The mind’s journey is one of endless discovery and profound challenge. As psions probe the depths of consciousness and will, the boundaries of their mental power expand, yet often they are confronted by the limits of perception and control. Many succumb to madness or defeat before reaching their true potential. But for a few, the quest for mental mastery transcends all else, becoming an obsession and a way of life. To follow the path of a master psion is to command thought and reality itself, bending existence with unparalleled focus and discipline. Those who face such a mind confront not mere force, but the infinite complexities of psychic dominance.
To advance as a master psion, you must meet the following prerequisites:
Psion Level 20 – Only a psion of extraordinary mental discipline and insight has the skills necessary to reach mastery. Attempting the techniques of a master psion without this foundation risks catastrophic failure.
Slay an Epic Foe – At the DM’s discretion, you must defeat a powerful opponent representing the greatest mental and physical challenge you have faced, proving your will can overcome even the most formidable threats.
Epic Trial: Sanctum of Mind – You must create a secluded place of psychic focus and meditation, a sanctum where your thoughts can be honed without interruption. For a year and a day, you dedicate yourself to unlocking the deepest secrets of psionic power, gathering rare mental techniques, ancient psychic lore, and artifacts of thought. Only then can you weave the threads of Epic psionics into reality-bending mastery.
As an unbound mind, you gain the following class features.
Hit Points
Hit Dice: 1d6 per unbound mind level
Hit Points per Level: 1d6 + your Constitution modifier per unbound mind level
Proficiencies
Saving Throws: You gain proficiency in a single saving throw of your choice.
Ability Score Improvement
When you reach 21st level, and again at 23rd, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 30 using this feature.
Epic Feat
When you reach 21st level, and again at 25th and 29th level, you may select one Epic feat from the Epic feat list detailed in section 3. You may forgo taking an Epic feat to instead increase an ability score of your choice by 4, or you can increase two ability scores of your choice by 2. You cannot increase an ability score above 30 using this feature.
Sovereign Mysteries
At 21st level and again at 23rd, 25th, 27th, and 29th level, you gain access to a Sovereign Mystery—an epic insight into the nature of the mind. These mysteries can drastically enhance your powers of domination, manipulation, and mental supremacy. See the Sovereign Mystery options below.
Psionic Fusion
Beginning at 21st level, you may use Psionic Fusion once per long rest. This allows you to combine two powers with a casting time of 1 action into a single action. The total psi point cost must not exceed your psi point maximum, and the targets for both powers must overlap. You gain an additional use at 24th, 27th, and 30th level.
Epic Psi Slots
These are slots used to manifest epic-tier psionic powers, which are reality-warping effects far beyond traditional psionics. At Tier 1, these may resemble souped-up versions of existing powers (like Overmind Blast or Total Domination), while Tier 3 effects can enslave demigods or rewrite memories on a continental scale.
Psionic Supremacy
At 26th levelt Your mind hardens into a bastion of absolute will.
You gain a +5 bonus to AC. This bonus stacks with any armor, shield, or defensive powers, and it applies even if you are surprised or unconscious, as it is fueled by subconscious will.
When a creature targets you with an attack, spell, or power, you may use your reaction and expend 5 psi points to force the attacker to make an Intelligence saving throw (Against your spell save DC). On a failure, the attack or effect does not resolve and is wasted. This includes epic-level spells or powers.
Your mind cannot be read, even by epic-tier effects or divine entities, unless you allow it.
As your mind ascends to epic dominance, your understanding of psionic truth transcends the mortal coil. You no longer merely control the mind—you reshape it, redefine it, and reign within it. Sovereign Mysteries are fragments of the ultimate reality of thought, will, and dominance—epic expressions of psionic mastery that only a true Dominator can channel.
Beginning at 21st level, you gain 1 Sovereign Mystery Point, and you gain another at 23rd, 25th, 27th, and 29th level (to a maximum of 5). You may invest up to 2 points in any given mystery. These choices represent permanent evolutions of your mind’s nature and power. You may select from the list below or work with your DM to create a custom Sovereign Mystery.
Your dominance is not questioned—it is obeyed.
1 Point — Royal Command. Once per long rest, cast Dominate Monster without psi points. The target has disadvantage, and it does not require concentration for 1 minute.
2 Points — Sovereign Will. If a creature fails that save by 5 or more, the effect is permanent on CR 20 or lower. You may maintain Dominate Monster without it counting toward concentration.
You become a telepathic core linking others to your will.
1 Point — Collective. You may form a telepathic link with up to 10 creatures at once, regardless of language. These creatures have advantage on saving throws against being charmed or frightened while linked.
2 Points — Unified Host. While linked, you may use your reaction to redirect any single-target spell or attack targeting an ally within the network to another target in the link within 60 feet. This may be done once per round.
Your mind flays the psyche of those who resist you.
1 Point — Synaptic Lash. When a creature fails a saving throw against one of your Telepathy powers, it takes an additional 6d10 psychic damage. On a success, it takes half as much.
2 Points — Thought Execution. You ignore resistance to psychic damage. If a creature rolls a natural 1 on the saving throw, it must make an Intelligence saving throw (DC = 8 + your proficiency bonus + Intelligence modifier) or be reduced to 0 hit points.
You split your mind to act on multiple fronts simultaneously.
1 Point — Twin Focus. Once per long rest, you can concentrate on an additional Telepathy power. Roll concentration saves separately.
2 Points — Split Consciousness. You may concentrate on any two powers and may take two different bonus actions per round, each tied to a separate power.
Your mind erupts into a cascade of feedback when harmed.
1 Point — Backlash. When you take damage from a creature you can see within 60 feet, it takes 2d10 psychic damage if it fails an Intelligence save against your spell save DC.
2 Points — Psychic Detonation. The above damage becomes 5d10, and if the creature fails its save by 5 or more, it is blinded until the end of its next turn. This can trigger once per turn.
Your domination ignites psychic flame that consumes the mind.
1 Point — Lingering Fire. When a creature ends its turn while charmed or dominated by you, it must succeed on a Wisdom save or take 4d8 psychic damage and become stunned until the end of your next turn.
2 Points — Mental Wildfire. The stunned condition now lasts up to 1 minute (Wisdom save ends each turn). Damage increases to 6d10 psychic.
Your presence becomes a fortress of mental discipline.
1 Point — Synaptic Shield. Allies within 30 feet gain a +2 bonus on saves vs. charm, illusion, and psionic effects.
2 Points — Unity of Will. Allies in range are immune to being charmed or frightened. If an ally succeeds on a save against a power affecting you, you gain advantage on your next save against that effect.
Your mind forms a fortress of will even in the midst of assault.
1 Point — Psionic Reflex. When you are forced to make a saving throw, you may use your reaction to gain advantage. You may use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.
2 Points — Thought Bastion. You become immune to the charmed and frightened conditions. You also have resistance to psychic damage and advantage on saving throws against psionic powers.
You appear in many places, or none, flickering through overlapping realities.
1 Point — Illusory Form. As a bonus action, you become partially incorporeal until the start of your next turn. During this time, all attack rolls against you are made with disadvantage.
2 Points — Quantum Mind. You gain resistance to all damage while incorporeal. Additionally, once per long rest, when you are reduced to 0 hit points, you instead vanish and reappear with 1 hit point in a space within 60 feet.
Your psionic presence rips apart lesser minds drawn too close.
1 Point — Psychic Gravity. When a creature ends its turn within 10 feet of you, it must make a Wisdom save or suffer 3d8 psychic damage.
2 Points — Event Horizon. The range increases to 30 feet, damage increases to 5d8, and the creature is pulled 10 feet closer to you on a failed save. If it ends adjacent to you, it is also restrained until the end of its next turn.