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Psion

Psions are wielders of raw mental force. Unlike Mages who study the structure of magic, Psions manifest power through sheer willpower and psychic discipline. They shape the Arcane Weave instinctively, channeling it through focused mental constructs called Disciplines. Each Discipline represents a school of psionic practice — telepathy, spatial transposition, psychic consumption — and defines the Psion's core combat power.

Important: Psions use Arcane Magic and the Arcane Mana System (Charisma-based). They do not learn spells from a list. Instead, their powers come from their Psionic Discipline (subclass, chosen at level 1) and Psionic Talents (universal modifiers and standalone abilities learned at level 2+). Each discipline power has stackable modifiers — the total mana spent per use is capped at ceil(level / 2).

Class Features

As a Psion, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per Psion level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Psion level after 1st

Proficiencies

  • Armor: None
  • Weapons: Simple weapons, wands, staves
  • Tools: None
  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two from Deception, Insight, Intimidation, Investigation, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background: - (a) a light crossbow and 20 bolts or (b) any simple weapon - (a) a dungeoneer's pack or (b) an explorer's pack - Two daggers and an arcane focus

The Psion

Level Proficiency Bonus Features Base Mana Talents Known Max Spell Level
1st +2 Psionics, Arcane Aegis, Psionic Discipline 1 1st
2nd +2 Psionic Talent 1 1 1st
3rd +2 Psionic Talent (+1), Discipline Feature 4 2 2nd
4th +2 Ability Score Improvement 5 2 2nd
5th +3 Psionic Mastery (1), Mental Acuity, Talent (+1) 9 3 3rd
6th +3 Discipline Feature 11 3 3rd
7th +3 Psionic Step, Talent (+1) 13 4 4th
8th +3 Ability Score Improvement 16 4 4th
9th +4 Talent (+1) 21 5 5th
10th +4 Discipline Feature 24 5 5th
11th +4 Psionic Mastery (2), Innate Psionics (6th) 29 5 6th
12th +4 Ability Score Improvement, Talent (+1) 31 6 6th
13th +5 Innate Psionics (7th) 33 6 7th
14th +5 Discipline Feature 36 6 7th
15th +5 Innate Psionics (8th), Talent (+1) 39 7 8th
16th +5 Ability Score Improvement 40 7 8th
17th +6 Psionic Mastery (3), Innate Psionics (9th) 45 7 9th
18th +6 Talent (+1) 48 8 9th
19th +6 Ability Score Improvement 52 8 9th
20th +6 Ascension 57 8 9th

Mana Formula: Base Mana + (Charisma Modifier x Psion Level)

Mana Per-Use Cap: ceil(Psion Level / 2). This limits the total mana you can spend on a single discipline power use (base cost + all modifiers combined).

Class Feature Descriptions

Psionics (Level 1)

You manifest psionic powers through force of will. Your spellcasting ability is Charisma, and you use the Arcane Mana system. You do not learn spells from a list — your powers come from your Psionic Discipline (subclass) and Psionic Talents.

Arcane Aegis (Level 1)

Your force of will manifests as a protective field. AC = 13 + DEX modifier while not wearing armor.

Psionic Discipline (Level 1)

Choose your Psionic Discipline at 1st level. Your Discipline grants you a passive ability, a core discipline power with stackable modifiers, and scaling features at levels 3, 6, 10, and 14. See Disciplines below.

Psionic Talent (Level 2)

Choose a psionic talent. Talents come in two categories:

Modifier Talents are universal toggles you can apply to any discipline power or talent ability when you use it. Each modifier has a mana cost that adds to the total.

Ability Talents are standalone psionic abilities (spell-like powers) that you can use independently. They also support upcast scaling and can have modifier talents applied to them.

You gain additional talents at levels 3, 5, 7, 9, 12, 15, and 18 (up to 8 total).

Modifier Talents

Talent Cost Effect
Focused 1 +1 to save DC for this use
Subtle 1 No visible manifestation — power is undetectable
Extended 1 Double duration of effects
Fortified 1 +2 to concentration checks from this power
Amplified 2 +1 damage die
Quickened 2 Use as bonus action instead of action
Widened 2 Double area or number of targets
Persistent 2 Target has disadvantage on first save against this effect

Ability Talents

Talent Cost Action Effect Upcast
Telekinetic Hands 0 Action Mage Hand (60ft, invisible)
Psionic Shield 1 Reaction +2 AC until start of next turn +1 AC per extra mana
Mind Spike 2 Action 2d8 psychic, 60ft, INT save +1d8 per extra mana
Empathic Link 1 Action Share senses with willing creature 120ft, 10 min +1 creature per extra mana
Psychic Scream 3 Action 3d6 psychic 15ft cone, WIS save, stunned 1 round +1d6 per extra mana
Thought Barrier 1 Bonus Resistance to psychic damage, 1 min +10 min per extra mana

Psionic Mastery (Level 5)

At the start of each of your turns in combat, you gain 1 free mana. This mana can only be spent on discipline power modifiers or talent modifiers (not on base costs or standalone abilities). Unused free mana is lost at end of turn. Increases to 2 at level 11 and 3 at level 17.

Mental Acuity (Level 5)

Spend 1 mana to reroll a failed ability check.

Psionic Step (Level 7)

Spend 2 mana to teleport up to 30 feet as a bonus action. Spend additional mana for +10 feet per extra mana. Subject to the per-use mana cap.

Innate Psionics (Levels 11, 13, 15, 17)

Your mental power manifests in higher-order effects. At each listed level, choose one spell of the corresponding level from the Psion curated list. You can cast it once per long rest without spending mana.

  • Level 11: Choose one 6th-level spell
  • Level 13: Choose one 7th-level spell
  • Level 15: Choose one 8th-level spell
  • Level 17: Choose one 9th-level spell

Ascension (Level 20)

Your Charisma score increases by 4 (maximum 24). On a short rest, recover mana equal to CHA modifier x 3. If you die, you can choose to become an incorporeal entity on the Border Ethereal — you retain your mental stats and psion abilities with at least 10 mana, but if all mana is exhausted or the ghost form destroyed, you die permanently.


Psionic Disciplines

Awakened Mind (Telepathy)

Telepathic specialist. Mind reader, empath, social manipulator. In Tiraas: inquisitors, intelligence operatives, diplomatic attaches.

Level Feature Description
1 Telepathic Communication Telepathically communicate with willing creatures within 30ft (60ft at L5, 120ft at L11)
1 Telepathic Intrusion Core power: 1d8 psychic + disoriented. Modifiers: Prying (1), Haunting (2), Projected (1), Overwhelming (2)
1 Mental Awareness CHA for Insight vs INT 6+ creatures. Know telepathic contact location 1hr
3 Mind Reader Telepathic Intrusion: force INT save instead of WIS. On fail: gain d4 for next roll vs target
6 Empowered Psionics +CHA mod to discipline power damage
10 All Seeing Eye Mindsight 60ft (INT 6+). CHA for Perception vs creatures
14 Full Awakening Start of turn: 2 mana for advantage on all saves and attacks until next turn

Wandering Mind (Transposition)

Spatial manipulator and teleportation specialist. Phase-walkers, boundary-crossers, ghost operatives. Gains medium armor and martial weapons.

Level Feature Description
1 Flicker Step End of turn: free teleport 5ft (10ft L5, 15ft L11, 20ft L17)
1 Phase Rift Core power: 30ft line teleport, 1d8 force. Modifiers: Long (1), Blurring (2), Ethereal (2), Disruptive (1)
1 Spatial Manipulation DEX instead of CHA for Phase Rift save DCs
3 Cunning Strikes Bonus action weapon attack after Phase Rift
6 Phase Dancer Phase Rift: auto 1 mirror image + advantage on first attack after
10 Flickering Presence Free mana persists to next turn for teleport effects
14 Planeswalker 1/day: cast Plane Shift or Teleport free

Consuming Mind (Consumption)

Psychic vampire. Drains minds, steals abilities, devours psionic energy. Outlawed in Tiraas — criminal underworld, desperate survivors.

Level Feature Description
1 Adaptive Hunter On psychic damage: steal one target proficiency (1 stored, 2 at L5, 3 at L11)
1 Mind Leech Core power: 1d6 psychic + Leech charges. Modifiers: Ravenous (1), Shredding (1), Draining (2), Parasitic (1)
1 Dark Lurker Proficiency in Stealth + Deception. Conceal psionics with Deception vs Insight
3 Ravenous Powers Reaction on psionic kill 30ft: gain Leech charges (half CR) + heal Psion level HP
6 Empowered Psionics +CHA mod to discipline power damage
10 Mind Vampire Mind Devourer triggers on any psychic damage. Leech max +half CHA mod
14 Shattered Husks Mind Leech: free Shredding modifier. Spend +2 mana for 3d4 total save reduction

Deferred Disciplines

The following Disciplines are planned but not yet implemented: - Unleashed Mind — Raw psionic destruction - Transcended Mind — Divination and precognition - Elemental Mind — Elemental manipulation (may overlap with Evoker)