A Psion is master of his own mind and has learnt to use it as a weapon.
Becoming a Psion...
Level 1: Psionics
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special art that involves
tapping into the mind's true power, distinct from magic.
Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know two psionic talents of your choice. You learn additional talents of your choice at higher levels. The
Talents Known column of the Psion table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a psion to manifest psionic power. A psion masters only a few disciplines at a time.
Each lesser discipline contains an at-will power and three augmentations of said power that you can activate using psi points. You choose to augment a lesser discipline when you
activate it, before any of its effects occur, except when the discipline says otherwise. Each greater discipline contains three separate powers you can activate using psi points. They are associated with (but not limited to) a specific Psionic Order, and they often contain stronger effects compared to lesser disciplines.
At 1st level, you know two lesser disciplines of your choice. The Lesser Disciplines Known and Greater Disciplines Known columns of the Psion table shows the total number of
disciplines you know at each level; when one of those numbers goes up for you, choose a new discipline as appropriate. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice, as long as the new discipline is of the same type.
Psi Points
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects or
augmentations you can create with it by spending a certain number of psi points. Psionic talents and the at-will effects of lesser disciplines require no psi points. The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.
Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to
activate a psionic discipline. The limit is based on your psion level, as shown in the Psi Limit column of the Psion table. For example, as a 3rd-level psion, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack
roll with one.
Discipline Save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
Level 1: Psionic Order
At 1st level, you choose a Psionic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, or the Order of the Wu
Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at
1st level and additional features at 3rd, 6th, 10th, and 14th level.
Level 2: Psychic Barrier
Starting at 2nd level, you can shield yourself from harm using the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic
discipline on your turn, you can use your bonus action to gain temporary hit points equal to the number of psi points you spent.
Level 2: Telepathy
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer levels 8, 12, and 16.
Level 5: Potent Psionics
Starting at 5th level, when you deal damage with a psionic talent or a lesser discipline, you can add your psionic ability modifier to the damage. Additionally, whenever you spend psi
points to augment a lesser discipline that deals damage on a failed save, the target takes half as much damage on a successful save, but it suffers none of the other effects of the discipline.
Level 7: Strength of Mind
Starting at 7th level, you can swap out your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose an ability with which you do not have
proficiency in saves for. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
Level 11: Psionic Mastery
Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you can create a special pool of 9 psi points that disappear at the end of the current turn. As a part of the action used to create this pool, you can spend these special psi points to activate and/or augment up to three disciplines at once, dividing up the points as you see fit. You can only spend these points on disciplines that require an action or bonus action to activate, and you can't activate the same power more than once. You must abide by your psi limit for each power you activate.
If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were
already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines that you're concentrating on end.
At 15th level, the pool of psi points you gain from this feature increases to 11.
You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at
13th,
15th, and
17th level.
Level 20: Psionic Body
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
- You no longer age.
- You are immune to disease, poison damage, and the
poisoned condition.
- If you die, roll a d20. On a 16 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.