Psionic powers come in two forms, talents and augments. Talents are cantrips which last as long as you focus on them, while augments are abilities that can be layered on top of these cantrips to modify their effects.
Many psionic powers specify that a target can make a saving throw to avoid some or all of a power’s effects. The power specifies the ability that the target uses for the save and what happens on a success or failure.
The DC to resist one of your powers equals 8 + your psionic ability modifier + your proficiency bonus + any special modifiers.
Some powers require you to make an attack roll to determine whether the psionic effect hits the intended target. Your attack bonus with a power attack equals your psionic ability modifier + your proficiency bonus.
Most powers that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.
Talents are psionic powers that are like cantrip spells, and follow most of the normal rules for casting spells, such as casting time, range, and area of effect. There are three exceptions to this; as psionic powers, talents have different rules for schools of magic, spell components, and duration.
Scholars of psychic manifestations categorize psionic effects differently than mages do their spells. The following psionic schools help describe psionic effects. These schools have no rules of their own, but other rules might refer to these new schools or to “psionic spells,” which are any spells that have a psionic school.
Clairsentience. This school encompasses psionic effects that impart knowledge, enhance senses, or alter probability. Spells and abilities that defend against divination, such as mind blank, also provide protection from clairsentience powers.
Metacreativity. Powers of this school typically draw thoughts into reality, shaping imagined things into matter.
Psychokinesis. This school consists of effects that manifest energy or telekinetic force.
Psychometabolism. Some psionic effects impose will over flesh, pushing living biology beyond its normal limits. Spells and abilities that defend against transmutation also provide protection from psychometabolism powers.
Psychoportation. Psionic effects that move objects or creatures through time, space, and planes of existence belong to this school.
Telepathy. Telepathic effects touch upon the minds of others, whether to communicate with them, influence their thoughts or perceptions, or barrage them with pure damaging psychic power.
Most psionic talents do not have normal components (verbal, somatic, or material), as they are products entirely of the mind. However, the act of casting a psionic cantrip is oftentimes obvious to observers, and such psionic effects have the following components:
Auditory (A). Some manner of noise audible to all within 60 feet accompanies the use of psionic powers with this component. Creatures within 30 feet can determine the origin of the sound as easily as if it were regular, clear speech.
Observable (O). Some psionic powers come with a visible display when they manifest or are cast. The origin of such an effect can be visually traced back to its creator by creatures within line of sight.
All psionic talents have a duration of Focus. You can only focus on one effect at a time, and you may focus on an effect indefinitely while you remain conscious. Your focus ends if you are knocked unconscious, if you begin focusing on another spell or effect, or if the psionic talent you are focusing on is dispelled. You may also choose to stop focusing at any time, requiring no action.
Psionic powers that magnify the effects of psionic talents are called augments. Augments follow many of the same rules as spells: range, targets, areas of effect, saving throws, attack rolls, and combining magical effects (described in Chapter 10: Spellcasting of the Player’s Handbook). However psionic augments are not spells and have a few rules unique to them, described below.
Each psionic augment has a listed power level, ranging from 1 to 9. When you manifest an augment, it increases the spell level of the psionic talent it is augmenting to be equal to the augment’s power level. This increase in the talent’s spell level begins when you initiate the manifesting time of the power, and lasts until the augment’s duration ends (augments with an instantaneous duration end immediately upon use).
As cantrips, unaugmented talents have a spell level of 0 and their spell level is only increased by augments you manifest while you focus on them. If your focus on a talent ends but the duration of an augment continues, the talent does not automatically gain the increased spell level if you cast it again before the augment’s duration ends.
Augments aren’t spells, but the effects of augments with non- instantaneous durations can be ended early with dispel magic by dispelling the psionic talent they are augmenting at its augmented spell level. An augment that is manifested without focusing on a talent, such as one cast via certain magic items, has a spell level equal to its power level for the purpose of adjudicating dispel magic.
Augments have the same psionic schools of magic that talents do. Most augments are of the same school as the talent they modify, but manifesting some augments changes the school of the psionic talent they augment for the duration of their effects.
Each augment’s entry specifies which psionic talent you must currently be focusing on in order to manifest it. You cannot manifest an augment for one psionic talent while you are focusing on a different talent.
Manifesting psionic powers does not expend spell slots. Instead, in order to augment a psionic talent, you must possess a reserve of potential psionic energy and expend a portion of it. This energy is represented by psi points. Casting a psionic talent cantrip does not expend psi points, but manifesting an augment does. Each psionic augment specifies the minimum number of psi points you must expend in order to manifest it.
The number of psi points available to you usually depends on your character level and your class or subclass. Your number of psi points can’t go below 0, or over your maximum. Your psi point total returns to its maximum when you finish a long rest.
You may spend psi points you have on any augments you know, regardless of the source of those augments and whether or not they are normally manifested through the expenditure of psi points.
Psi Limit. The number of psi points you can spend on a single manifestation of a psionic power is limited. This limit usually depends on your character level and your class or subclass, and is specified therein. Your race, or other character options such as feats, might specify a psi limit as well. Your psi limit for all psionic effects you know is always the highest psi limit you have, regardless of source, unless that source is specifically limited to certain effects. If the psi cost of a psionic power is greater than your limit, you cannot manifest that power.
Intensify. The listed psi cost for all augments is a minimum. You may always choose to spend more psi points than an augment’s minimum cost up to your limit, increasing the augment’s power level by 1 for every 2 psi points beyond the minimum you spend.
When a power’s description includes a specific intensify option, it states the effects spending additional psi points beyond the minimum has on the power in addition to increasing its power level. Your psi limit applies to the total cost of manifesting an augment, which includes any psi points spent to intensify it.
Manifesting an augment requires the same kind of actions that casting a spell might (actions, bonus actions, reactions, etc.), but it is not casting a spell. Rules that refer to casting or casting times do not apply to the manifesting of psionic augments.
Powers and Spells. Manifesting a psionic augment and casting a spell are two different ways of creating magical effects that are typically mutually exclusive of one another. You cannot cast a non- psionic spell and manifest an augment in the same turn.
In addition, if you manifest an augment as a bonus action, the only psionic power you can produce with your action is casting a psionic talent with a casting time of 1 action.
Reactions. Several psionic augments have manifesting times of 1 reaction, but no accompanying trigger. You may use your reaction to manifest these augments at any time you wish, as long are you are focusing on the appropriate talent. If timing isn’t specified, you cannot react to another creature’s action before that action takes place, only afterward. As normal, you regain your reaction at the start of your next turn.
Manifesting an augment on a psionic talent does not usually require material (M), somatic (S), or verbal (V) spell components, though they might display the auditory (A) or observable (O) components that some psionic talents have, making it apparent you are amplifying your active psionic powers.
Psionic powers have the same kinds of durations as spells do. Note that an augment with a duration of concentration does not end if your focus on the psionic talent it is augmenting ends.
A talent being augmented by a power that has a set duration inherits the duration of that augment, though that talent may have no discernible effect if focus is not maintained on it.
Psionic Talent Trees
This section presents an alphabetical list of all psionic talents with the classes that have access to them. Below each talent, the powers that augment them are listed by power level.
1st-Level
Aura of Charm
Aura of Comfort
Aura of Fury
Aura of Victory
2nd-Level
Aura of Jubilation
3rd-Level
Aura Beam
4th-Level
Aura of Malice
5th-Level
Aura of Awe
6th-Level
Psychic Reformation
7th-Level
Aura Burst
8th-Level
Genesis
9th-Level
Reality Revision
1st-Level
Vital Surge
2nd-Level
Autonomic Restoration
Psychic Prowess
Soothing Impulse
Vitality Transfer
3rd-Level
Beacon of Recovery
Revitalization
Share Pain
4th-Level
Psychic Defibrillation
5th-Level
Vitality Transfer Field
1st-Level
Déjà Vu
Harassing Figment
Psychosomatic Haze
Tunnel Vision
2nd-Level
Obscure
Phantom Menace
3rd-Level
Crisis of Breath
4th-Level
Covetous Urge
5th-Level
Vanishing
6th-Level
Chastise Remote Viewing
7th-Level
Veil Psyche
8th-Level
Crisis of Life
9th-Level
Mesmerizing Voice
1st-Level
Ectobolt
Ectoplasmic Repair
Spectral Steps
Spectral Wall
2nd-Level
Spectral Web
3rd-Level
Ectoplasmic Body
4th-Level
Spectral Shell
5th-Level
Spectral Mist
1st-Level
Cold Snap
Pyrokinesis
Synaptic Arc
2nd-Level
Cryo Wave
Pyrokinetic Detonation
Ultrasonic Tone
3rd-Level
Energy Wave
Polar Vortex
Synaptic Leap
4th-Level
Cryo Barrier
Immolate Self
Noise Barrier
5th-Level
Synaptic Web
Ultrasonic Boom
1st-Level
Fortify Psicrystal
Personality Shard
2nd-Level
Crystal Flechette
3rd-Level
Project Eidolon
4th-Level
Crystal Spray
5th-Level
Solicit Psicrystal
6th-Level
Crystal Burst
7th-Level
Mind Palace
8th-Level
Sow Psicrystal
9th-Level
Crystallize
1st-Level
Urgent Charge
Urgent Movement
2nd-Level
Decelerate
Inertial Armor
Inertial Barrier
Urgent Violence
3rd-Level
Accelerate
Gravitic Field
Tactical Aura
4th-Level
Inertial Nullification
5th-Level
Gravitic Spike
1st-Level
Disconcerting Lash
Implant Beacon
Psionic Blast
2nd-Level
Ego Whip
Psychic Daze
3rd-Level
Id Insinuation
Mind Storm
4th-Level
Apathy Impulse
Mind Blast
Mind Seize
5th-Level
Telepathic Weight
6th-Level
Shatter Mental Defenses
7th-Level
Crush Psyche
8th-Level
Mental Shutdown
9th-Level
Microcosm
1st-Level
Psychic Strike
2nd-Level
Energy Blade
3rd-Level
Duodimensional Blade
Ring of Blades
4th-Level
Blade Sling
5th-Level
Bladestorm
1st-Level
Compel Confession
Mental Inquisition
Metaconcert
Mislead
Telepathic Slap
2nd-Level
Missive
Read Thoughts
3rd-Level
Absolute Terror
Anger Impulse
Pry Memories
4th-Level
Correspond
Inception
Post-Hypnotic Suggestion
5th-Level
Assume Control
6th-Level
Death Urge
7th-Level
Mind Probe
8th-Level
Mind Seed
9th-Level
Psychic Chirurgery
1st-Level
Baleful Displacement
Mystic Traveler
2nd-Level
Dissipating Touch
3rd-Level
Temporal Shunt
4th-Level
Immovability
Mystic Anchor
5th-Level
Mystic Caravan
6th-Level
Decerebrate
7th-Level
Mystic Diversion
8th-Level
Temporal Reset
9th-Level
Temporal Regression
1st-Level
Bestial Claws
Bestial Transformation
Caustic Blood
Diminutive Form
Venomous Spit
2nd-Level
Corrosive Sting
Titanic Form
3rd-Level
Breath of the Dragon
Metamorphosis
4th-Level
Truevenom
5th-Level
True Metabolism
1st-Level
Telekinetic Lance
Telekinetic Push
2nd-Level
Telekinetic Clutch
3rd-Level
Negate
Shatter Invisibility
4th-Level
Telekinetic Wave
5th-Level
Telekinetic Puppet
1st-Level
Empathic Projection
Empathic Shield
Incite Fury
2nd-Level
Discern Hostile Intent
Ensnaring Ennui
Fighting Words
Savage Presence
Unsettling Presence
3rd-Level
Consuming Rage
Intellect Fortress
Pandemonium
4th-Level
Psychosomatic Feedback
5th-Level
Mass Hysteria
Paranoid Delusions
6th-Level
Insanity
7th-Level
Mindflame
8th-Level
Psychic Siphon
9th-Level
Bladestorm
Affinity Field
1st-Level
Destiny Dissonance
Discern Moods
Discern Position
Precognition
Self-Actualization
2nd-Level
Psychometric Touch
3rd-Level
Destiny Deluge
Third Eye
Xenoglossy
4th-Level
Discern Remote Viewing
Discern Teleport
Thought Projection
5th-Level
Psychometric Sense
Remote Projection
6th-Level
Prescient Warning
7th-Level
Avert Fate
8th-Level
Hypercognition
9th-Level
Perfect Clarity
1st-Level
Motion Blur
Nomadic Shift
2nd-Level
Nomadic Slingshot
Nomadic Transposition
3rd-Level
Baleful Transposition
Sudden Step
4th-Level
Nomadic Recall
Nomadic Travel
5th-Level
Nomadic Doorway
1st-Level
Ablative Hide
Acclimatize
Body Adjustment
Iron Endurance
Psionic Leap
Quick Burst
Stomp
2nd-Level
Instinctive Adaptation
3rd-Level
Energy Adaptation
4th-Level
Mind Over Matter
5th-Level
Assimilate
6th-Level
Body Rejuvenation
7th-Level
Suspend Life
8th-Level
Fusion
9th-Level
Impervious Self
1st-Level
Courageous Recall
Body Equilibrium
Fearful Recall
Sudden Intuition
Umbra Sight
2nd-Level
Aura Sight
Psychic Grasp
Touchsight
3rd-Level
Sense Link
4th-Level
Realized Potential