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PSIONICS

USE YOUR MIND AS A WEAPON


BY THE DUNGEON COACH
Contents Order of the Hidden Hand.............................................................10
3rd Level.................................................................................10
Hidden Hands.........................................................................10
The Psion Class 5 Reflect Projectile....................................................................10
Psionics......................................................................................5 6th Level..................................................................................10
Otherworldly Power................................................................5 Telekinetic Strike...................................................................10
Multiclassing ............................................................................5 10th Level...............................................................................10
Psionic Power...........................................................................5 Transvection...........................................................................10
Attribute Focus.........................................................................5 14th Level...............................................................................10
The Psion Class Table..............................................................6 Psionic Blast............................................................................10
Class Features......................................................................................7 Order of the Medium........................................................................11
1st Level....................................................................................7 3rd Level.................................................................................11
Psionic Power...........................................................................7 Psychometry...........................................................................11
Psionic Save DC.......................................................................7 Hold the Spirits.......................................................................11
Mind Strike...............................................................................7 6th Level..................................................................................11
Telekinesis................................................................................7 Phantom Apparitions............................................................11
Telepathy..................................................................................7 10th Level...............................................................................11
Mind Sense...............................................................................7 Spiritual Protection................................................................11
2nd Level...................................................................................7 14th Level...............................................................................11
Psionic Talent...........................................................................7 Spirit Consort.........................................................................11
3rd Level...................................................................................7 Order of the Mercurial Mind..................................................... 12
Psionic Order............................................................................7 3rd Level.................................................................................12
4th Level....................................................................................8 Thought Translation.............................................................12
Ability Score Improvement.....................................................8 Bolster Thoughts....................................................................12
5th Level....................................................................................8 6th Level..................................................................................12
Keen Focus................................................................................8 Addle.......................................................................................12
7th Level....................................................................................8 10th Level...............................................................................12
Psychic Precision......................................................................8 Psychic Communion..............................................................12
11th Level.................................................................................8 14th Level...............................................................................12
Mind Shroud.............................................................................8 Achieve Consensus................................................................12
15th Level.................................................................................8 Order of the Oracle......................................................................... 13
Catharsis....................................................................................8 3rd Level.................................................................................13
18th Level.................................................................................8 Third Eye................................................................................13
True Sense................................................................................8 Psychic Foresight...................................................................13
20th Level.................................................................................8 6th Level..................................................................................13
Avatar of Thought...................................................................8 Mystiful Reading....................................................................13
10th Level...............................................................................13
Subclasses 9
Precognitive Hunch...............................................................13
Order of the Burning Terror........................................................9 14th Level...............................................................................13
3rd Level...................................................................................9 Psychic Perception.................................................................13
Pyrokinesis................................................................................9 Order of the Psychic Knight......................................................... 14
Blaze of the Black Heart...........................................................9 3rd Level.................................................................................14
6th Level....................................................................................9 Mind Empowers Matter........................................................14
Flame Prison.............................................................................9 Psychometabolism..................................................................14
10th Level.................................................................................9 6th Level..................................................................................14
Manifest Malice........................................................................9 Psionic Barrier........................................................................14
14th Level.................................................................................9 10th Level...............................................................................14
Fan the Panic............................................................................9 Psi-Boosted Body...................................................................14

2 PSIONICS | THE DUNGEON COACH


14th Level............................................................................ 14 Inertial Barrier..................................................................... 20
Undying Resolve................................................................. 14 Inertial Bubble..................................................................... 20
Order of the Void Walker..........................................................15 Telekinetic Reach................................................................ 20
3rd Level.............................................................................. 15 Transpose Momentum....................................................... 20
Phase Walk.......................................................................... 15 Order of the Medium.................................................................... 21
Phantom Form.................................................................... 15 Beyond Death...................................................................... 21
6th Level............................................................................... 15 Psychic Possession............................................................... 21
Void Step.............................................................................. 15 Undying Spirit..................................................................... 21
10th Level............................................................................ 15 Order of the Mercurial Mind.................................................. 21
Entangled Portal.................................................................. 15 Mind Tap............................................................................. 21
14th Level............................................................................ 15 Project Consciousness........................................................ 21
Displaced Existence............................................................. 15 Thought Paralysis................................................................ 21
Order of the Oracle......................................................................22
Psionic Talents 16
Awaken Potential................................................................ 22
General Talents................................................................... 16 Living Omen........................................................................ 22
Cerebral Weapons............................................................... 16 Second Sight........................................................................ 22
Cognitive Expansion........................................................... 16 Order of the Psychic Knight......................................................22
Exceptional Focus............................................................... 16 Adaptive Barrier.................................................................. 22
Extra Attack......................................................................... 16 Psi-Enhanced Cleave........................................................... 22
Feedback Castigation.......................................................... 16 Psionic Momentum............................................................ 22
Illusory Hallucinations........................................................ 16 Psychometabolic Aid........................................................... 22
Lightning Surge................................................................... 16 Order of the Void Walker.........................................................23
Lightning Vault................................................................... 16 Displacement Prison........................................................... 23
Mind Implosion................................................................... 16 Displacement Strike............................................................ 23
Mind Over Body.................................................................. 17 Transposition...................................................................... 23
Mind Pulse........................................................................... 17 Step of Recall....................................................................... 23
Psi-Enhanced Attack........................................................... 17 Strike of Several Deaths...................................................... 23
Psionic Combatant.............................................................. 17 Void Mark............................................................................ 23
Psionic Lightning................................................................ 17
Psionic Mastery................................................................... 17
Psionic Maelstrom ............................................................. 17
Psionic Spellcasting............................................................. 17
Casting Psionic Spells......................................................... 17
Spellcasting Ability.............................................................. 17
Psionic Spell (Cantrip) ....................................................... 17
Psionic Spells (1st Level).................................................... 17
Psionic Spells (2nd Level)................................................... 18
Psionic Spell (3rd Level)..................................................... 18
Psionic Spell (4th Level)..................................................... 18
Psionic Spell (5th Level)..................................................... 18
Psionic Spell (6th Level)..................................................... 18
Psionic Spell (7th Level)..................................................... 18
Psionic Spell (8th Level)..................................................... 18
Psionic Spell (9th Level)..................................................... 18
Psionic Surge....................................................................... 18
Psychic Drain....................................................................... 19
Psychic Onslaught............................................................... 19
Thirst for Power.................................................................. 19
Thought Strike.................................................................... 19
Unshackled Mind................................................................ 19
Psychic Weapon.................................................................. 19
Psychic Dagger.................................................................... 19
Psychic Scythe...................................................................... 19
Psychic Sword...................................................................... 19
Order of the Burning Terror...................................................20
Disquieting Minds............................................................... 20
Master of Flames................................................................. 20
Waking Nightmare............................................................. 20
Order of the Hidden Hand..........................................................20
Agonizing Strike................................................................. 20

PSIONICS | THE DUNGEON COACH 3


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4 PSIONICS | THE DUNGEON COACH


The Psion Class
Psionics Multiclassing
Psionics, or psychic energy, is a source of power that comes
from within the depths of conscious minds. Psionic powers Psionic Power
allow the wielder to use their mind to alter some element If you already have the Psionic Power feature and gain a level
of reality itself, be it through manipulation of other minds, in a class that also grants the feature, you gain the Psionic
twisting the rules of nature or ignoring the limits of the world Power effects granted by that class, but getting the feature
itself. Psionics are distinct in that they do not tap into magic. again doesn’t give you additional Psionic Energy dice. You gain
A psion exerts their will on reality itself through the power of additional Psionic Energy dice only when your prof. bonus
their mind or something entirely alien. Psionic powers are not increases, or you reach a class level, or gain a class feature that
considered to be magic unless they specifically grant the ability explicitly grants them to you. You can choose to expend your
to cast a spell. In these cases a psion seizes a strand of magic in Psionic Energy dice on any feature available to you from your
order to better manifest their intentions into the world. classes that use them.
Proficiencies Gained: Light Armor, Simple Weapons
Otherworldly Power DC Tip: There are no minimum ability score requirements
The existence of psychic powers, psionic abilities, and indeed for multiclassing into or out of the psion class. The standard
psions themselves is something that must be determined by procedure would be to have a minimum Intelligence of 13
those involved in the game’s world building. Whether you to be eligible, but we don’t believe in creating boundaries
make the determination that psychic energy is incredibly around how a player can create their character. For example,
rare or something anyone can tap into, it should be treated as having a 10 in Intelligence versus a 13 doesn’t change much
in how the player plays their character, it just means they’ll
being different from other forms of power.
have fewer uses of their class abilities and their rolls might be
Those who are born with psionic gifts and those who awaken lower, but that shouldn’t stop them from having fun playing
them later in life share one thing in common: perspective. that character.
Having access to psionic energy is like realizing you have an
entirely different sense. It is akin to noticing that the world
is three-dimensional when everyone you know has only ever
spoken of two. It has a transformative effect on the way you
see the world, inevitability is replaced by choice.

Attribute Focus HP
Primary Stat: Int Hit Dice: 1d6 per psion level
Secondary Stat: Dex or Wis HP at 1st Level: 6 + your Con mod
HP at Higher Levels: 1d6 + your Con mod per psion
Proficiencies level after 1st
Armor: Light armor
Weapons: Simple weapons Starting Equipment
Tools: None You start with the following equipment, in addition to the
equipment granted by your background:
Saves: Int, Wis
• two simple weapons
Skills: Choose any 2 skills that make sense for your character. • a light crossbow and 20 bolts
• (a) a scholar’s pack or (b) an explorer’s pack
• leather armor

PSIONICS | THE DUNGEON COACH 5


The Psion Class Table

Psion Level Prof. Bonus Features Psionic Talents Psionic Energy Die
1st +2 Psionic Power, Mind Sense --- 1d6
2nd +2 Psionic Talent 2 1d6
3rd +2 Psionic Order 3 1d6
4th +2 Ability Score Improvement 3 1d6
5th +3 Keen Focus, Psionic Power Improvement 4 1d8
(6 Dice)
6th +3 Order Feature 4 1d8
7th +3 Psychic Precision 5 1d8
8th +3 Ability Score Improvement 5 1d8
9th +4 Psionic Power Improvement (8 Dice) 6 1d8
10th +4 Order Feature 6 1d8
11th +4 Mind Shroud 7 1d10
12th +4 Ability Score Improvement 7 1d10
13th +5 Psionic Power Improvement (10 Dice) 8 1d10
14th +5 Order Feature 8 1d10
15th +5 Catharsis 9 1d10
16th +5 Ability Score Improvement 9 1d10
17th +6 Psionic Power Improvement (12 Dice) 10 1d12
18th +6 True Sense 10 1d12
19th +6 Ability Score Improvement 11 1d12
20th +6 Avatar of Thought 11 1d12

6 PSIONICS | THE DUNGEON COACH


Class Features Telepathy
As a Psion, you gain the following class features: You awaken the ability to mentally connect with others. You
can communicate telepathically with any creature you can see
within 30ft of you. If it understands at least one language, it
1st Level can respond to you telepathically.

Psionic Power Mind Sense


You harbor a wellspring of psionic energy within yourself. As an action, you can expend 1 Psionic Energy die and open
This energy is represented by your Psionic Energy dice, your mind to detect the presence of other creatures near you.
which are each a d6. You have a number of these dice equal to Until the end of your next turn, you know the location of any
twice your prof. bonus, and they fuel various psionic powers creature with an Intelligence of 6 or higher within 60ft of
that you have. you, even through total cover. Moreover, you can choose one
creature within range when you use the feature. You know
At certain levels in this class your Psionic Energy die size the emotional state of the chosen creature whose presence
increases: 5th level (d8), 11th level (d10), and 17th level (d12). you sense, but not their creature type or identity.
Some of your powers expend the Psionic Energy die they It’s harder to discern the emotional state of an intelligent
require, as specified in a power’s description, and you can’t creature in this way. If a creature has an Intelligence of 13 or
use a power if it requires you to use a die when your dice are higher, it can make an Int Save against your Psionic Save DC
all expended. when you use this feature. If its Intelligence is 17 or higher
You regain all your expended Psionic Energy dice when you it has ADV on the save. Failure: You are able to read its
finish a long rest. You can use a Bonus Action to regain one emotional state. Success: You only know its location.
expended Psionic Energy die, but you can’t do so again until
you finish a short or long rest.
2nd Level
Psionic Save DC
Some of your Psionic features require your target to make a Psionic Talent
save to resist the feature’s effects. Your Psionic Save DC = 8 You gain 2 psionic talents of your choice. You gain an
+ your prof. bonus + your Intelligence modifier. additional talent of your choice when you reach certain levels
in this class, as shown in the Psionic Talents Known column
of the Psionic table.
Mind Strike
You can assault the mind of an enemy creature. As an action, If a psionic talent has prerequisites, you must meet them to
you can choose one creature within 30ft of you that you can learn it. You can learn that talent at the same time that you
see. The target must make an Int Save against your Psionic meet its prerequisites. When you gain a level in this class, you
Save DC. Failure: The target takes 1d6 Psychic damage and it can choose one of the psionic talents you know and replace it
can’t take reactions until the start of your next turn. with another psionic talent that you could learn at that level.
A level prerequisite refers to your level in this class.
This damage increases by 1d6 when you reach certain levels:
5th level (2d6), 11th level (3d6), and 17th level (4d6).
3rd Level
Telekinesis
You learn to move things with your mind. You can use your Psionic Order
Bonus Action to manipulate an object weighing no more than You choose the psionic order you belong to: the Burning
10lbs within 30ft of you that you can see. You can open or Terror, the Hidden Hand, the Medium, the Mercurial Mind,
close an unlocked door or container, stow or retrieve an item the Oracle, the Psychic Knight, or the Void Walker, each
from an open container, or pour the contents out of a vial. of which is detailed at the end of the class description. Your
Additionally, you can use an action and attempt to shove one chosen order gives you features when you choose it at 3rd
creature within 30ft of you. When you do so, the target must level and additional features at 6th, 10th, and 14th level.
make a Str Save against your Psionic Save DC. Failure: The
target takes 1d6 Force damage and is pushed 5ft in a direction
of your choice.
This damage increases by 1d6 when you reach certain levels:
5th level (2d6), 11th level (3d6), and 17th level (4d6).

PSIONICS | THE DUNGEON COACH 7


4th Level 18th Level
Ability Score Improvement True Sense
When you reach 4th level, and again at 8th, 12th, 16th, and You can use Mind Sense as a Bonus Action. While you are
19th level, you can increase one ability score of your choice by able to sense the emotional state of a creature using Mind
2, or you can increase two ability scores of your choice by 1. Sense you learn its creature type and identity, you have ADV
As normal, you can’t increase an ability score above 20 using on attack rolls made against it, and it has DisADV on saves to
this feature. avoid being Charmed by you.

5th Level 20th Level


Keen Focus Avatar of Thought
You regain a number of expended Psionic Energy dice equal to Your mastery of Psionic Power allows your mind to transcend
your prof. bonus when you complete a short rest. your body. As an action, your physical form becomes infused
with psionic energy for 1 minute. For the duration, you gain
the following benefits:
7th Level • You gain resistance to Bludgeoning, Piercing, and Slashing
damage.
Psychic Precision • You gain a number of temporary HP equal to half your HP
You can augment the deadliness of your attacks. When you maximum (rounded down).
make an attack, you can use a Bonus Action to expend 1 • You can use your action to hurl a stream of psychic energy
Psionic Energy die, roll the die, and gain a bonus to one attack at a point you choose within 30ft of you. You can choose
roll and damage roll equal to the result. between one of three following effects to trigger:
• Each creature of your choice within 10ft of the point
must make a Dex Save against your Psionic Save DC.
11th Level Failure: A creature takes 2d10 Force damage and falls
Prone. Success: The creature takes half as much damage
Mind Shroud and does not fall Prone.
You learn to ward your mind against hostile forces. You gain • Each creature of your choice within 5ft of the point
the following benefits: must make a Str Save against your Psionic Save DC.
Failure: A creature takes 2d10 Force damage and is
● You gain resistance to Psychic damage. shoved 10ft in a direction of your choice. Success: The
● You are immune to being Charmed or Frightened. creature takes half as much damage and is not moved.
● Your thoughts cannot be read against your will. • Each creature of your choice within 10ft of the point
must make an Int Save against your Psionic Save DC.
Failure: A creature takes 4d10 Psychic damage. Success:
15th Level The creature takes half as much damage.
Once you use this feature, you can't do so again until you
Catharsis complete a long rest, unless you expend 5 Psionic Energy dice
Your mental fortitude is so great that you are able to shake to do so again.
off mental attacks with as much effort as blinking an eye.
Whenever you are subjected to an effect that allows you to
make an Int, Cha, or Wis Save at the end of your turn, you
may instead make the save at the start of your turn.
In addition, you can expend 1 Psionic Energy die to become
immune to the effects of Madness for 1 hour. If you are already
suffering from indefinite Madness, the effects are suspended
for the duration. Otherwise, if you are afflicted by a long or
short term Madness, you are cured of it.

8 PSIONICS | THE DUNGEON COACH


Subclasses
Order of the Burning Terror 10th Level
These psionics were never exactly close to the precepts of a
firmly established order, choosing instead to give in to their Manifest Malice
anger. Individuals gifted with Psionic Power that have that You can physically manifest your unwavering spite to rebuke
power awaken while desiring vengeance, easily slip toward creatures who harm you. Using a Bonus Action, you can
this order. You could learn to control and direct your rage, or expend 2 Psionic Energy dice and choose Fire or Psychic
instead embrace hatred until it takes you wholly into the all- damage. Whenever a creature hits you with a melee attack
consuming fires of revenge. during the next minute, it suffers damage of the chosen type
equal to your Intelligence modifier (minimum of 1).
3rd Level
14th Level
Pyrokinesis
When you choose this order, you can cast the Control Flames, Fan the Panic
Create Bonfire, and Produce Flame spells without requiring As an action, you can choose up to 6 creatures within 90ft of
verbal or somatic components. you that can see you. A target must make a Wis Save against
your Psionic Save DC. Failure: The target is Frightened of
Blaze of the Black Heart you until the end of its next turn, and you roll your Psionic
Every synapse of your physical being has experienced the heat Energy die. If you roll a 5 or higher, all Frightened targets
of rage, the anguish of suffering, and the pain of loss. When move half their speed in a random direction and take no
you finish a long rest, or as a Bonus Action by expending 1 action on that turn, other than to scream in terror.
Psionic Energy die, you can grant yourself resistance to Fire, Once you use this feature, you can’t do so again until you
Cold, or Psychic damage (your choice). When you choose a complete a long rest, unless you expend 3 Psionic Energy dice
new damage type, you lose the previous resistance granted to to use it again.
you by this feature.

6th Level
Flame Prison
You can engulf your surroundings in fire, transforming the
landscape into a fiery reflection of your mind. As an action,
you can expend 2 Psionic Energy dice to create a blast of
otherworldly fire that creates a barrier in a 15ft radius
sphere centered on you. The barrier is 1ft thick, opaque and
lasts for 1 minute. When the barrier appears, each creature
within its area must make a Wis Save against your Psionic
Save DC. Failure: The creature takes 3d8 Fire damage, and
is Frightened of you while it remains within the barrier.
Success: The creature takes half as much damage and suffers
no additional effects.
A creature takes 3d8 Fire damage when it passes through the
barrier for the first time on a turn or ends its turn in a space
overlapping the barrier’s perimeter.

PSIONICS | THE DUNGEON COACH 9


Order of the Hidden Hand 10th Level
Nothing is beyond the reach of the Hidden Hand. Taking
their psionic energy and forming it into a solid force, capable Transvection
of grasping, lifting or striking with tremendous power. The You can choose to hover up to 1ft above the ground, both
Order of the Hidden Hand are masters of telekinesis. while moving or standing still. Additionally, you can use a
Bonus Action to gain a flying speed of 40ft for 1 minute. This
3rd Level flying speed increases to 60ft when you reach 14th level.
Once you use this feature, you can’t do so again until you
finish a long rest, unless you expend 2 Psionic Energy dice to
Hidden Hands use this feature again.
You can wield a number of additional weapons equal to your
Intelligence modifier (minimum of 1) using your powerful
telekinesis. You can make weapon attacks with weapons 14th Level
wielded in this way as if you were wielding them with a hand.
When you make an attack with a weapon that requires 2
hands, it counts as 2 weapons for determining the number of Psionic Blast
weapons you can wield. As an action, you can unleash a destructive wave of mental
power in a 30ft cone in a direction of your choice. Each creature
Using a Bonus Action, you can move one or more weapons
in the area must make a Str Save against your Psionic Save
you are wielding telekinetically up to 20ft, choosing where to
DC. Failure: The target takes 10d10 Force damage, is pushed
move each weapon. You can make attacks with a telekinetically
15ft directly away from you, and is knocked Prone. Success:
wielded weapon against targets within the weapon’s reach as
The target takes half as much damage and isn't pushed or
if you were standing in the weapon’s space making the attack.
knocked Prone.
Once you use this feature, you can’t do so again until you
Reflect Projectile finish a long rest, unless you expend 5 Psionic Energy dice to
When a creature that you can see misses a target within 60ft of use this feature again.
you with a ranged weapon attack, you can use your Reaction to
expend 1 Psionic Energy die and redirect the attack to another
target of your choice within 60ft of the original target. Roll
your Psionic Energy die, add it to the result of the original
attack roll, and compare it against the AC of the new target to
determine if the attack hits.

6th Level
Telekinetic Strike
When you hit a creature with a ranged weapon attack, you
inflict extra damage based on the range between you and the
target. If the target is within 15ft of you, you deal an extra
3d4 Force damage. If the target is beyond 15ft, but within 30ft
of you, you deal an extra 2d4 Force damage. If the target is
beyond 30ft you deal an extra 1d4 Force damage. In addition,
when you hit with a ranged weapon attack you can expend
1 Psionic Energy die to force the target to make a Str Save
against your Psionic Save DC. Failure: The target is pushed
10ft in a straight line away from you or is knocked Prone
(your choice).

10 PSIONICS | THE DUNGEON COACH


Order of the Medium 14th Level
Psionics of the Order of the Medium possess a strong
connection with the spirits that have recently shed their Spirit Consort
mortal coil and transitioned to the beyond. Their supernatural You can use an action to conjure a phantom spirit from the
powers are in part due to their aberrant minds and their beyond. The spirit appears in an unoccupied space of your
powerful spirits. choice within 30ft of you that you can see. The phantom
spirit is friendly to you and your companions and obeys your
3rd Level commands. The creature uses the game statistics of a Ghost.
You determine the spirit's appearance.
The phantom shares your initiative count, but it takes its turn
Psychometry immediately after yours. It can move and use its Reaction on
Your touch grants you supernatural insights. You can use an its own, but the only action it takes on its turn is the Dodge
action to expend 1 Psionic Energy die and touch a creature or Action, unless you use a Bonus Action on your turn to
object to learn one piece of information regarding its history. command it to take another action. That action can be one
If the target is a creature (or the corpse of a creature), you in its stat block or some other action. The phantom never
may learn its region of birth (or death), its general (or last) requires your command to use its Reaction, such as when
area of residence, an affiliated group, or glimpse something of making an Opportunity Attack. If you are Incapacitated, the
importance to the creature. phantom focuses on protecting itself.
If the target is an object, you may learn of its origin, a glimpse You can only have one phantom spirit summoned at any time.
of its maker or last owner, its purpose, or a magical effect The phantom spirit manifests for 1 hour, until it is reduced to
enchanted on the object. 0 HP, or you dismiss it (no action required).
Once you use this feature, you can’t do so again until you
Hold the Spirits complete a long rest, unless you expend 4 Psionic Energy dice
You can grant creatures on the verge of death a second chance. to use it again.
When a creature within 60ft of you that you can see makes a
Death Save, you can use your Reaction to expend 1 Psionic
Energy die. Roll the die. The creature gains a bonus to their
Death Save equal to the result, potentially turning the failure
into a success.

6th Level
Phantom Apparitions
You can share your gift with another creature, allowing it to
perceive the spirits of the dead. You can use a Bonus Action to
expend 1 Psionic Energy die and choose one creature within
60ft of you that you can see. The target must make a Cha Save
against your Psionic Save DC. Failure: The target perceives
spirits of the dead surrounding it for the next minute, or until
you lose concentration (as if concentrating on a spell). For the
duration, the target can't take Reactions, and it takes Psychic
damage equal to one roll of your Psionic Energy die at the
start of each of its turns.
The target can repeat the save at the end of each of its turns,
ending the effect on itself on a success.

10th Level
Spiritual Protection
Your connection with spirits warns you about potential
danger. Whenever you make a save, you can expend 2 Psionic
Energy dice to gain ADV on the roll. You can use this feature
only once per round.

PSIONICS | THE DUNGEON COACH 11


Order of the Mercurial Mind 10th Level
The enhanced perspective granted by a psionic awakening
grants some psions the ability to read and manipulate thought. Psychic Communion
Those who choose the Order of the Mercurial Mind are As an action, you can expend 3 Psionic Energy dice to connect
natural diplomats, seeing through devious machinations as your mind with a number of willing creatures within 60ft
though they were the fibs of a giggling toddler. of you that have an Intelligence score of 6 or higher. The
maximum number of creatures you can connect to is equal
3rd Level to your Intelligence score. Each connected creature can
communicate telepathically to any other creature connected
in this way. Connected creatures don’t need to speak the same
Thought Translation language, but they must be able to speak at least one language
You gain the ability to interpret the thoughts that form to communicate in this way.
spoken words. If you are within 60ft of a creature who is Using a Bonus Action, a connected creature can choose one
speaking a language, you can expend 1 Psionic Energy die to other connected creature and draw upon its
understand them for the next hour, even if you cannot speak experiences to gain proficiency with
the same language. In addition, you gain a bonus to Insight a skill or tool the target creature
and Persuasion Checks equal to your Intelligence modifier has proficiency in.
toward any creatures within 60ft.
If a creature uses this connection
to gain proficiency in a skill or
Bolster Thoughts tool from a second creature,
You have learned to read the intentions of your allies and the proficiency they gained
can help them when needed. When an ally within 60ft of from the first creature
you that you can see makes a save or ability check that uses immediately ends.
Intelligence, Wisdom, or Charisma, you can use a Reaction
The connection ends for a
to expend 1 Psionic Energy die and grant them a bonus to
creature if it ends its turn more
the save or ability check equal to your Intelligence modifier
than 120ft from you, after 1
(minimum of 1). You can wait until after the creature rolls the
hour has passed, or you lose
d20 before deciding to use this feature, but you must decide
concentration (as if concentrating
before the DM says whether the roll succeeds or fails.
on a spell). Any proficiency
gained in this way ends when the
6th Level connection ends.

Addle 14th Level


As an action, you can expend 2 Psionic Energy dice to force
a target creature within 60ft of you that you can see to make
an Int Save against your Psionic Save DC. Failure: The
Achieve Consensus
You have learned to share deeper insights with those
target takes 2d6 + your Int mod Psychic damage and becomes
connected to your mind. While connected using your
Addled for 1 minute. Success: The creature takes half as much
Psychic Communion feature, you may choose up to 6
damage and suffers no additional effects. An Addled target
connected creatures (including you) that can now share access
must roll a d10 at the start of each of its turns to determine its
to features available from one or more of the other connected
behavior for that turn, as shown on the Addled table below. It
creatures, such as Spellcasting, Pact Magic, Wild Shape,
can repeat the save at the end of each of its turns, ending the
Channel Divinity, and other class features. You can only use
effect on a success.
another creature’s feature if they allow you to do so willingly.
You deal additional damage with this feature when you reach
When you use a feature granted by another connected creature,
11th level (3d6), and again at 17th level (4d6).
you do so as if you were a creature of the same class and level,
and met all prerequisites to use the feature. Whenever you use
d10 Behavior another creature’s feature in this way, that creature expends
1 The creature uses all its movement to move in a random the resource as if it had used the feature instead.
direction. To determine the direction, roll a d8 and
When the connection ends, each creature that used a feature
assign a direction to each die face. The creature doesn’t
take an action this turn. granted by another connected creature gains one level
of Exhaustion.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack
against a randomly determined creature within its
reach. If there is no creature within its reach, the
creature does nothing this turn.
9-10 The creature can act and move normally.

12 PSIONICS | THE DUNGEON COACH


Order of the Oracle 14th Level
The Oraci are legendary seers, capable of peering into the
mind, perceiving the unseen, and even glimpsing the future. Psychic Perception
Many travel far and wide to have their fortunes told, seek You can perceive the true nature of reality. As a Bonus Action,
assistance in uncovering a hidden truth, or searching for a you can gain Truesight out to a range of 60ft for 1 minute. For
clue to the whereabouts of an important person. the duration, you are immune to the Blinded condition, and
have ADV on initiative rolls and Dex Saves.
3rd Level Once you use this feature, you can’t do so again until you
complete a long rest, unless you expend 4 Psionic Energy dice
to use it again.
Third Eye
You can tap into your third eye and gain extrasensory awareness
of all that is around you. You gain a bonus to Perception and
Insight Checks equal to your Intelligence modifier.
Additionally, you can use a Bonus Action to expend 1 Psionic
Energy die and gain Darkvision out to a distance of 60ft for 1
minute. If you already have Darkvision, its distance increases
by 30ft for the duration.

Psychic Foresight
You gain an omen number, which is a 10. You can use your
action to foretell the next move of a creature that you can see,
causing it to use your omen number in place of the number it
rolls on its next d20 roll. The actual number rolled on the d20
roll becomes your new omen number. When you finish a long
rest your omen number resets to 10.

6th Level
Mystiful Reading
You can attune your gaze to perceive the aura surrounding
a creature. Using a Bonus Action, you can expend 1
Psionic Energy dice to study a creature within 60ft of
you that you can see. You learn 1 aspect about the
creature of your choice: creature type, AC, senses,
highest save modifier, lowest save modifier, damage
vulnerabilities, damage resistances, damage immunities,
or condition immunities.

10th Level
Precognitive Hunch
Using a Bonus Action, you can expend 1
Psionic Energy die to open yourself
and receive momentary insights
that improve your odds of success.
For 1 minute, whenever you make
an attack roll, save, or ability
check, you can roll a d4 and
add it to the total.

PSIONICS | THE DUNGEON COACH 13


Order of the Psychic Knight 14th Level
Psychic knights are noble defenders of esteemed strength and
martial prowess. They live to serve their people and protect Undying Resolve
them from the enemies that wish to destroy them. A psychic You have fortified your body and mind to develop an undying
knight's faith is as unquestionable as their bravery. They are will. You can draw on your reserves of psionic energy to
known for seeking the most menacing foes on the battlefield survive beyond death. At the end of your turn while at 0
and engaging them with great haste. They seek the honor HP, you can expend 1 Psionic Energy die, roll the die, and
of victorious battle, and to be elevated in the eyes of their immediately regain a number of HP equal to the result of the
people. They use their psionic power to augment their martial roll plus your Psion level.
capabilities in melee combat.
Once you use this feature, you can’t do so again until you
complete a short or long rest.
3rd Level
Mind Empowers Matter
Your HP maximum increases by 3. Thereafter, your HP
maximum increases by 1 whenever you gain a level in this
class. Additionally, when you aren’t wearing armor, your AC
equals 10 + your Dex mod + your Int mod.

Psychometabolism
You can use a Bonus Action to expend 1 or more Psionic
Energy dice, roll the dice, and regain a number of HP equal to
the result of the rolls. The maximum number of dice you can
expend is equal to half your prof. bonus.

6th Level
Psionic Barrier
Your Psionic Power grants you extraordinary fortitude.
Using a Bonus Action, you can spend 1 Psionic Energy die
to gain a number of temporary HP equal to your prof. bonus,
and again at the start of each of your turns (these temporary
HP do not stack). This effect lasts for 1 minute, and ends early
if you lose concentration (as if concentrating on a spell), drop
to 0 HP, or fall Unconscious.

10th Level
Psi-Boosted Body
When you make a Strength, Dexterity or Constitution
check or save, you can expend and roll 1 Psionic Energy
die and add the number rolled to the result. You can
wait until after you roll the d20 before deciding to
use this feature, but you must decide before the DM
says whether the roll succeeds or fails.
Moreover, when you are hit by an attack, you can expend 1
Psionic Energy die and gain a bonus to your AC equal to your
prof. bonus until the start of your next turn, including against
the triggering attack.

14 PSIONICS | THE DUNGEON COACH


Order of the Void Walker 14th Level
Void Walkers traverse the veil between planes of existence.
Whether by choice or accident, they can enter the void Displaced Existence
between dimensions, outside of the known realms. Void You gain the ability to move a creature to a reality outside
walkers use this power to seemingly teleport across the the known realms. As an action, you can touch a creature and
planes, but in actuality enter the void before reappearing in force it to make a Cha Save against your Psionic Save DC.
a nearby location on the realm they recently left. They can Failure: The target is temporarily shunted out of existence.
use their mastery of void walking to straddle the veil between The effect lasts for 1 minute or until you lose concentration
realms. This grants them the ability to be simultaneously in (as if concentrating on a spell).
both realms, and neither, allowing them to mitigate or avoid
damage by phasing their bodies. While there, a creature becomes Petrified and heavily
obscured. Divination spells can't locate or perceive the target.
The target remains there until the effect ends, at which point
3rd Level the target reappears in the space it left or in the nearest
unoccupied space if that space is occupied.
Phase Walk Once you use this feature, you can't do so again until you
You can blur the lines between realms and realities. As an complete a long rest, unless you expend 4 Psionic Energy dice
action, you can expend 1 Psionic Energy die to become to use it again.
invisible and incorporeal for 1 minute. For the duration,
you can move through objects and creatures as if they were
difficult terrain.
You suffer 1d10 Force damage if you end your turn inside an
object. If the effect ends while you are inside an object, you are
shunted to the nearest unoccupied space, taking 1d10 Force
damage for every 5ft you are moved.

Phantom Form
When you are hit by an attack, you can use your Reaction to
expend 1 or more Psionic Energy dice and cause the attack
to phase through you. Roll the dice, you reduce the damage
taken by an amount equal to the result of the roll. The
maximum number of dice you can expend is equal to half your
prof. bonus.

6th Level
Void Step
You can use a Bonus Action to expend 1 Psionic Energy die
and teleport to an unoccupied space within 30ft of you that
you can see.
The distance increases to 60ft when you reach 14th level.

10th Level
Entangled Portal
You can use your Reaction on your turn to teleport back to the
unoccupied space from which you came by using Void Step.

PSIONICS | THE DUNGEON COACH 15


Psionic Talents
General Talents Illusory Hallucinations
Prerequisite: 11th level
Cerebral Weapons As an action, you can expend 1 or more Psionic Energy dice
Prerequisite: 3rd level to create a number of illusory creatures per Psionic Energy
die expended. Each illusory creature appears in an unoccupied
When you make an attack with a weapon, you can use your space of your choice within 60ft of you that you can see.
Intelligence modifier, instead of Strength or Dexterity, for the You choose the appearance of each illusory creature, but it
attack and damage rolls. must appear as a medium or smaller creature that you have
seen and heard.
Cognitive Expansion You can use a Bonus Action on each of your turns to cause
one or more of the illusory creatures to make a sound or move
Prerequisite: 11th level up to 30ft in a direction of your choice, or both. When you
You learn to form a bridge between minds and magic items. do so, you can make the illusory creature perform gestures
As an action, you can expend 3 Psionic Energy dice to increase as if it were real, such as moving its limbs as if it were
the maximum number of items you or a willing creature walking, running, climbing, or swimming. You can cause it
within 5ft of you can attune to for the next 24 hours. Each to reproduce the sound of the creature whose appearance it
creature can attune to only one additional item in this way. has been given, such as a lion’s roar, a squirrel’s squeak, or its
Once the 24 hours have passed, the creature loses attunement voice (in a language that you know).
with one attuned item (their choice). Physical interaction with an illusory creature reveals it to be
DC Tip: If you don't personally use limited attunement slots, then an illusion, because things can pass through it. A creature that
you can have this feature help to unlock items’ hidden potential to uses its action to examine an illusory creature can determine
the user. You can spend psionic energy to help allies or yourself that it is an illusion with a successful Investigation Check
understand items (similar to Identify, but only clues, or be able to against your Psionic Save DC. If a creature discerns the
add the psionic die for any type of check that needs to be made). illusion for what it is, the creature can see through the illusory
creature, and any noise it makes sounds hollow to the creature.

Exceptional Focus The illusory creatures remain for a number of minutes equal
to your Intelligence modifier, and disappear early if you fall
Prerequisite: 13th Level Unconscious, die, or choose to end it (no action required).
When you roll a d20, you can expend 2 Psionic Energy dice to
resolve the roll as if you had rolled a 15. You must choose to
do so before rolling the d20.
Lightning Surge
Prerequisite: 9th level, Psionic Lightning Talent

Extra Attack The length of the line from your Psionic Lightning talent
increases to 60ft. Moreover, you can expend 1 additional
Prerequisite: 5th level Psionic Energy die to increase the damage by an amount equal
You can attack twice, instead of once, whenever you take the to your psion level.
Attack Action on your turn.
Lightning Vault
Feedback Castigation Prerequisite: 9th level, Psionic Lightning Talent
Prerequisite: 5th level When you use your Psionic Lightning talent you can use
When a creature within 30ft of you that you can see attempts a Bonus Action to expend 1 additional Psionic Energy die
to hit you with an attack, you can use your Reaction to expend and immediately teleport to an unoccupied space touched
1 Psionic Energy die and force the creature to make an Int by the line.
Save against your Psionic Save DC. Failure: The attacking
creature suffers Psychic damage equal to the result of the roll
plus your Intelligence modifier.
Mind Implosion
Prerequisite: 11th level, Thought Strike Talent
When a creature fails its save against your Thought Strike
talent, you can expend 1 additional Psionic Energy die to cause
it to become Stunned until the start of your next turn.

16 PSIONICS | THE DUNGEON COACH


Mind Over Body Psionic Maelstrom
You can ignore the effects of extreme heat or cold, hold your Prerequisite: 15th level
breath twice as long as normal, and can go twice as long You can become a conduit of power by channeling raw
without eating or sleeping before suffering Exhaustion. psionic energy throughout your body. As an action, you can
expend 4 Psionic Energy dice to emit an aura of lightning for
Mind Pulse 1 minute. The aura extends 10ft from you in every direction,
but not through total cover. Each creature of your choice that
Prerequisite: 17th level enters your aura for the first time on a turn or starts its turn
You can assault the minds of nearby creatures with your within your aura, takes Lightning damage equal to half your
powerful psionic energies. As an action, you can expend 4 Psion level.
Psionic Energy dice to emit a blast wave of psychic energy in a The effect ends early if you lose concentration (as if
10ft radius centered on yourself. Each creature of your choice concentrating on a spell), fall Unconscious, or die.
within range must make an Int Save against your Psionic
Save DC. Failure: The creature is Stunned until the start of
your next turn. Psionic Spellcasting
You have an innate ability to manipulate the fabric of reality
Psi-Enhanced Attack using your powerful mind. You can choose one of the Psionic
Spell options listed below.
When you hit a target with an attack, you can expend 1
Psionic Energy die, roll the die, and replace one of the attack’s
damage dice with the number rolled. Casting Psionic Spells
When you cast a psionic spell using the Psionic Spellcasting
talent, it requires no verbal or somatic components, and it
Psionic Combatant requires no material components unless they are consumed
by the spell.
Prerequisite: 3rd level
You train to blend together psionic powers and martial
expertise. You gain proficiency with medium armor, shields Spellcasting Ability
and martial weapons. Intelligence is your spellcasting ability for your psionic spells,
since the power of your magic relies on your ability to project
your intellect into the world. You use your Intelligence
Psionic Lightning whenever a spell refers to your spellcasting ability. In addition,
you use your Intelligence modifier when setting the Spell Save
Prerequisite: 3rd level
DC for a psionic spell you cast and when making an attack
As an action, you expend and roll a Psionic Energy die to cause roll with one.
a streak of lightning that forms a 30ft long and 5ft wide line to
Spell Save DC: 8 + your prof. bonus + your Int mod
burst out from you in a direction of your choice. Each creature
in the line must make a Dex Save against your Psionic Save Spell attack modifier: your prof. bonus + your Int mod
DC. Failure: The creature takes Lightning damage equal to
the result of the roll plus your Intelligence modifier (minimum
of 1). Success: The creature takes half as much damage.
Psionic Spell (Cantrip)
Choose two Cantrips: Mending, Minor Illusion, Prestidigitation,
Ray of Frost, Shocking Grasp, Thaumaturgy, Vicious Mockery.
Psionic Mastery
You can choose this Psionic Spell option multiple times,
Prerequisite: 9th level choosing different spells each time.
Whenever you roll a Psionic Energy die and roll a 1 or 2, you
don’t expend the die.
Psionic Spells (1st Level)
Choose two 1st-level spells: Burning Hands, Charm Person,
Command, Detect Magic, Faerie Fire, Feather Fall, Floating Disk,
Fog Cloud, Mage Armor, Magic Missile, Sanctuary, Shield, Silent
Image, Sleep, Thunderwave.
You can choose this Psionic Spell option multiple times,
choosing different spells each time. You expend 1 Psionic
Energy die to cast one of your chosen psionic spells of 1st level.

PSIONICS | THE DUNGEON COACH 17


Psionic Spells (2nd Level) Psionic Spell (6th Level)
Prerequisite: 3rd Level, Psionic Spellcasting Talent: Psionic Prerequisite: 11th Level, Psionic Spellcasting Talent: Psionic
Spell (1st Level) Spell (5th Level)
Choose two 2nd-level spells: Augury, Blur, Calm Emotions, Choose two 6th-level spells: Chain Lightning, Contingency,
Darkness, Detect Thoughts, Enthrall, Gust of Wind, Hold Person, Disintegrate, Find the Path, Forbiddance, Freezing Sphere, Globe
Invisibility, Levitate, Mirror Image, Misty Step, See Invisibility, of Invulnerability, Irresistible Dance, Mass Suggestion, Move Earth,
Shatter, Suggestion. Programmed Illusion, True Seeing.
You can choose this Psionic Spell option multiple times, You can choose this Psionic Spell option multiple times,
choosing different spells each time. You expend 2 Psionic choosing different spells each time. You expend 4 Psionic
Energy dice to cast one of your chosen psionic spells Energy dice to cast one of your chosen psionic spells
of 2nd level. of 6th level.

Psionic Spell (3rd Level) Psionic Spell (7th Level)


Prerequisite: 5th Level, Psionic Spellcasting Talent: Psionic Prerequisite: 13th Level, Psionic Spellcasting Talent: Psionic
Spell (2nd Level) Spell (6th Level)
Choose two 3rd-level spells: Blink, Call Lightning, Clairvoyance, Choose two 7th-level spells: Etherealness, Forcecage, Mirage Arcane,
Dispel Magic, Fear, Fly, Hypnotic Pattern, Lightning Bolt, Plane Shift, Project Image, Reverse Gravity, Sequester, Teleport.
Major Image, Nondetection, Sending, Sleet Storm, Speak with You can choose this Psionic Spell option multiple times,
Dead, Tongues. choosing different spells each time. You expend 4 Psionic
You can choose this Psionic Spell option multiple times, Energy dice to cast one of your chosen psionic spells
choosing different spells each time. You expend 2 Psionic of 7th level.
Energy dice to cast one of your chosen psionic spells
of 3rd level.
Psionic Spell (8th Level)
Prerequisite: 15th Level, Psionic Spellcasting Talent: Psionic
Psionic Spell (4th Level) Spell (7th Level)
Prerequisite: 7th Level, Psionic Spellcasting Talent: Psionic Choose two 8th-level spells: Antimagic Field, Control Weather,
Spell (3rd Level) Demiplane, Dominate Monster, Earthquake, Feeblemind, Glibness,
Choose two 4th-level spells: Arcane Eye, Banishment, Black Mind Blank, Power Word Stun.
Tentacles, Compulsion, Confusion, Control Water, Dimension You can choose this Psionic Spell option multiple times,
Door, Dominate Beast, Greater Invisibility, Hallucinatory Terrain, choosing different spells each time. You expend 5 Psionic
Phantasmal Killer. Energy dice to cast one of your chosen psionic spells
You can choose this Psionic Spell option multiple times, of 8th level.
choosing different spells each time. You expend 3 Psionic
Energy dice to cast one of your chosen psionic spells
of 4th level. Psionic Spell (9th Level)
Prerequisite: 17th Level, Psionic Spellcasting Talent: Psionic
Spell (8th Level)
Psionic Spell (5th Level)
Choose two 9th-level spells: Astral Projection, Foresight, Gate,
Prerequisite: 9th Level, Psionic Spellcasting Talent: Psionic Storm of Vengeance, Time Stop, Weird.
Spell (4th Level)
You can choose this Psionic Spell option multiple times,
Choose two 5th-level spells: Arcane Hand, Awaken, Cone of Cold, choosing different spells each time. You expend 6 Psionic
Contact Other Plane, Dominate Person, Dream, Flame Strike, Energy dice to cast one of your chosen psionic spells
Geas, Hold Monster, Legend Lore, Mislead, Modify Memory, of 9th level.
Planar Binding, Scrying, Seeming, Telekinesis, Telepathic Bond,
Wall of Force.
You can choose this Psionic Spell option multiple times, Psionic Surge
choosing different spells each time. You expend 3 Psionic Prerequisite: 7th level
Energy dice to cast one of your chosen psionic spells
You can exceed your normal mental limits to batter down an
of 5th level.
opponent's defenses. Using a Bonus Action, you can expend 1
Psionic Energy die to gain ADV on an attack roll, or expend
2 Psionic Energy dice to impose DisADV on a target's save
against a psionic feature or talent you use.

18 PSIONICS | THE DUNGEON COACH


Psychic Drain Psychic Weapon
Prerequisite: 7th level You've gained mastery with a psychic weapon of your choice
You can siphon residual mental energies from an intelligent from the list below. Whenever you make an attack, you can
creature you attack. Whenever you reduce a creature to 0 manifest a psychic weapon from your free hand and make the
HP or land a critical hit against one, you regain 1 expended attack with it. The blade vanishes immediately after it hits
Psionic Energy die. or misses its target, and it leaves no mark on its target if it
deals damage.
The creature must have an Intelligence of 6 or higher for you to
benefit from this feature. If the creature has an Intelligence of You can use either your Strength or Dexterity modifier for
17 or higher, then you regain 1 additional Psionic Energy die. both the attack and damage rolls made with a Psychic Weapon.
Anything that would require Finesse (like the Rogue Sneak
Attack feature) works with a Psychic Weapon.
Psychic Onslaught You can choose this psionic talent multiple times, choosing a
Prerequisite: 15th level different option each time.
As an action you can expend 3 Psionic Energy dice to charge
forward up to 120ft in a straight line. Each creature in your Psychic Dagger
path must make a Dex Save against your Psionic Save DC. This psychic weapon is a simple melee weapon with the
Failure: The creature takes 10d10 Force damage. Success: Light property. On a hit, it deals 1d4 + the ability mod
The creature takes half as much damage.Resilient Mind Psychic damage.
You gain a deeper understanding of how psionic energy In addition, if you attack with your Psychic Dagger as part
can augment the mind and body, allowing you to alter your of the Attack Action on your turn, you can use a Bonus
defenses to better deal with threats. When you complete a Action immediately after to make a melee attack with it. The
short or long rest, you can replace your proficiency in Wis Psychic Dagger doesn't vanish until you hit or miss with the
Saves. To do so, choose Strength, Dexterity, Constitution, bonus attack.
or Charisma. You gain proficiency in saves using that ability,
instead of Wisdom. This change lasts until you finish your
next short or long rest, resetting your save proficiency back to
Psychic Scythe
This psychic weapon is a simple melee weapon with the
Wisdom unless you choose otherwise.
Two-Handed property. On a hit, it deals 2d6 + ability mod
Psychic damage.
Thirst for Power In addition, if you score a critical hit you deal an extra 1d6
Prerequisite: 3rd level damage. Instead of dealing damage you can instead choose to
cut the silvery cord that tethers the target to its material body
Using a Bonus Action, you can expend 1 Hit Die to regain 1 (if in the Astral Plane).
expended Psionic Energy die. You do not regain HP when you
expend a Hit Die in this way.
Psychic Sword
This psychic weapon is a simple melee weapon. On a hit, it
Thought Strike deals 1d8 + ability mod Psychic damage. In addition, while you
Prerequisite: 5th level are wielding the weapon with two hands it grants you a +2
bonus to your AC and doesn’t vanish after making an attack.
As an action, you can expend 1 or more Psionic Energy dice
to assault the mind of another creature within 15ft of you that
you can see. The maximum number of dice you can expend
is equal to your prof. bonus. Roll the dice, the creature must
make an Int Save against your Psionic Save DC. Failure:
The creature suffers Psychic damage equal to the result of the
rolls plus your Intelligence modifier and becomes unable to
speak or hold concentration until the end of its next turn.

Unshackled Mind
Prerequisite: 7th Level
When you make an Int, Wis, or Cha Save, you can expend
up to 2 Psionic Energy dice and add the result of the rolls
to your save.

PSIONICS | THE DUNGEON COACH 19


Order of the Burning Terror Order of the Hidden Hand
Disquieting Minds Agonizing Strike
Prerequisite: 3rd Level Prerequisite: 9th level
As an action, you can expend 1 Psionic Energy die to force a When you hit a creature with Telekinetic Strike, you can
creature within 30ft of you that you can see to make a Wis expend 1 additional Psionic Energy die and force it to make a
Save against your Psionic Save DC. Failure: The creature Str Save against your Psionic Save DC. Failure: The target
becomes Frightened of you for 1 minute. The Frightened is knocked back 10ft, falls Prone, and suffers DisADV on
creature can repeat this save at the end of each of its turns, Strength and Dexterity Checks until the start of your next turn.
ending the effect on itself on a success.

Inertial Barrier
Master of Flames Prerequisite: 7th level
Prerequisite: 15th Level You are able to form a protective shell of telekinetic force
Your mastery of fire allows you to give it a life of its own. As an around yourself. When another creature hits you with an
action, you can expend 4 Psionic Energy dice to conjure a fire attack, you can use your Reaction to expend 1 Psionic Energy
elemental in an unoccupied space within 10ft of you that you die, roll the die, and add the result to your AC for that attack,
can see. The creature appears in the space in a burst of flames, potentially causing the attack to miss you.
and disappears when it drops to 0 HP or 1 minute has passed.
The elemental shares your initiative count, but it takes its turn
immediately after yours. It can move and use its Reaction on
Inertial Bubble
its own, but the only action it takes on its turn is the Dodge Prerequisite: 13th level
Action, unless you use a Bonus Action on your turn to You can wrap a hostile creature in a telekinetic bubble that
command it to take another action. That action can be one is void of any momentum. When a creature within 10ft of
in its stat block or some other action. If you are Incapacitated, you that you can see targets you with a melee attack, you can
the elemental focuses on protecting you and itself, and never use a Reaction to expend 3 Psionic Energy dice and force
requires your command to use its Reaction, such as when the creature to make a Str Save against your Psionic Save
making an Opportunity Attack. DC. Failure: The target becomes Paralyzed until the start of
You can only have 1 elemental conjured in this way at time. its next turn.
The elemental remains for 1 hour, until it is reduced to 0 HP,
or you dismiss it (no action required), after which it disappears.
Telekinetic Reach
Prerequisite: 3rd Level
Waking Nightmare You gain proficiency with all weapons that have the Ranged
Prerequisite: 7th Level and Thrown properties. Additionally, attacking at long range
You gain the power to manifest fears hidden deep in the doesn't impose DisADV on your ranged weapon attack rolls.
subconscious of your foes. As an action, you can expend 2
Psionic Energy dice to create an illusory phantom of a target’s
innermost fears within an unoccupied space within 30ft of
Transpose Momentum
the target for 1 minute. The target must make a Wis Save Prerequisite: 3rd Level
against your Psionic Save DC. Failure: The target becomes If you haven’t moved during your turn, you can use a Bonus
Frightened of the illusion until it disappears. Action to expend 1 Psionic Energy die and choose one friendly
The illusion moves with the target, always staying the same creature within 60ft of you. The target gains an additional
distance away from it and the target is always aware of its action on its next turn that can only be used to take the Dash
presence. Creatures other than the target see the illusion as or Disengage Action.
faint and translucent, but the target sees the illusion as realistic
and cannot discern it as an illusion by sight alone.
The target can repeat the save at the end of each of its turns.
The illusion ends early if you lose your concentration (as if
concentrating on a spell) or the creature succeeds on the save.

20 PSIONICS | THE DUNGEON COACH


Order of the Medium Order of the Mercurial Mind
Beyond Death Mind Tap
Prerequisite: 9th level Prerequisite: 13th level
When you are reduced to 0 HP, you can call out to a spirit of As an action, you can expend 3 Psionic Energy dice and
the dead, allowing it to possess your body for 1 minute. For attempt to befuddle a creature, temporarily blocking out a
the duration, you remain conscious, don’t make Death Saves, portion of its memory. The creature must make a Wis Save
and gain a number of temporary HP equal to twice your level. against your Psionic Save DC. Failure: The creature forgets
The possession lasts until your temporary HP is reduced to 0, a named action that you have seen it take (such as the Slam or
you regain at least 1 HP, or the spirit is turned or forced out Bite Actions) within the last 24 hours, or a specific spell of 5th-
by an effect like the Dispel Evil and Good spell. If the spirit is level or lower that you have seen it cast during that time. The
forced to make a save, you make the save in its place. creature does not have the ability to take the named action or
cast the specific spell for the next minute. You cannot cause it
Once you use this feature, you can’t do so again until you to forget the Attack, Cast a Spell, Dash, Disengage, Dodge, or
finish a long rest, unless you expend 4 Psionic Energy dice to Hide Actions or the Legendary Resistance trait in this way.
use this feature again.
The creature can repeat the save again at the end of each of
their turns, ending the effect on a success.
Psychic Possession
Prerequisite: 11th Level Project Consciousness
You can project your own consciousness into another creature Prerequisite: 9th Level
and control its body for a short time. You can expend 3 Psionic
Energy dice and choose 1 creature within 30ft of you that You can expend 1 or more Psionic Energy die to enter a
you can see. The target must make an Int Save against your special meditation for up to 8 hours, which can coincide with
Psionic Save DC. Failure: The target becomes possessed by a short or long rest. You fall Unconscious and project a ghostly
you until the end of its next turn. image of yourself while you are meditating. Your projected
self is incorporeal, invisible, cannot take any actions beside
While possessed by you, you choose where the creature will moving, and can travel up to 1 mile away for each Psionic
move and what actions it will take on its turn (if any). You can Energy die spent. You can see through its eyes and hear what
see and hear through the creature's senses, are blind and deaf it hears for the duration. The effect ends early and you awaken
to your own senses, your speed becomes 0, and you can’t take if you suffer damage or choose to end it (no action required).
actions or reactions. The maximum number of dice you can expend is equal to your
prof. bonus.
Undying Spirit
Prerequisite: 13th Level Thought Paralysis
Whenever you suffer a critical hit or take more than twice Prerequisite: 5th Level
your level in damage, you may use your Reaction to expend When a hostile creature that you can see moves in or out of
and roll a number of Psionic Energy dice up to your prof. your reach, you can use your Reaction to expend 1 Psionic
bonus (minimum of 1) and reduce the damage by the total Energy die and force the creature to make a Str Save against
amount rolled. your Psionic Save DC. Failure: The target’s speed is reduced
to 0 until the start of its next turn.

PSIONICS | THE DUNGEON COACH 21


Order of the Oracle Psi-Enhanced Cleave
Prerequisite: 5th Level
Awaken Potential You can use an action to expend 2 Psionic Energy dice and
Prerequisite: 3rd Level make a melee weapon attack against each creature of your
choice within 5ft of you, making a separate attack roll against
You can expend 1 Psionic Energy die and guide another each creature.
creature through meditation to unlock their full potential. To
do so, you and one other creature within 5ft of you must remain
still, without moving or taking any action and concentrate (as Psionic Momentum
if concentrating on a spell) for 1 minute. If both you and the
Prerequisite: 7th Level
target remain still and concentrate for the full duration, the
target may then add double their prof. bonus to ability checks Your base movement speed increases by 10ft, and you can take
with one skill or one tool they are already proficient in (their the Dash Action as a Bonus Action.
choice), instead of their normal prof. bonus. A creature can
only benefit from one instance of this effect at a time and it
lasts until the creature finishes a short or long rest. Psychometabolic Aid
Prerequisite: 3rd Level
Living Omen You can use your psionic abilities to speed up the natural
recovery in others. Using a Bonus Action, you can touch a
Prerequisite: 9th Level creature that has 0 HP and stabilize it. Moreover, you can
You can use Psychic Foresight as a Bonus Action, provided touch another creature when you use Psychometabolism,
you choose yourself as the target. restoring their HP instead of your own.

Second Sight
Prerequisite: 7th Level
When you or another creature within 60ft of you that you
can see makes an attack roll or ability check, you can use a
Reaction to expend and roll 1 Psionic Energy die. You can add
or subtract the result of the roll to the attack roll or ability
check. You can wait until after the target rolls the d20 before
deciding to use this talent, but you must decide before the DM
says whether the roll succeeds or fails.

Order of the Psychic Knight


Adaptive Barrier
Prerequisite: 9th Level
Your Psionic Barrier has adapted to the harsh effects of
extreme elements granting you additional fortitude. When
you take Acid, Cold, Fire, Lightning, or Thunder damage
while you have temporary HP granted by Psionic Barrier, you
can use your Reaction to expend 1 Psionic Energy die and gain
resistance against the triggering damage type until the start of
your next turn.

22 PSIONICS | THE DUNGEON COACH


Order of the Void Walker Strike of Several Deaths
Prerequisite: 13th Level
Displacement Prison You have become a master at hunting your foes from
Prerequisite: 17th Level seemingly everywhere at once.
As an action, you can expend 4 Psionic Energy dice to create As an action, you can expend up to 3 Psionic Energy dice to
a 10ft diameter sphere within 10ft of yourself on a point that perform a series of teleports, making melee weapon attacks
you can see. Each creature other than yourself enveloped by against a number of creatures of your choice within 30ft of
the sphere must make a Cha Save against your Psionic Save you that you can see. The number of creatures is equal to the
DC. Failure: The creature is temporarily imprisoned into number of dice expended.
a demiplane of your creation. Each creature can willingly
fail the save.
Void Mark
While there, a creature becomes Petrified and heavily
Prerequisite: 7th Level
obscured. Divination spells can’t locate or perceive the target.
The target remains there until the effect ends, at which point You gain the ability to hunt your foes even when they escape
the target reappears in the space it left or in the nearest your blade. When you hit a creature with an Opportunity
unoccupied space if that space is occupied. Attack, you can immediately use Void Step as part of the
same Reaction.
The effect lasts for 1 minute or until you lose concentration
(as if concentrating on a spell).

Displacement Strike
Prerequisite: 3rd Level
When you hit a target with a weapon attack, you can teleport
the target to another location. The target must make a Cha
Save against your Psionic Save DC. Failure: The target is
teleported 10ft in a direction of your choice.
Once you use this talent, you can’t do so again until you finish
a long rest, unless you expend 2 Psionic Energy dice to use this
talent again.

Transposition
Prerequisite: 7th Level
If you haven’t moved yet on your turn, you can use a Bonus
Action to expend 2 Psionic Energy dice and choose an allied
creature within 60ft of you that you can see. You and the
target creature teleport, swapping places, and your speed is
reduced to 0 until the start of your next. This ability fails, and
the Psionic Energy dice remain spent if either of you can’t fit
in the destination space.

Step of Recall
Prerequisite: 5th Level
When you are hit by an attack, you can expend 2 Psionic
Energy dice and use your Reaction to gain a +4 bonus to your
AC against that attack, potentially causing it to miss. You then
teleport up to 10ft to an unoccupied space that you can see.

PSIONICS | THE DUNGEON COACH 23


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24 PSIONICS | THE DUNGEON COACH

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