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Psionics PDF - V2-Class and Subclasses
Psionics PDF - V2-Class and Subclasses
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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
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
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.