Psionic Handbook (Stratos Fotakis)
Psionic Handbook (Stratos Fotakis)
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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.
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
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’’.