Psions are erudite sages that master their psionic potential through study. Knowledge is power to a psion, in the most literal sense possible. One’s thoughts and will can bend reality if one knows the correct way to think. Thus, psions expand their psionic power to control the world around them.
Psions often consider themselves to be the ultimate psychics, capable of unlocking almost all forms of psionic ability. They can use these powers to communicate wordlessly across vast distances, manifest their thoughts into reality, control the energy and matter around them. This focus on the mind often precludes them from paying attention to their bodies, typically leaving them less able to endure physical stresses. Thus, psions typically choose to travel with more rugged, stalwart allies, so that the weak, material vessel of their supreme mind is sufficiently defended.
A psion is a scholar at heart and shares much in common with wizards. However, where wizards study external forces, psions look inward and seek to solve the puzzle that is the sentient mind and the pathways to power within it. With knowledge of the right techniques and practices, the mind is the most potent weapon in the multiverse, according to the psion.
When you create a psion, consider how you came to learn of psionic abilities. Were you taught how to realize your psychic potential by a mentor? Did you attend one of the schools in a city-state? Who provided for your tutelage and why? Or did you unlock the secrets of your mind through strict discipline, intense self-reflection, and personal study?
As a psion, you gain the following class features.
Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st.
Armor: None
Weapons: Clubs, darts, slings, quarterstaffs, spears Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, and Nature
Psionics
You realize your psionic potential, gaining the use of talents and augments. Psionic powers ARE NOT magical effects.
A psionic talent is a psionic power that is like a cantrip spell. You know three psionic talents of your choice from the empath talent list, plus a bonus psionic talent determined by your choice of empathic mantle (see Mantle Powers below). You learn additional empath talents of your choice at higher levels, as shown in the Talents Known column of the Empath table.
An augment is a psionic power that augments a psionic talent. You must be focusing on an augment’s corresponding psionic talent in order to manifest it. You know five 1st-level powers that augment the empath talents you know.
The Augments Known column of the Empath table shows when you learn more augments of your choice. When the table indicates that you learn a new augment, you may only choose a power that augments one of the empath talents you know. Each of these augments must have a minimum power level no greater than half your levels in this class when you learn them (round up).
For instance, when you reach 3rd level in this class, you learn one new psionic power that augments an empath talent you know, and the power can be up to 2nd level.
Additionally, when you gain a level in this class, you can choose to replace one of your existing powers that augments an empath talent you know and replace it with another power that augments any empath talent you know. The new power can have a minimum power level no greater than half your levels in this class when you learn them (round up).
You have an internal reservoir of psionic energy represented by psi points. You must spend psi points from this reserve to manifest a power that augments a psionic talent.
The number of psi points you have is based on your empath level, as shown in the Psi Points column of the Empath table. The number shown for your level is your psi point maximum. When expending psi points to manifest an augment, you cannot reduce your current psi points to below 0. Your psi point total returns to your maximum when you finish a long rest.
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit to the number of psi points you can spend to manifest a power that augments a psionic talent. The limit is based on your empath level, as shown in the Psi Limit column of the Empath table. For example, as a 3rd-level empath, you can spend no more than 4 psi points when manifesting an augment, no matter how many psi points you have.
Intelligence is your psionic ability for your empath powers. You use your Intelligence modifier when setting the saving throw DC for a psionic power or when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Intelligence modifier
Power attack modifier = your proficiency bonus + your Intelligence modifier
Below is a list of psionic talents available to psions. The descriptions of these powers can be found in Psionic Powers.
blind spot
ectoplasmic object
energy ray
imbue psicrystal
inertial transference
mind thrust
mindlink
psychic hammer
sixth sense
speed of thought
wild talent
A psion’s studies lend themselves to focus on particular expressions of psionic ability. These disciplines grant the psion greater ability in their chosen field.
Choose a psionic discipline: Dominator, Shaper, or Kineticist. Your choice grants you a bonus psion talent when you choose it at 1st level. It also grants you additional features at 2nd, 6th, 10th, and 14th level.
You have learned to channel the Magical power of mental effects into psionic potential. If you succeed on an Intelligence, Wisdom, or Charisma saving throw against any magical effect, you may use your reaction to regain a number of psi points equal to your psi limit. You can use this feature once, and must finish a long rest before you can do so again.
By 6th level, you have studied your mind’s potential even further, stretching the boundaries of what is possible with your psionic might. You learn four psionic powers of your choice, any of which can be either a talent or an augment. The powers you choose can be from any class, including this one. An augment you learn with this feature must augment a psionic talent you know, including one you may have learned at the same time, and it must have a minimum power level no greater than half your levels in this class when you learn it (round up).
The chosen powers count as psion powers for you but do not count against the number of psion talents or augments shown in the Talents Known and Augments Known columns of the Psion table.
You learn four additional powers from any class at 10th level and again at 18th level.
Starting at 11th level, you may sacrifice your physical health to briefly increase the potency of your psionic manifestations. When you manifest a psionic augment, you may reduce your maximum hit points in order to increase your psi limit for that manifestation by an equal amount. Initially, you may only use this feature once, but beginning at 13th level, you may use this feature twice, beginning at 15th level, you may use it three times, and beginning at 17th level, you may use it four times. You regain all expended uses when you finish a long rest.
The first time you use this power, the amount by which you reduce your maximum hit points and increase your psi limit is 2. Each time you use this feature again before you regain any uses of it, the amount increases by 2. For example, the second time you use this feature before finishing a long rest, you increase your psi limit by 4 and reduce your maximum hit points by 4.
Reductions to your maximum hit points caused by this feature are cumulative and last until you finish a long rest, and cannot be restored by any other means, including greater restoration or an intensified revitalization.
When you reach 20th level, you gain mastery in a psion talent of your choice. When you manifest a power that augments your chosen psion talent, you may do so without spending psi points as long as the total psi cost for manifesting the augment is 5 or less.