Kryx RPGThemesMonsters

Psionicist

A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion’s slave pens. Their smiles turn to shrieks of terror that freeze on their tongues as the traveler blasts their minds with psychic energy.

Silver hair shining, an elf laughs with exultation as weapons composed of light suddenly appear in her outstretched hands. Light flashes like her eyes as she enters a flurry of blades, swinging at a twisted giant, until at last her weapons overcome its hideous flesh.

Her fists a blur as they deflect an incoming hail of arrows, a halfling springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Psionicists shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. They harness the power within themselves to create effects that exceed their bodies’ mental and physical capabilities.

Hermits and Outcasts

Psionicists are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power.

In order to master their power, psionicists must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A psionicist who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight.

When psionicists finally master their power, they return to the world to broaden their horizons and practice their craft. Some psionicists prefer to remain isolated, but those who become adventurers aren’t content to remain on the fringe of the world.

Eccentric Minds

In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, psionicists develop a variety of practices to keep their focus sharp.

These practices are reflected in taboos and quirks, strange little behaviors that govern a psionicist’s actions. These quirks are oaths or behavioral tics that help keep psionicists in the proper frame of mind while maintaining perfect control over their minds and bodies.

While these taboos are harmless, they help cast psionicists as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To psionicists, the life of the mind is where they feel most at home.

Quirks

Psionicist Quirks
d20Quirk
1You never cut your hair.
2You refuse to wear clothes of a specific color.
3You never say your name.
4You never wear footwear.
5You always wear a mask.
6You dye your hair bright blue or green.
7You pick a new name each day.
8You never immerse yourself in water.
9You sleep on bare earth.
10You never consume alcohol.
11You wear a veil to conceal your face.
12You always wear a specific piece of clothing.
13You refuse to light fires.
14You refuse to write things down, instead using pictograms.
15You never sit on a chair, preferring to stand or sit on the floor.
16You never answer to any name but your own.
17You write down the name of each creature you slay, and name ones that are unnamed.
18You consume only water and raw vegetables.
19You spend any money you earn within 1 week of gaining it.
20You often speak to an imaginary companion, and act only with its blessing.

To add some texture to your psionicist, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They’re a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character’s personality or background? Are they based on a specific incident or a belief?

Creating a Psionicist

When creating a psionicist, consider your character’s background. How did you become a psionicist? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like? Were you an orphan or a child left on a monastery’s threshold? Did your parents promise you to a master in gratitude for a service performed? Did you enter this secluded life to hide from a crime you committed? Or did you choose the life for yourself?

Consider also why you returned to the world from your hermitage. Did your master choose you for a particularly important mission? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish? Are you eager to return to your home?

Archetypes

Choose an archetype, which grants you features.

The powers of the mind are varied and limitless, and the psion learns how to unlock them. The psion learns to manifest psionics that alter themselves and the world around them. Each psion is unique in its capabilities, as its latent abilities are drawn out and shaped into the psionics that define the psion.

Abilities Increase

Your Wisdom increases by 1, and one other ability increases by 1.

Health

Health Dice: 1d6 per psionicist level
Health: 1d6 (or 4) + your Constitution per psionicist level

Proficiencies

Armor: None
Weapons: Simple weapons
Saving Throw: You are capable with Will saving throws. Choose Fortitude, Reflex, or Will saving throws to become capable with, or proficient if you are already capable.
Skills: You are capable with Psionics. Choose five skills from Deception, Insight, Medicine, Persuasion, Perception, Streetwise, Stealth, and Wilderness to become capable with. You can choose Psionics, a skill from the list twice, or a skill you’re capable with from your species or background to become proficient with it instead of choosing a skill from the list.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) any simple weapon

  • (a) a scholar’s pack or (b) an explorer’s pack

Psychic Orders

Psionics is a mysterious form of power within most worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve.

Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.

Choose a Psychic Order

Choose a psychic order, which grants you features.

Avatars delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these psionicists vary from tyrants to inspiring leaders who are loved by their followers.

Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

The Psion

Features

Psionic Power

As a you begin to unlock the potential of your mind you are able to tap into psychic energies, channeling them through your body and into the world. Psionics are able to grant you supernatural powers. Unlike normal spellcasting, which requires interaction with a weave or outside source of magic, psionics are powered by your own mind and body.

Power source

You can learn spells from themes you know in the Psionic power source.

Themes

You know one theme of your choice and the Charm or Courage theme which is considered to be from your power source.

Cerebral Developments

You gain two cerebral developments as shown on the Cerebral Developments column of the Psion table. A cerebral development grants one of the following options:

  • Learn a new theme and a cantrip from it if the theme is from your power source.
  • Learn two cantrips from the themes you know.
  • Learn a new spell from a theme you know in your power source. The spell must cost equal to, or less than, your psi limit. If the spell costs 2 or more mana, you must know a number of spells from the spell’s theme equal to the spell’s mana cost minus 1.

When you gain a level in this class, you gain two additional cerebral developments and you can choose a cantrip you know and replace it with another cantrip from a theme you know or you can choose a spell that costs 1 or more mana and replace it with another spell that costs 1 or more mana from a theme you know. You cannot replace a cantrip if you would then know zero cantrips from that theme and your choices must follow the restrictions above.

Starting Spells

You know three cantrips and three spells of your choice from the themes you know.

Psi

The Psion table shows how much psi you have to cast spells. To cast a spell, you must expend psi based on the spell’s cost.

You regain all expended psi when you finish a long rest and regain half your total psi (rounded up) when you finish a short rest.

Psi Limit

There is a limit on the amount of psi you can spend to cast a spell. The limit is based on your psionicist level, as shown on the Psi Limit column of the Psion table.

Spells using 5 psi

Spells using 5 psi are particularly taxing to cast. Once you cast a spell using 5 psi, you can’t cast another spell using 5 psi until you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since you learn your spells through your connection to psychic energies and mastery of your own mind. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom

Spell attack = your proficiency bonus + your Wisdom

Ritual Casting

You can cast a spell from a theme you know as a ritual if that spell has the ritual tag.

Second Wind

You have a limited well of energy that you can draw on to protect yourself from harm. As an action, you can spend up to half your Health Dice (minimum one). For each Health Die spent in this way, roll the die and add your Constitution. You can decide to spend an additional Health Die after each roll. You regain health equal to the total.

Once you use this feature, you must finish a short or long rest before you can use it again.

A feat represents an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

You gain a feat of your choice from the general feats or from a theme you know.

You gain additional feats at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.

When you gain a level, you can choose one of the feats you know and replace it with another feat that you could have learned when the replaced feat was chosen.

Psychic Focus

You can focus psionic energy on one of your themes to draw ongoing benefits from it. As a bonus action, you can choose one of the themes you know and gain its psychic focus benefit. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can focus on one psychic focus at a time. Once you focus on a psychic focus, you can’t focus on another for 10 minutes. Your focus ends if you are knocked unconscious. Using the psychic focus of one theme doesn’t limit your ability to use other themes.

  • Acid. You have resistance to acid damage.
  • Air. Your rate of descent while falling slows to 18 meters per round. If you land while focusing on this, you take no falling damage and can land on your feet.
  • Air (Monk). You can shoot jets of wind as a ranged spell attack in place of an unarmed strike. The attack has a range of 9/18 meters. You are proficient with it, and you add your Wisdom to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain levels, as reflected in the Martial Arts feature of the monk.
  • Alteration. You have advantage on Acrobatics checks.
  • Alteration. You have advantage on Athletics checks.
  • Alteration. Your speed increases by 3 meters.
  • Alteration. Your reach increases by 1.5 meters.
  • Alteration. You don’t require air, food, drink, or sleep, although you still requires rest to reduce being exhausted and still benefit from finishing short and long rests.
  • Alteration. You have darkvision with a range of 9 meters. If you already have darkvision, increase its range by 9 meters.
  • Antimagic. You have a +1 bonus to saving throws against magic.
  • Beast. You have advantage on Wilderness checks.
  • Blood. You gain temporary health equal to your level until you lose this psychic focus.
  • Chaos. At the start of your turn you can move up to your speed in a random direction (roll a d8).
  • Charm. You have advantage on Persuasion checks.
  • Charm. Any enemy within 1.5 meters of you that makes a melee attack roll against creatures other than you does so with disadvantage.
  • Courage. You and allies within 3 meters of you who can see you have advantage on saving throws against being frightened.
  • Courage. When you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 9 meters of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.
  • Creation. You know the trinket cantrip until you lose this psychic focus.
  • Death. You have resistance to necrotic damage.
  • Death. You gain temporary health equal to your level until you lose this psychic focus.
  • Death (Monk). You can shoot swirling necrotic energy as a ranged spell attack in place of an unarmed strike. The attack has a range of 9/18 meters. You are proficient with it, and you add your Wisdom to its attack and damage rolls. Its damage is necrotic, and its damage die is a d4. This die changes as you gain levels, as reflected in the Martial Arts feature of the monk.
  • Deceit. You have advantage on Deception checks.
  • Divination. You have advantage on Insight checks.
  • Divination. You have advantage on Perception checks.
  • Divination. You have darkvision with a range of 9 meters. If you already have darkvision, increase its range by 9 meters.
  • Divination. You understand the literal meaning of any spoken language that you hear and you understand any written language that you sees, but you must be touching the surface on which the words are written.
  • Earth. You gain a +1 bonus to Defense.
  • Earth. You gain tremorsense 4.5 meters and you have you advantage on saving throws and ability checks to avoid being pushed, pulled, or knocked prone.
  • Earth (Monk). You can hurl chunks of earth and stone as a ranged spell attack in place of an unarmed strike. The attack has a range of 9/18 meters. You are proficient with it, and you add your Wisdom to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain levels, as reflected in the Martial Arts feature of the monk.
  • Fate. You have advantage on initiative rolls.
  • Fate. Whenever you make a saving throw and fail, you can expend 1 psi to reroll it and take the second result.
  • Fear. You have advantage on Coercion checks.
  • Fear. The area in a 1.5-meters radius around you is difficult terrain for any enemy that isn’t immune to being frightened.
  • Fire. You have resistance to fire damage.
  • Fire (Monk). Tendrils of flame stretch out from your fists and feet. Your reach with your unarmed strikes increases by 1.5 meters and they deal fire damage instead of bludgeoning damage.
  • Fire (Monk). You can hurl fiery bolts of magic as a ranged spell attack in place of an unarmed strike. The attack has a range of 9/18 meters. You are proficient with it, and you add your Wisdom to its attack and damage rolls. Its damage is fire, and its damage die is a d4. This die changes as you gain levels, as reflected in the Martial Arts feature of the monk.
  • Force. You gain a +1 bonus to Defense.
  • Force. You have resistance to force damage.
  • Holy. You have advantage on Divinity checks.
  • Ice. You have resistance to cold damage.
  • Life. You have advantage on Medicine checks.
  • Life. You can use a bonus action to touch a creature that has 0 health to stabilize it.
  • Light. You have resistance to radiant damage.
  • Light (Monk). You can shoot searing bolts of magical radiance as a ranged spell attack in place of an unarmed strike. The attack has a range of 9/18 meters. You are proficient with it, and you add your Wisdom to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain levels, as reflected in the Martial Arts feature of the monk.
  • Mind. You have advantage on Psionics checks.
  • Mind. You have resistance to psychic damage.
  • Mind. You can telepathically speak in the mind of any creature that you can touch or see within 18 meters of you. If you already have telepathy, its range increases by 18 meters.
  • Mind. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • Planes. You have advantage on Arcana checks.
  • Plants. You have advantage on Wilderness checks.
  • Plants. You gain a +1 bonus to Defense.
  • Shadow. You have advantage on Stealth checks.
  • Poison. You have resistance to poison damage.
  • Shadow. You have darkvision with a range of 9 meters. If you already have darkvision, increase its range by 9 meters.
  • Shadow. You have resistance to cold or necrotic damage.
  • Shadow (Monk). You can shoot shadowy wisps of magical energy as a ranged spell attack in place of an unarmed strike. The attack has a range of 9/18 meters. You are proficient with it, and you add your Wisdom to its attack and damage rolls. Its damage is necrotic, and its damage die is a d4. This die changes as you gain levels, as reflected in the Martial Arts feature of the monk.
  • Spirit. You know the thaumaturgy cantrip until you lose this psychic focus.
  • Storm. You have resistance to concussion or lightning damage.
  • Storm (Monk). You can hurl bolts of lightning as a ranged spell attack in place of an unarmed strike. The attack has a range of 9/18 meters. You are proficient with it, and you add your Wisdom to its attack and damage rolls. Its damage is lightning, and its damage die is a d4. This die changes as you gain levels, as reflected in the Martial Arts feature of the monk.
  • Telekinesis. You gain a +1 bonus to Defense.
  • Teleportation. Your speed increases by 3 meters as you briefly teleport through space.
  • Time. You have advantage on initiative rolls.
  • Unholy. You have advantage on Divinity checks.
  • Water. You gain a swimming speed equal to half your walking speed.
  • Water (Monk). You can shoot jets of water as a ranged spell attack in place of an unarmed strike. The attack has a range of 9/18 meters. You are proficient with it, and you add your Wisdom to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain levels, as reflected in the Martial Arts feature of the monk.

At 9th level you can focus on two psychic focuses at a time. At 17th level you can focus on three psychic focuses at a time. However, you cannot activate two psychic focuses that have similar effects (such as two focuses that both give you a +1 bonus to Defense).

Overload

You can overload your psychic focus in a burst of energy. Any psychic focus immediately ends, and you can cast a spell or use a maneuver from a theme you were focusing on augmented to your psi limit without expending energy, up to a limit of 4 psi.

Once you overload your psychic focus, you can’t gain a psychic focus again until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.

Psychic Redoubt

You can draw vigor from the psionic energy you expend. Immediately after you spend psi, you gain temporary health equal to the amount of psi you spent, up to your psi limit.

Strength of Mind

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.

Whenever you finish a short or long rest, you gain proficiency in Fortitude or Reflex saving throws. You remain proficient until you finish your next short or long rest.

Abilities Increase

Increase two abilities of your choice by 1. Increase two additional abilities at 7th, 15th, and 19th level. At 11th level, all of your abilities increase by 1.

As normal, you can’t increase an ability above 5 using this feature.

Choose a skill from your skill list or a skill that you are capable with to improve your proficiency with. If you are untrained, you become capable. If you are already capable, you become proficient.

At 6th level, 12th level, and 18th level you can choose a skill that is not from your skill list.

Focused Concentration

If you fail a saving throw to maintain your concentration on a spell, you can use your reaction to reroll the saving throw.

Once you use this feature, you must finish a long rest before you can use it again.

Resilient

Choose Fortitude, Reflex, or Will saving throws to become capable with, or proficient if you are already capable.

Choose another saving throw at 9th level.

Quickened Cantrips

When you cast a 1 psi spell as an action, you can cast a cantrip as a bonus action. Starting at 17th level, when you cast a 1 or 2 psi spell as an action, you can cast a cantrip as a bonus action.

Timeless Body

Your psionic energy sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water and you are immune to disease, poison damage, and the poisoned condition.

Psionic Mastery

Your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 3 special psi that you can spend only on spells or maneuvers that require an action or a bonus action to use. You can use all 3 psi on one spell or maneuver, or you can spread it across multiple spells and maneuvers. You can’t also spend your normal psi on these spells and maneuvers; you can spend only the special psi gained from this feature. When you finish a short or long rest, you lose any of these special psi that you haven’t spent.

If more than one of the spells or maneuvers you activate with these psi 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 psi, the spells and maneuvers end that you’re concentrating on.

Once you use this feature, you must finish a short or long rest before you can use it again.

Psychic Disentanglement

If you die while not on the ethereal plane, you discorporate instead of dying, leaving your possessions behind. You then appear as an incorporeal entity on the ethereal plane at the spot you died in the material plane at the start of your next turn. Your game statistics are replaced by the statistics of a ghost, though you retain your personality, Intelligence, Wisdom, and Charisma. You retain the benefit of any feats and features from your class, species, or other source, but are unable to cast a spell that would allow you to traverse between planes. You retain your psi, though your maximum psi is a quarter of its normal amount and your psi limit is half of its normal amount.

If you are able to return to the material plane, you can regrow your body after 2d6 days.

Psychic Transcendence

Your mastery of psionic power allows your mind to transcend your body. As an action, you can transcend your bodily limits. For 1 minute, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You automatically succeed on saving throws against spells and magical effects.
  • You have resistance to the damage of spells and magical effects.
  • You have a flying speed of 18 meters.
  • You emanate an aura of raw psychic energy in a 9-meters radius. Whenever an enemy creature starts its turn in the aura, the creature takes 10 psychic damage.

Once you use this feature, you must finish a short or long rest before you can use it again.