Psion (5e Subclass)

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Psion[edit]

Wizard Subclass

The Psion delves deep into the mysteries of the mind, harnessing psychic energy to manipulate reality, influence others, and unlock the full potential of their mental capabilities. They have honed their innate psionic abilities to a razor's edge, becoming masters of the unseen forces that bind the universe together.

Psionic Reliability[edit]

When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.

Psionic Versatility[edit]

Starting at 2nd level, your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: Friends, Mage Hand, or Message. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. You also gain an additional effect whenever you cast any of the spells listed above and you can cast them as a Bonus Action instead of an Action.

Friends. When the spell ends, the target doesn't become hostile to you.

Mage Hand. You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.

Message. You don't need to point toward the target or whisper your message out loud.

Psychic Tricks[edit]

When you choose this arcane tradition at 2nd level you gain the ability to move things with your mind. You have a number of Psionic Points equal to your Proficiency Bonus + your Intelligence modifier. You can expend a umber of Psionic Points on the following options. You regain all spent Psionic Points when you finish a short or long rest. (PP = number of Psionic Points spent)

Telekinetic Strike (1+ Points) Ranged Spell Attack: spell attack bonus to hit, range 60 feet, one target. PPd8 + your Intelligence modifier bludgeoning damage.

Psionic Hurl (1+ Points) Target a creature within 30 feet of you that you can see; the creature must succeed on a Strength Saving Throw against your Spell Save DC or be moved up to 10 x PP feet in any direction. If the target is a Large or larger creature it has advantage on the roll. If the target is moved into an object or creature, it stops adjacent to what it hit and it (and the other creature it that is the case) takes damage as if it took fall damage from a height equal to the distance it was moved.

Ego Death (3+ Points) Target a creature that was reduced to 0 Hit Points since your last turn; they must make an Constitution or Intelligence Saving Throw against your Spell Save DC. On a failure, the creature comes back under your control with 1/10th their total HP + (PP x 2). After a number of turns equal to your Intelligence modifier the creature drops to 0 Hit Points again and cannot be affected by this feature again.

Open The Mind's Eye[edit]

Beginning at 10th you gain a brief insight in the collective mind of all living creature. This grants you proficiency in all skills based on Wisdom. You can also use this trait to gain advantage on an attack roll, give disadvantage on a save against a spell or effect you cause or give disadvantage on an attack roll against you. Once you have done this three times you cant do it again until you finish a long rest.

Mind Over Body[edit]

Beginning at 14th level you are completely in tune with the ins and outs of how mortal minds work.

  • You can speak telepathically with any creature you have talked to for as long as both of you are on the same plane of existence.
  • Divination spells have disadvantage when targeting you, and you have advantage of saves against those same spells.
  • You have Resistance against psychic damage.


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