Psion
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Biofeedback

When you cast a Psion spell from the Necromancy or Transmutation school, you can expend a number of Psionic Energy Dice up to your Intelligence modifier, roll them, and gain a number of Temporary Hit Points equal to the total number rolled plus your Intelligence modifier (minimum of one).

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Combat Psionics

You have honed your psionic powers to act as both a shield and a weapon in battle. As a Bonus Action, you can expend a Psionic Energy die to grant yourself the following benefits for one minute:

Bypassing Psionics. Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic damage.

Defensive Psionics. You gain resistance to Psychic damage.

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Destructive Thoughts

When you cast a Psion spell from the Conjuration or Evocation school that forces a creature you can see to make a saving throw against the spell, you can expend a number of Psionic Energy Dice up to your Intelligence modifier, and roll them. The creature takes Psychic damage equal to the total number rolled plus your Intelligence modifier (minimum of one), regardless of the result of the saving throw.

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Devilish Tongue

When you take the Influence action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended.

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Ego Whip

When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to force the creature to make an Intelligence saving throw. On a failed save, the target's speed is reduced by 3 meters until the end of their turn. You can choose to expend and roll one Psionic Energy die as a part of this reaction, and the target takes psychic damage equal to the total roll.

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Expanded Awareness

When you take the Search action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended

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Id Insinuation

When you cast a Psion spell from the Enchantment or Illusion school that forces a creature to make a saving throw, you can expend one Psionic Energy Dice and roll it. One target of the spell you can see subtracts the number rolled from its saving throw against the spell.

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Inerrant Aim

When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll, potentially turning the miss into a hit. If this causes the attack to hit, the die is expended.

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Psionic Backlash

Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll it, and add the result to your AC, possibly making the attack miss. In addition, you force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to two rolls of your Psionic Energy Dice.

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Psionic Guards

At the start of your turn, you can expend one Psionic Energy Die. Until the start of your next turn, you have Immunity to the Charmed and Frightened conditions and Advantage on Intelligence saving throws. If you are Charmed or Frightened when you use this discipline, the condition ends on you. When you use Psionic Guards, you can also use a different Psionic Discipline this turn.

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Swift Recognition

When you cast a Psion spell from the Abjuration or Divination school with a casting time of an action, you can expend a number of Psionic Energy Dice to change the casting time to a Bonus Action for this casting. The number of dice equals one plus the spell’s level.

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Tactical Mind

When you take the Study action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended.

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