As a Psion, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Psion level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Psion level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, whips
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Intimidation, Insight, Investigation, Deception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a hand crossbow and 20 bolts or (b) any two simple weapons
(a) a scholar's pack or (b) an explorer's pack
Psi
Starting at level 1, your mental prowess begins manifesting itself in new ways known as Psi. This energy is represented by a number of points shown in the Psi column of the Psion table.
You can spend these points to fuel various Psion features including casting Psion spells. You start knowing three such features:
Static Field: (1 Psi) As a reaction and until the start of your next turn, you have a +3 bonus to AC, including against the triggering attack, and cannot be charmed or frightened.
Analyze: (1 Psi) As a bonus action, you can grant the help action to an ally within 100 ft.
Mindlink: (1 Psi) As an action, choose a willing creature you can see. You and the chosen creature(s) can speak telepathically with each other while you are on the same plane. A creature can't use this telepathy if it can't speak any languages, but doesn’t need to speak a common language to understand each other. Mindlink lasts until the next short rest.
To cast a Psionic spell of 1st level or higher, you must spend Psi equal to the level of the spell you wish to cast. You may cast spells at higher levels by spending additional Psi points. For example, a level 3 spell costs 3 Psi points, but could deal more damage at higher levels. By spending 2 more Psi points, you could cast it at level 5. You cannot cast a spell higher than your spell level.
Whenever you cast a Psion spell, it requires no verbal, somatic components or material components unless they are consumed by the spell. You also know the cantrips Mind Sliver and Mage Hand which count as Psion spells for you.
When you spend a Psi point, it is unavailable until you finish a short or long rest, at the end of which you focus your mind, regaining your Psi. You must spend at least 30 minutes of the rest meditating to regain your Psi points.
Spellcasting Ability
Intelligence is your spellcasting ability for your Psion spells, since your powers pulse and radiate from sheer thought and imagination. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psion spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Psion spells list.
The Spells Known column of the Psion table shows when you learn more Psion spells of your choice. A spell you choose must be of a level no higher than what's shown in the table's Spell Level column for your level. When you reach 6th level, for example, you learn a new Psion spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Psion spells you know and replace it with another spell from the Psion spell list, which also must be of a level equal to or lower than your Psion spell level.
Mental Marvels
Somewhere in your mind you’ve unlocked hidden Psionic abilities that allow you to push your mind and body even further than before.
At 2nd level, you gain two Mental Marvels of your choice. When you gain certain Psion levels, you gain additional Marvels of your choice, as shown in the Marvels Known column of the Psion table.
Additionally, when you gain a level in this class, you can choose one of the Marvels you know and replace it with another Marvel that you could learn at that level.
A level prerequisite in a Marvel refers to Psion level, not character level.
School of Thought
At 3rd level, you choose a School of Thought in which the machinations of your mind advance. Your choice grants you features at 3rd level and again at 5th, 9th and 15th 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.
Adaptive Adept
Connecting your mind into the weave, you draw information from the deep well of knowledge far within your subconscious or those around you. Starting at 7th level, when making a skill check, you can spend 2 Psi points to gain proficiency in that skill. If you are already proficient in that skill, you can double your proficiency bonus for that roll.
At level 17, your adaptive skills increase yet again, causing any increases to your proficiencies to last until your next short rest.
Mental Block
Beginning at 10th level, your mental mastery grants you proficiency in Wisdom saving throws.
Additionally, whenever you or a creature within 30 feet of you fails an Intelligence, Wisdom or Charisma saving throw, you can spend 1 Psi point and use your reaction to reroll a saving throw that was failed.
Migraine
Starting at 15th level, you push your mental limits beyond what you believed possible. When casting a Psionic spell, you can spend additional Psi to cast the spell at a level higher than your spell level. For every Psi spent above your spell level, you take 1d4 psychic damage. For example, if you cast Phantasmal Killer (a level 4 spell) at level 7, it will cost 7 Psi, and deal 2d4 psychic damage to you.
Brainiac
At 20th level, your mental powers can infiltrate the strongest of minds and break the most powerful defenses. Psionic spells you cast ignore anti-magic fields.
Additionally, you can amplify your cerebral might to its maximum force. As an action, you gain the following benefit for 1 minute: Creatures you deal psychic damage to with Psionic spells are treated as vulnerable to psychic damage. You can't use this feature again until you finish a short rest.
Circular Breathing Thanks to your meditation techniques, you’re able to feel more refreshed with a clearer mind. At the end of a short rest, you gain temporary hit points equal to 1d12 + your Intelligence modifier.
Cognitive Camouflage (Requires Lurk subclass) You learn the Invisibility spell, which doesn't count against your number of Psion spells known. You can only target yourself with this spell.
Coping Mechanism While your body may be unwilling—your brain still fights for you. If you would fail a death saving throw, you can spend 1 Psi point to reroll that die. You must keep that roll.
Dreamwalk (Requires Mindwhip subclass) You learn the Misty Step spell, which doesn't count against your number of Psion spells known.
Geomancer (Requires Controller subclass) You learn the Mold Earth cantrip, which doesn't count against your number of Psion spells known.
Gray Matter Once per short rest, you can cast one level 1 Psion spell without paying its Psi cost.
Hydromancer (Requires Controller subclass) You learn the Shape Water cantrip, which doesn't count against your number of Psion spells known.
Hyperfocus On your turn, you can spend 2 Psi to remove the stunned condition from yourself.
Insult to Injury (Requires Lurk subclass) You learn the Vicious Mockery cantrip, which doesn't count against your number of Psion spells known.
Nightmare (Requires Lurk subclass) Whenever you successfully deal damage with Mind Sliver, you can spend any number of Psi to add that many additional d6 to the total damage dealt.
Precision Control (Requires Controller subclass) You can use thieves' tools to pick locks and disarm traps at range with your Mage Hand.
Psionic Slam (Requires Mindwhip subclass) You learn the Booming Blade cantrip, which doesn't count against your number of Psion spells known.
Pyromancer (Requires Controller subclass) You learn the Control Flames cantrip, which doesn't count against your number of Psion spells known.
Quick Thinking You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Skullcap (Requires Mindwhip subclass) While wearing light armor, you gain an additional +1 AC and have advantage on saving throws against being charmed or frightened.
Soften the Mind (Requires Lurk subclass) You learn the Friends cantrip, which doesn't count against your number of Psion spells known.
Thoughtpass (Requires Lurk subclass) You learn the Message cantrip, which doesn't count against your number of Psion spells known.
Vibrational Healing You gain the ability to recover a small amount of health by focusing your psionic energy into a positive force that can heal. As an action, you can spend any number of Psi. For each Psi point you spend, a creature you touch regains a number of hit points equal to that many d4s. This effect has no effect on undead or constructs.
Architect (Requires Controller subclass level 11) You learn the Wall of Force spell, which doesn't count against your number of Psion spells known.
Cranial Plating (Requires Mindwhip subclass, level 11) While wearing light armor, you gain an additional +2 AC and have advantage on saving throws against being charmed or frightened.
Dreamsprint (Requires Mindwhip subclass level 11) You learn the Far Step spell, which doesn't count against your number of Psion spells known.
Enlightened Mind (Requires Controller subclass level 11) You learn the Fly spell, which doesn't count against your number of Psion spells known. You can only target yourself with this spell.
Gray Matter +1 (Requires level 11) Once per short rest, you can cast one level 2 Psion spell without paying its Psi cost.
Synaptic Skulk (Requires Lurk subclass level 11) You learn the Greater Invisibility spell, which doesn't count against your number of Psion spells known. You can only target yourself with this spell.
Brain Drain (Requires level 15) When you successfully deal damage with Mind Sliver, gain 1 Psi. You cannot exceed your maximum Psi points.
Gray Matter +2 (Requires level 15) Once per short rest, you can cast one level 3 Psion spell without paying its Psi cost.
Mind Blast (Requires level 15) You can spend 5 Psi to magically emit psychic energy in a 15-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 4d8 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Prison (Requires level 15) You learn the Mental Prison spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Oppressor (Requires Lurk subclass level 15) When a Psion spell you control that charms a creature ends, you can choose to have that creature be frightened for 1 minute instead of knowing what happened or being confused.
Zookeeper (Requires Controller subclass level 15) You learn the Forcecage spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Gray Matter +3 (Requires level 17) Once per short rest, you can cast one level 4 Psion spell without paying its Psi cost.
Group Therapy (Requires level 17) You learn the Weird spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Labyrinthian Thought (Requires level 17) You learn the Maze spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Lobotomy (Requires level 17) You learn the Psychic Scream spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Mind Reader (Requires level 17) You learn the Telepathy spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Nirvana (Requires level 17) You learn the Mind Blank spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Sharing is Caring (Requires level 17) Whenever you cast a Psion spell above level 5 and are affected by a Migraine, each creature of your choice within a 15 foot radius of you also takes that much psychic damage.
Bolstering their body with psychic suffused mental might, the Mindwhip is as dangerous with a weapon as they are with their mind.
Mindsharpener
Starting at 3rd level, you can empower your weapon with psychic power to wrack your foe’s minds with pain when dealing damage.
As a bonus action, you can expend a number of Psi points up to an amount equal to your proficiency bonus to grant one weapon you touch a bonus to damage rolls when you attack with it. The bonus equals the number of Psi points you spent. This bonus lasts for 1 hour or until you use this feature again. The additional damage dealt is psychic damage.
Also, when you attack with a Mindsharpened weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flight Response
Starting at 9th level, as a reaction when an enemy ends its turn within 5 feet of you, you can spend 2 Psi to teleport up to your speed to a location you can see.
Fight Response
Starting at 15th level, as a reaction when an enemy ends its turn within 5 feet of you, you can spend 3 Psi to make an attack on that enemy.
Supplanting their thoughts into the minds of others and mesmerizing those around them, the Lurk relies on their psychic abilities to slip into places and social situations, even in broad daylight. When subtlety isn’t an option the Lurk strikes deep within the mind—right where it hurts.
Mind Moil
Starting at 3rd level, your massive intellect lends well to social situations. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
In addition, when you cast the spell Charm Person spell it now reads, “When the spell ends, the creature must make a Wisdom saving throw against your spell save DC. If it fails the saving throw, it is confused and has a muddled memory of what happened.”
Probe
Beginning at 5th level, you add your Intelligence modifier to the damage you deal with the Mind Sliver cantrip.
Doppelganger
As an action at 9th level, you can spend 2 Psi to create a psychic illusion of yourself for 5 minutes or until dismissed. Your Doppelganger will stand in place doing whatever task you choose, such as standing guard, pacing, looking threatening or simply standing still. It cannot speak or change its directive once created, however.
The Doppelganger looks identical to you in every way, including your gear. Physical interaction with a Doppelganger reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the Doppelganger becomes faint to the creature.
Aneurysm
Starting at 15th level, when you successfully deal damage with Mind Sliver, you can use your reaction and spend 2 Psi to stun the enemy until the end of your next turn.
In addition, when you cast the spell Charm Monster spell it now reads, “When the spell ends, the creature must make a Wisdom saving throw against your spell save DC. If it fails the saving throw, it is confused and has a muddled memory of what happened.”
With an invisible force, the Controller manipulates objects solely with their thoughts with ease. The Controller is the puppet master of the battlefield and molds the world around them.
Mental Grasp
When you reach 3rd level in this class, your Mage Hand can now lift objects or willing creatures of up to 25 pounds. Its range increases by 30 feet when you cast it.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet in a direction on the ground you choose. A creature can willingly fail this save.
You also learn the Catapult spell, which doesn't count against your number of Psion spells known.
Elevated Mind
Beginning at 5th level, your Mage Hand can now lift objects or willing creatures of up to 50 pounds.
You also learn the Levitate spell, which doesn't count against your number of Psion spells known.
Telekinetisist
Starting at 9th level, your Mage Hand can now lift objects or willing creatures of up to 100 pounds.
You also learn the Telekinesis spell, which doesn't count against your number of Psion spells known.
Force of Will
Starting at 15th level, your Mage Hand can now lift objects or willing creatures of up to 200 pounds.
You can spend 1 Psi point to try to telekinetically slam one creature you can see within 30 feet of you as a bonus action. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be knocked prone.
Additionally, you learn the Bigby's Hand spell, which doesn't count against your number of Psion spells known. (This spell is an invisible force, as opposed to a shimmering hand.)
I know there is a lot here, but this is just something I've done for fun and thought it'd be neat to share. Any thoughts and feedback are appreciated. Thanks.
Here's a link to the Google Doc if this is easier to navigate.
PSION CLASS TABLE
Psion
As a Psion, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Psion level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Psion level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, whips
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Intimidation, Insight, Investigation, Deception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a hand crossbow and 20 bolts or (b) any two simple weapons
(a) a scholar's pack or (b) an explorer's pack
Psi
Starting at level 1, your mental prowess begins manifesting itself in new ways known as Psi. This energy is represented by a number of points shown in the Psi column of the Psion table.
You can spend these points to fuel various Psion features including casting Psion spells. You start knowing three such features:
Static Field: (1 Psi) As a reaction and until the start of your next turn, you have a +3 bonus to AC, including against the triggering attack, and cannot be charmed or frightened.
Analyze: (1 Psi) As a bonus action, you can grant the help action to an ally within 100 ft.
Mindlink: (1 Psi) As an action, choose a willing creature you can see. You and the chosen creature(s) can speak telepathically with each other while you are on the same plane. A creature can't use this telepathy if it can't speak any languages, but doesn’t need to speak a common language to understand each other. Mindlink lasts until the next short rest.
To cast a Psionic spell of 1st level or higher, you must spend Psi equal to the level of the spell you wish to cast. You may cast spells at higher levels by spending additional Psi points. For example, a level 3 spell costs 3 Psi points, but could deal more damage at higher levels. By spending 2 more Psi points, you could cast it at level 5. You cannot cast a spell higher than your spell level.
Whenever you cast a Psion spell, it requires no verbal, somatic components or material components unless they are consumed by the spell. You also know the cantrips Mind Sliver and Mage Hand which count as Psion spells for you.
When you spend a Psi point, it is unavailable until you finish a short or long rest, at the end of which you focus your mind, regaining your Psi. You must spend at least 30 minutes of the rest meditating to regain your Psi points.
Spellcasting Ability
Intelligence is your spellcasting ability for your Psion spells, since your powers pulse and radiate from sheer thought and imagination. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psion spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Psion spells list.
The Spells Known column of the Psion table shows when you learn more Psion spells of your choice. A spell you choose must be of a level no higher than what's shown in the table's Spell Level column for your level. When you reach 6th level, for example, you learn a new Psion spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Psion spells you know and replace it with another spell from the Psion spell list, which also must be of a level equal to or lower than your Psion spell level.
Mental Marvels
Somewhere in your mind you’ve unlocked hidden Psionic abilities that allow you to push your mind and body even further than before.
At 2nd level, you gain two Mental Marvels of your choice. When you gain certain Psion levels, you gain additional Marvels of your choice, as shown in the Marvels Known column of the Psion table.
Additionally, when you gain a level in this class, you can choose one of the Marvels you know and replace it with another Marvel that you could learn at that level.
A level prerequisite in a Marvel refers to Psion level, not character level.
School of Thought
At 3rd level, you choose a School of Thought in which the machinations of your mind advance. Your choice grants you features at 3rd level and again at 5th, 9th and 15th 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.
Adaptive Adept
Connecting your mind into the weave, you draw information from the deep well of knowledge far within your subconscious or those around you. Starting at 7th level, when making a skill check, you can spend 2 Psi points to gain proficiency in that skill. If you are already proficient in that skill, you can double your proficiency bonus for that roll.
At level 17, your adaptive skills increase yet again, causing any increases to your proficiencies to last until your next short rest.
Mental Block
Beginning at 10th level, your mental mastery grants you proficiency in Wisdom saving throws.
Additionally, whenever you or a creature within 30 feet of you fails an Intelligence, Wisdom or Charisma saving throw, you can spend 1 Psi point and use your reaction to reroll a saving throw that was failed.
Migraine
Starting at 15th level, you push your mental limits beyond what you believed possible. When casting a Psionic spell, you can spend additional Psi to cast the spell at a level higher than your spell level. For every Psi spent above your spell level, you take 1d4 psychic damage. For example, if you cast Phantasmal Killer (a level 4 spell) at level 7, it will cost 7 Psi, and deal 2d4 psychic damage to you.
Brainiac
At 20th level, your mental powers can infiltrate the strongest of minds and break the most powerful defenses. Psionic spells you cast ignore anti-magic fields.
Additionally, you can amplify your cerebral might to its maximum force. As an action, you gain the following benefit for 1 minute: Creatures you deal psychic damage to with Psionic spells are treated as vulnerable to psychic damage. You can't use this feature again until you finish a short rest.
_______________________________________________________________________________
Mental Marvels
Circular Breathing
Thanks to your meditation techniques, you’re able to feel more refreshed with a clearer mind. At the end of a short rest, you gain temporary hit points equal to 1d12 + your Intelligence modifier.
Cognitive Camouflage (Requires Lurk subclass)
You learn the Invisibility spell, which doesn't count against your number of Psion spells known. You can only target yourself with this spell.
Coping Mechanism
While your body may be unwilling—your brain still fights for you. If you would fail a death saving throw, you can spend 1 Psi point to reroll that die. You must keep that roll.
Dreamwalk (Requires Mindwhip subclass)
You learn the Misty Step spell, which doesn't count against your number of Psion spells known.
Geomancer (Requires Controller subclass)
You learn the Mold Earth cantrip, which doesn't count against your number of Psion spells known.
Gray Matter
Once per short rest, you can cast one level 1 Psion spell without paying its Psi cost.
Hydromancer (Requires Controller subclass)
You learn the Shape Water cantrip, which doesn't count against your number of Psion spells known.
Hyperfocus
On your turn, you can spend 2 Psi to remove the stunned condition from yourself.
Insult to Injury (Requires Lurk subclass)
You learn the Vicious Mockery cantrip, which doesn't count against your number of Psion spells known.
Nightmare (Requires Lurk subclass)
Whenever you successfully deal damage with Mind Sliver, you can spend any number of Psi to add that many additional d6 to the total damage dealt.
Precision Control (Requires Controller subclass)
You can use thieves' tools to pick locks and disarm traps at range with your Mage Hand.
Psionic Slam (Requires Mindwhip subclass)
You learn the Booming Blade cantrip, which doesn't count against your number of Psion spells known.
Pyromancer (Requires Controller subclass)
You learn the Control Flames cantrip, which doesn't count against your number of Psion spells known.
Quick Thinking
You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Skullcap (Requires Mindwhip subclass)
While wearing light armor, you gain an additional +1 AC and have advantage on saving throws against being charmed or frightened.
Soften the Mind (Requires Lurk subclass)
You learn the Friends cantrip, which doesn't count against your number of Psion spells known.
Thoughtpass (Requires Lurk subclass)
You learn the Message cantrip, which doesn't count against your number of Psion spells known.
Vibrational Healing
You gain the ability to recover a small amount of health by focusing your psionic energy into a positive force that can heal. As an action, you can spend any number of Psi. For each Psi point you spend, a creature you touch regains a number of hit points equal to that many d4s. This effect has no effect on undead or constructs.
Architect (Requires Controller subclass level 11)
You learn the Wall of Force spell, which doesn't count against your number of Psion spells known.
Cranial Plating (Requires Mindwhip subclass, level 11)
While wearing light armor, you gain an additional +2 AC and have advantage on saving throws against being charmed or frightened.
Dreamsprint (Requires Mindwhip subclass level 11)
You learn the Far Step spell, which doesn't count against your number of Psion spells known.
Enlightened Mind (Requires Controller subclass level 11)
You learn the Fly spell, which doesn't count against your number of Psion spells known. You can only target yourself with this spell.
Gray Matter +1 (Requires level 11)
Once per short rest, you can cast one level 2 Psion spell without paying its Psi cost.
Synaptic Skulk (Requires Lurk subclass level 11)
You learn the Greater Invisibility spell, which doesn't count against your number of Psion spells known. You can only target yourself with this spell.
Brain Drain (Requires level 15)
When you successfully deal damage with Mind Sliver, gain 1 Psi. You cannot exceed your maximum Psi points.
Gray Matter +2 (Requires level 15)
Once per short rest, you can cast one level 3 Psion spell without paying its Psi cost.
Mind Blast (Requires level 15)
You can spend 5 Psi to magically emit psychic energy in a 15-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 4d8 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Prison (Requires level 15)
You learn the Mental Prison spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Oppressor (Requires Lurk subclass level 15)
When a Psion spell you control that charms a creature ends, you can choose to have that creature be frightened for 1 minute instead of knowing what happened or being confused.
Zookeeper (Requires Controller subclass level 15)
You learn the Forcecage spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Gray Matter +3 (Requires level 17)
Once per short rest, you can cast one level 4 Psion spell without paying its Psi cost.
Group Therapy (Requires level 17)
You learn the Weird spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Labyrinthian Thought (Requires level 17)
You learn the Maze spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Lobotomy (Requires level 17)
You learn the Psychic Scream spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Mind Reader (Requires level 17)
You learn the Telepathy spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Nirvana (Requires level 17)
You learn the Mind Blank spell, which doesn't count against your number of Psion spells known. Casting this spell does not cause a Migraine.
Sharing is Caring (Requires level 17)
Whenever you cast a Psion spell above level 5 and are affected by a Migraine, each creature of your choice within a 15 foot radius of you also takes that much psychic damage.
_______________________________________________________________________________
Psion Spell List
Level 1 Spells
Charm Person
Color Spray
Command
Compelled Duel
Dissonant Whispers
Distort Value
Silent Image
Tasha's Hideous Laughter
Level 2 Spells
Blur
Calm Emotions
Crown of Madness
Detect Thoughts
Enthrall
Gift of Gab
Hold Person
Mind Spike
Mirror Image
Nystul's Magic Aura
Phantasmal Force
See Invisibility
Suggestion
Tasha's Mind Whip
Zone of Truth
Level 3 Spells
Clairvoyance
Enemies Abound
Fast Friends
Fear
Hypnotic Pattern
Incite Greed
Intellect Fortress
Major Image
Sending
Level 4 Spells
Arcane Eye
Compulsion
Confusion
Dominate Beast
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Level 5 Spells
Dominate Person
Dream
Hold Monster
Mislead
Modify Memory
Rary's Telepathic Bond
Synaptic Static
_______________________________________________________________________________
SUBCLASSES:
Psion: The Mindwhip
Bolstering their body with psychic suffused mental might, the Mindwhip is as dangerous with a weapon as they are with their mind.
Mindsharpener
Starting at 3rd level, you can empower your weapon with psychic power to wrack your foe’s minds with pain when dealing damage.
As a bonus action, you can expend a number of Psi points up to an amount equal to your proficiency bonus to grant one weapon you touch a bonus to damage rolls when you attack with it. The bonus equals the number of Psi points you spent. This bonus lasts for 1 hour or until you use this feature again. The additional damage dealt is psychic damage.
Also, when you attack with a Mindsharpened weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flight Response
Starting at 9th level, as a reaction when an enemy ends its turn within 5 feet of you, you can spend 2 Psi to teleport up to your speed to a location you can see.
Fight Response
Starting at 15th level, as a reaction when an enemy ends its turn within 5 feet of you, you can spend 3 Psi to make an attack on that enemy.
_______________________________________________________________________________
Psion: The Lurk
Supplanting their thoughts into the minds of others and mesmerizing those around them, the Lurk relies on their psychic abilities to slip into places and social situations, even in broad daylight. When subtlety isn’t an option the Lurk strikes deep within the mind—right where it hurts.
Mind Moil
Starting at 3rd level, your massive intellect lends well to social situations. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
In addition, when you cast the spell Charm Person spell it now reads, “When the spell ends, the creature must make a Wisdom saving throw against your spell save DC. If it fails the saving throw, it is confused and has a muddled memory of what happened.”
Probe
Beginning at 5th level, you add your Intelligence modifier to the damage you deal with the Mind Sliver cantrip.
Doppelganger
As an action at 9th level, you can spend 2 Psi to create a psychic illusion of yourself for 5 minutes or until dismissed. Your Doppelganger will stand in place doing whatever task you choose, such as standing guard, pacing, looking threatening or simply standing still. It cannot speak or change its directive once created, however.
The Doppelganger looks identical to you in every way, including your gear. Physical interaction with a Doppelganger reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the Doppelganger becomes faint to the creature.
Aneurysm
Starting at 15th level, when you successfully deal damage with Mind Sliver, you can use your reaction and spend 2 Psi to stun the enemy until the end of your next turn.
In addition, when you cast the spell Charm Monster spell it now reads, “When the spell ends, the creature must make a Wisdom saving throw against your spell save DC. If it fails the saving throw, it is confused and has a muddled memory of what happened.”
_______________________________________________________________________________
Psion: The Controller
With an invisible force, the Controller manipulates objects solely with their thoughts with ease. The Controller is the puppet master of the battlefield and molds the world around them.
Mental Grasp
When you reach 3rd level in this class, your Mage Hand can now lift objects or willing creatures of up to 25 pounds. Its range increases by 30 feet when you cast it.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet in a direction on the ground you choose. A creature can willingly fail this save.
You also learn the Catapult spell, which doesn't count against your number of Psion spells known.
Elevated Mind
Beginning at 5th level, your Mage Hand can now lift objects or willing creatures of up to 50 pounds.
You also learn the Levitate spell, which doesn't count against your number of Psion spells known.
Telekinetisist
Starting at 9th level, your Mage Hand can now lift objects or willing creatures of up to 100 pounds.
You also learn the Telekinesis spell, which doesn't count against your number of Psion spells known.
Force of Will
Starting at 15th level, your Mage Hand can now lift objects or willing creatures of up to 200 pounds.
You can spend 1 Psi point to try to telekinetically slam one creature you can see within 30 feet of you as a bonus action. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be knocked prone.
Additionally, you learn the Bigby's Hand spell, which doesn't count against your number of Psion spells known. (This spell is an invisible force, as opposed to a shimmering hand.)
_______________________________________________________________________________
I know there is a lot here, but this is just something I've done for fun and thought it'd be neat to share. Any thoughts and feedback are appreciated. Thanks.
you really put a lot of work into this; good job!
"Hero of the Heavens" (Title by Drummer)
Thank you! It's something I've been tinkering with for a bit and just thought would be fun to share with the community to get feedback on :)