melee weapon attack against it,
For the duration of the spell, your mental discipline, using your spell attack bonus for the attack and dam-
hones your senses. You gain a +5 bonus to Wisdom age rolls. On a hit, the weapon deals its normal dam-
(Perception) checks. In addition, if you are surprised at age, plus an extra 1d10 force damage.
the beginning of combat and aren’t incapacitated, you At Higher Levels. When you cast this spell using a
can act normally on your first turn. spell slot of 2nd level or higher, the force damage in-
AURA OF SYMPATHY creases by 1d10, for each slot level above 1st.
1st level psionic spell BESTIAL CLAWS
Casting Time: 1 action 1st level psionic spell
Range: 30 feet Casting Time: 1 action
Duration: Instantaneous Range: Self
As an action, you exert an aura of sympathetic power. Duration: Instantaneous
Roll 3d8; the total is how many hit points worth of For an instant, you manifest spectral long animal
creatures this option can affect. Creatures within 30 claws and make a melee weapon attack against one
feet of you are affected in ascending order of their hit creature within 5 feet of you. On a hit, you deals 3d6
point maximums, ignoring incapacitated creatures im- force damage.
mune to being charmed, and creatures engaged in At Higher Levels. When you cast this spell using a
combat. spell slot of 2nd level or higher, the damage increases
Starting with the creature that has the lowest hit by 1d6 for each slot level above 1st.
point maximum, each creature affected by this option
is charmed by you for 10 minutes, regarding you as a BLASTING STRIKE
friendly acquaintance. Subtract each creature’s hit 1st level psionic spell
point maximum from the total before moving on to the
next creature. A creature’s hit point maximum must be Casting Time: 1 reaction
equal to or less than the remaining total for that crea- Range: Touch
ture to be affected. Duration: Instantaneous
At Higher Levels. When you cast this spell using a You imbue your strike with a surge of psionic energy.
spell slot of 2nd level or higher, roll an additional 2d8 When you hit a target with a melee attack, you can acti-
for each slot level above 1st. vate this spell as a reaction. The target must succeed
AURA OF VICTORY on a Strength saving throw or be knocked 10 feet away
from you. The target moves in a straight line. If it hits
1st level psionic spell an object, this movement immediately ends, and the
Casting Time: 1 action target takes 1d6 bludgeoning damage.
Range: 60 feet At Higher Levels. When you cast this spell using a
Duration: Concentration, up to 10 minutes spell slot of 2nd level or higher, the targets gets
knocked 10 additional feet and the damage increases
by 1d6 for each slot level above 1st.

CHAPTER 2 | PSIONIC SPELLS


18
BLOOD TO ACID stairs form a spiral that fills a 10-foot-by-10-foot area
and reaches upward 20 feet.
1st level psionic spell
At Higher Levels. When you cast this spell using a
Casting Time: 1 reaction spell slot of 2nd level or higher, the spiral reaches 20
Range: 5 feet additional feet for each slot level above 1st.
Duration: Instantaneous COMBUSTION
As a reaction when you take piercing or slashing dam-
1st level psionic spell
age, you can cause acid to spray from your wound;
each creature within 5 feet of you takes 2d6 acid dam- Casting Time: 1 action
age. Range: 120 feet
Duration: Concentration, up to 1 minute
BLUR OF MOTION
Choose one creature or object you can see within 120
1st level psionic spell
feet of you. The target must make a Constitution save.
Casting Time: 1 bonus action On a failed save, the target takes 1d10 fire damage,
Range: Self and it catches on fire, taking 1d6 fire damage at the
Duration: 1 turn end of each of its turns until your concentration ends
or until it or a creature adjacent to it extinguishes the
You cause yourself to become invisible during any of
flames with an action. On a successful save, the target
your movement during the current turn.
takes half as much damage and doesn’t catch on fire.
CALL TO INACTION At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the initial fire damage
1st level psionic spell
increases by 1d10, for each slot level above 1st.
Casting Time: 1 minute
Range: 30 feet CONFLAGRATE
Duration: Concentration, up to 10 minutes 1st level psionic spell
If you spend 1-minute conversing with a creature, you Casting Time: 1 action
can attempt to seed it with overwhelming lethargy. At Range: 120 feet
the end of the minute, you can use an action to force Duration: Concentration, up to 1 minute
the creature to make a Wisdom saving throw. The save
You create fire in a 20-foot-by-20-foot cube within 5
automatically succeeds if the target is immune to being
feet of you. The fire lasts until your concentration ends.
charmed. On a failed save, it sits and is incapacitated
Any creature in that area when you use this ability and
until your concentration ends. This effect immediately
any creature that ends its turn there takes 2d8 fire
ends if the target or any ally it can see is attacked or
damage.
takes damage. On a successful save, the creature is un-
At Higher Levels. When you cast this spell using a
affected and has no inkling of your attempt to bend its
spell slot of 2nd level or higher, the damage increases
will.
by 1d8, for each slot level above 1st.
CHAMELEON SKIN CORROSIVE TOUCH
1st level psionic spell
1st level psionic spell
Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: 5 feet
Duration: Instantaneous
Duration: Instantaneous
You can attempt to hide even if you fail to meet the re-
You deliver a touch of acid to one creature within
quirements needed to do so. At the end of the current
range. The target must make a Dexterity saving throw,
turn, you remain hidden only if you then meet the nor-
taking 2d10 acid damage on a failed save, or half as
mal requirements for hiding.
much on a successful one.
CLOUD STEPS At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases
1st level psionic spell
by 1d10 for each slot level above 1st.
Casting Time: 1 action
Range: 10 feet CROWN OF SORROW
Duration: Concentration, up to 10 minutes 1st level psionic spell
You conjure forth clouds to create a solid, translucent Casting Time: 1 action
staircase that lasts until your concentration ends. The Range: 60 feet

CHAPTER 2 | PSIONIC SPELLS


19
Duration: Instantaneous Range: Touch
A crown of psionic energy appears on the head of a Duration: 1 hour
creature you can see within range. That creature must A creature you touch ignores the effects of extreme
make a Charisma saving throw. On a failed save the heat or cold (but not cold and fire damage), for the du-
creature takes 1d8 psychic damage and it can’t take re- ration of the spell.
actions until the start of its next turn. On a successful
save, it takes half as much damage. ETHEREAL STRIKE
At Higher Levels. When you cast this spell using a 1st level psionic spell
spell slot of 2nd level or higher, the damage increases Casting Time: 1 bonus action
by 1d8 for each slot level above 1st.
Range: Touch
DEFENSIVE STEP Duration: Instantaneous
1st level psionic spell You temporarily transform one weapon you’re holding
Casting Time: 1 reaction or your unarmed strike into pure psionic energy. The
Range: Self next attack you make with it before the end of your
Duration: Instantaneous turn ignores the target’s armor, requiring no attack
roll. Instead, the target makes a Dexterity saving throw
When you are hit by an attack, you can use your reac- against this spell. On a failed save, the target takes the
tion to gain a +3 bonus to your AC against that attack, attack’s normal damage and suffers its additional
creating a temporal barrier of psionic energy, possibly effects. On a successful save, the target takes half dam-
turning it into a miss. You can then teleport up to 10 age from the attack but suffers no additional effects
feet to an unoccupied space you can see. that would normally be imposed on a hit.
DESICCATE EYE OF HORROR
1st level psionic spell 1st level psionic spell
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Instantaneous Duration: Instantaneous
You remove the moisture from your target. Choose one Choose one creature you can see within 60 feet of you.
creature you can see within range. The target must The target must make a Charisma saving throw. On a
make a Constitution saving throw, taking 2d8 necrotic failed save, it takes 1d6 psychic damage and can’t
damage on a failed save or half as much damage on a move closer to you until the end of its next turn. On a
successful one. successful save, it takes half as much damage and can
At Higher Levels. When you cast this spell using a move normally.
spell slot of 2nd level or higher, the damage increases At Higher Levels. When you cast this spell using a
by 1d8, for each slot level above 1st. spell slot of 2nd level or higher, the damage increases
EMPOWERED STRIKES by 1d6 for each slot level above 1st.

1st level psionic spell GLOOM


Casting Time: 1 bonus action 1st level psionic spell
Range: Self Casting Time: 1 bonus action
Duration: Concentration, up to 1 hour Range: 60 feet
Your psionic energy empowers your attacks. Until the Duration: 2 rounds
spell ends, you deal an extra 1d6 force damage to the You create an area of magical darkness, which foils
target whenever you hit it with an attack. In addition, darkvision. Choose a point you can see within range.
any creature you hit with an attack has its speed Magical darkness radiates from that point in a sphere
reduced by 10 feet until the start of your next turn. with a 10-foot radius. The light produced by spells of
At Higher Levels. When you cast this spell using a 2nd level or less is suppressed in this area.
spell slot of 2nd level or higher, the damage increases At Higher Levels. When you cast this spell using a
by 1d6 for every two slot levels above 1st. spell slot of 2nd level or higher, the radius of the
ENVIRONMENTAL ADAPTATION sphere increases by 10 feet, for each slot level above
1st.
1st level psionic spell
Casting Time: 1 action

CHAPTER 2 | PSIONIC SPELLS


20
HUNGRY LIGHTNING DISTRACTING HAZE
1st level psionic spell 1st level psionic spell
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60
Duration: Instantaneous Duration: Concentration, up to 1 minute.
You lash out at one creature you can see within 60 feet Choose one creature you can see within 60 feet of you.
of you with tendrils of lightning. The target must make That creature must make an Intelligence saving throw.
a Dexterity saving throw, with disadvantage if it’s On a failed save, it takes 1d10 psychic damage and
wearing heavy armor. The target takes 2d8 lightning can’t see anything more than 10 feet from it until your
on a failed save, or half as much damage on a success- concentration ends. On a successful save, it takes half
ful one. as much damage and suffers no additional effects.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases spell slot of 2nd level or higher, the damage increases
by 1d8, for each slot level above 1st. by 1d10 for each slot level above 1st.
ICE SPIKE HAMMER OF INQUISITION
1st level psionic spell 1st level psionic spell
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Duration: Instantaneous Duration: Instantaneous
You hurl a mote of ice at one creature you can see Choose one creature you can see within 60 feet of you.
within 120 feet of you. The target must make a Dexter- The target must make an Intelligence saving throw. On
ity saving throw. On a failed save, the target takes 2d8 a failed save, it takes 1d10 psychic damage and suffers
cold damage and has its speed halved until the start of disadvantage on its next Wisdom saving throw before
your next turn. On a successful save, the target takes the end of your next turn. On a successful save, it takes
half as much damage and its speed isn’t reduced. half as much damage and suffers no additional effects.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases spell slot of 2nd level or higher, the damage increases
by 1d8, for each slot level above 1st. by 1d10 for each slot level above 1st.
IRON HIDE DISTRACTING FIGMENT
1st level psionic spell 1st level psionic spell
Casting Time: 1 reaction Casting Time: 1 action
Range: Self Range: 60 feet
Duration: Instantaneous Duration: Instantaneous
As a reaction when you are hit by an attack, you gain a Choose one creature you can see within 60 feet of you.
+4 bonus to AC. The bonus lasts until the end of your The target must make an Intelligence saving throw. On
next turn. This bonus applies against the triggering at- a failed save, it takes 1d10 psychic damage and thinks
tack. it perceives a threatening creature just out of its sight;
At Higher Levels. When you cast this spell using a until the end of your next turn, it can’t use reactions,
spell slot of 2nd level or higher, the AC bonus in- and melee attack rolls against it have advantage. On a
creases by 1, for each slot level above 1st. successful save, it takes half as much damage.
At Higher Levels. When you cast this spell using a
LETHAL STRIKE spell slot of 2nd level or higher, the damage increases
1st level psionic spell by 1d10 for each slot level above 1st.
Casting Time: 1 bonus action MEND WOUNDS
Range: Touch
1st level psionic spell
Duration: 1 round
Casting Time: 1 action
You imbue a weapon you’re holding or your unarmed Range: Touch
strike with psychic energy. The next time you hit with
it before the end of your turn, it deals an extra 1d10 Duration: Instantaneous
psychic damage. As an action, you the vitality of one creature you touch,
At Higher Levels. When you cast this spell using a repairing its body with your psionic energy. The crea-
spell slot of 2nd level or higher, the damage increases
by 1d10 for each slot level above 1st.
CHAPTER 2 | PSIONIC SPELLS
21
ture regains 2d6 hit points. At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you jump 20 additional
spell slot of 2nd level or higher, the healing increases feet for each slot level above 1st.
by 1d6, for each slot level above 1st.
PSYCHIC PARRY
MINDLESS COURAGE
1st level psionic spell
1st level psionic spell Casting Time: 1 reaction
Casting Time: 1 action Range: Self
Range: 60 feet Duration: Instantaneous
Duration: Instantaneous
As a reaction when you make an Intelligence, a Wis-
You cause a creature’s bloodlust to overcome its sense dom, or a Charisma saving throw, you gain a +3 bonus
of preservation. As a bonus action, choose one crea- to that saving throw. You can use this ability after
ture you can see within 60 feet of you. The target must rolling the die but before suffering the results.
succeed on a Wisdom saving throw or, until the end of At Higher Levels. When you cast this spell using a
your next turn, it can’t willingly move unless its move- spell slot of 2nd level or higher, the bonus increases by
ment brings it closer to its nearest enemy that it can 1, for each slot level above 1st.
see. The save automatically succeeds if the target is
immune to being charmed. PSYCHIC PUSH
NOMADIC ANCHOR 1st level psionic spell
Casting Time: 1 action
1st level psionic spell
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet
Duration: 8 hours Choose one creature you can see within 60 feet of you.
The target must make a Strength saving throw. On a
You create an invisible, intangible teleportation anchor failed save, it takes 1d8 force damage and is pushed up
in a 5-foot cube you can see within 120 feet of you. For to 5 feet in a straight line away from you. On a success-
the next 8 hours, whenever you use a psionic spell or ful save, it takes half as much damage and it isn’t
ability to teleport, you can instead teleport to the an- pushed.
chor you created, even if you can’t see it, but it must be At Higher Levels. When you cast this spell using a
within range of the teleportation spell. spell slot of 2nd level or higher, the damage increases
PRIMAL FURY by 1d8 and the range that the creature is pushed by 5,
for each slot level above 1st.
1st level psionic spell
Casting Time: 1 action RAPID STEP
Range: 60 feet 1st level psionic spell
Duration: Instantaneous Casting Time: 1 bonus action
Choose one creature you can see within 60 feet of you. Range: Self
The target must succeed on a Charisma saving throw Duration: 1 turn
or take 1d6 psychic damage and immediately use its You fuel your body with psionic energy. You increase
reaction to move its speed in a straight line toward its your walking speed by 15 feet until the end of the cur-
nearest enemy. The save automatically succeeds if the rent turn. If you have a climbing, flight or swimming
target is immune to being charmed. speed, this increase applies to that speed as well.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases spell slot of 2nd level or higher, your speed increases
by 1d6 for each slot level above 1st. 15 additional feet for each slot level above 1st.
PSIONIC LEAP READ MOODS
1st level psionic spell 1st level psionic spell
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Touch Range: 60 feet
Duration: Instantaneous Duration: Instantaneous
As part of your movement, you jump in any direction You learn a one-word summary of the emotional state
up to 20 feet. of up to six creatures you can see within range, such as
happy, confused, afraid, or violent.

CHAPTER 2 | PSIONIC SPELLS


22
SOOTHING PRESENCE Range: Self
1st level psionic spell Duration: Instantaneous
Casting Time: 1 action As a bonus action, you gain two benefits until the end
Range: 60 feet of the current turn: you don’t provoke opportunity at-
tacks, and you have a climbing speed equal to your
Duration: Instantaneous
walking speed.
Choose up to three creatures you can see within 60 At Higher Levels. When you cast this spell using a
feet of you. Each target gains 6 temporary hit points. spell slot of 2nd level or higher, you fly 20 additional
At Higher Levels. When you cast this spell using a feet, for each slot level above 1st.
spell slot of 2nd level or higher, you and your allies
gain 6 additional hit points, for each slot level above WIND STREAM
1st. 1st level psionic spell
SPEED DART Casting Time: 1 action
Range: 30 feet
1st level psionic spell
Duration: Instantaneous
Casting Time: 1 bonus action
Range: Touch You create a line of focused air that is 30 feet long and
5 feet wide. Each creature in that area must make a
Duration: Instantaneous
Strength saving throw, taking 1d8 bludgeoning dam-
You imbue one ranged weapon you hold with psionic age and being knocked prone on a failed save, or half
power. The next attack you make with it that hits be- as much damage on a successful one.
fore the end of the current turn deals an extra 1d10 At Higher Levels. When you cast this spell using a
psychic damage. spell slot of 2nd level or higher, the damage increases
At Higher Levels. When you cast this spell using a by 1d8, for each slot level above 1st.
spell slot of 2nd level or higher, the force damage in-
creases by 1d10, for each slot level above 1st. LEVEL 2ND SPELLS
STRENGTH SURGE ASSESS FOE
1st level psionic spell 2nd level psionic spell
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Duration: 1 turn Duration: Instantaneous
Psionic energy flows through your muscles. You gain a You analyze the aura of one creature you can see
+5 bonus to Strength checks until the end of your next within range. You learn its current hit points total and
turn. all its immunities, resistances and vulnerabilities. The
VENOM STRIKE spell has no effect if the creature is immune to magic
that allows other creatures to read mind.
1st level psionic spell
Casting Time: 1 action BESTIAL TRANSFORMATION
Range: 30 feet 2nd level psionic spell
Duration: Instantaneous Casting Time: 1 action
You create a poison spray that targets one creature you Range: Self
can see within range. The target must make a Consti- Duration: Concentration, up to 1 hour.
tution saving throw or take 2d6 poison damage and You alter your physical form to gain different charac-
gets poisoned until the end of your next turn. On a suc- teristics. When you cast this spell, you can choose one
cessful save the target takes half as much damage and of the following effects. This transformation lasts for
isn’t poisoned. the spell’s duration, until you die, or until you end it as
At Higher Levels. When you cast this spell using a a bonus action.
spell slot of 2nd level or higher, the damage increases Amphibious. You gain gills; you can breathe air and
by 1d6 for each slot level above 1st. water.
WIND STEP Climbing. You grow tiny hooked claws that give you
gain a climbing speed equal to your walking speed.
1st level psionic spell Flight. Wings sprout from your back. You gain a fly-
Casting Time: 1 bonus action ing speed equal to your walking speed.

CHAPTER 2 | PSIONIC SPELLS


23
Keen Senses. Your eyes and ears become more sen- Choose up to five allies you can see within range. Each
sitive. You gain advantage on Wisdom (Perception) of those allies can use their reaction to move up to half
checks. their speed, following a path of your choice.
Perfect Senses. You gain a keen sense of smell and
an instinct to detect prey. You can see invisible crea- DAZE
tures and objects within 10 feet of you, even if you are 2nd level psionic spell
blinded. Casting Time: 1 action
Swimming. You gain fins and webbing between your Range: 60 feet
fingers and toes; you gain a swimming speed equal to
your walking speed. Duration: Instantaneous
Tough Hide. Your skin becomes as tough as ani- Choose one creature you can see within 60 feet of you.
mal’s hide; you gain a +2 bonus to AC. That creature must make an Intelligence saving throw.
At Higher Levels. When you cast this spell using a On a failed save, the target is incapacitated until the
spell slot of 3rd level or higher, you can choose an ad- end of your next turn or until it takes any damage.
ditional effect for each slot level above 2nd.
FORCEFUL QUERY
CENTER OF ATTENTION 2nd level psionic spell
2nd level psionic spell Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 30 feet Duration: Instantaneous
Duration: Concentration, up to 1 minute. You ask a question of one creature that can see and
You exert an aura of power that grabs a creature’s at- hear you within range. The question must be phrased
tention. Choose one creature you can see within 60 so that it can be answered with a yes or no, otherwise
feet of you. It must make a Charisma saving throw. On the spell fails. The target must succeed on a Wisdom
a failed save, the creature is so thoroughly distracted saving throw, or it replies with a truthful answer.
by you that all other creatures are invisible to it until When the spell ends, the creature realizes that you
your concentration ends. This effect ends if the crea- used magic to influence it. A creature is immune to the
ture can no longer see or hear you or if it takes dam- spell if it is immune to being charmed.
age.
FIGHTING WORDS
COMFORTING AURA 2nd level psionic spell
2nd level psionic spell Casting Time: 1 minute
Casting Time: 1 action Range: 60 feet
Range: 60 feet Duration: Concentration, up to 10 minutes.
Duration: Concentration, up to 1 minute. If you spend 1-minute conversing with a creature, you
Choose up to three allies you can see (you can choose can attempt to leave a simmering violence in its mind.
yourself in place of one of the allies). Until your con- At the end of the minute, you can use an action to force
centration ends, each target can roll a d4 when making the creature to make a Wisdom saving throw to resist
a saving throw and add the number rolled to the total. feeling violent urges against one creature you describe
to it or name. The save automatically succeeds if the
COMMANDING STRIKE target is immune to being charmed. On a failed save,
2nd level psionic spell the target attacks the chosen creature if it sees that
Casting Time: 1 action creature before your concentration ends, using
Range: 60 feet weapons or spells against a creature it was already
hostile toward or unarmed strikes against an ally or a
Duration: Instantaneous creature it was neutral toward. Once the fight starts, it
Choose one creature you can see within 60 feet of you. continues to attack for 5 rounds before this effect ends.
Until the start of your next turn, allies within 30 feet of This effect immediately ends if the target or any ally it
you have advantage on attack rolls against that target. can see is attacked or takes damage from any creature
other than the one it has been incited against. On a
COORDINATED MOVEMENT successful save, the creature is unaffected and has no
2nd level psionic spell inkling of your attempt to bend its will.
Casting Time: 1 action FIND CREATURE
Range: 60 feet
2nd level psionic spell
Duration: Instantaneous
Casting Time: 1 minute
CHAPTER 1 | PSION CLASS
24
CHAPTER 1 | PSION CLASS
25
Range: Self Duration: Concentration, up to 1 minute.
Duration: Concentration, up to 1 hour. Choose up to three allies you can see within range (you
You cast your mind about for information about a spe- can choose yourself in place of one of the allies). Until
cific creature. If you concentrate for this spell’s full du- your concentration ends, each target can roll a d4
ration, you then gain a general understanding of the when rolling damage for a melee weapon attack and
creature’s current location. You learn the region, city, add the number rolled to the damage roll.
town, village, or district where it is, pinpointing an area
between 1 and 3 miles on a side (DM’s choice). If the
INERTIAL ARMOR
creature is on another plane of existence, you instead 2nd level psionic spell
learn which plane. Casting Time: 1 action
ICE SHEET Range: Self
2nd level psionic spell Duration: 8 hours.
Casting Time: 1 action You sheathe yourself in an intangible field of psionic
force. For 8 hours, your base AC is 14 + your Dexterity
Range: 120 feet
modifier, and you gain resistance to force damage.
Duration: Instantaneous. This effect ends if you are wearing or don armor.
Choose a point on the ground you can see within 60
feet of you. The ground in a 20-foot radius centered on
LUMINOSITY
that point becomes covered in ice for 10 minutes. It is 2nd level psionic spell
difficult terrain, and any creature that moves more Casting Time: 1 action
than 10 feet on it must succeed on a Dexterity saving Range: Touch
throw or fall prone. If the surface is sloped, a creature
that falls prone in the area immediately slides to the Duration: Concentration, up to 10 minutes.
bottom of the slope. An object you touch radiates light in a 20-foot radius
and dim light for an additional 20 feet. The light lasts
INCITE COURAGE until your concentration ends. Alternatively, a creature
2nd level psionic spell you touch radiates light in the same manner if it fails a
Casting Time: 1 action Dexterity saving throw. While lit in this manner, it
can’t hide, and attack rolls against it gain advantage.
Range: 60 feet
Duration: Instantaneous MINDLESS CHARGE
Choose up to six creatures you can see within 60 feet 2nd level psionic spell
of you. If any of those creatures is frightened, that con- Casting Time: 1 bonus action
dition ends on that creature. Range: 60 feet
INCITE FEAR Duration: Instantaneous.
2nd level psionic spell Choose up to three creatures you can see within spell’s
Casting Time: 1 action range. Each target can immediately use its reaction to
move up to its speed in a straight line toward the near-
Range: 60 feet
est enemy.
Duration: Concentration, up to 1 minute.
As an action, choose one creature you can see within
MINIATURE FORM
range. The target must succeed on a Wisdom saving 2nd level psionic spell
throw or become frightened of you until your concen- Casting Time: 1 action
tration ends. Whenever the frightened target ends its Range: Self
turn in a location where it can’t see you, it can repeat
the saving throw, ending the effect on itself on a suc- Duration: Concentration, up to 1 minute.
cess. You become Tiny until your concentration ends. While
At Higher Levels. When you cast this spell using a this size, you gain a +5 bonus to Dexterity (Stealth)
spell slot of 3rd level or higher, you can target an addi- checks and can move through gaps up to 6 inches
tional creature, for each slot level above 2nd. across without squeezing.
INCITE FURY OGRE FORM
2nd level psionic spell 2nd level psionic spell
Casting Time: 1 minute Casting Time: 1 action
Range: 60 feet Range: Self

CHAPTER 2 | PSIONIC SPELLS


26
Duration: Concentration, up to 1 minute. plane of existence.
You channel psionic energy throughout your body, SEEKING MISSILE
growing rapidly in size. You gain 10 temporary hit
points. In addition, until your concentration ends, your 2nd level psionic spell
melee weapon attacks deal an extra 1d4 bludgeoning Casting Time: 1 reaction
damage on a hit, and your reach increases by 5 feet. If Range: 300 feet
you’re smaller than Large, you also become Large for Duration: Instantaneous.
the duration.
When you miss with a ranged weapon attack, you use
PHANTOM FOE your psionic energy to guide the missile, potentially
2nd level psionic spell turning your miss into a hit. You can repeat the attack
roll, against the same target.
Casting Time: 1 action
Range: 60 feet STEEL HIDE
Duration: Concentration, up to 1 minute. 2nd level psionic spell
Choose one creature you can see within 60 feet of you. Casting Time: 1 bonus action
The target must make an Intelligence saving throw. On Range: Self
a failed save, it perceives a horrid creature adjacent to Duration: 1 round
it until your concentration ends. During this time, the
target can’t take reactions, and it takes 2d6 psychic Psionic energy surrounds your skin briefly, making it
damage at the start of each of its turns. The target can as hard as steel. You gain resistance to bludgeoning,
repeat the saving throw at the end of each of its turns, piercing, and slashing damage until the end of your
ending the effect on itself on a success. next turn.
At Higher Levels. When you cast this spell using a TELEKINETIC MOVE
spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd. 2nd level psionic spell
Casting Time: 1 action
PRECOGNITIVE HUNCH Range: 60 feet
2nd level psionic spell Duration: Concentration, up to 1 minute.
Casting Time: 1 bonus action Choose one object you can see within 60 feet of you
Range: Self that isn’t being worn or carried by another creature
Duration: Concentration, up to 1 minute. and that isn’t secured in place. It can’t be larger than
You open yourself to receive momentary insights that 20 feet on a side, and its maximum weight depends on
improve your odds of success; until your concentration the level you cast this psionic spell, as shown on the ta-
ends, whenever you make an attack roll, a saving ble below. As an action, you move the object up to 60
throw, or an ability check, you roll a d4 and add it to feet, and you must keep the object within sight during
the total. this movement. If the object ends this movement in the
air, it falls. If the object would fall on a creature, the
PSYCHIC BACKLASH creature must succeed on a Dexterity saving throw or
2nd level psionic spell take damage as listed on the table below.
Casting Time: 1 reaction Spell Level Maximum Weight Bludgeoning Damage
Range: Self 2 25 lbs. 2d6
Duration: Instantaneous.
3 50 lbs. 4d6
You can impose disadvantage on an attack roll against 4 250 lbs. 6d6
you if you can see the attacker. If the attack still hits
you; the attacker takes 2d10 psychic damage. 5 500 lbs. 8d6
6 1,000 lbs. 10d6
REVERSE STEP
7 2,000 lbs. 13d6
2nd level psionic spell 8 3,000 lbs. 16d6
Casting Time: 1 bonus action 9 5,000 lbs. 22d6
Range: 20 feet
Duration: Instantaneous.
You teleport up to 20 feet to an unoccupied space you
can see. At the end of your turn (no action required),
you can teleport back to the spot you occupied before
teleporting, unless it is now occupied or on a different
CHAPTER 2 | PSIONIC SPELLS
27
TOPPLING SHIFT You enter a deep contemplation. If you concentrate for
this spell’s full duration, you then gain proficiency with
2nd level psionic spell
up one of the following skills: Animal Handling, Ar-
Casting Time: 1 bonus action cana, History, Medicine, Nature, Performance, Reli-
Range: 5 feet gion, and Survival. The benefit lasts for 1 hour, no con-
Duration: Instantaneous centration required.
At Higher Levels. When you cast this spell using a
You shift to an incredibly small size and then suddenly
spell slot of 3rd level or higher, you can choose an ad-
return to normal, sending an opponent flying back-
ditional proficiency for each slot level above 2nd.
ward. Choose one creature you can see within 5 feet of
you. It must succeed on a Strength saving throw or be WARP ARMOR
knocked prone.
2nd level psionic spell
TREMORSENSE Casting Time: 1 action
2nd level psionic spell Range: 60 feet
Casting Time: 1 action Duration: Instantaneous
Range: Self Choose a non-magical suit of armor worn by one crea-
Duration: Concentration, up to 1 minute. ture you can see within range. That creature must suc-
ceed on a Constitution saving throw, or the creature’s
You gain tremorsense with a radius of 30 feet, which
AC becomes 10 + its Dexterity modifier until the end of
lasts until your concentration ends.
your next turn.
VISIONS OF DESPAIR WARP WEAPON
2nd level psionic spell
2nd level psionic spell
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: 60 feet
Duration: Instantaneous
Duration: Instantaneous
You can seed visions of anguish in a creature’s mind.
Choose one non magical weapon held by one creature
As an action, you force one creature you can see within
you can see within range. That creature must succeed
60 feet of you to make a Charisma saving throw. On a
on a Strength saving throw, or the chosen weapon
failed save, it takes 3d6 psychic damage, and its speed
can’t be used to attack until the end of your next turn,
is reduced to 0 until the end of its next turn. On a suc-
as it wraps around the targets arm.
cessful save, it takes half as much damage and suffers
no additional effects. WATER GRASP
At Higher Levels. When you cast this spell using a
2nd level psionic spell
spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd. Casting Time: 1 action
Range: 60 feet
WALL OF CLOUDS
Duration: Instantaneous
2nd level psionic spell
You unleash a wave that surges forth and then retreats
Casting Time: 1 action to you like the rising tide. You create a wave in a 20-
Range: 60 feet foot-by-20-foot square. At least some portion of the
Duration: Concentration, up to 10 minutes. square’s border must be within 5 feet of you. Any crea-
ture in that square must make a Strength saving
You create a wall of clouds, at least one portion of
throw. On a failed save, a target takes 2d6 bludgeoning
which must be within 60 feet of you. The wall is 60 feet
damage, is knocked prone, and is pulled up to 10 feet
long, 15 feet high, and 1 foot thick. The wall lasts until
closer to you. On a successful save, a target takes half
your concentration ends. Creatures can pass through it
as much damage and isn’t knocked prone.
without hindrance, but the wall blocks vision.
At Higher Levels. When you cast this spell using a
WANDERING MIND spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
2nd level psionic spell
Casting Time: 10 minutes
Range: Self
Duration: 1 hour

CHAPTER 2 | PSIONIC SPELLS


28
WHIRLWIND You exhale a wave of acid in a 60-foot line that is 5 feet
wide. Each creature in the line must make a Constitu-
2nd level psionic spell
tion saving throw, taking 6d6 acid damage on a failed
Casting Time: 1 action save, or half as much on a successful one.
Range: 60 feet At Higher Levels. When you cast this spell using a
Duration: Concentration, up to 10 minutes. spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 1st.
Choose a point you can see within 60 feet of you.
Winds howl in a 20-foot-radius sphere centered on that CLOAK OF AIR
point. Each creature in the sphere must succeed on a
3rd level psionic spell
Strength saving throw or take 2d6 bludgeoning dam-
age and be moved to an unoccupied space of your Casting Time: 1 action
choice in the sphere. Any loose object in the sphere is Range: Self
moved to an unoccupied space of your choice within it Duration: Concentration, up to 10 minutes.
if the object weighs no more than 100 pounds.
You seize control of the air around you to create a pro-
LEVEL 3RD SPELLS tective veil. Until your concentration ends, attack rolls
against you have disadvantage, and when a creature
ANALYZE AURA you can see misses you with a melee attack, you can
use your reaction to force the creature to repeat the at-
3rd level psionic spell tack roll against itself.
Casting Time: 1 action
CREATE SHADOWS
Range: Self
Duration: Concentration, up to 1 hour. 3rd level psionic spell
Casting Time: 1 action
You study one creature’s aura. Until your concentra-
tion ends, while you can see the target, you learn if it’s Range: Self
under the effect of any magical or psionic effects, its Duration: Concentration, up to 1 minute.
current hit point total, and its basic emotional state. You cause two shadows to appear in unoccupied spa-
While the spell lasts, you have advantage on Wisdom ces you can see within 60 feet of you. The shadows last
(Insight) and Charisma checks you make against it. until your concentration ends, and they obey your ver-
AURA OF BLOODLETTING bal commands. In combat, roll for their initiative, and
choose their behavior during their turns. When the
3rd level psionic spell spell ends, the shadows disappear.
Casting Time: 1 action
COUNTERPSIONICS
Range: 60 feet
Duration: Concentration, up to 1 minute. 3rd level psionic spell
Casting Time: 1 action
You unleash an aura of rage. Until your concentration
ends, you and any creature within range has advantage Range: 120 feet
on melee attack rolls. Duration: Instantaneous
AURA OF JUBILATION You attempt to interrupt a creature in the process of
casting a psionic spell. If the creature is casting a
3rd level psionic spell psionic spell of 3rd level or lower, its psionic spell fails
Casting Time: 1 action and has no effect. If it is casting a psionic spell of 4th
Range: 60 feet level or higher, make an ability check using your
Duration: Concentration, up to 1 minute. psionic spellcasting ability. The DC equals 10 + the
psionic spell’s level. On a success, the creature’s
You radiate a distracting mirth until your concentra- psionic spell fails and has no effect.
tion ends. Each creature within 60 range that can see At Higher Levels. When you cast this spell using a
you suffers disadvantage on any Wisdom (Perception) psionic spell slot of 4th level or higher, the interrupted
and Intelligence (Investigation) checks. psionic spell has no effect if its level is less than or
BREATH OF THE BLACK DRAGON equal to the level of the psionic spell slot you used.
3rd level psionic spell DETONATION
Casting Time: 1 action 3rd level psionic spell
Range: 60 feet Casting Time: 1 action
Duration: Instantaneous Range: 120 feet
Duration: Instantaneous
CHAPTER 2 | PSIONIC SPELLS
29
You create a fiery explosion at a point you can see STEP FROM SIGHT
within 120 feet of you. Each creature in a 20-foot ra-
3rd level psionic spell
dius sphere centered on that point must make a Con-
stitution saving throw, taking 7d6 fire damage and be- Casting Time: 1 action
ing knocked prone on a failed save, or half as much Range: 60 feet
damage on a successful one. Duration: Concentration, up to 1 minute.
At Higher Levels. When you cast this spell using a
You cloak yourself and an allied creature you can see
spell slot of 4th level or higher, the damage increases
from sight. The added targets must be visible to you
by 1d6, for each slot level above 3rd.
and within 60 feet of you.
DISPEL PSIONICS Each target turns invisible and remains so until your
concentration ends or until immediately after it tar-
3rd level psionic spell
gets, damages, or otherwise affects any creature with
Casting Time: 1 action an attack, a spell, or another ability.
Range: 120 feet At Higher Levels. When you cast this spell using a
Duration: Instantaneous spell slot of 4th level or higher, you can target one ad-
ditional creature for each slot level above 3rd.
Choose one creature, object, or psionic effect within
range. Any psionic spell of 3rd level or lower on the STEP OF A DOZEN PACES
target ends. For each psionic spell of 4th level or
3rd level psionic spell
higher on the target, make an ability check using your
spellcasting ability. The DC equals 10 + the spell’s Casting Time: 1 action
level. On a successful check, the psionic spell ends. Range: Self
At Higher Levels. When you cast this psionic spell Duration: Instantaneous
using a psionic spell slot of 4th level or higher, you au-
If you haven’t moved yet on your turn, you can teleport
tomatically end the effects of a psionic spell on the tar-
up to 40 feet to an unoccupied space you can see, and
get if the psionic spell’s level is equal to or less than
your speed is reduced to 0 until the end of the turn.
the level of the spell slot you used.
At Higher Levels. When you cast this spell using a
FROZEN SANCTUARY spell slot of 4th level or higher, you can teleport 20 ad-
ditional feet for each slot level above 3rd.
3rd level psionic spell
Casting Time: 1 bonus action SUDDEN SHIFT
Range: Self 3rd level psionic spell
Duration: Instantaneous Casting Time: 1 reaction
You sheathe yourself with icy resilience. You gain 15 Range: Self
temporary hit points. While you have these hit points Duration: Instantaneous
you have immunity to cold damage.
When you are hit by an attack, you shift down to
PIERCING SIGHT minute size to avoid the attack. The attack misses, and
you move up to 5 feet without provoking opportunity
3rd level psionic spell
attacks before returning to normal size.
Casting Time: 1 action
Range: Self SURGE OF ACTION
Duration: Concentration, up to 1 minute. 3rd level psionic spell
You gain the ability to see through objects that are up Casting Time: 1 bonus action
to 1 foot thick within 30 feet of you. This sight lasts un- Range: Self
til your concentration ends. Duration: 1 turn
RESTORE VITALITY You let psionic energy flow through your body, momen-
tarily gaining an increase in your physical capabilities.
3rd level psionic spell
You gain one additional action on this turn. That action
Casting Time: 1 action can be used only to take the Attack action (one weapon
Range: Touch attack only), Dash, Disengage, Hide, or Use an object
Duration: Instantaneous action.
You touch one creature and remove one of the follow- TELEKINETIC BARRIER
ing conditions from it: blinded, deafened, paralyzed, or
3rd level psionic spell
poisoned. Alternatively, you remove one disease from
the creature. Casting Time: 1 action
Range: 60 feet
CHAPTER 2 | PSIONIC SPELLS
30
Duration: Concentration, up to 1 minute. WALL OF WOOD
You create a transparent wall of telekinetic energy, at 3rd level psionic spell
least one portion of which must be within 60 feet of Casting Time: 1 action
you. The wall is 40 feet long, 10 feet high, and 1 inch
Range: 60 feet
thick. The wall lasts until your concentration ends.
Each 10-foot section of the wall has an AC of 10 and Duration: Concentration, up to 10 minutes.
15 hit points. You create a wall of wood at least one portion of which
TELEKINETIC GRASP must be within 60 feet of you. The wall is 60 feet long,
15 feet high, and 1 foot thick. The wall lasts until your
3rd level psionic spell concentration ends. Each 5-foot wide section of the
Casting Time: 1 action wall has AC 12 and 15 hit points. Breaking one section
Range: 60 feet creates a 5-foot by 5-foot hole in it, but the wall other-
wise remains intact.
Duration: Concentration, up to 1 minute.
You attempt to grasp a creature in telekinetic energy WALL OF REPULSION
and hold it captive. Choose one creature you can see 3rd level psionic spell
within 60 feet of you. The target must succeed on a Casting Time: 1 action
Strength saving throw or be grappled by you until your
Range: 60 feet
concentration ends or until the target leaves your
reach, which is 60 feet for this grapple. Duration: Concentration, up to 10 minutes.
The grappled target can escape by succeeding on a You create an invisible, insubstantial wall of energy
Strength (Athletics) or Dexterity (Acrobatics) check within 60 feet of you that is up to 30 feet long, 10 feet
contested by your save DC. While a target is grappled high, and 1 foot thick. The wall lasts until your concen-
in this manner, you create one of the following effects tration ends. Any creature attempting to move through
as an action: it must make a Wisdom saving throw. On a failed save,
Crush. The target takes 4d6 bludgeoning damage a creature can’t move through the wall until the start of
Move. You move the target up to 30 feet. You can its next turn. On a successful save, the creature can
move it in the air and hold it there. It falls if the grapple pass through it. A creature must make this save when-
ends. ever it attempts to pass through the wall, whether will-
TRANSPOSITION ingly or unwillingly.

3rd level psionic spell WATER WHIP


Casting Time: 1 bonus action 3rd level psionic spell
Range: 60 feet Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
If you haven’t moved yet on your turn, choose an ally Duration: Instantaneous
you can see within 60 feet of you. You and that crea- You unleash a jet of water in a line that is 60 feet long
ture teleport, swapping places, and your speed is re- and 5 feet wide. Each creature in the line must make a
duced to 0 until the end of the turn. This spell fails and Strength saving throw, taking 4d6 bludgeoning dam-
is wasted if either of you can’t fit in the destination age on a failed save, or half as much damage on a suc-
space. cessful one. In addition, you can move each target that
UNSETTLING AURA fails its saving throw to any unoccupied space touching
the line.
3rd level psionic spell At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 4th level or higher, the damage increases
Range: 60 feet by 1d6 for each slot level above 3rd.
Duration: Concentration, up to 1 hour. LEVEL 4TH SPELLS
You cloak yourself in unsettling psychic energy. Until
your concentration ends, any enemy within 60 feet of CORRESPOND
you that can see you must spend 1 extra foot of move- 4th level psionic spell
ment for every foot it moves toward you. A creature is
Casting Time: 1 action
immune to this effect, if immune to being frightened.
Range: Unlimited
Duration: 1 round

CHAPTER 2 | PSIONIC SPELLS


31
You send a message to a creature with which you are
familiar. The creature hears the message in its mind,
recognizes you as the sender if it knows you, and can
answer in a like manner immediately. The spell en-
ables creatures with Intelligence scores of at least 1 to
understand the meaning of your message.
You can send the message across any distance and
even to other planes of existence.
DEATH URGE
4th level psionic spell
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You attempt plant a hidden death-urge impulse in the
subject’s unconscious. Choose a humanoid within
range. The target has to succeed on a Wisdom saving
throw or on the target’s next turn, it looks for the FROZEN RAIN
quickest method to end its life and attempts to do so. 4th level psionic spell
The target takes no other action on its turn except at-
Casting Time: 1 action
tempting to harm itself.
If armed, the target attacks itself as an action and the Range: 120 feet
spell immediately ends. The attack automatically suc- Duration: Concentration, up to 1 hour.
ceeds and deals damage as a critical hit. If unarmed, Choose a point you can see within 120 feet of you. The
the target moves adjacent to the nearest enemy and air in a 20-foot-radius sphere centered on that point be-
provokes an attack of opportunity, offering its oppo- comes deathly cold and saturated with moisture. Each
nent an opening, which the opponent may or may not creature in that area must make a Constitution saving
choose to take advantage of. If the target is unarmed throw. On a failed save, a target takes 6d6 cold dam-
and no enemy is nearby, the subject simply spends its age, and its speed is reduced to 0 until your concentra-
turn doing nothing at all. tion ends. On a successful save, a target takes half as
EMPATHIC FEEDBACK much damage.
As an action, a target that has its speed reduced can
4th level psionic spell end the effect early if it succeeds on a Strength (Athlet-
Casting Time: 1 reaction ics) check with a DC equal to this effect’s save DC.
Range: Touch At Higher Levels. When you cast this spell using a
Duration: Instantaneous spell slot of 5th level or higher, the damage increases
by 2d6 for each slot level above 4th.
You empathically share your pain and suffering with a
creature that harms you. Immediately after an attacker LIGHTNING LEAP
within 30 feet of you deals damage against you, the 4th level psionic spell
creature suffers the same amount of psychic damage
Casting Time: 1 action
(this damage ignores resistance or immunity to psy-
chic damage). Range: 60 feet
Duration: Instantaneous
ENERGY ADAPTATION
You let loose a line of lightning that is 60 feet long and
4th level psionic spell 5 feet wide. Each creature in the line must make a
Casting Time: 1 action Dexterity saving throw, taking 8d6 lightning damage
Range: Touch on a failed save, or half as much damage on a success-
Duration: Concentration, up to 1 hour. ful one. You can then teleport to an unoccupied space
touched by the line.
As an action, you can touch one creature and give it re- At Higher Levels. When you cast this spell using a
sistance to acid, cold, fire, lightning, or thunder dam- spell slot of 5th level or higher, the damage increases
age (your choice), which lasts until your concentration by 1d6, for each slot level above 4th.
ends.
MISTY FORM
4th level psionic spell

CHAPTER 2 | PSIONIC SPELLS


32
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 90 feet
Duration: Concentration, up to 1 minute. Duration: Instantaneous
Your body becomes like a misty cloud until your con- When a creature teleports, the target has to make an
centration ends. In this form, you gain resistance to Intelligence saving throw, or you learn the direction
bludgeoning, piercing, and slashing damage, and you and distance the individual traveled, as if you had seen
can’t take actions other than the Dash action. You can the location. You get no information on the conditions
pass through openings that are no more than 1 inch at the other end of the trace beyond the mental coordi-
wide without squeezing. nates of the location.
PERCEIVE AURAS VISIONS OF DISGUST
4th level psionic spell 4th level psionic spell
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Concentration, up to 1 minute. Duration: Concentration, up to 1 minute.
You gain the ability to perceive auras, even of invisible You cause a creature to regard all other beings as hor-
or hidden creatures. Until your concentration ends, rid, alien entities. As an action, choose one creature
you can see all creatures in range, including hidden you can see within range. The target must make a Wis-
and invisible ones, regardless of lighting conditions. dom saving throw. On a failed save, it takes 5d6 psy-
chic damage, and until your concentration ends, it
PUNISHING FURY takes 1d6 psychic damage per creature within 5 feet of
4th level psionic spell it at the end of each of its turns. On a successful save,
Casting Time: 1 action the target takes only half the initial damage and suffers
Range: 60 feet none of the other effects.
Duration: Instantaneous WIND STEPS
You cause a creature’s bloodlust to overcome its sense 4th level psionic spell
of preservation. Choose one creature you can see Casting Time: 1 bonus action
within 60 feet of you. The target must succeed on a Range: Self
Wisdom saving throw or, until the end of your next
turn, it can’t willingly move unless its movement brings Duration: Concentration, up to 1 minute.
it closer to its nearest enemy that it can see. The save Wind manifests and surrounds your legs. You gain a
automatically succeeds if the target is immune to being flying speed of 60 feet, which lasts until your concen-
charmed. tration ends.
RADIANT BEAM LEVEL 5TH SPELLS
4th level psionic spell
Casting Time: 1 action
AUGMENTED WEAPON
Range: 60 feet 5th level psionic spell
Duration: Concentration, up to 1 minute. Casting Time: 1 bonus action
You project a beam of light at one creature you can see Range: Touch
within 60 feet of you. The target must make a Dexter- Duration: Concentration, up to 10 minutes.
ity saving throw. On a failed save, it takes 6d6 radiant Touch one simple or martial weapon. Until your con-
damage and is blinded until your concentration ends. centration ends, that weapon becomes a magic
On a successful save, it takes half as much damage. A weapon, with a +3 bonus to its attack and damage
blinded target can repeat the saving throw at the end rolls.
of each of its turns, ending the effect on itself on a suc-
cess. BALEFUL TRANSPOSITION
At Higher Levels. When you cast this spell using a 5th level psionic spell
spell slot of 5th level or higher, the damage increases Casting Time: 1 action
by 2d6 for each slot level above 4th.
Range: 120 feet
TRACE TELEPORT Duration: Instantaneous
4th level psionic spell

CHAPTER 2 | PSIONIC SPELLS


33
Choose one creature you can see within 120 feet of FAITHFUL ARROW
you. That creature must make a Wisdom saving throw.
5th level psionic spell
On a failed save, you and that creature teleport, swap-
ping places. This spell fails and is wasted if either of Casting Time: 1 bonus action
you can’t fit in the destination space. Range: Touch
BEACON OF RECOVERY Duration: Concentration, up to 1 minute.
You imbue a ranged weapon with a limited sentience.
5th level psionic spell
Until your concentration ends, you can make an extra
Casting Time: 1 action attack with the weapon at the start of each of your
Range: 60 feet turns (no action required). If it is a thrown weapon, it
Duration: Instantaneous returns to your grasp each time you make any attack
with it.
You and up to five allies you can see within 60 feet of
you can immediately make saving throws, with advan- FIRE MANTLE
tage, against every effect they’re suffering, that allows a
5th level psionic spell
save at the start or end of their turns.
Casting Time: 1 action
BREATH OF THE GREEN DRAGON Range: 120 feet
5th level psionic spell Duration: Concentration, up to 1 minute.
Casting Time: 1 action You become wreathed in flames until your concentra-
Range: 60 feet tion ends. Any creature that end its turn within 5 feet
Duration: Instantaneous of you takes 3d6 fire damage.
You exhale a cloud of poison in a 90-foot cone. Each GIANT FORM
creature in the line must make a Constitution saving
5th level psionic spell
throw, taking 10d6 poison damage on a failed save, or
half as much damage on a successful one. Casting Time: 1 action
At Higher Levels. When you cast this spell using a Range: Self
spell slot of 6th level or higher, the damage increases Duration: Concentration, up to 10 minutes.
by 2d6 for each slot level above 5th.
You overflow your body with psionic energy, growing
CIRCUMSPECTION rapidly in size. You gain 30 temporary hit points. In ad-
dition, until your concentration ends, your melee
5th level psionic spell
weapon attacks deal an extra 2d6 bludgeoning damage
Casting Time: 1 action on a hit, and your reach increases by 10 feet. If you’re
Range: Self smaller than Huge, you also become Huge for the du-
Duration: Concentration, up to 8 hours. ration.
You create a psychic model of reality in your mind and HAIL OF CRYSTALS
set it to show you a few seconds into the future. Until
5th level psionic spell
your concentration ends, you can’t be surprised, attack
rolls against you can’t gain advantage, and you gain a Casting Time: 1 action
+10 bonus to initiative. Range: 90 feet
DOLOROUS MIND Duration: Instantaneous
A tiny ectoplasmic crystal emanates from your hand
5th level psionic spell
and rapidly expands to a crystal ball as it speeds to-
Casting Time: 1 action ward the location you designate within range. You can
Range: 60 feet choose to aim this crystal at a single target or at a spe-
Duration: Concentration, up to 1 minute. cific point you can see within range.
If you aim the crystal at a target, you must make a
You choose one creature you can see within 60 feet of
ranged spell attack against the target. Any creature or
you. It must succeed on a Charisma saving throw, or it
object struck by the ball of crystal takes 4d6 points of
is incapacitated and has a speed of 0 until your concen-
bludgeoning damage upon impact.
tration ends. It can repeat this saving throw at the end
Whether the crystal hits its target, misses, or was
of each of its turns, ending the effect on itself on a suc-
aimed at a point in space, it explodes upon arrival at
cess.
the location you designated. Any creature within a 20-
feet sphere of the explosion must make a Dexterity
saving throw, taking 7d6 points of slashing damage on

CHAPTER 2 | PSIONIC SPELLS


34
a failed save or half as much on a successful one, from IRON RESISTANCE
the thousands of crystal shards that spray forth.
5th level psionic spell
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the bludgeoning and Casting Time: 1 action
slashing damage increase by 1d6 each for each slot Range: Self
level above 5th. Duration: Concentration, up to 1 hour.
ICE BARRIER You turn the flesh of a willing creature you touch as
hard as steel. Until the spell ends, the target has resis-
5th level psionic spell
tance to bludgeoning, piercing, and slashing damage.
Casting Time: 1 action
Range: 60 feet MIND STORM
Duration: Concentration, up to 10 minutes. 5th level psionic spell
You create a wall of ice, at least one portion of which Casting Time: 1 action
must be within 60 feet of you. The wall is 60 feet long, Range: 60 feet
15 feet high, and 1 foot thick. The wall lasts until your Duration: Instantaneous
concentration ends. Each 10-foot section of the wall
Choose a point you can see within 60 feet of you. Each
has AC 12and 30 hit points. A creature that damages
creature in a 20-foot-radius sphere centered on that
the wall with a melee attack takes cold damage equal
point must make a Wisdom saving throw. On a failed
to the damage the creature dealt to the wall.
save, a target takes 6d8 psychic damage and suffers
INCITE PANIC disadvantage on all saving throws until the end of your
next turn. On a successful save, a creature takes half
5th level psionic spell
as much damage and suffers no additional effects.
Casting Time: 1 action At Higher Levels. When you cast this spell using a
Range: 90 feet spell slot of 6th level or higher, the damage increases
Duration: Concentration, up to 1 minute. by 1d8 for each slot level above 5th.
Choose up to eight creatures you can see within range OVERWHELMING FURY
that can see you. At the start of each of a target’s turns
5th level psionic spell
before your concentration ends, the target must make
a Wisdom saving throw. On a failed save, the target is Casting Time: 1 action
frightened until the start of its next turn, and you roll a Range: 60 feet
die. If you roll an odd number, the frightened target Duration: Concentration, up to 1 minute.
moves half its speed in a random direction and takes
You flood rage into one creature you can see within 60
no action on that turn, other than to scream in terror. If
feet of you. The target must succeed on a Charisma
you roll an even number, the frightened target makes
saving throw, or it can use its actions only to make
one melee attack against a random target within its
melee attacks until your concentration ends. It can re-
reach. If there is no such target, it moves half its speed
peat the saving throw at the end of each of its turns,
in a random direction and takes no action on that turn.
ending the effect on itself on a success.
This effect ends on a target if it succeeds on three sav-
ing throws against it. PHANTOM BETRAYAL
INVOKE AWE 5th level psionic spell
5th level psionic spell Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Duration: Concentration, up to 1 minute.
Duration: Concentration, up to 10 minutes. You plant delusional paranoia in a creature’s mind.
Choose one creature you can see within 60 feet of you.
As an action, you exert an aura that inspires awe in
The target must succeed on an Intelligence saving
others. Choose up to 5 creatures you can see within
throw, or until your concentration ends, it must target
range. Each target must succeed on an Intelligence
its allies with attacks and other damaging effects. The
saving throw or be charmed by you until your concen-
target can repeat the saving throw at the end of each of
tration ends. While charmed, the target obeys all your
its turns, ending the effect on itself on a success. A
verbal commands to the best of its ability and without
creature is immune to this ability if it is immune to be-
doing anything obviously self-destructive. The charmed
ing charmed.
target will attack only creatures that it has seen attack
you since it was charmed or that it was already hostile
toward. At the end of each of its turns, it can repeat the
saving throw, ending the effect on itself on a success.
CHAPTER 2 | PSIONIC SPELLS
35
PSYCHIC SPEECH RESTORE VIGOR
5th level psionic spell 5th level psionic spell
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Duration: Concentration, up to 10 minutes. Duration: Instantaneous
You create a field of protective psychic energy. Choose You can touch one creature and choose one of the fol-
any number of creatures within 30 feet of you. Until lowing remove any reductions to one of its ability
your concentration ends, each target has resistance to scores, remove one effect that reduces its hit point
psychic damage and advantage on Intelligence, Wis- maximum, or reduce its exhaustion level by one.
dom, and Charisma saving throws.
SECOND CHANCE
PSYCHIC REDOUBT 5th level psionic spell
5th level psionic spell Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Duration: 1 round
Duration: Instantaneous You take a hand in influencing the probable outcomes
As an action, you attune your mind to the psychic im- of your immediate future. You see the many alternative
print of all language. For 1 hour, you gain the ability to branches that reality could take in the next few sec-
understand any language you hear or attempt to read. onds, and with this foreknowledge you gain the ability
In addition, when you speak, all creatures that can un- to reroll one attack roll, one saving throw, one ability
derstand a language understand what you say, regard- check, or one skill check for the next round. You must
less of what language you use. take the result of the reroll, even if it’s worse than the
original roll.
RANSACK MIND
5th level psionic spell STRATEGIC MIND
Casting Time: 1 action 5th level psionic spell
Range: 30 feet Casting Time: 1 action
Duration: Concentration, up to 1 hour. Range: 60 feet
While you concentrate on this spell, you probe one Duration: Concentration, up to 1 minute.
creature’s mind. The creature must remain within 30 You exert an aura of trust and command that unites
feet of you, and you must be able to see it. If you reach your allies into a cohesive unit. Until your concentra-
the ability’s full duration, the target must make three tion ends, any ally within 60 feet of you on their turn
Intelligence saving throws, and you learn information can, as a bonus action, take the Dash or Disengage ac-
from it based on the number of saving throws it fails. tion or roll a d4 and add the number rolled to each at-
• With one failed saving throw, you learn its key tack roll they make that turn.
memories from the past 12 hours. TRUE SIGHT
• With two failed saving throws, you learn its key 5th level psionic spell
memories from the past 24 hours.
Casting Time: 1 action
• With three failed saving throws, you learn its key Range: Self
memories from the past 48 hours.
Duration: Concentration, up to 1 minute.
RESTORE LIFE Your mind briefly awakens, allowing you to see beyond
5th level psionic spell the material plane. You gain truesight with a radius of
Casting Time: 1 action 30 feet, which lasts until your concentration ends.
Range: Touch WALL OF THUNDER
Duration: Instantaneous 5th level psionic spell
You touch one creature that has died within the last Casting Time: 1 action
minute. The creature returns to life with 1 hit point. Range: 60 feet
This ability can’t return to life a creature that has died
Duration: Concentration, up to 10 minutes.
of old age, nor can it restore a creature missing any vi-
tal body parts.

CHAPTER 2 | PSIONIC SPELLS


36
You create a wall of thunder, at least one portion of You cause a fire elemental to appear in an unoccupied
which must be within 60 feet of you. The wall is 60 feet space you can see within 120 feet of you. The elemen-
long, 15 feet high, and 1 foot thick. The wall lasts until tal lasts until your concentration ends, and it obeys
your concentration ends. Every foot moved through the your verbal commands. In combat, roll for its initiative,
wall costs 1 extra foot of movement. When a creature and choose its behavior during its turns. When this
moves into the wall’s space for the first time on a turn effect ends, the elemental disappears.
or starts its turn there, that creature must succeed on a
Strength saving throw, or it takes 6d6 thunder dam- ANIMATE WATER
age, is pushed in a straight line up to 30 feet away 6th level psionic spell
from the wall, and is knocked prone. Casting Time: 1 action
WATER RESPIRE Range: Self
5th level psionic spell Duration: Concentration, up to 1 minute.
Casting Time: 1 action You cause a water elemental to appear in an unoccu-
Range: 60 feet pied space you can see within 120 feet of you. The ele-
mental lasts until your concentration ends, and it
Duration: 24 hours obeys your verbal commands. In combat, roll for its ini-
Your psionic energy temporarily gives creatures the tiative, and choose its behavior during its turns. When
ability to breathe under water. You grant yourself and this effect ends, the elemental disappears.
up to ten willing creatures you can see within 60 feet
of you the ability to breathe underwater for the spell’s FORM OF DOOM
duration. 6th level psionic spell
Casting Time: 1 action
LEVEL 6TH SPELLS
Range: Self
ANIMATE AIR Duration: Concentration, up to 10 minutes.
6th level psionic spell You wrench from your subconscious a terrifying visage
Casting Time: 1 action of deadly hunger and become one with it. You are
transformed into a nightmarish version of yourself,
Range: Self complete with an ooze-sleek skin coating, lashing ten-
Duration: Concentration, up to 1 minute. tacles, and a fright-inducing countenance. Until the
You cause an air elemental to appear in an unoccupied spell ends, you gain the following benefits:
space you can see within 120 feet of you. The elemen- • You have a +10 bonus to Charisma (Intimidation)
tal lasts until your concentration ends, and it obeys checks
your verbal commands. In combat roll for its initiative
and choose its behavior during its turns. When this • You have a +2 bonus to your AC, advantage on
effect ends, the elemental disappears. Strength checks and saves and climbing speed equal
to your walking speed.
ANIMATE EARTH • Each creature of your choice that is within 30 feet of
6th level psionic spell you and aware of you must succeed on a Wisdom sav-
Casting Time: 1 action ing throw or become frightened for 1 minute. A crea-
ture can repeat the saving throw at the end of each of
Range: Self
its turns, ending the effect on itself on a success. If a
Duration: Concentration, up to 1 minute. creature’s saving throw is successful or the effect ends
You cause an earth elemental to appear in an unoccu- for it, the creature is immune to this spell’s effect for
pied space you can see within 120 feet of you. The ele- the next 24 hours.
mental lasts until your concentration ends, and it • You can use a bonus action on your turn to cause the
obeys your verbal commands. In combat, roll for its ini- tentacles you have manifested to attack a creature.
tiative, and choose its behavior during its turns. When Make a melee spell attack against the target. If the at-
this effect ends, the elemental disappears. tack hits the target takes 2d12 psychic damage.
ANIMATE FIRE MICROSCOPIC FORM
6th level psionic spell 6th level psionic spell
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Duration: Concentration, up to 1 minute. Duration: Concentration, up to 10 minutes.

CHAPTER 2 | PSIONIC SPELLS


37
You become smaller than Tiny until your concentra- NULL PSIONIC FIELD
tion ends. While this size, you gain a +10 bonus to Dex-
6th level psionic spell
terity (Stealth) checks and a +5 bonus to AC. You can
move through gaps up to 1 inch across without squeez- Casting Time: 1 action
ing, and you can’t make weapon attacks. Range: Self (10-foot-radius sphere)
MIND SWITCH Duration: Concentration, up to 10 minutes.
An invisible barrier surrounds you and moves with
6th level psionic spell
you. The space within this barrier is impervious to
Casting Time: 1 action most psionic spells, including powers and psionic
Range: 30 feet forms. Likewise, it prevents the functioning of any
Duration: Concentration, up to 10 minutes. psionic items or powers within its confines. A null
psionics field suppresses any power or psionic effect
You attempt to take control of a nearby living creature,
used within, brought into, or manifested into its area,
forcing your mind (and soul) into its body, and its mind
but does not negate it. A creature under the effect of
into your body. You can target any creature whose Hit
schism, for example, loses the benefit of the power
Dice are equal to or less than your level. You possess
while inside the field, but the schism resumes function-
the target’s body and force the creature’s mind into
ing when the creature leaves the field. Time spent
your body unless it succeeds on a Wisdom save. You
within a null psionics field counts against a suppressed
can move your mind back into your own body when-
effect’s duration.
ever you desire, which returns the subject’s mind to its
own body and the spell ends. PHANTOM CARAVAN
If the spell succeeds, your life force occupies the host
6th level psionic spell
body, and the host’s life force takes over yours. You
can call on rudimentary or instinctive knowledge of the Casting Time: 1 action
subject creature, but not upon its acquired or learned Range: 1 mile
knowledge (such as skills and feats it possesses). The Duration: Instantaneous
same is true for the subject in your body. The mind
You and up to six willing creatures of your choice that
switch brings about the following changes:
you can see within 60 feet of you teleport up to 1 mile
• You gain the type of your assumed body. to a spot you can see. If there isn’t an open space for
• You gain the Strength, Dexterity, and Constitution all the targets to occupy at the arrival point, this spell
scores of your assumed body. fails and is wasted.
• You gain the natural armor, natural attacks, move- PHANTOM IDEA
ment, and other simple physical characteristics of your 6th level psionic spell
assumed body.
Casting Time: 1 action
• You gain the possessions and equipment of your as- Range: 60 feet
sumed body.
Duration: Concentration, up to 1 hour.
• You retain your own hit points, saving throws (pos-
sibly modified by new ability scores), class abilities, While you concentrate on this spell, you probe one
spell-like abilities, spells, skills and feats (although skill creature’s mind. The creature must remain within 30
checks use your new ability scores, and you may be feet of you, and you must be able to see it. If you reach
temporarily unable to use feats whose requirements the ability’s full duration, the target must make three
you do not meet in your new body). Intelligence saving throws, and you plant a memory or
For example, if you were a 10th-level human psion an idea in it, which lasts for several hours based on the
with 65 hit points who used mind switch on a 1st-level number of saving throws it fails. You choose whether
kobold fighter with 6 hit points, you are now a kobold the idea or memory is trivial (such as “I had porridge
psion with 65 hit points in the kobold’s body, and your for breakfast” or “Ale is the worst”) or personality-
target is now a 1st-level human fighter with 6 hit points defining (“I failed to save my village from orc maraud-
in your natural body. ers and am therefore a coward” or “Magic is a scourge,
If either body is killed while the power is in effect, the so I renounce it”).
body’s owner also dies when the spell ends. If one par- With one failed saving throw, the idea or memory
ticipant’s body becomes petrified or incapacitated in lasts for the next 4 hours. With two failed saving
some other way, the other participant will be incapaci- throws, it lasts for 24 hours. With three failed saving
tated in that way when the spell ends. throws, it lasts for 48 hours.

CHAPTER 2 | PSIONIC SPELLS


38
PILLAR OF CONFIDENCE get makes the saving throw with advantage.
6th level psionic spell TEMPORAL ACCELERATION
Casting Time: 1 action 6th level psionic spell
Range: 60 feet Casting Time: 1 action
Duration: 1 round Range: Self
You and up to five creatures you can see within 60 feet Duration: Instantaneous
of you each gain one extra action to use on your turns.
You enter another time frame, speeding up so greatly
The action is wasted, if not used before the end of your
that all other creatures seem frozen, though they are
next turn. The action can be used only to make one
actually still moving at normal speed. No time passes
weapon attack or to take the Dash or Disengage ac-
for other creatures, while you take a second turn in a
tion.
row, during which you can use actions and move as
PSYCHIC BLAST normal.
This spell ends if one of the actions you use during
6th level psionic spell
this period, or any effects that you create during this
Casting Time: 1 action period, affects a creature other than you or an object
Range: 60 feet being worn or carried by someone other than you.
Duration: Instantaneous WATER SPHERE
You unleash devastating psychic energy in a 60-foot
6th level psionic spell
cone. Each creature in that area must make an Intelli-
gence saving throw, taking 8d8 psychic damage on a Casting Time: 1 action
failed save, or half as much damage on a successful Range: 60 feet
one. Duration: Concentration, up to 1 minute.
At Higher Levels. When you cast this spell using a
You cause a sphere of water to form around a creature.
spell slot of 7th level or higher, the damage increases
Choose one creature you can see within range. The
by 3d8 for each slot level above 6th.
target must make a Dexterity saving throw. On a failed
REMOTE VIEW TRAP save, it becomes trapped in the sphere of water until
your concentration ends. While the target is trapped,
6th level psionic spell
its speed is halved, it suffers disadvantage on attack
Casting Time: 1 action rolls, and it can’t see anything more than 10 feet away
Range: Self from it. However, attack rolls against it also suffer dis-
Duration: 24 hours advantage. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
You place a ward of psionic energy that punishes those
on a successful one.
who attempt to spy on you. When others a creature
uses scrying or a similar spell in order to learn your lo- LEVEL 7TH SPELLS
cation, your prepared trap gives them an unpleasant
surprise. If the scryer fails its saving throw, you are un- DECEREBRATE
detected. Moreover, the potential observer takes 8d6
points of psychic damage. If the scryer makes its sav- 7th level psionic spell
ing throw, it takes only 4d6 points of psychic damage Casting Time: 1 action
and is able to observe you normally. Either way, you Range: Touch
are aware of the attempt to view you, but not of the Duration: Instantaneous
viewer or the viewer’s location.
You selectively remove a portion of the subject’s brain
RETRIEVE stem. The creature has to make an Intelligence saving
6th level psionic spell throw. On a failed save it loses all cerebral function, vi-
sion, hearing, and other sensory abilities, and all volun-
Casting Time: 1 action tary motor activity. The subject becomes limp and
Range: 120 feet unresponsive. On a successful save the spell has no
Duration: Instantaneous effect.
You automatically teleport an item you can see within If the target remains in this state for more than 3
range directly to your hand. If the object is in the pos- days, it dies. The spell can be ended early by a heal or
session of another creature, the target has to make a wish spell.
Wisdom saving throw, or you the item is teleported to
you. If the item is attuned to the creature, then the tar-

CHAPTER 2 | PSIONIC SPELLS


39
DIVERT TELEPORT You throw off a faux ectoplasmic shell, allowing you to
slide out of range of a damaging effect. When you are
7th level psionic spell
subjected to an effect that allows you to make a Dexter-
Casting Time: 1 reaction ity or Constitution saving throw to take only half dam-
Range: 120 feet age, you instead take no damage.
Duration: Instantaneous FATE OF ONE
You can divert the final destination, of any teleporta-
7th level psionic spell
tion attempt made by other creatures within range.
You can divert the destination of both incoming and Casting Time: 1 reaction
outgoing teleportation’s psionic or magical. The target Range: Self
has to make a Wisdom saving throw to resist the Duration: 1 round
spell’s effect. On a failed save, you choose the destina-
Your limited omniscience allows you to reroll a saving
tion of the teleportation attempt.
throw, attack roll, or skill check. You have to keep the
ENDURING INVISIBILITY result of the second roll.
7th level psionic spell FISSION
Casting Time: 1 action 7th level psionic spell
Range: Self Casting Time: 1 action
Duration: 1 hour Range: Self
Your psionic energy veils you and everything you are Duration: 10 minutes
wearing or carrying, turning you invisible until the
You can divide yourself, creating a duplicate that
spell ends.
comes into existence 5 feet away from you. Your dupli-
ENERGY IMMUNITY cate is friendly to you and creatures you designate. It
obeys your spoken commands, moving and acting in
7th level psionic spell
accordance with your wishes and acting on your turn
Casting Time: 1 action in combat. Your duplicate appears to be the same as
Range: Touch you and is formed without any equipment.
Duration: Concentration, up to 1 hour. If your duplicate dies before the duration of the spell
expires, no rejoining occurs, and you gain 3 points of
You can touch one creature you can see, giving it
exhaustion.
immunity to acid, cold, fire, lightning, or thunder dam-
If you cast this spell again, any currently active dupli-
age (your choice), which lasts until your concentration
cates you created with this spell are destroyed.
ends.
MENTAL SHATTER
ENERGY WAVE
7th level psionic spell
7th level psionic spell
Casting Time: 1 action
Casting Time: 1 action
Range: 120 feet
Range: 120 feet
Duration: Instantaneous
Duration: Instantaneous
You create a 20-foot cube of psychic energy within 120
Choose cold, fire, lightning or thunder. You create a
feet of you. Each creature in that area must make an
flood of energy of the chosen type out of unstable ecto-
Intelligence saving throw. On a failed save, a target
plasm that deals 13d6 points of damage to each crea-
takes 8d10 psychic damage and is stunned until the
ture and object in the area. This power originates at
end of your next turn. On a successful save, a target
your hand and extends outward in a cone.
takes half as much damage.
At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the damage increases
spell slot of 8th level or higher, the damage increases
by 3d6 for each slot level above 7th.
by 3d10 for each slot level above 7th.
EVADE BURST NOMAD’S GATE
7th level psionic spell
7th level psionic spell
Casting Time: 1 reaction
Casting Time: 1 action
Range: Self
Range: 1 mile
Duration: 1 round
Duration: Concentration, up to 1 hour.
You create a 5-foot cube of dim, gray light within 5 feet

CHAPTER 2 | PSIONIC SPELLS


40
of you. You create an identical cube at any point of REDDOPSI
your choice within 1 mile that you have viewed within
7th level psionic spell
the past 24 hours. Until your concentration ends, any-
one entering one of the cubes immediately teleports to Casting Time: 1 action
the other one, appearing in an unoccupied space next Range: Self
to it. The teleportation fails if there is no space for the Duration: Concentration, up to 10 minutes.
creature to appear in.
A thin layer of psionic energy surrounds your body pro-
OVERWHELMING ATTACK tecting you form psionic and magical spells, rebound-
ing them to their original caster. Spells of 7th level or
7th level psionic spell
lower, that targets only you (not in an area of effect),
Casting Time: 1 action have no effect on you and instead target the caster, us-
Range: 120 feet ing the slot level, spell save DC, attack bonus, and
Duration: Instantaneous spellcasting ability of the caster.
Choose up to five allies you can see within range. Each ULTRABLAST
of those allies can take the attack action (but they can
7th level psionic spell
attack once each or cast a cantrip they have prepared).
You choose the targets of the attacks. Casting Time: 1 action
Range: Self
PHANTOM RICHES
Duration: Instantaneous
7th level psionic spell
You release a horrid shriek from your subconscious
Casting Time: 1 action that disrupts the brains of all enemies within 30 feet of
Range: 60 feet you. Every creature must make a Wisdom saving
Duration: Concentration, up to 1 minute. throw or take 15d6 points of psychic damage on a
failed save or half as much on a successful one.
You plant the phantom of a greatly desired object in a
creature’s mind. Choose one creature you can see WORLD OF TERROR
within 60 feet of you. The target must make an Intelli-
7th level psionic spell
gence saving throw. On a failed save, you gain partial
control over the target’s behavior until your concentra- Casting Time: 1 action
tion ends; the target moves as you wish on each of its Range: 60 feet
turns, as it thinks it pursues the phantom object it de- Duration: Concentration, up to 1 minute.
sires. If it hasn’t taken damage since its last turn, it can
Choose up to six creatures within range. Each target
use its action only to admire the object you created in
must make a Charisma saving throw. On a failed save,
its perception. The target can repeat the saving throw
a target takes 8d6 psychic damage, and it is frightened
at the end of each of its turns, ending the effect on it-
until your concentration ends. On a successful save, a
self on a success.
target takes half as much damage and it’s not fright-
PHASING EYE ened.
While frightened by this effect, a target’s speed is re-
7th level psionic spell
duced to 0, and the target can use its action, and any
Casting Time: 1 action bonus action it might have, only to make melee at-
Range: 120 feet tacks. The frightened target can repeat the saving
Duration: Concentration, up to 1 hour. throw at the end of each of its turns, ending the effect
on itself on a success.
You create a psychic sensor within range. The sensor
lasts until your concentration ends. The sensor is invis- LEVEL 8TH SPELLS
ible and hovers in the air. You mentally receive visual
information from it, which has normal vision and dark- HYPERCOGNITION
vision with a range of 120 feet. The sensor can look in
all directions. As an action, you can move the sensor 8th level psionic spell
up to 60 feet in any direction. There is no limit to how Casting Time: 1 action
far away from you the eye can move, but it can’t enter Range: Self
another plane of existence. The eye can move through Duration: Instantaneous
solid objects but can’t end its movement in one. If it
does so, the effect immediately ends. You make lightning-fast deductions based on only the
slightest clue, pattern, or scrap of memory resident in
your mind. You can make reasonable statements about
a person, place, or object, seemingly from very little
knowledge. However, your knowledge is in fact the re-
CHAPTER 2 | PSIONIC SPELLS
41
sult of a rigorously logical process that you force your pletely dark areas. You appear as an unattached
mind to undertake, digging up and correlating every shadow in areas of bright light. You can move at your
possible piece of knowledge bearing on the topic. normal speed, on any surface, including walls and ceil-
The nature of the knowledge you gain concerning the ings, as well as across the surfaces of liquids—even up
subject of your analysis is subject to the DM’s discre- the face of a waterfall.
tion but might include the answer to a riddle, the way While in this form, you have resistance to all damage,
out of a maze, stray bits of information about a person, expect radiant damage, which you are vulnerable to.
legends about a place or an object, or even a conclu- While under this spell, you cannot make attacks us-
sion concerning a dilemma that your conscious mind is ing weapons nor you can manipulate any objects, but
unable to arrive at. you can use your psionic spells and abilities normally.
The DM may call for an Intelligence check to obtain
the desired information. You make the Intelligence TIMELESS BODY
check with advantage. 8th level psionic spell
MATTER MANIPULATION Casting Time: 1 bonus action
Range: Self
8th level psionic spell
Duration: 1 round
Casting Time: 1 action
Range: Self Your body ignores all harmful effects, for the spell’s du-
ration. You are invulnerable to all damage and spells of
Duration: Instantaneous 8th level or lower.
You can weaken or strengthen the substance of an ob-
ject or structure you touch. When you cast this spell, TRUE METABOLISM
you can choose one of the following options: 8th level psionic spell
Alter Substance (AC): You alter the molecules of an Casting Time: 1 bonus action
item, effectively changing it into something entirely Range: Self
different.
Duration: Concentration, up to 1 minute.
Substance Armor Class (AC)
You flood your body with psionic power. For the spell’s
Cloth, paper, rope 11 duration you regain 10 hit points at the start of your
turn, if you are below your hit points maximum.
Crystal, glass, ice 13
You can also use this power to regrow lost portions
Wood, bone 15 of your body and to reattach severed limbs or body
Stone 17 parts, if you do concentrate on regrowing the lost body
Iron, steel 19 part or reattaching the severed limb for the duration of
the spell. You do not gain hit points when you cast true
Mithral 21
metabolism for this purpose.
Adamantine 23
Alter Size: You alter the size of an object you touch, LEVEL 9TH SPELLS
effectively changing the targets durability. Effectively
changing its hit points.
ASSIMILATE
9th level psionic spell
Size Fragile Resilient
Casting Time: 1 action
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Range: Touch
Small (chest, lute) 3 (1d6) 10 (3d6) Duration: Instantaneous
Medium (barrel, chande- 4 (1d8) 18 (4d8)
Your pointing finger turns black as obsidian. A crea-
lier)
ture touched by you must make a Constitution saving
Large (cart, window) 5 (1d10) 27 (5d10) throw or its assimilated into your form, taking 30d6
SHADOW BODY points of force damage on a failed save or half as much
on a successful one. Any creature reduced to 0 hit
8th level psionic spell points by this spell is killed, entirely assimilated into
Casting Time: 1 action your form, leaving behind only a trace of fine dust. The
Range: Self assimilated creature’s equipment is unaffected.
Duration: 1 minute A creature that is completely assimilated grants you
a number of temporary hit points equal to the damage
Your body and all your equipment are subsumed by you dealt and advantage on saving throws for 1 hour. If
your shadow. As a living shadow, you blend perfectly the assimilated creature knows psionic powers, you
into any other shadow and you are invisible in com- gain knowledge of one of its powers (chosen by the
DM) for 1 hour. You gain some semblance of a crea-
CHAPTER 2 | PSIONIC SPELLS
42
ture you completely assimilate for 1 hour, granting you undertaken in the previous 8 hours, including details
the effects of the disguise self, spell). such as locales traveled through, the names or races of
those the creature fought, spells it cast, items it ac-
AFFINITY FIELD quired, and items it left behind (including the location
9th level psionic spell of those items).
Casting Time: 1 action The DM determines what items or activities are sig-
Range: Self nificant to the envisioned creature. For instance, a
high-level character probably pays little attention to a
Duration: Concentration, up to 1 minute. potion of cure light wounds in its belt, but a low-level
You create an affinity feedback loop with all creatures character might regard it as a significant possession.
within a 20 feet radius centered on you. While the du- Similarly, no one regards a routine meal as notewor-
ration lasts, affected creatures take all damage (includ- thy, but attending a court banquet most likely would
ing ability damage) as you do and heal all wounds as be.
you do. For instance, if you take 10 points of damage Metafaculty can overcome spells, powers, and spe-
from a sword wound, all creatures within the area also cial abilities such as mind blank (or even a wish spell)
take 10 points of damage. On the other hand, if you are that normally obscure clairsentience powers. You can
subjected to healing magic, all creatures in the affinity attempt a caster level check (DC 8 + caster level of the
field are also healed. Hit points gained or lost persist creator of the obscuring effect) to defeat these sorts of
after the spell ends. otherwise impervious defenses.
Creatures in range are also subject to magical and
psionic effects of 3rd level or lower. Creatures that MICROCOSM
have an affinity to you gain a saving throw against each 9th level psionic spell
new power transferred through the affinity field as if Casting Time: 1 action
the power were manifested upon them normally. All Range: 30 feet
magical and psionic effects transferred to subjects fade
at the end of this spells’ duration, although instanta- Duration: Instantaneous
neous effects remain, such as the effects of a healing or You are able to warp the consciousness and senses of
damaging ability. If you are affected by a psionic form one or more creatures, sending the victims into a cata-
you have assumed, you can choose up to 8 creatures tonic state. When you manifest this spell, you can tar-
within the spells range to gain those effects as well. get either a single creature within range or a group of
creatures all located within the spell’s range.
METAFACULTY Single Target: If you target a single creature, that
9th level psionic spell creature’s senses are pinched off from the real world if
Casting Time: 1 action it currently has 100 or fewer hit points. The subject’s
Range: Touch senses are all completely fabricated from within its
own mind, though it is not aware of it. In reality, the
Duration: Instantaneous subject sprawls limply, drooling and mewling, and
You elevate your mind to a near-universal conscious- eventually dies of thirst and starvation without care.
ness, cogitating countless impressions and predictions The subject lives within its own made-up world that’s
involving any creature you have seen before whether created by its deepest desires.
personally or by means of another power such as scry- Area Effect: If you manifest the spell on an area, it
ing. sends all affected creatures into a shared catatonia
This process gives you an uncannily accurate vision of (the world is a construct, but within the world, the vic-
the creature’s nature, activities, and whereabouts. tims can interact with each other). It affects up to ten
When you manifest the power, you learn the following creatures, that currently have 30 or fewer hit points.
facts about the creature: The spell affects creatures with the lowest hit point to-
• Its name, race, alignment, and character class (if it tals first.
has any). Only a 9th level greater restoration, restore vigor or a
wish spell can end the spell on the target(s).
• A general estimate of its level or Hit Dice: low (5 hit
dice or lower), medium (6 to 11 hit dice), high (12 to REALITY REVISION
20 hit dice), very high (21 to 40 hit dice), or deific (41 9th level psionic spell
hit dice or higher).
Casting Time: 1 action
• Its location (including place of residence, town, Range: Self
country, world, and plane of existence).
Duration: Instantaneous
• Significant items currently in its possession.
Reality Revision is the mightiest spell a psion can cast.
• Any significant activities or actions the creature has With the power of your own mind, you can change the

CHAPTER 2 | PSIONIC SPELLS


43
fabric of reality according to your desires. remaining recovery time decreases by 2 days. Finally,
The basic use of this spell is to duplicate any other there is a 33 percent chance that you are unable to
psionic spell of 8th level or lower. You don’t need to cast reality revision ever again if you suffer this stress.
meet any requirements in that spell. The spell simply
takes effect. TIME REGRESSION
Alternatively, you can create one of the following 9th level psionic spell
effects of your choice: Casting Time: 1 action
• Create Item. You create one object of up to 25,000 Range: Self
gp in value that isn’t a magic item. The object can be
no more than 300 feet in any dimension, and it ap- Duration: Instantaneous
pears in an unoccupied space you can see on the You can regress time 1 round into the past. In effect,
ground. you “replay” the previous round of activity. The spell
• Remove Injuries and Afflictions. You allow up to regresses time to the point along the time stream just
twenty creatures that you can see to regain all hit prior to your previous turn, undoing the effects of ev-
points, and you end all effects on them described in the eryone else’s actions in the meantime. Once you have
greater restoration spell. used time regression, only you retain knowledge of
• Revive the Dead. You duplicate the effects of a res- what happened during the round that is being re-
urrection spell requiring no material components. played; however, you can communicate that knowledge
• Transport Travelers. You transport up to 10 will- verbally to your companions, if desired. During the
ing creatures that you can see at a destination of your round that you live through a second time, you can act
choice, even if that place is on a different place of exis- on knowledge you previously gained by already living
tence. Deities and other planar rulers can prevent pla- through the immediate future.
nar travel by this spell in their presence or anywhere
within their domains. TORNADO BLAST
• Undo Misfortune. You undo a single recent event 9th level psionic spell
by forcing a reroll of any roll made within the last Casting Time: 1 action
round (including your last turn). Reality reshapes itself Range: 300 feet
to accommodate the new result. For example, a wish
spell could undo an opponent’s successful save, a foe’s Duration: Instantaneous
critical hit, or a friend’s failed save. You can force the You induce the formation of a slender vortex of fiercely
reroll to be made with advantage or disadvantage, and swirling air. When you cast the spell, a vortex of air vis-
you can choose whether to use the reroll or the origi- ibly and audibly snakes out from your outstretched
nal roll. hand.
You might be able to achieve something beyond the If you want to aim the vortex at a specific creature,
scope of the above examples. State the effect you want you can make a ranged spell attack to hit the creature.
to produce with reality revision to the DM as precisely If you succeed, the vortex deals 8d6 points of force
as possible. The DM has great latitude in ruling what damage to the creature. Regardless of whether your at-
occurs in such an instance; the greater the effect, the tack hits (and even if you forgo the attack), all crea-
greater the likelihood that something goes wrong. This tures in a 20 foot radius centered on the point you des-
spell might simply fail, the effect you desire might only ignated (including the one possibly damaged), have to
be partly achieved, or you might suffer some unfore- make a Dexterity saving throw taking 24d6 points of
seen consequence as a result of how you worded the force damage on a failed save, or half as much on a
desired effect. For example, using reality revision to successful one.
kill a villain, might propel you forward in time to a pe- A creature that fails its saving throw is violently
riod when that villain is no longer alive, effectively re- dashed about, ending situated in a random location 40
moving you from the game. Similarly, using it to obtain feet away from its original space. Walls and barriers
a legendary magic item or artifact might instantly can restrict this relocation; in such a case the creature
transport you to the presence of the item’s current ends up adjacent to the barrier.
owner.
The stress of casting this spell to produce any effect TRUE MIND SWITCH
other than duplicating another spell weakens you. Af- 9th level psionic spell
ter enduring that stress, each time you cast a psionic Casting Time: 1 action
spell until you finish a long rest, you take 1d10 Range: 30 feet
necrotic damage per level of that spell. This damage
can’t be reduced or prevented in any way. In addition, Duration: Instantaneous
your Strength drops to 3, if it isn’t 3 or lower already, You can attempt to take control of a nearby living crea-
for 2d4 days. For each of those days that you spend ture, forcing your mind (and soul) into its body, and its
resting and doing nothing more than light activity, your mind into your body. You can target any creature
whose Hit Dice are equal to or less than your level.
CHAPTER 1 | PSION CLASS
44
You possess the target’s body and force the creature’s temporarily unable to use feats whose requirements
mind into your body unless it succeeds on a Wisdom you do not meet in your new body).
save. You can move your mind back into your own For example, if you were a 10th-level human psion
body whenever you desire, which returns the subject’s with 65 hit points who used mind switch on a 1st-level
mind to its own body and the spell ends. kobold fighter with 6 hit points, you are now a kobold
If the spell succeeds, your life force occupies the host psion with 65 hit points in the kobold’s body, and your
body, and the host’s life force takes over yours. You target is now a 1st-level human fighter with 6 hit points
can call on rudimentary or instinctive knowledge of the in your natural body.
subject creature, but not upon its acquired or learned You permanently exchange bodies with the subject.
knowledge (such as skills and feats it possesses). The You cannot be forced to return to your natural body by
same is true for the subject in your body. The mind means of dispel magic, antimagic field, or a similar
switch brings about the following changes: effect.
• You gain the type of your assumed body. If the subject’s body dies while you are in it, you die.
The subject immediately suffers 3 levels of exhaustion,
• You gain the Strength, Dexterity, and Constitution but otherwise survives the experience in your natural
scores of your assumed body. body. If your natural body dies while the subject is in it,
• You gain the natural armor, natural attacks, move- you immediately suffer 3 points of exhaustion, but you
ment, and other simple physical characteristics of your likewise survive the experience in your new body.
assumed body. Your “natural” body is always considered to be the
last one you switched out of. If you exchange bodies
• You gain the possessions and equipment of your as-
with a chain of multiple subjects, you need worry only
sumed body.
about the welfare of the last body you switched with. In
• You retain your own hit points, saving throws (pos- other words, if your mind is expelled from your current
sibly modified by new ability scores), class abilities, body, your mind returns to the last body you switched
spell-like abilities, spells, skills and feats (although skill with, not to your original body. Similarly, if your origi-
checks use your new ability scores, and you may be nal body dies but you have since switched minds with a
second subject, you take no penalty.

CHAPTER 1 | PSION CLASS


45
Harness the
Powers of your
Mind
You’ve read the Player’s Handbook, the
Dungeon Master’s Guide and the Monster
Manual and you realise that magic is not
the only power that shapes the cosmos.
You knew there had to be more than ma-
gic. And you are right. Psionics–the power
of mind over matter is the missing part of
the equation.
Welcome to the wonder of your mind.

A DUNGEONS & DRAGONS supplement


to create the perfect psionic character

For use with fifth edition


Player’s Handbook , Monster Manual ,
and Dungeons Master’s Guide

Written by Stratos Fotakis


Art by Alexandros Balatsouras

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