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Seeing his enemies overwhelming his companions, a tiefling charges into the fray, a determined look on his face. As he reaches them, his mouth opens in what looks like a scream of fury. Though no sound is uttered, the encroaching enemies recoil as though the scream had happened next to their ears.

Flying above a tense battle, a gnome sees an orc about to smash in the skull of one of her companions. With a glance, she wills back the force of the blow, causing the orc to miss its target, and allowing her companion to roll away and reposition for another attack.

Whether in the frontline or the back, psionicists use the power of their minds to enact change in the world around them. Acting as defenders and strategists, they use their immense intellect to turn the tides of battle in their favor.

The Power of the Mind

Psionicists are individuals with vast intelligence who have studied their own minds and, through that study, learned to harness the power of their thoughts and manifest them into psionic forces. Using these forces, psionicists can bolster their physical abilities in combat, mold psionic force into barriers and projectiles, move objects with a thought, and reach into the minds of others.

Master Tacticians

Because their physical prowess pales in comparison to those who specialize in melee combat, and their lack of talent for magical arts, psionicists tout themselves as master tacticians, able to take in their surroundings and, because of their keen intellect and ability to calculate at speeds most can only imagine, determine courses of action that would be to their benefit. Their psionic abilities also provide them a unique edge.

Creating a Psionicist

As you make your psionicist character, think about what events transpired that turned you to the path of mental power. Were you ridiculed for being weak? Were you made to believe you were a failure because you could not achieve magical abilities, despite your keen intellect? Were you told that intelligence was not enough to make your way in the world, or a name for yourself?

Consider how you discovered your mental abilities. Did they manifest one day, leaving you and those around you confused as to what they were? Did you make a study of psionic treatises and attempt to emulate the results? Did you find a mentor or teacher who helped you tap into the power of the mind?

Do you have something to prove to someone, or to the world in general? Do you seek revenge against those who ridiculed you for your intellect? Do you just want to use your abilities to help as many as you can? Understanding what you wish to achieve once you have your mental abilities will heavily influence your alignment.

Because a psionicist maintains a concentrated study and focus of their own minds, they tend not to seek guidance or inspiration from external sources. They seldom worship any deity unless they think there may be some tactical advantage to doing so.

Class Features

Hit Points

Hit Dice: 1d6 per psionicist level
Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at Higher levels: 1d6 (or 4) + your Constitution modifier per psionicist level after 1st


Armor: Light armor
Weapons: None
Tools: Choose one type of artisan’s tools weighing no more than 5 lbs
Saving Throws: Intelligence, Constitution
Skills: Choose two: Acrobatics, Deception, History, Insight, Investigation, Perception


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

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

Quick Build

You can make a psionicist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Lvl Proficiency Bonus Features
1st +2 Psionic Strike, Tactical Link
2nd +2 Psionic Landing, Tactical Advantage
3rd +2 Psionic Strategy
4th +2 Ability Score Improvement
5th +3 Tactical Repositioning
6th +3 Psionic Strategy Feature
7th +3
8th +3 Ability Score Improvement
9th +4 Tactical Maneuvering
10th +4 Psionic Strategy Feature
11th +4
12th +4 Ability Score Improvement
13th +5 Tactical Interrogation
14th +5 Psionic Strategy Feature
15th +5
16th +5 Ability Score Improvement
17th +6 Tactical Communication
18th +6 Psionic Strategy Feature
19th +6 Ability Score Improvement
20th +6 Tactical Schism

Psionic Ability

Because your abilities require a powerful mind, your Intelligence modifier must be 1 or greater. If your Intelligence modifier drops below 1, you will not be able to use any of your psionicist features.

Some of your psionicist features require you to maintain concentration in order to sustain their effects. Because you have worked to discipline your mind for these tasks, you have advantage on concentration checks. If you fail a concentration check, or attempt to use a different feature that requires concentration, the effect will end immediately.

Sustaining concentration is mentally draining, even to your powerful mind. You will typically need to take a long rest before using a psionic feature requiring concentration again.

Some of your psionicist features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Psi save DC = 8 + your proficiency bonus + your Intelligence modifier

Psionic Strike

Beginning at 1st level, you know that entering combat is an inevitability. You enhance your unarmed strikes with psionic force. You roll a d8 in place of the normal damage of your unarmed strike. Your unarmed strikes count as psychic for the purpose of overcoming resistances and immunity to non-psychic attacks and damage.

Tactical Link

(Concentration) At 1st level, you can form a mental link with a creature with which you have previously had contact. The subject need not be within sight, or even on the same plane. The subject recognizes you, and you can mentally communicate with it for a number of seconds equal to ten times your psionicist level (though nothing forces the subject to respond to you). You can exchange messages of twenty-five words or less at a time. You cannot use this feature again until you have completed a short or long rest.

Psionic Landing

Starting at 2nd level, you can use your reaction to recover instantly from a fall, and you can absorb some of the damage. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. You cannot use this feature again until you have completed a short or long rest.

Tactical Advantage

Beginning at 2nd level, you are able to take in the lay of the battlefield before combat begins, and better position your party for the combat to come. When rolling for initiative, the person in your party with the lowest roll receives a +5 to their initiative.

Psionic Strategy

When you reach 3rd level, you decide upon a psionic strategy to use in battle: Psionic Offense or Psionic Defense, both detailed at the end of the class description. Your strategy grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Tactical Repositioning

(Concentration) Starting at 5th level, you are able to use the power of your mind to move objects within 100 ft. of you. As an action, you can move an object weighing no more than your own weight up to 20 ft. in an unobstructed straight line. You can move a creature that is large or smaller, but it can make a Strength saving throw to resist. On a success, the creature is unmoved. Creatures moved in this way are not subject to attacks of opportunity when repositioned.

As a reaction, you can use this feature to bump an ally 5 ft. away from an enemy, without triggering an attack of opportunity. The ally does not need to be conscious to move them in this way.

If you use this feature as an action, you cannot use it as a reaction. If you use this feature as a reaction, you cannot use it as an action. You cannot use this feature again until you have completed a long rest.

Tactical Maneuvering

(Concentration) Beginning at 9th level, you can use your psionic powers to propel yourself through the air, allowing you to fly for a number of minutes equal to your psionicist level. You have a flying speed of 50 ft. Because your concentration is focused on keeping yourself aloft, lifting anything while flying requires physical action. You cannot use this feature again until you have completed a long rest.

Tactical Interrogation

(Concentration) Beginning at 13th level, you are able to probe the mind of a subject within 5 ft. of you, even if they are unwilling. All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. If the subject attempts to resist the probe, they must make a Constitution saving throw. On a failure, you can learn the answer to one question, to the best of the subject’s knowledge, and the interrogation continues as long as concentration is maintained. On a success, the subject takes 1d6 psychic damage, the probe is ended without finding an answer, and the subject is immune to the probe thereafter. You cannot use this feature again until you have completed a long rest.

Tactical Communication

(Concentration) Beginning at 17th level, you can send a single telepathic message of up to 25 words to up to 5 subjects you can see within 200 ft. This is strictly a one-way exchange from you to the subjects. If you do not share a common language, the subjects “hear” meaning mental syllables. You cannot use this feature again until you have completed a long rest.

If you have used Tactical Link and not completed a short or long rest, you cannot use Tactical Communication until you do. If you use Tactical Communication and have not completed a long rest, you cannot use Tactical Link until you do.

Tactical Schism

At 20th level, you have learned to split your mind into two independent parts. Each part functions in complete autonomy, allowing you to maintain two concentration abilities for one turn. As an action, you can activate the tactical schism; your second mind takes its action on your next turn. For every subsequent round that your second mind maintains its concentration ability, you will receive one point of exhaustion. You cannot use this feature again until you have completed a long rest and are not suffering from exhaustion.

Psionic Strategies

A psionicist’s primary goal is to provide support to their party, using their intellect to calculate risk and plan strategies to keep everyone as safe as possible. What distinguishes them from others is their ability to use psionic forces as part of those strategies. Because a psionicist’s strategies require them to have an understanding of their fundamental psionic abilities, they will only begin to formulate their strategy upon reaching 3rd level.

Psionic Offense

A psionic offense strategy involves using one’s psionic abilities to create as much space as possible between enemies and allies, and to give allies every opportunity to safely unleash as many attacks as possible. Using an offensive strategy puts the psionicist into the thick of battles, which can surprise enemies who don’t expect attacks and defenses to be psionically bolstered.

Psionic Barrage

Beginning at 3rd level, your psionically enhanced unarmed strikes can now reach an opponent you can completely see up to 20 ft. away, performing two ranged strikes against a target with a single attack action. Your unarmed strikes now deal force damage instead of psychic damage. Targets more than 10 ft. away take half damage from your ranged strikes. Both strikes are determined by the same attack roll, and must be against the same target. If the attack misses, both ranged strikes miss. A creature in melee range cannot be attacked with psionic barrage.

Psionic Reflection

Starting at 5th level, you can psionically reflect your pain and suffering back at your attacker. As a reaction, when a creature strikes you in melee, it takes damage equal to the mount it dealt to you, or an amount equal to your psionicist level, whichever is less. You can only use this feature once per round.

Psionic Armor

(Concentration) At 9th level, you learn to create a skin-tight psionic barrier around yourself that gives you a +4 bonus to your AC as long as it is active. You cannot use this feature again until you have completed a long rest.

Psionic Thrust

(Concentration) At 13th level, you can conjure a bulwark of psionic force and thrust it at an enemy in melee range, dealing 1d10 points of force damage and pushing it back 10 ft. If the target succeeds on a Strength saving throw, they are not pushed back, but still sustain the damage. You cannot use this feature again until you have completed a long rest.

Psionic Scream

(Concentration) Starting at 18th level, you can release a horrid shriek from your subconscious that disrupts the brains of all enemies in a 15 ft. radius around you, dealing 10d6 points of psychic damage to each enemy. You cannot use this feature again until you have completed a long rest.

Psionic Defense

A psionic defense strategy involves using psionic force to block and stymie enemy attacks to keep allies safe. A defensive strategy is usually executed from a distance, giving a vantage of the battlefield, and time to execute plans before an enemy attempts to interrupt them.

Psionic Concussion

Beginning at 3rd level, as an action, you can strike an object or person you select within 100 ft. with a psionic projectile that deals 1d6 points of force damage. Psionic concussion always affects a subject within range that you can see, even if the subject has half or three-quarter cover (but not full cover).

Psionic Feedback

Starting at 5th level, you can interrupt the thought process of an enemy making a melee or ranged weapon attack against you or a member of your party. When a creature you can see within 60 ft. makes an attack roll, you can use your reaction to impose a -4 to the roll. You must use this feature after the creature makes its roll, but before the DM determines whether the attack roll succeeds or fails. You can only use this feature once per round.

Psionic Barrier

(Concentration) At 9th level, you can create barriers of force that can block or contain your enemies. The barrier appears at a point you choose within 60 feet. It can take the following forms:

  • A 10 ft. cube with 60 hit points
  • A sphere with a radius of 6 ft. with 60 hit points
  • Up to six 10 x 10 ft. panels with 10 hit points each. Multiple panels must be contiguous with another panel.

Each barrier is a half inch thick and opaque, so it cannot be seen through. Creatures can attempt to break through a psionic barrier by reducing the barrier to 0 hit points, with attacks made against the psionicist’s psi save DC. If a creature is larger than the cube or sphere, it will be pushed to a location near where the barrier materializes.

The barriers are impermeable, and cannot be bypassed via teleportation, plane shifting, or other magical means. You cannot use this feature again until you have completed a long rest.

Psionic Domination

(Concentration) You attempt to wrest control of the mind of a creature that you can see within 60 feet. It must succeed on a Wisdom saving throw or be under your control until you lose, change, or break concentration. Any sentient creature with an Intelligence of at least 1 can be dominated in this way.

You take total and precise control of the target. On its turn, the creature will take only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction. While you maintain control of the target, you cannot move or take actions, and are susceptible to sneak attacks.

Each time the target takes damage, it makes a new Wisdom saving throw against the domination. If the saving throw succeeds, the domination ends. You cannot use this feature again until you have completed a long rest.

Psionic Execution

(Concentration) At 18th level, your mental will can abruptly and brutally crush the mental essence of any one creature within 25 ft., debilitating its acumen. The target must make a Constitution saving throw or collapse unconscious and dying at 0 hit points. If the target succeeds on the save, it takes 3d6 points of psychic damage. You cannot use this feature again until you have completed a long rest.


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