Psions are disciplined combatants who give thought a cutting edge. They call weapons into being from focused will, shifting between forms as the fight changes; their signature arms strike the mind as much as the body. A Psion is a martial front-liner with a small reserve of psychic techniques, not a conventional spellcaster.
Martial combatant and adaptable front-line weapon specialist
PPsion
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d10
PrimaryStrength or DexterityIntelligence
Features
20, levels 1 to 20
1Level 1, reached
Mind Weapon, Psychic Charges
You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. You can summon a mind weapon by expending a Psychic Charge; see Mind Weapon and Psychic Charges.
2Level 2
Expanded Reserve, Fighting Style
Your maximum Psychic Charges becomes 4. You also gain a Fighting Style feat of your choice for which you qualify.
3Level 3
Psion Subclass
Choose a Psion subclass. Your subclass grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement, Thoughtcasting
5Level 5
Focused Impact
Your maximum Psychic Charges becomes 5. Once on each of your turns when you hit with a mind weapon, you can deal extra psychic damage equal to your Intelligence modifier (minimum 1).
6Level 6
Subclass Feature
Your Psion subclass grants you a feature.
7Level 7
Twin Manifestation
When you summon a mind weapon, you can summon two weapons instead, each in a hand you have free. You expend only one Psychic Charge for both; each weapon must be a simple or martial melee weapon.
8Level 8
Ability Score Improvement
9Level 9
Deep Reserve
Your maximum Psychic Charges becomes 6. When you roll Initiative and have no Psychic Charges remaining, you regain 1 charge.
10Level 10
Subclass Feature
Your Psion subclass grants you a feature.
11Level 11
Unbound Edge
Your mind weapons count as magical for overcoming resistance and immunity to nonmagical attacks and damage. When you summon one, you can choose for its damage to be psychic or its normal damage type.
12Level 12
Ability Score Improvement
13Level 13
Split Thought
Your maximum Psychic Charges becomes 7. When you use Thoughtcasting, you can cast two different cantrips you know with the same charge, either targeting the same creature or different creatures.
14Level 14
Subclass Feature
Your Psion subclass grants you a feature.
15Level 15
Keen Manifestation
Your mind weapons gain a +1 bonus to attack rolls and damage rolls. This bonus increases to +2 at level 18.
16Level 16
Ability Score Improvement
17Level 17
Vast Reserve
Your maximum Psychic Charges becomes 8. When you finish a Short Rest, you regain 2 expended Psychic Charges.
18Level 18
Perfected Edge
The bonus from Keen Manifestation increases to +2.
19Level 19
Ability Score Improvement, Epic Boon
20Level 20
Mind Made Weapon
When you roll Initiative, you regain 2 Psychic Charges if you have at least 1 expended charge. Once per turn when you hit a creature with a mind weapon, you can force it to make an Intelligence saving throw against your Psion save DC; on a failure, it has the Stunned condition until the start of your next turn. Once a creature succeeds on this save, it is immune to this effect for 24 hours.
Core traits
Hit die
d10
Primary
Strength or DexterityIntelligence
Saves
StrengthIntelligence
Hit pointsHit Point Die: per Psion level. Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: (or 6) + your Constitution modifier per Psion level after 1st.
DefensesPsion save DC = 8 + your proficiency bonus + your Intelligence modifier.
ArmorLight armor, medium armor, shields.
WeaponsSimple and martial weapons.
ToolsNone. Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Perception, and Survival.
ResourcePsychic Charges: You have 3 at level 1, increasing to 4 at level 2, 5 at level 5, 6 at level 9, 7 at level 13, and 8 at level 17. You regain all expended charges when you finish a Long Rest. Features specify any additional recovery.
MulticlassingPrerequisite: Intelligence 13. When you take your first Psion level, you gain proficiency with light armor, medium armor, and simple weapons. Psychic Charges and Psion features scale with Psion level only.
Spells and options
How it casts
You are not a spellcaster and gain no spell slots.
At level 4, choose one cantrip from the Wizard, Sorcerer, or Warlock spell list; it counts as a Psion cantrip for you. You can cast it only by expending a Psychic Charge, using Intelligence as your spellcasting ability. At level 13, Split Thought lets you cast two different cantrips you know for one charge. You learn one additional cantrip from those lists at level 10 and one at level 17.
Cantrips (Thoughtcasting)
Subclasses
3
Aegis Mind
Turn focused thought into protection for yourself and your companions.
Protective psychic guard
Interception and ally defense
Barrier that can absorb a powerful hit
Far Edge
Project a weapon beyond arm’s reach and strike with exacting control.
Ranged weapon manifestations
Ricochet attacks between foes
Long-distance precision strike
Kinetic Form
Make motion itself your weapon, always arriving where the fight turns.
Rapid shifts between weapon forms
Mobility through short psychic bursts
Disruptive strikes that hinder foes
Playing one
What it is
Psions are disciplined combatants who give thought a cutting edge.
They call weapons into being from focused will, shifting between forms as the fight changes; their signature arms strike the mind as much as the body. A Psion is a martial front-liner with a small reserve of psychic techniques, not a conventional spellcaster.
How to play one
Fight as a durable martial combatant, choosing weapon forms to fit the situation and saving Psychic Charges for moments when their added flexibility matters.
Thoughtcasting is a limited tactical tool, not a replacement for a full spellcaster; coordinate with allies before spending your reserve on utility.
Make one
Personality
I pause before acting, as though testing each possibility in my mind.
Ideal
Discipline. Power without control is just another danger to those nearby.
Bond
I owe my first mentor a debt I can never repay.
Flaw
I mistake emotional control for genuine understanding.
Quirk
Traces the shape of an imagined weapon with one finger when thinking.
Personality
I pause before acting, as though testing each possibility in my mind.
I treat practice weapons and summoned weapons with equal respect.
I speak plainly, because I dislike letting words obscure intent.
I notice the moment someone in a room reaches for a weapon.
Ideals
Discipline. Power without control is just another danger to those nearby.
Choice. No one should be defined by the thoughts they cannot help having.
Protection. The strongest weapon is the one raised between danger and the vulnerable.
Bonds
I owe my first mentor a debt I can never repay.
A weapon I once summoned still carries the memory of someone I failed to save.
I protect those whose minds are treated as dangerous or unnatural.
Flaws
I mistake emotional control for genuine understanding.
I become fixated on proving my discipline is stronger than my fear.
I am reluctant to trust anyone with a weapon I cannot see.
Quirks
Traces the shape of an imagined weapon with one finger when thinking.
Keeps a steady breathing rhythm even during arguments.
Looks at a person’s hands before meeting their eyes.
Dismisses summoned weapons with a small closing gesture.
In the world
Training
Psions usually begin with a sudden manifestation during stress, then seek out a mentor or learn through solitary discipline.
Training teaches them to hold a weapon-shape steady, dismiss it safely, and separate focused intent from uncontrolled emotion; no single tradition is required.
How others see them
People often admire a Psion’s control but distrust weapons that appear without warning.
In places where mental powers are poorly understood, a summoned blade may be taken as a sign of danger even when the Psion is trying to help.
Famous practitioners
PsionIlyra VennA wandering duelist whose summoned blade changes shape whenever an opponent thinks they have found its measure.
PsionTovan GlasshandA former siege defender remembered for holding a city gate with a single enormous psychic maul.
Factions
The Quiet Edge
A traveling fellowship that teaches focus through sparring, meditation, and strict restraint.
Wardens of the Inner Wall
A coalition of city defenders who train Psions to manifest shields and weapons for emergency response.
The Thoughtglass Collegium
A controversial circle that studies memories embedded in summoned weapons and the minds that create them.
Regions
The Windcut Ranges
Remote cliffside schools use long, silent forms to teach focus and balance.
The Glassward Cities
Urban guardhouses employ Psions as adaptable defenders, though locals sometimes find their unseen weapons unsettling.
The Ash Marches
In borderlands scarred by conflict, self-taught Psions are common and their abilities are often feared.
Character hooks
A battlefield survivor learned to shape weapons from the last thoughts of fallen comrades.
You were trained by a secretive order, but left after discovering what its leaders do with gifted minds.
Your psychic weapons resemble relics from a vanished civilization you have never visited.
A weapon appeared in your hand during a crisis, and you have spent years trying to understand why.
You serve as a bodyguard whose weapons change to suit the person you are protecting.
You seek the person who taught you to summon weapons, after they vanished without explanation.
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