Psionic ability comes naturally to some races and subraces, but the potential exists within all sentient minds. the following new feats allow characters to develop or refine their psionic abilities.
Prerequisite: The ability to manifest at least one psionic augment
Your concentration is nigh unbreakable, even in the midst of combat. You gain the following benefits:
Your concentration cannot be broken by environmental phenomena.
You have advantage on Constitution saving throws that you make to maintain concentration when you take damage.
If your concentration breaks on a power because you were dealt damage by an enemy, you may use your reaction to regain half the psi points you spent to manifest that power.
You learn one of the following psionic talents: ectoplasmic object, energy beam, imbue psicrystal, mindblade, mindlink, psychic hammer, speed of thought, or wild talent. You also learn one 1st- level psionic power that augments your chosen psionic talent. Your psionic ability for these powers is either Intelligence, Wisdom, or Charisma (your choice when you select this feat).
In addition, you gain an internal reserve of psionic energy represented by psi points. Your psi point maximum is 2, or your existing psi point maximum from another source (such as levels in a class with the Psionics feature) increases by 2. All expended psi points are restored when you finish a long rest. Your psi limit is 2, unless another effect increases it.
You have a stronger than normal bond with anger.
Increase your Strength or Charisma score by 1, to a maximum of 20.
Focused Rage. You instinctively understand anger and rage and this allows you to ignite these wild emotions in your foes. You may expend 2 psi points to cast compelled duel as a telepathy spell, using no components. When you do, your eyes burn with psionic might. The target is instilled with a furious desire to single you out for retribution. Strength or Charisma (your choice) is your spellcasting ability for this spell.
Burning Gaze. You know the energy ray psionic talent, but you may only deal fire damage with it. When you fire a ray while focusing on the talent, the ray shoots forth from your eyes. Strength or Charisma (your choice) is your psionic ability for this spell.
You have a stronger than normal bond with empathy.
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
Instill Confidence. You have the ability to empathically connect with your allies and fill them with confidence and security. You may expend 2 psi points cast bless as a telepathy spell, using no components. When you do, an audible, harmonic note manifests in the air, originating from you. Wisdom or Charisma (your choice) is your spellcasting ability for this spell.
Psychic Static. You know the psychic static psionic talent. Wisdom or Charisma (your choice) is your psionic ability for this spell.
You have the ability to project your perception outwards.
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
Shadow Eye. You channel an otherworldly perception. You may expend 2 psi points as an action to magically create a Tiny, shadowy eye that hovers in an unoccupied space you can see within 30 feet of you. When you create the shadow eye, your field of vision shifts to see through the shadow eye instead of your own eyes for as long as you concentrate (as though concentrating on a spell), up to 1 minute. You can move the shadow eye up to 30 feet as a bonus action. The shadow eye disappears when your concentration ends, or if it is ever more than 30 feet away from you. The shadow eye is invisible in dim light or darkness. While you look through the shadow eye, the sclera of your eyes turn pitch black. This is a clairsentience effect.
Psychic Hammer. You know the psychic hammer psionic talent. Intelligence or Charisma (your choice) is your psionic ability for this spell.
You have a stronger than normal bond with fear.
Increase your Dexterity or Charisma score by 1, to a maximum of 20.
Terror Strike. You wield fear as a literal weapon. You may expend 2 psi points cast wrathful smite as a psychokinesis spell, using no components. When you do, an ominous thrum originates from you while you concentrate on the spell. Dexterity or Charisma (your choice) is your spellcasting ability for this spell.
Mindblade. You know the mindblade psionic talent. Dexterity or Charisma (your choice) is your psionic ability for this spell.
You have a stronger than normal bond with nightmares.
Increase your Constitution or Charisma score by 1, to a maximum of 20.
Panic Impulse. You have the ability to inflict horror and dread in a foe. You may expend 2 psi points cast dissonant whispers as a 1st-level telepathy spell, using no components. When you do, a faintly translucent image of something nightmarish hovers about you for a moment. Constitution or Charisma (your choice) is your spellcasting ability for this spell.
Wild Talent. You know the wild talent psionic talent. Constitution or Charisma (your choice) is your psionic ability for this spell.
You have a stronger than normal bond with nightmares.
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
Inflict Despair. You have the ability to cause such utter self-loathing in a foe that they become incapacitated. You may expend 2 psi points cast Tasha’s hideous laughter as a telepathy spell, using no components. When you do, an audible psychic moan originates from you. The spell functions as normal, except the target does not laugh and perceive everything as funny, but rather perceives everything as meaningless, most of all themselves, and weeps uncontrollably for the duration of the spell. Intelligence or Charisma (your choice) is your spellcasting ability for this spell.
Mind Thrust. You know the mind thrust psionic talent. Intelligence or Charisma (your choice) is your psionic ability for this spell.
You have honed your metaphysical tie with the umbra, and can form it into weapons of pure solid darkness.
• Increase your Charisma score by 1, to a maximum of 20.
• Darkblade. You know the mindblade cantrip, but it is a conjuration spell for you and the weapon you create with it deals necrotic damage. Your spellcasting ability for this spell is Charisma, which you use in place of a psionic ability for the spell.
• Shadowbow. When you cast mindblade, you can create a ranged weapon instead of a melee one. The ranged weapon you create is a magical weapon you are proficient with that deals 1d8 necrotic damage, has a short range of 120 feet, a long range of 500 feet, and has the ammunition, heavy, and two-handed properties. You can choose to use your spellcasting ability instead of Dexterity for the attack and damage rolls of ranged attacks using this weapon. Whenever you make an attack with it, the weapon conjures its own arrow from the Umbra. You cannot use any other ammunition with the weapon.
Prerequisite: Must know at least one psionic talent
When you reach 4th level, your psi limit becomes 4, unless it is already higher, and you learn 2 powers of your choice that augment psionic talents you know. When you reach 8th level, your psi limit becomes 6, unless it is already higher, and you learn one additional power of your choice that augments a psionic talent you know. The powers you choose to learn must have a psi cost equal to or lower than your psi limit at the time you learn them.
Prerequisite: Must know at least one psionic talent
When you first take damage in an encounter you have advantage on any concentration checks to maintain a psionic effect.
Prerequisite: Must know at least one psionic talent
When you first take damage in an encounter your melee attacks do an extra 1d6 of psychic damage till the end of your next turn.
Prerequisite: Must be Eladrin
Once per long rest, when you use your Fey Step you may choose up to your intelligence modifier in willing creatures to also teleport up to 30 ft.
Prerequisite: Must know at least one psionic talent
You increase your speed by 5 feet, this increases to 10 feet at 11th level.
Prerequisite: Must know at least one psionic talent
When you are wielding a weapon, wearing cloth armor or no armor, and not using a shield, you gain a +1 bonus to AC.
Prerequisite: Must know at least one psionic talent
When you deal damage wuth a psionic power you gain +2 to damage. This increases to +4 at 11th level and +6 at 20th level.
Prerequisite: Must know at least one psionic talent
You gain +3 to your initiative. You may spend one psionic point to increase this to +6.
Prerequisite: Must know at least one psionic talent
You gain +1 to opportunity attacks. You may spend one point to increase this to +2.
Prerequisite: Must know at least one psionic talent
Choose a skill, you gain +2 to all skill checks with this skill. You may spend a psionic point to increaes this to +4.
Prerequisite: Must know at least one psionic talent
You gain +1 hit points at each level.
Prerequisite: Must know at least one psionic talent
Once during each of your turns, when you attack an enemy that you have combat advantage against, choose one ally within 30 feet. The ally gains combat advantage on his or her next attack against that enemy made before the start of your next turn.
Prerequisite: Must know at least one psionic talent
When you make a save to avoid being knocked prone, you can also move a number of feet equal to your Wisdom modifier x5 as a free action without provoking attacks of opportunity.
Prerequisite: Must know at least one psionic talent
When you hit an enemy with a psionic attack you are hidden from you may shove them 10 feet in any direction.