TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
   
  Psionic Powers, Practitioners, & Perils 
   
   
   
  5th Edition D&D 
   
   
  Summary: This handbook contains rules and mechanics that will allow DMs and players to integrate 
  psionics seamlessly with their campaigns. Dozens of new powers, one brand new base class (the 
  Psion), three class archetypes, several new player character races, and classic psionic monsters are 
  detailed within. 
   
   
   
   
   
   
    
   
  by T. A. Brescia 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards 
  of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
   
  Table of Contents 
  Introduction ............................................................................ 1 
  Using This Book .................................................................. 1 
  Campaign Settings ............................................................. 1 
  Chapter 1: Rules & Mechanics ........................................ 2 
  What Are Psionics? ............................................................ 2 
  How Do Psionics Work? ................................................... 2 
  Psionic Transparency ....................................................... 3 
  New Terms ........................................................................... 3 
  Chapter 2: Races.................................................................... 4 
  Dromite ................................................................................. 4 
  Dwarf, Duergar ................................................................... 4 
  Elan ......................................................................................... 5 
  Githyanki ............................................................................... 6 
  Githzerai ................................................................................ 7 
  Chapter 3: Classes & Archetypes ................................... 8 
  Psion ....................................................................................... 8 
  Fighter Archetype: Psychic Warrior .......................... 13 
  Monk Archetype: Way of the Mind ............................. 15 
  Rogue Archetype: Lurk .................................................. 16 
  Multiclassing ...................................................................... 17 
  Chapter 4: Feats.................................................................. 19 
  Chapter 5: Psion Power List ......................................... 20 
  Chapter 6: Psionic Power Descriptions................... 22 
  Sciences ............................................................................... 22 
  Level 1 Powers .................................................................. 24 
  Level 2 Powers .................................................................. 27 
  Level 3 Powers .................................................................. 30 
  Level 4 Powers .................................................................. 33 
  Level 5 Powers .................................................................. 37 
  Level 6 Powers .................................................................. 40 
  Level 7 Powers .................................................................. 42 
  Level 8 Powers .................................................................. 44 
  Level 9 Powers .................................................................. 46 
  Chapter 7: Monsters ......................................................... 49 
  Aboleth Seer ...................................................................... 49 
  Astral Construct ............................................................... 50 
  Blue ....................................................................................... 51 
  Cerebrilith .......................................................................... 52 
  Cranium Rats ..................................................................... 53 
  Cranium Rat ................................................................. 53 
  Cranium Rat Swarm................................................... 53 
  Crystal Golem .................................................................... 54 
  Dragons ............................................................................... 56 
  Amethyst Dragon ........................................................ 56 
  Crystal Dragon ............................................................. 60 
  Emerald Dragon .......................................................... 65 
  Sapphire Dragon ......................................................... 69 
  Topaz Dragon .............................................................. 74 
  Mind Flayers ...................................................................... 78 
  Elder Brain .................................................................... 79 
  Mind Flayer .................................................................. 81 
  Ulitharid......................................................................... 82 
  Urophion ....................................................................... 83 
  Quaggoth Thonot ............................................................. 84 
  Sybillic Guardian .............................................................. 84 
  Thri-Kreen.......................................................................... 85 
  Appendix 1: Nonplayer Characters ............................ 86 
  Disciple of the Mind ........................................................ 86 
  Egoist ................................................................................... 87 
  Kineticist ............................................................................. 88 
  Lurk ...................................................................................... 89 
  Nomad ................................................................................. 90 
  Novice Psion ...................................................................... 90 
  Psychic Warrior ................................................................ 91 
  Seer ....................................................................................... 92 
  Shaper .................................................................................. 93 
  Telepath .............................................................................. 94 
  Appendix 2: Psionic Items.............................................. 95 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  1 
  Introduction 
  For many, if not most, players and DMs, their first 
  exposure to the world of psionics is through one of the 
  most iconic and terrifying monsters in D&D: the mind 
  flayer (or illithid). It can read your thoughts, blast your 
  mind until you collapse into a gibbering heap, or 
  enslave you to its will with barely a thought.  
  Yet, formidable though these abilities are, they 
  represent only a small part of what psions and psionics 
  as a whole are capable of. Whether you wish to shape 
  pure thought-matter into deadly weapons or manipulate 
  space and time through sheer will, psionics offer a 
  diverse set of tools for the adventurer willing to look 
  within. 
  Remember: ‘Know thyself’ is not just a saying to 
  psions, it is the key to power. 
  Many of the terms, mechanics, and even some of the 
  powers and classes will seem familiar to those who 
  have used psionics in previous editions. This book has 
  drawn liberally from D&D 3.5e source material, as well 
  as some smatterings of AD&D, while using the author’s 
  artistic license to adapt psionics to the streamlined 
  format of the 5th Edition. 
  Using This Book 
  This book was written primarily to provide DMs and 
  players with an organized system for incorporating 
  psionics, psionic characters and psionic monsters into 
  their 5th Edition campaigns. This book can be divided 
  into 5 sections: 
  ● 
  Rules and Core Mechanics 
  ● 
  Races 
  ● 
  Classes and Archetypes 
  ● 
  Psionic Powers and Feats 
  ● 
  Psionic Monsters 
  It is assumed that you have read both the Player’s 
  Handbook (PHB), Monster Manual (MM), Volo’s 
  Guide to Monsters (VGM), Xanathar’s Guide to 
  Everything (XGE) and possibly also the Dungeon 
  Master’s Guide (DMG) for D&D 5th Edition prior to 
  reading this book. 
  Campaign Settings 
  Depending on the campaign setting, psionics may be so 
  rare that even the world’s scholars know little about 
  them or how they function, or so common that even a 
  barkeep with no class levels can distinguish between a 
  psion and a mage. 
  If you are starting a new campaign, choosing a setting 
  that corresponds to the frequency with which you want 
  your players to encounter psionics can be important. 
  Dark Sun 
  On the barren world of Athas, where arcane magic is 
  feared and shunned, psionics are very common and 
  virtually every intelligent race (and some savage ones) 
  has some latent psionic talent. 
  Forgotten Realms 
  By way of contrast, Toril and its most famous continent, 
  Faerun, is a setting where psionics are apt to be quite 
  rare. Outside of the Underdark’s subterranean mind 
  flayer hives, one can easily run an entire campaign and 
  never once encounter a psion or creature with psionic 
  abilities. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  2 
  Chapter 1: Rules & 
  Mechanics 
  What Are Psionics? 
  While the wizard and sorcerer draw upon arcane 
  energy, manipulating it via components and obscure 
  gestures into the established framework of spells, 
  clerics pray to their deities, and druids harness the 
  power of nature, a psion draws their power from within 
  by tapping into the power of their own mind. 
  While magic deals with casters, the study of psionics 
  deal with manifesters. When a psion, psychic warrior, 
  or lurk uses their abilities, they are manifesting powers 
  or lesser talents known as sciences. The powers and 
  sciences available to a manifester are described in 
  Chapter 3. 
  How Do Psionics Work? 
  Rather than using spell slots, a manifester can draw 
  upon a nearly inexhaustible font of power points to fuel 
  their powers. Drawing on this power takes time and 
  focus, however. While spells can be cast using higher 
  level spell slots, powers can similarly be augmented. 
  Power Points 
  ● Each power costs 1 power point per level. A 5th level 
  power costs 5 power points, a 2nd level power costs 2, 
  etc.  
  ● Sciences cost no power points and function for all 
  intents and purposes as cantrips. 
  ● Power points are accumulated via focus. 
  Focus 
  ● Activated and deactivated as a purely mental bonus 
  action. Paralysis does not inhibit your ability to activate 
  or deactivate focus. Other forms of Incapacitation 
  automatically end focus and prevent its activation. 
  ● If a manifester begins a round ‘focused’ they may not 
  manifest any powers, but they may manifest sciences. 
  In addition, while focusing a manifester has 
  disadvantage on all non-spell attack rolls, Dexterity 
  saving throws, and perception checks (unless otherwise 
  stated). 
  ● At the beginning of each round you are ‘focused’ (not 
  counting the round in which focus was activated), you 
  gain power points. The amount of power points gained 
  each round is determined by your class or archetype. 
  ● A manifester stores their power points in their power 
  point pool. You can store power points equal to the 
  highest level power you can manifest (with a maximum 
  of 9). This is called a manifester’s power point pool 
  maximum.  
  ● Any power points accumulated in excess of a psion’s 
  power point pool maximum simply vanish and are 
  wasted. 
  ● If damaged while focusing, you must make a 
  concentration check. (Note: focusing does not count as 
  concentrating on a spell/power, and a manifester may 
  focus and maintain a power or spell requiring 
  concentration at the same time, with one concentration 
  check.) Failing this check ends both focus and any 
  active concentration spell/power simultaneously, and 
  causes you to lose 1 power point from your pool 
  (assuming any have yet been stored). 
  ● Decrease your power point pool maximum by 2 for 
  each level of exhaustion affecting you. 
  ● Your power point pool will be reduced to 0 at the end 
  of combat. If powers are being used outside of combat, 
  the power point pool will be emptied immediately 
  following whatever specific non-combat action was 
  being performed. 
   
  Example Psionic Combat 
  (Psion Class) 
  ● 
  Round 1 
  a. Bonus Action: Activate Focus 
  b. Action: Manifest ‘Energy Ray’ 
  Science 
  ● 
  Round 2 (Focused) 
  a. Gain 1d2 Power Points (1) 
  b. Bonus Action: Deactivate Focus 
  c. 
  Action: Manifest ‘Psychic Lash’ 
  Science 
  ● 
  Round 3 
  a. Action: Manifest ‘Mind Thrust’ 
  Power 
  b. Bonus Action: Activate Focus 
  Displays 
  Psionics have no verbal, somatic, or material 
  components. Powers are manifested not through cryptic 
  gestures or obscure chants, but by purely mental action 
  (these are still actions however, and are inhibited by any 
  status condition that would prevent the use of actions). 
  However, the mental activity that goes into manifesting 
  a power does generate secondary effects known as 
  displays. Displays are categorized as Visual (V), 
  Olfactory (O), Material (Ma), Mental (Me), or Auditory 
  (A). These displays are generally very minimal (like a 
  subtle scent that can’t quite be identified, a quiet 
  buzzing noise, or a split-second flash of light from the 
  manifester’s eyes), and are never strong enough to 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  3 
  influence combat. Any manifester can suppress the 
  display of a power entirely if they succeed on an Arcana 
  check of 8 + the power’s level (0 in the case of 
  sciences). 
  Psionic Transparency 
  By some interpretations, psionic powers are radically 
  different from arcane or divine spells. By others, the 
  difference between a power and a spell is about as 
  consequential as the difference between an arcane and 
  divine spell; namely it is one of lore and flavor. This 
  then begs the question of whether or not a creature with 
  spell resistance also has resistance to powers, or 
  whether or not Dispel Magic has any effect on psionics 
  (which are not magic after all), and so on. To resolve 
  these and similar questions, a simple set of rules is laid 
  out below to serve as a guideline for DMs on how to 
  incorporate psionics into their campaigns with minimal 
  fuss: 
  ● Any effect that would block, dispel, resist, or 
  counter a spell, effects a power in the same way. 
  Spell resistance grants a creature advantage on all saves 
  versus spells and powers both, for example, and ‘Dispel 
  Magic’ can also be used to dispel psionic effects. 
  ‘Antimagic Field’ and ‘Null Psionic Field’ both negate 
  spells and powers alike. 
  ● Any effect that would detect, or identify the nature 
  of a spell is less effective when attempting to detect 
  or identify a power, and vice versa. ‘Detect Magic’ 
  for instance, would be able to identify the presence of 
  psionics, but not the disciplines of the powers being 
  used. Similarly, ‘Detect Psionics’ identifies the 
  presence of magic, but not the school or any other 
  details. 
  ● The spell Wish cannot replicate psionic powers, 
  and the power Reality Revision cannot replicate 
  divine or arcane spells. Otherwise, treat ‘Reality 
  Revision’ as a ‘Wish’ for the purposes of removing 
  spell or power effects. 
  ● Clairsentience powers with clear divination spell 
  analogues (See Invisibility, Truesight, Scrying, etc) 
  are considered divination spells for the purposes of 
  spells, powers, or abilities that resist or render a 
  creature immune to divination spells. 
   
  The above suggestions and the selection of Campaign 
  Setting should also prove useful in helping DMs rule on 
  other minor situations, such as whether or not an 
  Arcana check to identify a manifester’s displays should 
  be made at a disadvantage if the one making the check 
  is not a psionic manifester. 
  New Terms 
  Psionic powers and abilities introduce a few new 
  concepts and add emphasis to some old ones. For the 
  sake of simplicity, a few key terms have been laid out 
  below: 
  ● Psychic Backlash: Any damage labelled as psychic 
  backlash ignores resistance to psychic damage and 
  treats full immunity to psychic damage as resistance 
  instead. 
  ● Naturally Telepathic: Any creature that can 
  communicate telepathically at will as part of their 
  inherent racial languages (ie many fiends, aberrations), 
  or using class abilities other than spells or powers, is 
  considered to be naturally telepathic. While the natural 
  use of telepathic communication fortifies the minds of 
  naturally telepathic creatures against certain types of 
  intrusion, these enhanced mental pathways can be also 
  be used as a psychic backdoor through their defenses 
  which can be exploited by a skilled psion. 
  ● Sentient Creature: Any non-construct creature that 
  has an Intelligence score of at least 3. 
  ● Mental Attributes: Intelligence, Wisdom, and 
  Charisma are a creature’s mental attributes, 
  differentiated from the physical attributes of Strength, 
  Dexterity, and Constitution. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  4 
  Chapter 2: Races 
  The following psionic races have been detailed for 
  players who want their character to have an innate talent 
  for psionics that goes beyond their choice of class. 
  Dromite 
  These diminutive humanoids are about the size of 
  halflings and could easily be mistaken for such if it 
  weren’t for their large compound eyes, chitinous skin, 
  and antennae sprouting from their forehead. Called ‘bug 
  men’ by the ignorant, dromites are a largely tolerant, 
  psychokinetically gifted people. 
  Four Castes 
  Upon achieving adulthood, all dromites choose a caste 
  to join. Unlike many societies that utilize caste systems, 
  dromite castes do not rigidly bind an individual to a 
  particular station or task; rather they are an expression 
  of personality and preference. Fire Caste dromites tend 
  toward emotional extremes, for instance, while 
  members of the Ice Caste find comfort and regularity in 
  detached logic and carefully considered analysis. The 
  Voice Caste are the creative minds of a dromite hive-
  city, reveling in artistry of all kinds, while the Glimmer 
  Caste includes dromites that are driven, ambitious, and 
  prefer productivity to relaxation. A dromite’s choice of 
  caste also influences their native psychokinetic abilities, 
  attuning them to a particular energy type. 
  Queen and Consort 
  All dromite hive cities are ruled by a queen and her 
  consort. Elected on a yearly basis from the community’s 
  most prominent individuals, the queen and her consort 
  not only administer the hive-city’s affairs of state, but 
  also play a vital role in the dromite reproductive cycle. 
  The queen and consort are the only dromites with 
  gender characteristics, and the only dromites capable of 
  reproduction. The details of the transformative process 
  that changes a genderless dromite into a queen or 
  consort have never been revealed to non-dromites, but it 
  is possible that the very act of electing a couple may 
  initiate a gestalt psychometabolic process.  
  Tolerant Individualists 
  Dromites and dromite societies in general walk a fine 
  line between fiercely safeguarding individual freedoms 
  and encouraging cooperative unity. Some dromite hive-
  cities are little more than chaotic collectives that come 
  together only in times of great crisis, while others place 
  a strong premium on civic duty and collective action. 
  Regardless of whether a particular dromite community 
  is free-wheeling or structured, reward and punishment 
  are assessed and dispensed on a case-by-case basis. 
  While this can lead to trouble when dromites fail to 
  understand (or respect) laws written up to deal with 
  broad situations rather than specific individuals, this 
  also means that notions of collective punishment, 
  racism, or prejudice are utterly foreign to most 
  dromites. 
  Dromite Traits 
  Dromites share the following racial traits. 
  Ability Score Increase: Your Charisma score 
  increases by 2, and your Dexterity increases by 1. 
  Age: Dromites mature slightly earlier than humans, 
  but have about the same life-span. 
  Alignment: Dromites tend toward no particular 
  alignment. The best and worst can be found among 
  them. 
  Size: Dromites are between 3 and 4 feet tall and 
  typically weigh between 35 and 40 pounds. Your size 
  is Small. 
  Speed: Your base walking speed is 25 feet. 
  Darkvision: You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as if 
  it were dim light. You can’t discern color in darkness, 
  only shades of gray. 
  Scent: Your antennae endow you with an unusually 
  precise sense of smell. You gain advantage on 
  Wisdom (Perception) checks based on smells and 
  scents. 
  Caste: Choose one of the following four castes, each 
  caste has an energy type associated with it: 
   
  Fire Caste (Fire) 
   
  Ice Caste (Cold) 
   
  Voice Caste (Thunder) 
   
  Glimmer Caste (Lightning) 
  Energy Resistance: You gain resistance to damage 
  of the energy type associated with your caste. 
  Innate Manifesting: You know the energy ray 
  science, but you may only manifest a ray of the 
  energy type associated with your caste. Your 
  manifesting ability for this science is Charisma.  
  Languages: You can speak, read, and write Common 
  and one extra language from the following: 
  Dwarvish, Gnomish, Goblin, Orc, Terran. 
  Dwarf, Duergar 
  These dwarves have skin that ranges from the color of 
  ash to that of obsidian, and milky white eyes used to the 
  lightless depths of the Underdark and similar environs. 
  Duergar of both sexes are usually bald, and males 
  possess thick beards that are generally red, black, or 
  white. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  5 
  From Slaves to Slavers 
  In ages past, the forerunners of the duergar were 
  captured and enslaved by the mind flayers. For 
  countless generations the duergar served as foot 
  soldiers, craftsmen, and laborers. Eventually, like the 
  gith before them, the duergar developed psionic powers 
  of their own and violently rebelled against their masters. 
  In spite of their history of enslavement, most duergar 
  have no qualms whatsoever about enslaving others 
  when it suits their needs. 
  Tireless Workers 
  A typical duergar’s life is dominated by their work. 
  Duergar smiths virtually live at their forges, duergar 
  guards leave their posts only to sleep, and duergar 
  soldiers are expected to train near constantly while not 
  actively at war. Revelry is for the lazy, as is rest. While 
  this outlook undoubtedly produces excellent craftsmen 
  and warriors, it also makes the average duergar quite 
  grim, exacting, and intolerant of the excessive ‘laziness’ 
  of other races. 
  Resentful Grudge 
  While the duergar’s hate the mind flayers for obvious 
  reasons, they also hold a deep and abiding antipathy for 
  their other dwarven cousins. Duergars hold that their 
  kin abandoned them to the merciless lash of the mind 
  flayers, and did nothing to help them in their eventual 
  rebellion. This resentment extends to the traditional 
  dwarven gods as well, and as a result most duergar 
  communities pledge their worship to other powers. 
  Duergar Traits 
  Duergars share the basic racial traits of all dwarves 
  (PHB pg. 20), as well as the following traits: 
  Ability Score Increase: Your Dexterity score 
  increases by 1. 
  Alignment: Duergars tend toward lawful alignments, 
  typically toward lawful neutral or lawful evil. 
  Size: Duergars are slightly more wiry and lithe than 
  most dwarves, averaging about 130 pounds. Your 
  size is Medium. 
  Superior Darkvision: You can see in dim light 
  within 120 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray. 
  Sunlight Sensitivity: You have disadvantage on 
  attack rolls and on Wisdom (Perception) checks that 
  rely on sight when you, the target of your attack, or 
  whatever you are trying to perceive is in direct 
  sunlight. 
  Duergar Resilience: You have advantage on all 
  saving throws made to resist charm, paralysis, and 
  stun effects. 
  Stone Camouflage: You have advantage on 
  Dexterity (Stealth) checks to hide in rocky terrain. 
  Innate Manifesting: You can manifest the erase 
  presence power once per day at no power point cost. 
  Once you reach 3rd level, you can also manifest the 
  expand/contract power once per day at no power 
  point cost. If you have power points, you cannot use 
  them to manifest these powers. Your manifesting 
  ability is Intelligence for these powers. 
  Elan 
  Ageless psionic beings of human appearance, elans are 
  very few in number and a nomadic people that prefer to 
  blend in and assimilate into whatever society they find 
  themselves in. This can prove difficult, however, as if 
  there is one thing that elans all have in common with 
  one another, it is that each individual is exceptional. 
  Made, Not Born 
  Elans are potent psionic beings that are created, not 
  born. As elans cannot physically reproduce, adult 
  individuals of any race with a spark of psionic potential 
  are occasionally selected by a local hidden council of 
  elans to become a new elan. The candidate is subjected 
  (willingly unless a council is desperate for new elans) to 
  a secret psionic ritual of transformation. The newly 
  made elan has very little memory of its past life and 
  identity, and must be trained and educated in the history 
  and customs of the particular sect of elans that created 
  it. 
  Ageless 
  Elans do not age naturally. Depending on the age of a 
  given elan, this can drastically alter their perspective on 
  life and their ability to relate to non-elans. While young 
  elans might behave much as any normal human might, 
  older elans might seem distant and uncaring, focusing 
  on the long-term effects of any given action rather than 
  their immediate (more obvious) repercussions. Elans of 
  any age might have a difficult time forming close bonds 
  with other races, knowing that they are destined to 
  outlive even the most long-lived friends barring disease 
  or death in battle. 
  Nomads and Infiltrators 
  Elans typically don’t like to draw attention to 
  themselves, but their ageless nature means that they can 
  only stay in one place for so long before their nature 
  begins to raise questions and suspicion. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  6 
  Elan Traits 
  Elans share the following racial traits. 
  Ability Score Increase: Your Intelligence or 
  Wisdom score increases by 2, and the attribute not 
  chosen is increased by 1. 
  Age: Elans do not age, and cannot be subjected to 
  magical effects that would cause aging. 
  Alignment: Most elans will tend toward Neutral 
  alignments. The longer an elan lives, the more likely 
  they are to drift toward True Neutral. 
  Size: Elans are about the same height and build as a 
  human. Your size is Medium. 
  Speed: Your base walking speed is 30 feet. 
  Aberrant Mind: You are considered an Aberration 
  (rather than a Humanoid) for the purposes of spell, 
  power, and ability effects. Add your proficiency 
  bonus to any Charisma (Persuasion) skill check you 
  make in interacting with an Aberration. Classes and 
  Backgrounds cannot give you proficiency in the 
  Persuasion skill. 
  Sleepless Meditation: Magic can’t put an elan to 
  sleep. When an elan takes a short or long rest, they 
  enter into a psychometabolic trance rather than 
  sleeping. Elans have advantage on hit dice rolls made 
  to recover hit points during a short rest. 
  Innate Manifesting: You know one science of your 
  choice from the psion power list. Once you reach 3rd 
  level, you can choose one 1st level power, and one 2nd 
  level power at level 5. Each power you learn in this 
  way can be manifested once per day at no power 
  point cost. If you have power points, you cannot use 
  them to manifest these powers. Your manifesting 
  ability for these abilities is Wisdom or Intelligence, 
  whichever is higher.  
  Languages: You can speak, read, and write Common 
  and one extra language of your choice. 
  Githyanki 
  Astral raiders and avid worshippers of their lich queen, 
  Vlaakith, the Githyanki live in a highly structured and 
  militaristic society, united and driven by their hatred of 
  the mind flayers and their bloody feud with their former 
  kinsmen, the Githzerai. (For more, see MM pg. 158-
  159) 
  Former Slaves 
  Virtually every aspect of githyanki life revolves around 
  their war with the mind flayers. It is not merely a war of 
  conquest, but one of extinction and annihilation that 
  will only end with the utter destruction of one side or 
  the other. Barring extreme circumstances or hopeless 
  odds, a githyanki will do everything it can to kill any 
  mind flayer it encounters. 
  Similarly, a githyanki will immediately seek to destroy 
  any githzerai it meets, unless the immediate threat of 
  mind flayers would force them to join forces for 
  survival. 
  Xenophobic and Aggressive 
  Githyanki society is incredibly xenophobic, and 
  warlike. Githyanki believe themselves to be superior to 
  all other races, and even an outcast or renegade 
  githyanki that has spent substantial time around other 
  races would find that attitude hard to cast off 
  completely.  
  For a githyanki, violence is rarely not the answer to any 
  given problem; although as a reasoning being they 
  temper this inclination with caution and strategy. 
  Red Dragon Pact 
  Since the ancient days of Gith and Zerthimon, and the 
  initial rebellion against the mind flayers, the githyanki 
  have counted red dragons as their occasional allies. 
  Although the pact between Gith and Tiamat is not 
  always recognized by red dragons, most red dragons 
  will give a githyanki a chance to plead its case. 
  Provided they are dealt with respectfully, and amply 
  paid for their aid, most red dragons will look favorably 
  on a githyanki’s supplication.  
  Vlaakith 
  In certain campaign settings it is known that Vlaakith 
  destroys or imprisons any githyanki that might pose a 
  threat or challenge to her rule, regardless of their actual 
  loyalty. Running from this fate may be an effective 
  plot-hook to explain why a githyanki player character 
  has left traditional githyanki society to pursue the 
  adventuring life. 
  Githyanki Traits 
  Githyanki share the following racial traits. 
  Ability Score Increase: Your Intelligence, Strength, 
  and Constitution scores increase by 1. 
  Age: Githyanki age at the same rate as humans but 
  live a few years longer. 
  Alignment: Any githyanki raised among its own kind 
  is going to strongly tend toward a Lawful Evil 
  alignment. 
  Size: Githyanki are about the same height and build 
  as a human. Your size is Medium. 
  Speed: Your base walking speed is 30 feet. 
  Githyanki Martial Training: You have proficiency 
  with greatswords and longswords, as well as light 
  and medium armor. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  7 
  Innate Manifesting: You know the minor telekinesis 
  science. Once you reach 3rd level you can manifest 
  the mind thrust power once per day at no power point 
  cost. Once you reach 5th level, you can also manifest 
  the astral step power once per day at no power point 
  cost. If you have power points, you cannot use them 
  to manifest these powers. Your manifesting ability is 
  Intelligence for these powers. 
  Languages: You can speak, read, and write 
  Common, Draconic, and Gith. 
  Githzerai 
  Living austere lives of rigid order in secluded 
  monasteries located amid the swirling utter chaos of 
  Limbo, the githzerai seek both quiet contemplation and 
  merciless justice against the mind flayers that enslaved 
  them so long ago. (For more, see MM pg. 159) 
  Former Slaves 
  While not as single-minded in their pursuit of war as 
  their githyanki cousins, the githzerai have never 
  forgotten their enslavement at the hands of the mind 
  flayers, and communities will occasionally organize a 
  rrakkma (illithid hunting party).  
  Members of a rrakkma do not return to their 
  communities until they have slain at least one mind 
  flayer for each member, and this may serve as a useful 
  plot hook to explain why a githzerai player character 
  has left Limbo. 
  While githzerai do not typically seek out githyanki, they 
  will fight them without mercy or hesitation if the 
  opportunity to do so arises, save if cooperation is the 
  only reasonable strategy to defeat an immediate threat 
  of mind flayers. 
  Wary and Introspective 
  Githzerai are well known for their reluctance to trust 
  other races. When confronted by a problem or question 
  and given the leisure of time, a githzerai will consider 
  the issue from all possible angles, then consider its 
  solution and dissect the ‘why’, of the solution, ‘how’ 
  the githzerai came up with it, and what that means about 
  themselves before sharing their thoughts with others in 
  a fairly guarded fashion.  
  To a githzerai, combat is the time for quick thinking and 
  instinctual action, and at any other time there is no such 
  thing as ‘over-thinking’ an issue.  
  Psionic Adepts 
  All githzerai have some minor psionic talent, and most 
  pursue a life or career path enhancing or utilizing this 
  talent to some degree, as it compliments their natural 
  tendency toward introspection and contemplation. 
  Githzerai Traits 
  Githzerai share the following racial traits. 
  Ability Score Increase: Your Wisdom score 
  increases by 2. Your Dexterity score increases by 1. 
  Age: Githzerai age at the same rate as humans but 
  live a few years longer. 
  Alignment: Any githzerai raised among its own kind 
  is going to strongly tend toward a Lawful Neutral 
  alignment. 
  Size: Githzerai are about the same height and build as 
  a human. Your size is Medium. 
  Speed: Your base walking speed is 30 feet. 
  Psychic Barrier: A githzerai can focus their mind to 
  shrug off psychic attacks. When you take psychic 
  damage, you can use your reaction to reduce the 
  damage by d12 + your Wisdom modifier. If the 
  damage is reduced to 0, any status effects that might 
  have been inflicted by the source of psychic damage 
  are negated. Your Wisdom modifier determines how 
  often you may use this trait before needing to 
  complete a short or long rest to use it again. 
  Innate Manifesting: You know the minor telekinesis 
  science. Once you reach 3rd level you can manifest 
  the catfall power once per day at no power point cost. 
  Once you reach 5th level, you can also manifest the 
  see invisibility power once per day at no power point 
  cost. If you have power points, you cannot use them 
  to manifest these powers. Your manifesting ability is 
  Wisdom for these powers. 
  Languages: You can speak, read, and write Common 
  and Gith. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  8 
  Chapter 3: Classes and 
  Archetypes 
  This chapter introduces the mechanics and features of a 
  brand new base class: the psion. Additionally, four new 
  archetypes for existing classes (fighter, rogue, wizard, 
  and monk) are detailed. 
  Psion 
  A band of goblins rushes the unarmed old man from all 
  directions, thinking him easy prey. Then, as one, the 
  goblins fall dead to the earth like puppets with their 
  strings cut; their minds destroyed by a single psychic 
  shriek. 
  The githzerai smiles grimly as its creation, a being of 
  silvery semi-solid mist, cuts a mind flayer in two with 
  its sword-like arm. The rest scatter like rats as it absorbs 
  their mental attacks. 
  Captured and tied up in the middle of an orcish camp, 
  the halfling woman stares into the flames.  Moments 
  later, the orcs nearby shout in alarm as their simple 
  campfire swells into a raging inferno. The flames leap 
  from tent to tent, seemingly with a mind of their own. 
  By the time the orcs have put out the fires, the halfling 
  is long gone, having made her escape. 
  A subtle scent, a half-remembered sound, or a brief 
  glimmer of otherworldly light is often the only warning 
  one gets before being subjected to the wrath of a psion, 
  whose power draws not from arcane magic or divine 
  favor, but from the power of their unfettered psyche. 
  Masters of the Mind 
  Most scholars, especially those that have studied the 
  planes, agree that there is real, tangible power in belief. 
  Gods are powerless without it, the Outer Planes are 
  physically shaped by it, and even the Inner Planes are 
  influenced by metaphysical concepts. Those psions of a 
  scholarly bent often aim to explain their abilities by 
  building off of the well-established power of belief. 
  Belief, these psions say, is the product of thought. 
  Sometimes many thoughts form together into a belief 
  system, other times a single thought or concept is all 
  that is necessary to form the basis of an entire race of 
  Outsiders. If belief is demonstrated to have tangible 
  power, then logically thoughts (as the progenitors of 
  belief) do as well.  
  Precisely how a psion is able to harness the power of 
  their thoughts and beliefs into tangible creations or 
  deadly waves of disruptive psychic energy is difficult to 
  pin down. While some settings will have established 
  psionic schools or monasteries which teach a certain 
  way of manifesting the power of the mind, in most 
  cases each psion goes about their studies and 
  manifestations in their own way, and their journey of 
  discovery is a solitary one. 
  Otherworldly Ties 
  While the main power of a psion comes from within, 
  rather than drawing upon external sources, it cannot be 
  denied that many psionic powers have a special 
  relationship with certain planes of existence. Shapers, 
  for instance, frequently manipulate and conjure the raw 
  matter of thoughts and beliefs that makes up the Astral 
  Plane.  
  The fact that psionic powers are prevalent among 
  aberrations, especially the dreaded mind flayers, leads 
  many to speculate that psionics may also be intrinsically 
  tied to the Far Realm in some way. Depending on the 
  setting, this (and the propensity of many psions for 
  mind control) can cause the common folk of the realm 
  to fear and hate those with psionic gifts. 
  Creating a Psion 
  Due to the permanent nature of a psion’s power 
  selection, it is important when making a psion to have a 
  good idea from the outset of what sort of manifester you 
  want to be. Your choice of Psionic Discipline will be 
  critical in shaping your role in any adventuring party. 
  Know what each discipline has to offer and tailor your 
  power selection to either emphasize this role or fill in 
  for your weaknesses. 
  While a psion might not be as adept at dealing 
  overwhelming damage or summoning allies as a wizard, 
  nor can they match the healing and protective prayers of 
  a divine caster, they excel at controlling, incapacitating, 
  and manipulating foes. 
  Though psions might not be able to reliably access their 
  most potent powers at a moment’s notice, further 
  limiting their flexibility in a given encounter, they make 
  up for this shortcoming through sheer longevity. A high 
  level psion is still able to manifest impressive powers 
  long after an arcanist would be down to their cantrips. 
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  9 
  The Psion 
  Level 
  Proficiency 
  Bonus 
  Features 
  Sciences 
  Known 
  Powers 
  Known 
  Power 
  Point Pool 
  Max 
  1 
  +2 
  Manifesting, 
  Psicrystal 
  4 
  2 
  1 
  2 
  +2 
  Psionic Discipline 
  4 
  3 
  1 
  3 
  +2 
   
  4 
  4 
  2 
  4 
  +2 
  Ability Score 
  Improvement 
  5 
  5 
  2 
  5 
  +3 
   
  5 
  6 
  3 
  6 
  +3 
  Psionic Discipline 
  Feature 
  5 
  7 
  3 
  7 
  +3 
   
  5 
  8 
  4 
  8 
  +3 
  Ability Score 
  Improvement 
  5 
  9 
  4 
  9 
  +4 
   
  5 
  10 
  5 
  10 
  +4 
  Psionic Discipline 
  Feature 
  6 
  11 
  5 
  11 
  +4 
   
  6 
  12 
  6 
  12 
  +4 
  Ability Score 
  Improvement 
  6 
  12 
  6 
  13 
  +5 
   
  6 
  13 
  7 
  14 
  +5 
  Psionic Discipline 
  Feature 
  6 
  13 
  7 
  15 
  +5 
   
  6 
  14 
  8 
  16 
  +5 
  Ability Score 
  Improvement 
  6 
  14 
  8 
  17 
  +6 
   
  6 
  15 
  9 
  18 
  +6 
  Mental Fortress 
  6 
  15 
  9 
  19 
  +6 
  Ability Score 
  Improvement 
  6 
  15 
  9 
  20 
  +6 
  Psionic Mastery 
  6 
  15 
  9 
   
  Class Features 
  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 
  Weapons: Daggers, darts, slings, quarterstaffs, light 
  crossbows 
  Tools: None 
  Saving Throws: Special - see ‘Manifesting Ability’ 
  below 
  Skills: Choose two from Arcana, Deception, Insight, 
  Intimidation, Perception, and Persuasion 
  Equipment 
  You start with the following equipment, in addition 
  to the equipment granted by your background: 
  ● (a) a light crossbow and 20 bolts or (b) any simple 
  weapon 
  ● (a) a dungeoneer’s pack or (b) an explorer’s pack 
  ● Two daggers 
  Manifesting 
  Through careful introspection, meditation, and 
  experimentation, a psion plumbs the secrets and power 
  of their own mind. Just as each mind is unique, it is rare 
  to encounter two psions with the same powers and 
  abilities. 
  Sciences 
  At 1st level, you know 4 sciences of your choice from 
  the psion power list. You learn additional sciences of 
  your choice at higher levels, as shown in the Sciences 
  Known column of the Psion table. 
  Focus 
  You gain 1d2 power points at the beginning of each 
  round while you are focused (not counting the round 
  focus is initiated). If there are no hostile creatures 
  within 30 feet of you, you gain 1d4 power points 
  instead. You gain no special awareness of nearby hiding 
  creatures from this feature. 
  Power Point Pool 
  The Psion table shows you how many power points you 
  can accumulate at any given level through focus, and 
  use in manifesting powers. Certain powers will allow 
  you to spend more than their required power point cost 
  in order to augment their effects.  
  For instance, at level 3 you could either spend 1 power 
  point and manifest the power demoralize as normal, or 
  spend 2 power points to manifest it as a level 2 power, 
  and to target an additional creature with its effects (per 
  the power’s augment description). 
  Powers Known of 1st Level and Higher 
  You know two 1st level powers of your choice from the 
  psion power list. The Powers Known column of the 
  Psion table shows when you learn more psion powers of 
  your choice. Each of these powers must be of a level 
  equal to or less than your power point pool maximum. 
  For example, at level 3, you can learn a level 2 or level 
  1 power, as your power point pool will have grown to 2. 
  Once learned, a power is indelibly seared into the 
  psyche of a psion. Powers known cannot be forgotten or 
  exchanged for different powers by any means. 
  Manifesting Ability 
  Each psion draws upon its mental strength and power 
  differently: some by force of sheer will, others by 
  rigorous discipline and rational exercise, and still others 
  through the raw manifestation of belief. Choose one of 
  the mental attributes: Intelligence, Wisdom, or 
  Charisma. This chosen attribute becomes your 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  10 
  manifesting ability. Once chosen this cannot be changed 
  by any means. You use your manifesting ability 
  whenever a spell or power refers to your spellcasting or 
  manifesting ability. In addition, you use the modifier of 
  your chosen manifesting ability when setting the saving 
  throw DC for a psionic power you cast and when 
  making an attack roll with one. 
  Power Save DC = 8 + your proficiency bonus + your 
  manifesting ability modifier 
  Spell Attack Modifier = your proficiency bonus + 
  your manifesting ability modifier 
  Proficient Saves = your manifesting ability + one 
  other mental attribute of your choice 
  Psicrystal 
  The first act of most psions upon mastering their first 
  sciences is the creation of their personal psicrystal. A 
  psicrystal is a fragment of the psion’s imagination and 
  personality given quasi-physical form in the shape of a 
  multi-faceted crystal (color of player’s choosing), 
  typically around 5 inches by 1 inch. This crystal 
  typically has its own personality and can communicate 
  with its creator, serving as a mix between a wizard’s 
  familiar and a spellcasting focus; being the channel 
  through which a psion’s powers are manifested. 
  Psicrystals have the following properties and abilities: 
  Power Storage: In addition to serving as the psion’s 
  spellcasting focus, the psicrystal can store 1 power 
  known to its creator, usable once per long rest 
  without power point cost. The action type required to 
  activate the psicrystal’s stored power is the same as if 
  you were manifesting the power normally. During 
  any long rest a psion may change the power stored in 
  their psicrystal. The power stored in your psicrystal 
  can be manifested while you are focusing. 
  Psicrystal Awareness: The creator of a psicrystal is 
  immediately aware of any attempt to touch or steal 
  their psicrystal, and knows the location of their 
  psicrystal at all times. A psicrystal cannot travel 
  further than 60 feet from its creator by any means, 
  and will dissolve into the nothingness of thought and 
  reform in their creator’s hand in 1 round if any 
  attempt is made to move a psicrystal beyond this 
  radius. 
  Psionic Discipline 
  At level 2 a psion must choose one of 6 schools of 
  thought, or disciplines to specialize in. Depending on 
  the discipline chosen, the psion gains additional abilities 
  at levels 6, 10, and 14. 
  Mental Fortress 
  At 18th level, a psion has progressed to the point where 
  their concentration and focus are truly breathtaking. A 
  psion with this ability no longer is required to make 
  Concentration checks unless they have 50% or less of 
  their hit point maximum at the time their concentration 
  is challenged, or unless the damage inflicted by a given 
  attack or spell (calculated after the damage rolls have 
  been completed) would bring them below this 
  threshold. 
  Psionic Mastery 
  At level 20, a psion has achieved such mastery over 
  their discipline that powers of their chosen discipline 
  cost 1 fewer power point to manifest (powers always 
  cost a minimum of 1 power point). 
  Psionic Disciplines & Features:  
  Clairsentience (Seer) 
  Seers focus their psionic talents and training toward 
  piercing the veil of the unknown and seeing things 
  others cannot by gazing across space and time. By the 
  same token, some powers allow them to share more 
  harmful visions with enemies, who might be forever 
  scarred by knowledge not meant for consumption by the 
  untrained mind. 
  Clairvoyant Awareness: While focused, a seer has a 
  supernatural awareness of any sentient creature 
  within 80 feet, and gains advantage on any Wisdom 
  (Perception) checks against sentient creatures within 
  range. Sentient creatures within this radius do not 
  gain any defensive benefit from half cover when 
  targeted by you.  
  You are not aware of creatures magically or 
  psionically shielded against detection or divinations, 
  and as such they are immune to the penalties imposed 
  by this ability, and the seer does not gain advantage 
  on perception checks against such targets. 
  Improved Awareness (Level 6): Per Clairvoyant 
  Awareness, sentient creatures within 80 feet of a 
  focusing seer do not gain any defensive benefit from 
  either half or three-quarters cover when targeted by 
  the seer. In addition, effects that would normally 
  obscure a target (such as magical or mundane 
  darkness, thick fog, etc) do not impose any 
  perception or combat penalty on a focusing seer 
  within the radius of their Clairvoyant Awareness. 
  Shared Visions (Level 10): As a bonus action while 
  focused, you can transfer your awareness of a single 
  target (including the negation of obscuring effects 
  and cover) to an ally within 60 feet. This effect lasts 
  until the beginning of your next turn. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  11 
  Hand of Fate (Level 14): Once per long rest, you 
  can target any living creature within 80 feet of you 
  with any power or science you can manifest, 
  regardless of any level of cover, obscurement, 
  invisibility, or protection against divinations. Powers 
  and sciences that require a spell attack roll still do so, 
  but are made with advantage. If a power is 
  manifested in this way, and is of the Clairsentience 
  discipline, 1 power point is subtracted from its cost to 
  manifest (powers always cost a minimum of 1 power 
  point). 
  Metacreativity (Shaper) 
  Shapers call upon and manipulate the very fabric of the 
  Astral Plane. Drawing upon the plane of belief and 
  thought itself, they shape this planar matter into quasi-
  physical forms to suit their needs. 
  Astral Amorpha: While focusing, a shaper can 
  surround themselves with a semi-real membrane of 
  raw thought-stuff from the Astral Sea as an act of 
  will. This amorpha creates a spherical barrier in a 10 
  foot radius centered on the shaper. All creatures 
  within the amorpha gain half cover against any 
  creature outside of the amorpha. Any creature 
  attempting to pass through or move into the amorpha 
  must succeed on a Strength saving throw against your 
  spellcasting DC or have their movement halted by the 
  amorpha. You can allow any creature you wish to 
  enter or exit the amorpha unhindered (this does not 
  require an action on your part). 
  As long as the amorpha is being maintained, the 
  shaper’s speed is reduced to 0 and they cannot benefit 
  from any bonuses to movement speed. The amorpha 
  dissolves into nothing when the shaper ends their 
  focus, or if three creatures break through the amorpha 
  in the space of a single round. A new amorpha cannot 
  be called forth until the next time the shaper initiates 
  focus.  
  If this ability is activated in the Astral Plane, the 
  shaper can move as normal while maintaining the 
  amorpha (the amorpha moves with the shaper), and 
  the amorpha is a more solid barrier, providing three-
  quarters cover to any creature within. 
  Grasping Amorpha (Level 6): Any creature that 
  fails their Strength saving throw against your 
  amorpha becomes restrained outside of it for 1 round 
  by grasping tendrils of Astral matter extending from 
  the amorpha. If the amorpha is destroyed, any 
  creature restrained by it is immediately released. 
  Astral Construct (Level 10): Once per long rest, you 
  may create a unique construct out of astral thought-
  stuff. While all Astral constructs take on similar 
  shapes (all are Medium humanoids with four limbs 
  and a head) depending on their creator’s preferences, 
  their statistics and abilities can vary (see: pg. 50). 
  Creating this construct requires an action to initiate, 
  and 1 minute of concentration (if concentration is 
  broken during this time, the ability fails). Your Astral 
  construct obeys any simple commands you give it, 
  and does not require concentration to maintain 
  control. An Astral construct can be dispelled as 
  though it were a spell or power, rather than a semi-
  sentient being, and is treated as a 5th level power for 
  the purposes of a dispelling DC. If your Astral 
  construct is destroyed or dispelled in battle, you take 
  2d10 psychic backlash damage. 
  Improved Astral Construct (Level 14): At level 14, 
  your Astral construct calculates its weapon and spell 
  attacks by adding your proficiency bonus to its 
  relevant ability modifiers, and gains bonus hit points 
  on creation equal to the combined modifiers for all of 
  your mental attributes (Intelligence, Wisdom, 
  Charisma). 
  Psychokinesis (Kineticist) 
  Kineticists, at their core, specialize in manipulating, 
  creating, and nullifying energy with their mind. The 
  most commonly known sub-branch of this field is 
  telekinesis, involving the animation and movement of 
  objects using nothing more than the power of thought. 
  Kinetic Redirection: While focused, if a kineticist is 
  dealt bludgeoning, slashing, piercing, or force 
  damage and succeeds in their Concentration check, 
  they may use their reaction to make a spell attack 
  against any target within 40 feet as a reaction. If 
  successful, this attack deals force damage equal to 
  half the damage the kineticist sustained and knocks 
  the target back by 10 feet.  
  Animate Objects (Level 6): While focused and 
  possessing at least 1 power point, as an action you 
  may animate up to 4 objects per the Animate Object 
  spell. If objects animated in this way are brought 
  down to 0 HP, or else if your concentration on this 
  ability is ended, the objects fall inert to the ground 
  and may not be animated again until you have taken a 
  long rest. 
  Psychokinetic Overcharge (Level 10): Add your 
  manifesting ability modifier to the damage roll of any 
  power or science of the Psychokinesis discipline you 
  manifest. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  12 
  Kinetic Mastery (Level 14): Beginning at level 14, 
  any power of the Psychokinesis discipline you 
  manifest is treated as having been augmented (where 
  applicable) by 1 power point for free. Any further 
  augmentation incurs the standard power point cost.  
  9th level powers cannot be augmented in this way, 
  but instead receive your manifesting ability modifier 
  as a bonus to two of their damage dice rolls. 
  Psychoportation (Nomad) 
  Nomads focus their psionic energies on warping the 
  fabric of space and time. Nomads most often are skilled 
  at conducting teleportation, planar travel, or twisting 
  temporal or spacial anomalies around their enemies. 
  Field of Transposition: While focused, a nomad 
  may select any two willing creatures of the same size 
  category within 80 feet of the nomad, and no more 
  than the nomad’s speed apart from one another (ie if 
  the nomad has a movement speed of 30ft, the two 
  targets must be within 30 feet of one another), and 
  switch their positions via teleportation. Activating 
  this ability consumes the nomad’s movement for that 
  round.  
  If a nomad uses a dash action, they may either 
  transpose two creatures which are twice the nomad’s 
  speed apart, or they may transpose themselves with 
  another willing creature of the same size category 
  that is no more than their standard speed away. A 
  nomad may only use the dash action in this way once 
  per long rest. 
  Temporal Anomaly (Level 6): You may either 
  double or halve the duration of one power or spell 
  currently targeting you. Activating this feature 
  requires no action, and can be done at any time. You 
  may use this ability again only after a long rest. At 
  11th level you can use this ability twice before 
  needing to rest. 
  Dimensional Mastery (Level 10): The power 
  Banishment takes 30 seconds to complete when used 
  on an extraplanar target, and the first point of 
  Augmentation spent on this power adds 2 targets 
  rather than 1 (any subsequent power points spent on 
  this power add 1 target as normal). 
  You have advantage on any saving throws against 
  spells, powers, or abilities that would send you to 
  another plane. The concentration time required to 
  banish you is increased to 2 minutes. 
  Temporal Mastery (Level 14): Once per long rest 
  after reaching level 14, following a turn in which you 
  manifested a Psychoportation power (other than Time 
  Stop), you may take an extra turn. This turn does not 
  count toward the duration of any powers or spells. If 
  you manifest a power during this turn, you take 1d6 
  psychic backlash damage per level of the power 
  manifested unless it is of the Psychoportation 
  discipline. 
  Psychometabolism (Egoist) 
  Egoists utilize their mental control and discipline to 
  enhance, heal, or transform their bodies. These 
  transformations can allow them to spit acid, breathe 
  poison, or even consume parts of their own body for 
  psionic energy. 
  Focused Vigor: While focused, an egoist gains 
  advantage on athletics and acrobatics skill checks, 
  and is unhindered by difficult terrain. Any movement 
  action that would normally incur a penalty to speed 
  (ie climbing, swimming, etc) no longer does so. 
  Debilitating Miasma (Level 6): While focused and 
  possessing at least 1 power point, the egoist exudes 
  and controls an invisible miasma of sickness and 
  debilitating psionic vibrations. At the beginning of 
  each of your turns while this ability is active, all 
  hostile creatures within 30 feet of you that are not 
  undead or constructs must make a Constitution saving 
  throw. Each creature that fails its save sustains 1d4 
  necrotic damage and can’t regain hit points until the 
  start of your next turn.  
  Body Fuel (Level 10): When augmenting a power, 
  the egoist may choose to take 1d4 necrotic damage 
  per level augmented rather than using power points. 
  If a creature within 30 feet of you was damaged by 
  your Debilitating Miasma this turn, you may choose 
  to damage it rather than yourself in using this ability 
  to augment a power. The egoist only sustains 1d2 
  necrotic damage per level augmented when using this 
  ability to augment powers of the Psychometabolism 
  discipline. 
  Psionic Revival (Level 14): Once per long rest, an 
  egoist can re-energize the vital processes of a recently 
  dead body, while manipulating the lingering 
  fragments of the dead individual’s psyche to lure the 
  soul back into its body. This ability functions, with all 
  of its established limitations, like the spell ‘Raise 
  Dead’, with two minor changes: 
  • 
  This ability automatically fails if the target 
  had a negative Intelligence modifier in life 
  (not counting any temporary penalties that 
  may have been inflicted by magic or cursed 
  items). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  13 
  • 
  A successfully revived target suffers only a -
  2 penalty to attack rolls, saving throws, and 
  ability checks. 
  Telepathy (Telepath) 
  When most people think of psions, they imagine a 
  telepath. Telepaths specialize in invading, and 
  controlling the minds of others. Powerful telepaths can 
  assault and slay their enemies on a purely psychic basis, 
  leaving physically unharmed, but unmistakably dead, 
  bodies in their wake. 
  Telepathic Hub: Upon choosing the telepathy 
  discipline, you gain the ability to communicate 
  telepathically with any creature you can see within 30 
  feet. You can use your telepathy to initiate and 
  maintain telepathic conversations with up to ten 
  creatures at a time so long as they are all within 
  range. You can also let those creatures telepathically 
  hear each other while connected in this way. 
  While focusing, your range of telepathic 
  communication doubles, and you can also sense and 
  interpret the surface emotions of any creature you can 
  see within range. 
  Mental Insinuation (Level 6): While focusing you 
  can use an action to attempt reading the deep 
  thoughts of any single sentient creature within 60 feet 
  that you have a line of sight to. Your chosen target 
  must make a Wisdom saving throw. If the creature 
  succeeds on the saving throw, you can’t use this 
  feature on it again until you finish a long rest. 
  If the creature fails its save, you can read its surface 
  thoughts (those foremost in its mind, reflecting its 
  current emotions and what it is actively thinking 
  about) when it is within 60 feet of you. This effect 
  lasts for 1 minute. 
  During that time, you can use your action to end this 
  effect and manifest a telepathy power on the creature 
  without ending your focus. The target automatically 
  fails its saving throw against the power if the power 
  is of 2nd level or lower. 
  Psychic Insight (Level 10): At level 10, if a creature 
  has, at any point this day, failed the initial save 
  against your Mental Insinuation ability, powers of the 
  Telepathy discipline targeting that creature cost 1 
  fewer power point for you to manifest (powers 
  always cost a minimum of 1 power point). 
  Thrallherd (Level 14): At level 14, Mental 
  Insinuation, Suggestion, and powers that create a 
  Charm effect no longer require concentration to 
  maintain. If a creature currently Charmed by you 
  would make an Intelligence, Wisdom, or Charisma 
  saving throw against an ability, spell, or power 
  you’ve produced, they have disadvantage on their 
  saving throw. 
   
  Fighter Archetype - Psychic 
  Warrior 
  The Psychic Warrior has trained both their body and 
  mind for combat, augmenting their martial prowess 
  with a limited talent for psionics. Githyanki raiders are 
  often well trained Psychic Warriors, but among non-
  Gith they are most often culled from the ranks of 
  knightly orders dedicated to slaying psionic aberrations 
  or other such threats, and all undergo a training regimen 
  of rigid discipline and introspection to prepare a mind to 
  wade into the chaos of combat while maintaining inner 
  focus. Due to the nature of their martial training and 
  purpose, Psychic Warriors focus almost exclusively on 
  two psionic disciplines: psychokinesis and telepathy. 
   
  The Psychic Warrior 
  Level 
  Sciences 
  Known 
  Powers 
  Known 
  Power Point 
  Pool Max 
  3 
  2 
  2 
  1 
  4 
  2 
  2 
  1 
  5 
  2 
  3 
  1 
  6 
  2 
  3 
  1 
  7 
  2 
  4 
  2 
  8 
  2 
  4 
  2 
  9 
  2 
  5 
  2 
  10 
  3 
  5 
  2 
  11 
  3 
  6 
  2 
  12 
  3 
  6 
  2 
  13 
  3 
  7 
  3 
  14 
  3 
  7 
  3 
  15 
  3 
  8 
  3 
  16 
  3 
  8 
  3 
  17 
  3 
  9 
  3 
  18 
  3 
  9 
  3 
  19 
  3 
  10 
  4 
  20 
  3 
  10 
  4 
   
  Manifesting 
  When you reach 3rd level, you supplement your martial 
  skill with psionic abilities and powers. You draw your 
  sciences and powers from the psion power list. 
  Sciences 
  At level 1, you know 2 sciences of your choice from the 
  psion power list. You learn an additional science of 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  14 
  your choice at level 10. 
  Focus 
  You gain 1 power point at the beginning of each round 
  while you are focused (not counting the round focus is 
  initiated). While focused, you do not have disadvantage 
  on your non-spell attacks. 
  Power Point Pool 
  The Psychic Warrior table shows you how many power 
  points you can accumulate at any given level through 
  focus, and use in manifesting powers. Certain powers 
  will allow you to spend more than their required power 
  point cost in order to augment their effects.  
  For instance, at level 7 you could either spend 1 power 
  point and manifest the power ‘Demoralize’ as normal, 
  or spend 2 power points to manifest it as a level 2 
  power, and to target an additional creature with its 
  effects (per the power’s ‘Augment’ description). 
  Powers Known of 1st Level and Higher 
  You know two 1st level powers of your choice from the 
  psion power list. One of these powers must be either of 
  the telepathy or psychokinesis disciplines. The Powers 
  Known column of the Psychic Warrior table shows 
  when you learn more psion powers of your choice. The 
  powers learned at levels 7, 11, 15, and 19 must be of 
  either the telepathy or psychokinesis discipline. Each of 
  these powers must be of a level equal to or less than 
  your power point pool. For example, at level 7, you can 
  learn a level 2 or level 1 power, as your power point 
  pool will have increased to 2. 
  Once learned, a power is indelibly seared into the 
  psyche of a psychic warrior. Powers known cannot be 
  forgotten or exchanged for different powers by any 
  means. 
  Manifesting Ability 
  Choose one of the mental attributes: Intelligence, 
  Wisdom, or Charisma. This chosen attribute becomes 
  your manifesting ability. Once chosen this cannot be 
  changed by any means. You use your manifesting 
  ability whenever a spell or power refers to your 
  spellcasting or manifesting ability. In addition, you use 
  the modifier of your chosen manifesting ability when 
  setting the saving throw DC for a psionic power you 
  cast and when making an attack roll with one. 
  Power Save DC = 8 + your proficiency bonus + your 
  manifesting ability modifier 
  Spell Attack Modifier = your proficiency bonus + 
  your manifesting ability modifier 
  Telekinetic Strike 
  At level 3, you can spend 1 power point while making 
  an attack action to animate one of your equipped melee 
  weapons to strike at range. Your weapon floats out of 
  your hand and makes a ranged spell attack against a 
  target of your choice up to 20 feet away. This ability 
  cannot be used against a creature within 5 feet of you. 
  Your weapon deals its normal damage, plus your 
  manifesting ability modifier (your normal melee attack 
  ability modifier is not applied). A fighter’s extra attacks 
  cannot be used in this manner. 
  Combat Manifesting 
  Beginning at 7th level, when you use your action to 
  manifest a science, you can make one weapon attack as 
  a bonus action. 
  Mind Blade 
  Starting at level 10, as long as you have at least 1 power 
  point in your pool your weapon attacks deal an 
  additional 1d4 psychic damage against sentient 
  creatures. This bonus is increased to 1d6 against 
  creatures that are naturally telepathic. While this ability 
  is active, concentration checks provoked by your 
  weapon attacks have a DC of 10 or the damage dealt, 
  whichever is higher. 
  Siphon Concentration 
  At level 15, you may use your action surge to make a 
  special weapon attack against a creature. On a hit, they 
  have disadvantage on any concentration checks this 
  attack provokes. If they fail their concentration check, 
  you gain 1d2 power points. 
  Improved Combat Manifesting 
  Starting at 18th level, when you use your action to 
  manifest a power, you can make one weapon attack as a 
  bonus action. 
  Monk Tradition - Way of 
  the Mind 
  Those rare few githzerai that choose to leave Limbo and 
  travel the multiverse often leave behind monasteries in 
  their wake dedicated to the art of blending martial and 
  psionic discipline. This tradition, known as the Way of 
  the Zerth amongst githzerai, allows monks to 
  manipulate psionic energies through ki in a limited, but 
  often potent fashion. 
  Disciple of the Mind 
  When you choose this tradition at 3rd level, you learn 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  15 
  psionic katas that harness the power of the mind. A kata 
  costs ki points to use. You know the Focused Strike 
  kata and 1 other psionic kata of your choice, which are 
  detailed in the ‘Psionic Katas’ section below. You learn 
  one additional psionic kata of your choice at levels 6, 
  and 11. 
  Manifesting Psionic Powers 
  Some psionic disciplines allow you to manifest psionic 
  powers. Manifesting time, displays, and other rules 
  remain the same, but the powers cost ki points rather 
  than power points. Your manifesting ability for these 
  powers is Wisdom and your power DC and spell attack 
  modifier are calculated as follows: 
  Power Save DC = 8 + your proficiency bonus + your 
  Wisdom modifier 
  Spell Attack Modifier = your proficiency bonus + 
  your Wisdom modifier 
  Once you reach 5th level in this class, you can spend 
  additional ki points to augment your powers (assuming 
  they have an augment option in their description). The 
  maximum number of ki points you can spend on a 
  power is determined by your monk level as shown in 
  the below table: 
   
  Monk Level 
  Maximum Ki Points For a 
  Power 
  5th - 8th 
  3 
  9th - 12th 
  4 
  13th - 16th 
  5 
  17th - 20th 
  6 
   
  Psionic Katas 
  Astral Shurikens (6th Level Required): You can 
  spend 3 ki points to manifest Crystal Swarm.  
  Fist of Crippling Doubt (6th Level Required): You 
  can spend 3 ki points to manifest Id Insinuation.  
  Fist of the Hidden Guru: When you use the Attack 
  action on your turn, you can spend 1 ki point to strike 
  at a distance with pure kinetic force. Your reach with 
  your unarmed strikes increases by 10 feet for that 
  action, as well as the rest of the turn. A hit with such 
  an attack deals Force Damage instead of Bludgeoning 
  Damage, and if you spend 1 ki point when the attack 
  hits, it also deals an extra 1d10 Force Damage and 
  pushes the target 10 feet away from you. 
  Fist of Shattered Dreams (11th Level Required): 
  You can spend 4 ki points whenever you hit with an 
  unarmed strike to instantly manifest Dispel Psionics 
  against the target of your attack. This manifestation 
  of Dispel Psionics ignores the normal manifesting 
  time and occurs immediately following the 
  calculation of the triggering attack’s damage. 
  Inner Sanctum (11th Level Required): You can 
  spend 4 ki points to manifest Tower of Iron Will. 
  Focused Strike: As a bonus action, you may choose 
  to focus your mental energy into your fists. On your 
  next turn, unarmed strike attacks you make deal an 
  additional 1d4 psychic backlash damage to sentient 
  creatures. These strikes deal 2d4 psychic backlash 
  damage to sentient creatures that are naturally 
  telepathic. 
  Resilience of the Zerth: You can spend 2 ki points 
  to manifest Thicken Skin. 
  Soul Kama: As a mental action (not inhibited by 
  Paralysis), you can spend 2 ki points and choose a 
  creature within 30 feet of you. That creature must 
  make an Intelligence saving throw. On a failed save, 
  the creature takes 3d10 Psychic Damage, plus an 
  extra 1d10 Psychic Damage for each additional ki 
  point you spend, and is Stunned until the end of your 
  next turn. On a successful save, the creature takes 
  half as much damage, and it is not Stunned. 
  Thousand Gong Strike (6th Level Required): As an 
  action, you can spend 3 ki points to thrust into the air 
  with such speed that the psionic energy concentrated 
  in your fist creates a focused sonic boom. Creatures 
  in a 10-foot-wide, 60-foot-long line facing in a 
  direction of your choice take 4d10 Thunder Damage 
  and must make a Constitution saving throw. On a 
  failed save, they are Deafened for 3 rounds. 
  Way of the Silent Croak (6th Level Required): You 
  can spend 3 ki points to manifest ‘Control Sound’. 
   
  Hundred Mystic Palms 
  At level 17, you may spend 3 ki points whenever you 
  use your Flurry of Blows to make 4 additional unarmed 
  strikes. These strikes are performed by four hands 
  manifested from Astral matter and joined to your 
  shoulders by arms of the same. You may choose to have 
  these four extra hands strike at the target of your Flurry 
  of Blows, or at any other targets within 20 feet of you. 
  Creatures struck by these mystic palms are dealt 
  damage as though hit by your unarmed strikes. 
  Rogue Archetype - Lurk 
  The Lurk combines a natural predilection and talent for 
  stealth with more than a sliver of psionic talent, 
  allowing them to turn up in the least anticipated places, 
  knowing things ordinarily impossible for them to know, 
  only to vanish and appear somewhere else entirely an 
  instant later. While frequently mistrusted, lurks can 
  often find no shortage of employment as canny spies. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  16 
   
  The Lurk 
  Level 
  Sciences 
  Known 
  Powers 
  Known 
  Power Point 
  Pool Max 
  3 
  2 
  2 
  1 
  4 
  2 
  2 
  1 
  5 
  2 
  3 
  1 
  6 
  2 
  3 
  1 
  7 
  2 
  4 
  2 
  8 
  2 
  4 
  2 
  9 
  2 
  5 
  2 
  10 
  3 
  5 
  2 
  11 
  3 
  6 
  2 
  12 
  3 
  6 
  2 
  13 
  3 
  7 
  3 
  14 
  3 
  7 
  3 
  15 
  3 
  8 
  3 
  16 
  3 
  8 
  3 
  17 
  3 
  9 
  3 
  18 
  3 
  9 
  3 
  19 
  3 
  10 
  4 
  20 
  3 
  10 
  4 
   
  Manifesting 
  When you reach 3rd level, you supplement skills at 
  misdirection and stealth with psionic abilities and 
  powers. You draw your sciences and powers from the 
  psion power list. 
  Sciences 
  At level 1, you know 2 sciences of your choice from the 
  psion power list. You learn an additional science of 
  your choice at level 10. 
  Focus 
  You gain 1 power point at the beginning of each round 
  while you are focused (not counting the round focus is 
  initiated). While focused, you do not have disadvantage 
  on your Dexterity saving throws or perception checks. 
  Power Point Pool 
  The Lurk table shows you how many power points you 
  can accumulate at any given level through focus, and 
  use in manifesting powers. Certain powers will allow 
  you to spend more than their required power point cost 
  in order to augment their effects.  
  For instance, at level 7 you could either spend 1 power 
  point and manifest the power ‘Demoralize’ as normal, 
  or spend 2 power points to manifest it as a level 2 
  power, and to target an additional creature with its 
  effects (per the power’s ‘Augment’ description). 
  Powers Known of 1st Level and Higher 
  You know two 1st level powers of your choice from the 
  psion power list. One of these powers must be either of 
  the clairsentience or psychoportation disciplines. The 
  Powers Known column of the Lurk table shows when 
  you learn more psion powers of your choice. The 
  powers learned at levels 7, 11, 15, and 19 must be of 
  either the clairsentience or psychoportation discipline. 
  Each of these powers must be of a level equal to or less 
  than your power point pool. For example, at level 7, you 
  can learn a level 2 or level 1 power, as your power point 
  pool will have increased to 2. 
  Once learned, a power is indelibly seared into the 
  psyche of a lurk. Powers known cannot be forgotten or 
  exchanged for different powers by any means.  
  Manifesting Ability 
  Choose one of the mental attributes: Intelligence, 
  Wisdom, or Charisma. This chosen attribute becomes 
  your manifesting ability. Once chosen this cannot be 
  changed by any means. You use your manifesting 
  ability whenever a spell or power refers to your 
  spellcasting or manifesting ability. In addition, you use 
  the modifier of your chosen manifesting ability when 
  setting the saving throw DC for a psionic power you 
  cast and when making an attack roll with one. 
  Power Save DC = 8 + your proficiency bonus + your 
  manifesting ability modifier 
  Spell Attack Modifier = your proficiency bonus + 
  your manifesting ability modifier 
  Eavesdropping 
  At level 3, while focused, the lurk has a supernatural 
  awareness of any sentient creature within 40 feet. The 
  lurk has advantage on any Wisdom (Perception) checks 
  made against sentient creatures within range. As an 
  action you can focus your attention on one sentient 
  creature within range; you can hear what the target is 
  saying regardless of any physical obstacles between 
  you. You are not aware of creatures magically or 
  psionically shielded against detection or divinations, 
  and as such you cannot target them with this ability. 
  Instant Ambush 
  Beginning at 9th level, when you use your action to 
  teleport via a power or science, you can make an 
  offhand weapon attack as a bonus action. 
  Psychic Stiletto 
  Starting at level 13, you can spend 1 power point to 
  have a successful sneak attack deal psychic damage 
  rather than its normal damage type. Psychic stiletto only 
  deals psychic damage to sentient creatures, and deal 
  additional damage equal to your manifesting ability 
  modifier against creatures that are naturally telepathic. 
  Concentration checks provoked by your psychic stiletto 
  attacks have a DC of 10 or the damage dealt, whichever 
  is higher.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  17 
  Dream Thief 
  At level 17, once per long rest, you can enter a deep 
  meditative trance with a duration of Concentration, up 
  to 4 hours. This trance allows you to enter the dreams of 
  a sentient creature known to you and on the same plane 
  of existence. If the creature is not asleep, you know this 
  and can choose to end the trance, or maintain the trance 
  until it falls asleep or the duration has elapsed. While 
  visiting the dreams of the target creature, you can 
  perform one of the following actions: 
  Interrogate: You take on an appearance of a creature 
  familiar to your target, gleaned from a brief telepathic 
  reading of their dreaming thoughts, and ask the target 
  questions. If the target fails a Wisdom saving throw, 
  you have advantage on any Charisma-based skill 
  check directed at the creature, and the creature 
  believes you to be a trusted friend. If they succeed on 
  their saving throw, they perceive your dream form as 
  a stranger and begin the conversation with a neutral 
  disposition towards you. You remember the dream 
  with absolute clarity upon waking. The target 
  remembers the dream only hazily, if at all. 
  Ransack: You attempt to forcefully plunder the 
  thoughts of the sleeping target, with the aim of 
  acquiring a single concrete piece of information 
  (combination to a safe, location of a key, password 
  into a hideout, etc). If the target fails an Intelligence 
  saving throw, you learn everything the target knows 
  about the desired piece of information. Otherwise, 
  you are repelled by the target’s mental defenses, 
  sustaining 2d6 psychic backlash damage and ending 
  the trance. A target that has succeeded on this saving 
  throw cannot be ‘ransacked’ for this piece of 
  information again. 
  Multiclassing 
  While psionics open up a whole new realm of mental 
  power that can take a lifetime to master, there are plenty 
  of adventurers who simply dabble in psionics. Others 
  take the path of the cerebremancer and fuse their studies 
  of the arcane and the mind into a potent whole, or are 
  devotees of a god that favors mental powers (those of 
  the duergar and mind flayers are good examples of 
  this). Below are some rules for handling the inclusion of 
  psionic classes into the 5th Edition’s multiclassing 
  system; it is suggested that one also review the PHB’s 
  section on multiclassing for context. 
  Prerequisites 
  If psion is not your first class, to gain a level in psion 
  you must have one of the following: Intelligence 13, 
  Wisdom 13, or Charisma 13. 
  Proficiencies 
  Multiclassing as a psion grants you no new weapon, 
  tool, or armor proficiencies. 
  Spell Slots 
  For the purposes of determining your available spell 
  slots for spellcasting classes you are multiclassing with, 
  add all levels of the psion class if your manifesting 
  ability matches the spellcasting ability of at least one of 
  your spellcasting classes. Otherwise add half of your 
  psion levels, rounded down. 
  Powers Known 
  You determine the number and maximum level of 
  powers you know for each class individually, as if you 
  were a single-classed member of that class. For 
  example, a 3 psion/ 4 fighter with the psychic warrior 
  archetype knows 4 sciences and 4 powers from their 
  levels in psion, plus 2 sciences and 2 powers from their 
  psychic warrior levels, for a total of 6 sciences and 6 
  powers. 
  However, regardless of your multiclass power point 
  pool maximum, the powers you learned when you took 
  your third level of psion could not exceed level 2, as 
  that is the power point pool maximum you would have 
  as a single-class psion. Refer to the manifesting table 
  for each class to determine the maximum level of power 
  you can learn when taking a given level in that class. 
   
  Power Point Pool Maximum 
  To determine your power point pool maximum, add 
  your spellcaster levels to your manifester levels and 
  apply the result to the table below. Your spellcaster and 
  manifester levels are calculated as follows for the 
  purposes of determining your power point pool 
  maximum (fractional levels are rounded down): 
  • 
  Manifester Levels 
  o 
  Psion (All) 
  o 
  Fighter - Psychic Warrior (1/3) 
  o 
  Rogue - Lurk (1/3) 
  • 
  Spellcaster Levels (If manifesting ability and 
  spellcasting ability are the same) 
  o 
  Bard (All) 
  o 
  Cleric (All) 
  o 
  Druid (All) 
  o 
  Sorcerer (All) 
  o 
  Wizard (All) 
  o 
  Paladin (1/2) 
  o 
  Ranger (1/2) 
  • 
  Spellcaster Levels (If manifesting ability and 
  spellcasting ability different) 
  o 
  Bard (1/2) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  18 
  o 
  Cleric (1/2) 
  o 
  Druid (1/2) 
  o 
  Sorcerer (1/2) 
  o 
  Wizard (1/2) 
  o 
  Paladin (N/A) 
  o 
  Ranger (N/A) 
   
  Multiclass Manifester – Power Point Pool 
  Max 
  Level 
  Power 
  Point Pool 
  Max 
  1 
  1 
  2 
  1 
  3 
  2 
  4 
  2 
  5 
  3 
  6 
  3 
  7 
  4 
  8 
  4 
  9 
  5 
  10 
  5 
  11 
  6 
  12 
  6 
  13 
  7 
  14 
  7 
  15 
  8 
  16 
  8 
  17 
  9 
  18 
  9 
  19 
  9 
  20 
  9 
   
  While the maximum level of powers you can learn 
  might be restricted by your single-class capabilities, you 
  may freely augment any power you know up to a level 
  equaling your power point pool maximum as defined in 
  the Multiclass Manifester table above. 
  Focus 
  If you have levels in multiple classes/archetypes that 
  allow you to psionically focus your mind, you may you 
  may switch the type of focus you are using at any time 
  you initiate focus, or as a bonus action taken at the 
  beginning of any turn where you are focused. Switching 
  focus types while focusing does not break your 
  focus/concentration. If the amount of power points you 
  would accumulate changes as a result of your switching 
  focus types, this change does not take effect until the 
  beginning of your next turn. Otherwise, the penalties 
  and bonuses of your new focus type take effect 
  immediately.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  19 
  Chapter 4: Feats 
  This chapter lays out the list of feats available player 
  characters. Per the Player’s Handbook, these feats can 
  be selected (so long as prerequisites are met) in lieu of 
  taking an Ability Score Improvement. 
  Existing Feats 
  The following feats from the PHB are incorporated into 
  the Psionic Transparency rules, with all references to 
  ‘spells’ in feat effects and prerequisites also applying to 
  ‘powers’: 
  • 
  Elemental Adept 
  • 
  Mage Slayer 
  • 
  Spell Sniper 
  • 
  War Caster 
  New Feats 
  Bestial Empathy 
  Prerequisites: The ability to manifest at least one 
  power. 
  Effect: For the purposes of your powers and abilities, 
  the term sentient creature is now defined as any 
  creature which is not a construct, and that possesses an 
  Intelligence score of at least 2.  
  Meditation 
  Prerequisites: A manifesting ability modifier of at least 
  +2. 
  Effect: At the beginning of any turn that you are 
  focused, you may sacrifice your movement and action 
  to add 1d2 + 1 to your power point accumulation for 
  that turn. You cannot benefit from this ability if you are 
  prevented from taking movements or actions by any 
  spell, ability, power, or status effect. 
  Metaconcert 
  Prerequisites: The ability to manifest at least one 
  power. 
  Effect: While you are focused, any ally within 30 feet 
  of you who is also focused can choose to give you some 
  or all of the power points they accumulate at the 
  beginning of their turn. Any power points given in 
  excess of your power point pool maximum are lost. 
  Once per long rest, if you are manifesting a power at 
  least partially paid for by power points gained through 
  Metaconcert, you may choose to augment that power at 
  no cost by a number of levels equal to the number of 
  allies that contributed power points (lost points do not 
  count) toward your current total. You cannot augment a 
  power in this way to a level exceeding your power point 
  pool maximum. 
  Mind Trap 
  Prerequisites: Intelligence, Wisdom, or Charisma 15 
  or higher. 
  Effect: Any time you succeed on a mental ability 
  saving throw provoked by a spell, power, or ability, you 
  may use your reaction to force the creature provoking 
  this ability to perform the same saving throw. If you 
  rolled higher than your opponent, they are stunned for 1 
  round. 
  Power Efficiency 
  Prerequisites: The ability to manifest at least one 
  power. 
  Effect: Failing a concentration check while focusing no 
  longer causes you to lose 1 power point from your pool. 
  Psionically Gifted 
  Prerequisites: Cerebremancer, or the ability to 
  manifest at least one power. 
  Effect: You learn one additional science, and one level 
  1 power of your choice.  
  Psychic Adept 
  Prerequisites: The ability to manifest at least one 
  power or cast one spell. 
  Effect: Powers you manifest and spells you cast that 
  deal psychic damage ignore any resistance to psychic 
  damage. In addition, when you roll damage for a spell 
  or power you manifest that deals psychic damage; treat 
  any 1 on a damage die as a 2. 
  Solicit Psicrystal 
  Prerequisites: Psion 
  Effect: Using this feature, a psion can transfer control 
  over a concentration power to its psicrystal. In essence, 
  this allows you to concentrate on two powers at once (in 
  addition to your focus). However, if you and your 
  psicrystal are both concentrating on separate powers, 
  you have disadvantage on concentration checks. If you 
  fail a concentration check, both powers end. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  20 
  Chapter 5: Psion 
  Power List 
  This chapter lays out the list of powers available to a 
  psion, and any class archetype drawing from the psion’s 
  power list. If a power’s description references a spell 
  detailed elsewhere, the book and page number will be 
  referenced here. 
  Psion Powers 
  Sciences 
  Crystal Shards (Metacreativity) 
  Deceleration (Psychoportation) 
  Defensive Precognition (Clairsentience) 
  Detect Lies (Telepathy) 
  Directional Augury (Clairsentience) 
  Empty Mind (Telepathy) 
  Energy Ray (Psychokinesis) 
  Flicker (Psychoportation) 
  Iron Arm (Psychometabolism) 
  Manipulate Momentum (Psychokinesis) 
  Metabolic Stasis (Psychometabolism) 
  Minor Metacreation (Metacreativity) 
  Minor Telekinesis (Psychokinesis) (PHB 256) 
  Psychic Lash (Telepathy) 
  Level 1 Powers 
  Astral Slick (Metacreativity) (PHB 246) 
  Catfall (Psychoportation) (PHB 239) 
  Clairsentient Illumination (Clairsentience) (PHB 252) 
  Conceal Thoughts (Telepathy) 
  Demoralize (Telepathy) 
  Detect Psionics (Clairsentience) (PHB 231) 
  Drop (Psychoportation) 
  Entangling Thorns (Metacreativity) 
  Erase Presence (Telepathy) (PHB 272) 
  Kinetic Burst (Psychokinesis) 
  Mind Thrust (Telepathy) 
  Noxious Breath (Psychometabolism) 
  Psionic Charm (Telepathy) (PHB 221) 
  Pyrokinesis (Psychokinesis) 
  Recall Wounds (Clairsentience) 
  Telepathic Message (Telepathy) (PHB 259) 
  Thicken Skin (Psychometabolism) 
  Level 2 Powers 
  Astral Step (Psychoportation) 
  Astral Weapon (Metacreativity) 
  Alter Self (Psychometabolism) (PHB 211) 
  Chameleon (Psychometabolism) 
  Concussion Blast (Psychokinesis) 
  Control Sound (Psychokinesis) (PHB 275) 
  Crystal Swarm (Metacreativity) 
  Detect Thoughts (Telepathy) (PHB 231) 
  Ego Whip (Telepathy) 
  Empathic Transfer (Psychometabolism) 
  Energy Missile (Psychokinesis) 
  Expand/Contract (Psychometabolism) (PHB 237) 
  Id Insinuation (Telepathy) 
  Levitate (Psychoportation) (PHB 255) 
  Locate Object (Clairsentience) (PHB 256) 
  Mind Spike (Clairsentience) (XGE 162) 
  Object Reading (Clairsentience) 
  See Invisibility (Clairsentience) (PHB 274) 
  Suggestion (Telepathy) (PHB 279) 
  Temporal Flux (Psychoportation) 
  Level 3 Powers 
  Astral Caravan (Psychoportation) 
  Astral Deluge (Metacreativity) (PHB 276) 
  Body Adjustment (Psychometabolism) 
  Body Purification (Psychometabolism) (PHB 255) 
  Clairvoyance (Clairsentience) (PHB 222) 
  Dispel Psionics (Psychokinesis) (PHB 234) 
  Energy Bolt (Psychokinesis) 
  Fate Link (Clairsentience) 
  Fly (Psychoportation) (PHB 243) 
  Iron Maiden (Metacreativity) 
  Lethologica (Telepathy) (PHB 228) 
  Mental Barrier (Telepathy) 
  Mind Blast (Telepathy) 
  Nondetection (Clairsentience) (PHB 263) 
  Temporal Jaunt (Psychoportation) 
  Level 4 Powers 
  Astral Tendrils (Metacreativity) (PHB 238) 
  Astral Guardians (Metacreativity) 
  Banishment (Psychoportation) (PHB 217) 
  Confusion (Telepathy) (PHB 224) 
  Death Urge (Telepathy) 
  Dimensional Anchor (Psychoportation) 
  Dimension Door (Psychoportation) (PHB 233) 
  Energy Adaptation (Psychometabolism) 
  Force Screen (Psychokinesis) 
  Inertial Barrier (Psychokinesis) 
  Locate Creature (Clairsentience) (PHB 256) 
  Psychic Crush (Telepathy) 
  Remote Viewing (Clairsentience) (PHB 214) 
  Schism (Telepathy) 
  Tentacle Mutation (Psychometabolism) 
  Timeless Visions (Clairsentience) 
  Tower of Iron Will (Telepathy) 
  Level 5 Powers 
  Astral Shambler (Metacreativity) 
  Baleful Teleport (Psychoportation) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  21 
  Body Purge (Psychometabolism) (PHB 246) 
  Brain Parasite (Psychometabolism) 
  Catapsi (Telepathy) 
  Crystal Shrapnel (Metacreativity) 
  Disable (Telepathy) 
  Dream Seer (Clairsentience) (PHB 236) 
  Geas (Telepathy) 
  Metacreation (Metacreativity) (PHB 229) 
  Modify Memory (Telepathy) (PHB 261) 
  Psionic Domination (Telepathy) (PHB 235) 
  Power Leech (Psychometabolism) 
  Scrying (Clairsentience) (PHB 273) 
  Synaptic Static (Telepathy) (XGE 167) 
  Telekinesis (Psychokinesis) (PHB 280) 
  Teleportation Circle (Psychoportation) (PHB 282) 
  Wall of Force (Psychokinesis) (PHB 285) 
  Level 6 Powers 
  Amnesia (Telepathy) 
  Breath of the Green Dragon (Psychometabolism) 
  Crystallize (Metacreativity) 
  Dimensional Barrier (Psychoportation) 
  Disintegrate (Psychoportation) 
  Greater Precognition (Clairsentience) 
  Impale (Metacreativity) 
  Kinetic Orb (Psychokinesis) 
  Mass Suggestion (Telepathy) (PHB 258) 
  Mental Prison (Telepathy) (XGE 161) 
  Restructure (Psychometabolism) 
  True Seeing (Clairsentience) (PHB 284) 
  Level 7 Powers 
  Astral Cocoon (Metacreativity) 
  Cranial Deluge (Psychometabolism) 
  Decerebrate (Psychoportation) 
  Energy Storm (Psychokinesis) 
  Energy Conversion (Psychometabolism) 
  Forbidden Insight (Clairsentience) 
  Insanity (Telepathy) 
  Plane Shift (Psychoportation) (PHB 266) 
  Reverse Gravity (Psychokinesis) (PHB 272) 
  Ultrablast (Telepathy) 
  Level 8 Powers 
  Astral Seed (Metacreativity) 
  Feeblemind (Telepathy) (PHB 239) 
  Inimical Vision (Clairsentience) 
  Mass Temporal Jaunt (Psychoportation) 
  Mind Lock (Telepathy) 
  Null Psionic Beam (Psychokinesis) 
  Null Psionic Field (Psychokinesis) (PHB 213) 
  Psionic Mind Blank (Telepathy) (PHB 259) 
  Uncarnate Body (Psychometabolism) 
  Level 9 Powers 
  Assimilate (Psychometabolism) 
  Astral Projection (Psychoportation) (PHB 215) 
  Foresight (Clairsentience) (PHB 244) 
  Genesis (Metacreativity) 
  Gravity Well (Psychokinesis) 
  Psychic Chirurgery (Telepathy) 
  Psychic Scream (Telepathy) (XGE 163) 
  Reality Revision (Clairsentience) (PHB 288) 
  Time Stop (Psychoportation) (PHB 283) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  22 
  Chapter 6: Psion 
  Power Descriptions 
  This chapter describes in detail the effects of each 
  psionic power listed in the previous chapter. Powers 
  will be listed alphabetically, and organized by level. 
  Sciences 
  Crystal Shards 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Ma 
  Duration: Instantaneous 
  Effect: You create semi-real crystals of astral matter 
  and fling them at your foes. Choose up to two targets 
  within range. Each target must be within 30 feet of 
  another. Upon manifesting this science, choose whether 
  you wish to manifest heavy, rounded crystals (dealing 
  bludgeoning damage), sharp, jagged crystals (dealing 
  slashing damage), or long, piercing crystals (dealing 
  piercing damage). Then make a ranged spell attack 
  against each target (or if you choose only 1 target, roll 
  two ranged spell attacks against that target). On each 
  hit, the target takes 1d4 + 1 damage of the type you 
  have chosen. 
   
  Higher Levels: The number of crystals created (and 
  thus the number of possible targets) increases by 1 
  when you reach 5th level (total of 3), and again at level 
  11 (total of 4), and 17 (maximum total of 5 crystals and 
  possible targets). 
  Deceleration 
  Discipline: Psychoportation 
  Manifesting Time: 1 Action 
  Range: 60 feet 
  Display: See text 
  Duration: 1 round 
  Effect: You alter the flow of time around one target, 
  slowing their movements significantly and creating 
  harmless visual distortions around their person. Target 
  must succeed on a Charisma saving throw or suffer the 
  following effects for the duration of this science: 
  • 
  Speed is halved. 
  • 
  Reactions involving attack or spell attack rolls, 
  and Attacks of Opportunity are made with 
  disadvantage. 
   
  Higher Level: Starting at level 5, you can target one 
  additional creature within 15 feet of the initial target. At 
  level 11 you can target two additional creatures, and 
  three at level 17. 
  Defensive Precognition 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V 
  Duration: Concentration, up to 1 minute 
  Effect: You catch fleeting glimpses of the future, 
  forewarning yourself against incoming attacks, magic, 
  and psionics. When manifesting this science, roll 1d2. 
  You may add the results of this roll to any single saving 
  roll made during the duration of this science, or you 
  may subtract it from a single attack or spell attack roll 
  made against you. This science automatically ends 
  when the bonus or penalty has been applied. 
  Detect Lies 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self 
  Display: Me 
  Duration: Concentration, up to 5 minute 
  Effect: While concentrating on this science, you focus 
  on detecting the contradictory surface thoughts and 
  impulses in those around you that often betray a lie or 
  intentional deception. You gain a +2 bonus on your 
  Wisdom (Insight) checks for the duration of this power. 
  If any sentient creature within 20 feet of you fails a 
  Charisma (Deception) check opposed by your Wisdom 
  (Insight) check at any time while you are concentrating 
  on this science, you are immediately aware of exactly 
  what part of their actions or statements was false or 
  intentionally misleading. 
   
  Naturally telepathic creatures may choose to make a 
  Wisdom saving throw after a failed Charisma 
  (Deception) check. Only on a failed save do you 
  identify their falsehoods. 
   
  Higher Levels: The bonus you gain to your Wisdom 
  (Insight) checks increases by 1 when you reach 5th 
  level (total of 3), and again at level 11 (total of 4), and 
  17 (maximum total of 5). 
  Directional Augury 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V 
  Duration: Concentration, up to 1 minute 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  23 
  Effect: For the duration, you are unerringly aware of 
  where you stand with regards to each of the four 
  Cardinal Directions (North, South, East, West). This 
  effect only functions when used on your plane of origin.  
  In addition, you have advantage on any checks made in 
  an attempt to find your way back to the site where you 
  last manifested this science. 
  Empty Mind 
  Discipline: Telepathy 
  Manifesting Time: 1 bonus action 
  Range: Self 
  Display: Me 
  Duration: 3 rounds 
  Effect: You empty your mind of all distractions and 
  unnecessary thoughts, allowing yourself greater focus 
  on your psionic powers. Any time you would make a 
  concentration check while this science is active, you 
  may choose to end the science early in order to gain 
  advantage on that concentration check. 
   
  Higher Levels: This science’s duration increases by 1 
  round when you reach 5th level (4 rounds), 11th level (5 
  rounds), and 17th level (6 rounds). 
  Energy Ray 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: V 
  Duration: Instantaneous 
  Effect: You manifest a thin beam of pure energy that 
  strikes a target within range. First choose an energy 
  type from the following choices: cold, fire, lightning, 
  thunder. Then make a ranged spell attack against the 
  target. On a hit, the target takes 1d10 of your chosen 
  damage type. 
   
  Higher Levels: This science’s damage increases by 
  1d10 when you reach 5th level (2d10), 11th level 
  (3d10), and 17th level (4d10). 
  Flicker 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 10 feet 
  Display: See text 
  Duration: Instantaneous 
  Effect: You imagine yourself in an unoccupied location 
  within range from your current position and, 
  accompanied by ripples of distortion and light-bending 
  effects, you teleport to that location. Due to the 
  instantaneous nature of teleportation, if your destination 
  is within 5 feet of another creature and you choose to 
  move away from them in the same turn you teleported 
  there, you do not provoke an attack of opportunity or 
  other similarly triggered reaction. 
  Iron Arm 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: O 
  Duration: 1 minute 
  Effect: You supercharge the natural healing and bone 
  densification processes of one of your arms, effectively 
  making it as hard and durable as iron. Treat your 
  character as though it had a shield equipped, granting 
  +2 to AC. This science cannot take effect if you have a 
  shield currently equipped to your off-hand or if your 
  off-hand is otherwise occupied (you can’t effectively 
  block with your off-hand if it is being used to steady a 
  two-handed weapon), and immediately ends if a shield 
  is equipped or off-hand is occupied after the fact. 
  Manipulate Momentum 
  Discipline: Psychokinesis 
  Manifesting Time: 1 reaction, triggered by being 
  missed by a melee weapon attack made against you 
  from within 10 feet 
  Range: 10 feet 
  Display: V 
  Duration: Instantaneous 
  Effect: You increase the momentum of your opponent’s 
  swing in an attempt to unbalance them. Your target 
  must succeed on a Dexterity saving throw or fall to the 
  ground prone. If the attack against you was a critical 
  failure, they make their saving throw with disadvantage. 
  Metabolic Stasis 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: Me, O 
  Duration: Concentration, up to 1 minute 
  Effect: You are able to maintain the autonomic systems 
  of a dying creature. A living creature within range, that 
  you can see, with 0 hit points becomes stable for the 
  duration of this science. If the manifester moves more 
  than 30 feet away from the target, or if the target 
  regains hit points, the effect ends. 
   
  Higher Levels: The number of creatures you can target 
  with this science increases by 1 when you reach 5th 
  level (2), 11th level (3), and 17th level (4). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  24 
  Minor Metacreation 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 20 feet 
  Display: Ma 
  Duration: Concentration, up to 1 minute 
  Effect: You pull quasi-real matter from the Astral, 
  shaping it into an object of your specification. This 
  object is obviously made from vaguely gaseous Astral 
  matter (though it feels and acts like a solid), and cannot 
  be mistaken for any mundane material. The object must 
  also meet the following specifications and has the 
  following qualities: 
  • 
  Weight cannot exceed 10 pounds. 
  • 
  Dimensions cannot exceed 3 feet on any side. 
  • 
  Must be inanimate. 
  • 
  Is inedible. 
  • 
  Cannot be a specific substance (ie alchemist’s 
  fire etc). 
  The caster must make a check with their manifesting 
  ability (DC determined by the DM) to create a specific 
  or complicated object (such as a key or a gear of a 
  particular size). 
  Minor Telekinesis 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: None 
  Duration: 1 minute 
  Effect: This science functions identically to the cantrip 
  Mage Hand, save that the hand is not visible in any 
  way. 
  Psychic Lash 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: See text 
  Duration: Instantaneous 
  Effect: You blast a creature within range with a bolt of 
  disruptive psychic energy creating a ‘sound’ like the 
  cracking of a whip in the mind of your target. Your 
  target must make an Intelligence saving throw. On a 
  failed save, the target takes 1d8 psychic damage. If the 
  target would make a Concentration check, they do so 
  while subtracting your manifesting ability modifier 
  from their roll. 
   
  Higher Levels: This science’s damage increases by 1d8 
  when you reach 5th level (2d8), 11th level (3d8), and 
  17th level (4d8). 
   
  Level 1 Powers 
  Astral Slick 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: Ma 
  Duration: Concentration, up to 1 minute 
  Effect: You create a 10 foot square of slippery Astral 
  matter, centered on a point within range. This power 
  otherwise operates per the spell Grease, with one 
  exception: on your turn you may use an action to cause 
  the Astral goo to lurch violently beneath the feet of one 
  creature in the area of effect that is not already prone. 
  Performing this action forces the creature to make a 
  Dexterity saving throw or fall prone. 
   
  Augment: For each additional power point you spend 
  manifesting this power, increase the area of the astral 
  slick by 5 feet. 
  Catfall 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: Self 
  Display: O, A 
  Duration: 1 minute 
  Effect: This power functions identically to the spell 
  Feather Fall. 
  Clairsentient Illumination 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: V, Me 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  Identify. 
  Conceal Thoughts 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self 
  Display: Me 
  Duration: Concentration, up to 1 hour 
  Effect: You conceal your true motives and intentions 
  amid a fog of telepathic obscurement. Add your 
  Wisdom modifier to your Charisma (Deception) checks 
  for the duration of this power. While this power is 
  active, you may freely close your mind to any normal 
  attempts to communicate with you telepathically. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  25 
  Additionally, anyone attempting to read your surface 
  thoughts (ie via Detect Thoughts, Detect Lies, or a 
  Telepath’s Telepathic Hub ability) must succeed on an 
  Intelligence saving throw against your spell DC or be 
  thwarted in their attempt. You gain advantage on any 
  saving throws against attempts to probe your deep 
  thoughts (ie via Detect Thoughts, Mental Insinuation). 
  Demoralize 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: Target sentient creature within range must 
  succeed in a Wisdom saving throw or become 
  frightened of the manifester for the duration of this 
  power. 
   
  Augment: For each additional power point spent in 
  manifesting this power, you can target one additional 
  sentient creature within range. 
  Detect Psionics 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V, A 
  Duration: Concentration, up to 10 minutes 
  Effect: This power functions identically to the spell 
  Detect Magic, save where Psionic Transparency rules 
  would have it differ (pg. 4). 
  Drop 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: See text 
  Duration: Instantaneous 
  Effect: You teleport a medium creature or object within 
  range, 20 feet into the air above any other unoccupied 
  position within range, dropping them from thin air onto 
  the ground. 
   
  If the ceiling or roof of the area where the target would 
  be dropped is lower than 20 feet high, this power fails 
  to have any effect. If the target is currently levitating, 
  flying, or capable of either (due either to natural 
  abilities or powers/spells currently in effect), or in an 
  environment where gravity and direction are subjective, 
  this power teleports them 20 feet straight up (from the 
  manifester’s perspective if ‘up’ is subjective), and 
  otherwise has no harmful effect. 
   
  Otherwise, the target of this power falls, sustaining 
  whatever falling damage would be appropriate (1d6 
  Bludgeoning Damage if the 20-foot drop is completed 
  without interruption) and falls prone on landing. 
   
  Augment: For each additional power point spent 
  manifesting this power, the target is dropped from 10 
  feet higher (and thus sustains 1d6 additional 
  Bludgeoning Damage if the fall is uninterrupted). 
  Entangling Thorns 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: See text 
  Duration: 1 minute 
  Effect: You manifest a glob of thorny Astral tendrils, 
  hurling it at a single target of medium size or smaller 
  within range. Make a ranged spell attack. On a hit, the 
  target is considered Restrained by the entangling web of 
  Astral thorns for the duration of the power. At the end 
  of each of the target’s turns, it can make a Dexterity or 
  Strength saving throw against the power. On a success, 
  the power ends for that target. On a failed save, the 
  target takes 1d6 piercing damage and remains 
  Restrained. 
   
  Augment: For each additional power point spent 
  manifesting this power, you may target a creature one 
  size category larger. 
  Erase Presence 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self 
  Display: Me, V 
  Duration: 5 minutes 
  Effect: This power functions identically to the spell 
  Sanctuary.  
  Kinetic Burst 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: Self (15-foot sphere or cone) 
  Display: V 
  Duration: Instantaneous 
  Effect: A wave of pure kinetic force sweeps out as 
  directed by you. Each creature within either a 15-foot 
  sphere or 15-foot cone (either must originate from you) 
  must make a Constitution saving throw. On a failed 
  save, a creature takes 2d8 force damage and is pushed 
  10 feet away. On a successful save, a creature takes half 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  26 
  as much damage and isn’t pushed. Unsecured objects 
  that are completely within the area of effect are 
  automatically pushed 10 feet away. 
   
  Augment: For each additional power point you spend 
  manifesting this power, its damage output increases by 
  1d8. 
  Mind Thrust 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: See text 
  Duration: Instantaneous 
  Effect: You reach into a sentient creature’s psyche and 
  batter it with hostile thoughts and psychic energy, 
  causing them to hallucinate a sword or spear being 
  thrust into their gut. One sentient creature you target 
  must make an Intelligence saving throw or take 3d6 
  psychic damage. Because this power takes advantage of 
  neural pathways that telepathic creatures have in 
  abundance, any naturally telepathic creature targeted by 
  this power has disadvantage on its saving throw against 
  it and loses its next action on a failed save. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, the damage it deals on a 
  failed save increases by 1d6. 
  Noxious Breath 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self (15-foot cone) 
  Display: See text 
  Duration: Instantaneous 
  Effect: You metabolize a slew of toxic vapors and 
  exhale it in a cone from your mouth and nostrils. Each 
  creature in a 15-foot cone must make a Constitution 
  saving throw. A creature takes 2d6 poison damage on a 
  failed save and is considered poisoned for 1 round. A 
  creature succeeding on its save takes half damage and is 
  not poisoned. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, the damage it deals increases 
  by 1d6 and a creature failing its Constitution saving 
  throw is Poisoned for an additional 1 round. 
  Psionic Charm 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: Me 
  Duration: 1 hour 
  Effect: This power functions identically to the spell 
  Charm Person with two alterations: this power can 
  target any one sentient creature within range, rather than 
  one ‘humanoid’, and any naturally telepathic creature 
  has advantage on its Wisdom saving throw against this 
  power. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, target one additional sentient 
  creature within 30 feet of the initial target. 
  Pyrokinesis 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 100 feet 
  Display: A, V 
  Duration: Concentration, up to 1 minute 
  Effect: You seize control of a non-magical/non-psionic 
  source of fire within range, animating it and shaping it 
  according to your will. You may perform one of the 
  following effects as an action each round you maintain 
  concentration, targeting a fire source of tiny size or 
  smaller (see below): 
  • 
  Animate: You cause the fire to move a 
  maximum of 30 feet across the ground. You 
  cannot move the fire outside of this power’s 
  range. The fire can move into an occupied 
  area, dealing size-appropriate fire damage on 
  the turn it enters the creature’s space, and at 
  the end of any turn the creature ends in the 
  same space as the fire. A successful Dexterity 
  saving throw halves this damage. If the size of 
  this fire source has been increased by you, it 
  returns to its normal size upon initiating 
  movement. 
  • 
  Increase:  You may increase the size category 
  of the fire by 1, provided it is currently located 
  in an area containing flammable materials and 
  provided that doing so wouldn’t make it larger 
  than Colossal. The size of any given fire 
  source may not be increased more than 2 
  stages in this way. 
  • 
  Decrease: You may decrease the size category 
  of the fire by 1. If reduced below Diminutive 
  size, it is snuffed out. 
  The size and damage of a given fire source is defined 
  as follows: 
  • 
  Diminutive (Torch) - 1d3 fire damage 
  • 
  Tiny (Small Campfire) - 1d6 fire damage 
  • 
  Small (Large Campfire) - 2d6 fire damage 
  • 
  Medium (Forge) - 3d6 fire damage 
  • 
  Large (Bonfire) - 4d6 fire damage (10 ft. x 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  27 
  10ft) 
  • 
  Huge (Burning Shack) - 5d6 fire damage (15 
  ft. x 15 ft.) 
  • 
  Gargantuan (Burning Inn) - 6d6 fire damage 
  (20 ft. x 20 ft.) 
  • 
  Colossal (Burning Tavern) - 7d6 fire damage 
  (25 ft. x 25 ft.) 
  Augment: For every 2 additional power points spent 
  in manifesting this power, you can target a fire 
  source 1 size category larger. 
  Recall Wounds 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: V, Me 
  Duration: Concentration, up to 1 minute 
  Effect: You peer into the recent past to find wounds 
  that the target has suffered, pulling them into the 
  target’s current reality and making the old wounds 
  fester anew. Choose one creature within range. Each 
  round this power is maintained, the target must succeed 
  on a Constitution saving throw or take 1d12 Necrotic 
  Damage (attempting to inflict this damage in 
  subsequent turns does not require an action). This 
  power ends if the target succeeds on its saving throw, 
  the duration elapses, it has total cover from you, moves 
  out of the power’s range, or if you manifest another 
  power or science of the Clairsentience discipline. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, the initial damage dealt on 
  the target’s first failed save is increased by 1d12. 
  Telepathic Message 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 120 feet 
  Display: Me, A 
  Duration: 1 round 
  Effect: This power functions identically to the spell 
  Message, save as follows. This power is unaffected by 
  magical (or psionic) silence, and the message is 
  communicated mentally as opposed to being 
  communicated via whispers. 
  Thicken Skin 
  Discipline: Psychometabolism 
  Manifesting Time: 1 reaction, triggered by an attack on 
  the manifester (before success or failure has been 
  determined) 
  Range: Self 
  Display: V, O 
  Duration: 1 round 
  Effect: You energize the cells of your body to undergo 
  rapid but temporary mutation causing your tissue to 
  become as hard as steel. You gain resistance to 
  nonmagical slashing, bludgeoning, and piercing 
  damage, and a bonus of 1d6 bludgeoning damage to any 
  unarmed attacks you make until the end of your next 
  turn. 
   
  Level 2 Powers 
  Astral Step 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V 
  Duration: Instantaneous 
  Effect: You briefly step through the Astral Plane, 
  taking advantage of its subjective space and time to 
  propel you forward. You teleport to an unoccupied 
  space within 20 feet.  
   
  If this power is manifested on the Astral Plane, you 
  rocket forward with blinding speed to an unoccupied 
  space within 60 feet of you. While you move far too 
  quickly to provoke attacks of opportunity, this 
  movement is not true teleportation in the Astral (like it 
  would be elsewhere) and you cannot move through 
  solid objects in this way.  
   
  Manifesting this power in the Astral Plane is not 
  hindered by a Dimensional Anchor. 
  Astral Weapon 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Ma 
  Duration: 1 minute 
  Effect: You create a floating weapon of astral matter 
  within range that lasts for the duration or until you 
  manifest this power again. Choose a melee weapon 
  upon manifesting, and the astral weapon will take on its 
  appearance and reach. When you manifest this power, 
  you can make a melee spell attack against a creature 
  within 5 feet (or 10 if you chose the shape of a weapon 
  with Reach) of the weapon. On a hit, the target takes 
  1d8 + your spellcasting modifier of the appropriate 
  damage type (based on the weapon shape).  
   
  As a bonus action on your turn, you can move the 
  weapon up to 20 feet and repeat the attack against a 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  28 
  creature within melee range of the weapon. 
   
  If this power is manifested while in the Astral Plane, the 
  weapon deals an additional 1d8 damage. 
   
  Augment: For every 2 additional power points spent in 
  manifesting this power, the damage dealt by the weapon 
  increases by 1d8. 
  Alter Self 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: See text 
  Duration: Concentration, up to 1 hour 
  Effect: This power functions identically to the spell of 
  the same name. 
  Chameleon 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: O 
  Duration: Concentration, up to 1 hour 
  Effect: Your skin and clothes change colors and texture 
  and your fingers and toes grow minute clinging hairs, 
  allowing you to blend in with your surroundings and 
  climb with ease. You gain a +10 bonus to Dexterity 
  (Stealth) checks, and your climbing speed equals your 
  walking speed. 
  Concussion Blast 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: V, A 
  Duration: Instantaneous 
  Effect: You manifest a burst of pure, staggering force, 
  directing it at a creature within range. Make a ranged 
  spell attack against a target within range. On a hit, you 
  deal 2d10 Force Damage to the target, and they must 
  succeed on a Constitution saving throw or be knocked 
  prone. 
   
  Augment: For each additional power point spent in 
  manifesting this power, the damage is increased by 
  1d10. 
  Control Sound 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 120 feet 
  Display: A 
  Duration: Concentration, up to 10 minutes 
  Effect: When manifesting this power, you may choose 
  either to nullify sound waves in a 20-foot radius sphere 
  centered on a point or object you choose within range, 
  replicating the effects of a Silence spell, or you may 
  choose to greatly amplify sound waves within this area. 
   
  If you have chosen to amplify sound, even the softest 
  footstep is amplified into a thundering clangor. Any 
  creature moving within or through the area of effect has 
  disadvantage on any Dexterity (Stealth) checks, and 
  takes 1 Thunder Damage for every 5 feet moved. 
  Casting spells with a Verbal component within the area 
  of effect deals 1d4 Thunder Damage to the caster, and 
  any weapon attacks made deal an additional 1d4 
  Thunder Damage. Spells or powers dealing Thunder 
  Damage that target a creature or point within this 
  power’s radius have advantage on their damage rolls. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, the radius of its area of effect 
  increases by 5 feet. 
  Crystal Swarm 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: Self (20-foot cone) 
  Display: Ma 
  Duration: Instantaneous 
  Effect: You manifest either a spray of razor sharp 
  crystalline blades or piercing needles that shred all in 
  their path. All creatures in a 20-foot cone must succeed 
  on a Dexterity saving throw or take 4d4 slashing or 
  piercing damage (you choose upon manifesting). 
  Creatures take half damage on a successful save.  
   
  Augment: For every additional power point you spend 
  in manifesting this power, the damage dealt increases 
  by 2d4. 
  Detect Thoughts 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self  
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions in much the same way as 
  the spell Detect Thoughts, with a few modifications and 
  clarifications. Firstly, this power can only target sentient 
  creatures. Secondly, if the target of this power (or its 
  corresponding spell) is naturally telepathic, it has 
  advantage both on its Wisdom saving throw against 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  29 
  probing deeper thoughts, and its opposed Intelligence 
  check to end the power/spell. 
  Ego Whip 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: A bolt of ego suppressing impulses flows out 
  from your mind toward a single sentient target. Make a 
  ranged spell attack against the target. If the target is 
  naturally telepathic, you have advantage on the spell 
  attack roll. On a hit, the Charisma modifier of the target 
  is halved for the purposes of calculating their spell DC 
  and spell attack rolls until the power ends. At the end of 
  each of the target’s turns, it can make an Intelligence 
  saving throw against the power. On a success, the 
  power ends for that target.  
   
  Augment: For every additional power point you spend 
  in manifesting this power, you may choose an 
  additional target within 30 feet of the initial target. 
  Empathic Transfer 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: V, O 
  Duration: Instantaneous 
  Effect: You absorb some of the wounds of an ally into 
  yourself. One allied creature within range is healed up 
  to 2d10 hit points. If you fail a Constitution saving 
  throw with a DC equal to the amount of damage healed, 
  you sustain necrotic damage equal to half the amount of 
  hit points you restored to the target, rounded up. You 
  may choose to heal less than the maximum amount of 
  hit points established by your dice rolls, and you may 
  not restore hit points beyond their maximum. 
   
  Augment: For each additional power point you spend 
  manifesting this power, you may heal the target an 
  additional 1d10 hit points and sustain equivalent 
  additional damage. 
  Energy Missile 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 120 feet 
  Display: V 
  Duration: Instantaneous 
  Effect: You create 4 motes of pure energy and direct 
  them unerringly at your foes. Choose between cold, fire, 
  lightning, and thunder damage types upon 
  manifestation. Each missile hits a creature of your 
  choice that you can see within range. An energy missile 
  deals 1d4 + 1 damage of your chosen type. The missiles 
  all strike at the same time, and you can direct them to 
  hit one creature or several. 
   
  Augment: For every additional power point you spend 
  in manifesting this power, increase the number of 
  missiles (and thus potential targets) by 1. 
  Expand/Contract 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: V 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell 
  Enlarge/Reduce. 
   
  Augment: For each additional power point you spend 
  manifesting this power, its duration increases by 1 
  minute. 
  Id Insinuation 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: A pulse of telepathic disruption flows out from 
  your mind toward a single sentient target. Make a 
  ranged spell attack against the target.  If the target is 
  naturally telepathic, you have advantage on the spell 
  attack roll. On a hit, the target deals only half damage 
  with weapon attacks that use Strength until the power 
  ends. At the end of each of the target’s turns, it can 
  make an Intelligence saving throw against the power. 
  On a success, the power ends for that target.  
   
  Augment: For every additional power point you spend 
  in manifesting this power, you may choose an 
  additional target within 30 feet of the initial target. 
  Levitate 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: A 
  Duration: Concentration, up to 10 minutes 
  Effect: This power functions identically to the spell of 
  the same name, save that the initial target of this power 
  must be the manifester. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  30 
   
  Augment: For each additional power point spent in 
  manifesting this power, you may levitate one additional 
  willing creature or object within range. 
  Locate Object 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V, Me 
  Duration: Concentration, up to 10 minutes 
  Effect: This power functions identically to the spell of 
  the same name. 
  Mind Spike 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me 
  Duration: Concentration, up to 1 hour 
  Effect: This power functions identically to the spell of 
  the same name. 
   
  Augment: For each additional power point spent in 
  manifesting this power, the damage is increased by 1d8. 
  Object Reading 
  Discipline: Clairsentience 
  Manifesting Time: 5 minutes 
  Range: Touch 
  Display: A, Ma 
  Duration: Instantaneous 
  Effect: You can learn the details of an inanimate 
  object’s previous owner by sifting through the 
  accumulated psychic impressions retained by the object. 
  Manifesting this power allows you to learn the last 
  owner’s race, gender, age, alignment, and how they 
  gained and lost the object. An object’s owner (as 
  opposed to someone that just picks it up and drops it 
  elsewhere) is defined as someone that has used the 
  object for its intended purpose (writing for a quill, 
  combat for armor or weapons, casting a spell for a 
  focus, etc), or else has had it in their possession for at 
  least 10 days. If the object has had no owners, the 
  power fails to divulge any information. 
   
  Augment: For each additional power point spent in 
  manifesting this power, you learn the above information 
  about 1 additional owner prior to the most recent. If the 
  object has had no owners, or no owners prior to the 
  most recent identified, this reveals information about 
  the object’s maker. 
  See Invisibility 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V 
  Duration: 1 hour 
  Effect: This power functions identically to the spell of 
  the same name. 
  Suggestion 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: Me 
  Duration: Concentration, up to 8 hours 
  Effect: This power functions identically to the spell of 
  the same name, save that if you are naturally telepathic, 
  you can also communicate your ‘Suggestion’ 
  telepathically rather than speaking it aloud, rendering 
  your suggestion understandable by any sentient 
  creature. 
  Temporal Flux 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 120 feet 
  Display: V, O 
  Duration: Instantaneous 
  Effect: In manifesting this power, you attempt to alter 
  the location of one creature in the local flow of time. If 
  the target is willing, or if an unwilling target fails an 
  Intelligence saving throw, they are forced to re-roll 
  initiative. If, upon doing so, their new roll places their 
  turn order before yours and they have not already taken 
  their turn, they skip their turn until next round. If they 
  have already taken their turn and their turn order is 
  moved after yours, they take a second turn and any spell 
  or power effect they have created is treated as having 
  been in play for a full round. 
   
  Level 3 Powers 
  Astral Caravan 
  Discipline: Psychoportation 
  Manifesting Time: 1 minute 
  Range: See text  
  Display: V, Ma, Me 
  Duration: See text 
  Effect: You travel into and through the Astral Plane 
  with a specific destination in mind. Your destination 
  may be anywhere within the Astral Sea, or any location 
  accessible by it. Anyone that links hands with you 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  31 
  willingly is designated as a passenger, as is anyone that 
  has willingly linked hands with another passenger. 
  There is no limit to the number of passengers you can 
  have in your caravan. 
   
  When you complete the manifestation of this power, 
  you and your passengers step bodily into the Astral Sea. 
  Unlike with Astral Projection, both your body and soul 
  are present in the Astral Sea. Damage and death apply 
  as they normally would, rather than shunting your astral 
  form back to your unharmed body. This power ends 
  when you reach your intended destination, if it is 
  successfully dispelled, or if any passenger breaks its 
  hand-to-hand link with the caravan for more than 1 
  minute. 
   
  Travel through the Astral Sea, and the concept of 
  location in general, is very subjective, and as such travel 
  time depends greatly on how familiar you are with your 
  destination. For each day of travel, make an Intelligence 
  (Investigation) or Intelligence (History) check against a 
  DC of 15 (this can be adjusted by the DM depending on 
  how generally well known the destination is). If you roll 
  3 successes in the span of 5 days, you reach your 
  destination. Otherwise, you continue travelling until 
  you meet the above criteria. 
   
  If you have been to your destination before, or have 
  detailed and accurate directions, you have advantage on 
  your Investigation or History checks.  
   
  While travelling in this manner, you are visible to any 
  other travellers or resident creatures in the Astral Sea, 
  and travel at the speed of the slowest creature in the 
  caravan. 
  Astral Deluge 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 150 feet 
  Display: See text 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell 
  Sleet Storm, save that a deluge of quasi-real, cold, 
  slippery Astral slime falls in the area of effect, rather 
  than freezing rain. 
   
  Augment: For each additional power point spent in 
  manifesting this power, increase the radius and height 
  of the cylinder by 10 feet. 
  Body Adjustment 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: O, A 
  Duration: Instantaneous 
  Effect: In manifesting this power, you supercharge the 
  recovery processes of your body, restoring hit points 
  equal to 4d4 + your spellcasting modifier.  
   
  Augment: For each additional power point spent in 
  manifesting this power, the amount of hit points 
  restored increases by 1d4. 
  Body Purification 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: Me, O 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  Lesser Restoration. 
  Clairvoyance 
  Discipline: Clairsentience 
  Manifesting Time: 10 minutes 
  Range: 1 mile 
  Display: Me, V, A 
  Duration: Concentration, up to 10 minutes 
  Effect: This power functions identically to the spell of 
  the same name. 
  Dispel Psionics 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 120 feet 
  Display: V, A 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  Dispel Magic, save where Psionic Transparency rules 
  would have it differ (pg. 4). 
   
  Augment: When augmented you automatically end the 
  effects of a spell or power on the target if the spell or 
  power’s level is equal to or less than the number of 
  power points spent in manifesting this power. 
  Energy Bolt 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: Self (100 x 5-foot line) 
  Display: See text 
  Duration: Instantaneous 
  Effect: A beam of pure energy of your choice (cold, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  32 
  fire, lightning, thunder) erupts from the middle of your 
  forehead, damaging anything caught in a 100-foot-long, 
  5-foot-wide line in a direction you choose. Each 
  creature in the line must make a Dexterity saving throw. 
  A creature takes 8d6 damage of the type chosen on a 
  failed save, or half as much on a successful one. 
   
  Augment: For each additional power point spent in 
  manifesting this power, the damage increases by 1d6. 
  Fate Link 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me 
  Duration: Concentration, up to 10 minutes 
  Effect: You attempt to link the fates of two creatures 
  within range. Willing targets make no save. If the 
  targets are unwilling, both creatures must fail a Wisdom 
  saving throw in order for the power to take effect. If one 
  creature affected by this power is damaged, the other 
  also takes the same amount; similarly if one is healed, 
  the other is also healed for the same amount. If one 
  creature is afflicted by a status condition, so is the other. 
  If one creature is immune to a status condition (ie 
  Charmed, Poisoned, etc) then both are. If one linked 
  creature dies, the other sustains 4d10 Psychic Backlash 
  Damage and the power ends. 
  Fly 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: V 
  Duration: Concentration, up to 10 minutes 
  Effect: This power functions identically to the spell of 
  the same name. 
   
  Augment: For each additional power point spent in 
  manifesting this power, you can target one additional 
  creature. 
  Iron Maiden 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: See text 
  Duration: Concentration, up to 1 minute 
  Effect: In manifesting this power, you create a 
  crystalline coffin filled with razor sharp spikes to trap 
  and damage one foe of Medium size or smaller within 
  range. On a successful Dexterity saving throw, your 
  target manages to avoid being trapped. 
   
  On a failed Dexterity saving throw your target is 
  trapped within the crystalline coffin, rendering them 
  Restrained. On each of the trapped creature’s turns 
  while this power is in effect, they may make a Strength 
  saving throw to break out of the crystal prison. Whether 
  they succeed or fail on their saving throw, they take 4d4 
  piercing damage. A creature Restrained by this power 
  can only take the above action, or else any action that 
  does not require physical movement (purely somatic 
  actions are possible). A creature trapped by this power 
  cannot see anything outside of their prison. 
   
  The coffin trapping the target can be broken from the 
  outside by physical attacks, spells, powers, or any other 
  source of damage. The coffin has 10 AC, 30 hit points, 
  vulnerability to thunder damage, and resistance to 
  nonmagical piercing and slashing damage. If the crystal 
  is successfully shattered from without, the creature 
  trapped within sustains 3d4 slashing damage plus any 
  damage sustained by the crystal that exceeded its hit 
  points. 
   
  If this power is manifested in the Astral plane, the 
  crystal has 12 AC and 50 hit points. 
   
  Augment: For each additional power point spent in 
  manifesting this power, increase the damage dealt by a 
  Strength saving throw by 1d4. For every 3 additional 
  power points spent in manifesting this power, increase 
  the maximum size category this power can target by 1. 
  Lethologica 
  Discipline: Telepathy 
  Manifesting Time: 1 reaction, triggered when you see 
  a creature within 60 feet of you casting a spell or 
  manifesting a power or science. 
  Range: 60 feet 
  Display: Me, A 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  Counterspell, with one modification. If your target is a 
  caster that prepares its spells, the DC to counter a spell 
  or power of 4th level or higher is 10 + the spell/power’s 
  level - 1. Otherwise the DC is 10 + the spell/power’s 
  level + 1. 
   
  Augment: If augmented, the interrupted spell or power 
  has no effect if its level is less than or equal to the total 
  number of power points spent manifesting this power. 
  Mental Barrier 
  Discipline: Telepathy 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  33 
  Manifesting Time: 1 reaction, triggered by being the 
  target of a spell or power 
  Range: Self 
  Display: Me, V 
  Duration: 1 round 
  Effect: You rapidly erect a psychic barrier to protect 
  your mind. Until the end of your next turn, you gain 
  immunity to psychic damage, and advantage on 
  Intelligence or Wisdom saving throws against spells, 
  powers, or other magical effects. 
  Mind Blast 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self (30-foot cone) 
  Display: Me, V 
  Duration: Instantaneous 
  Effect: This power is most commonly associated with 
  the feared mind flayers, and while the mind flayers have 
  perfected its range and potency beyond the norm, it is 
  still a dangerous power in the hands of any other psion. 
  Each creature in a 30 foot cone must succeed on an 
  Intelligence saving throw or take 4d8 psychic damage 
  and be Stunned for 5 rounds. A creature can repeat its 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, increase its damage by 1d8. 
  Nondetection 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: Me, V 
  Duration: 8 hours 
  Effect: This power functions identically to the spell of 
  the same name. 
  Temporal Jaunt 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: See text 
  Duration: 1 minute 
  Effect: You target a creature of Medium size or 
  smaller, sending them forward in time by one minute. 
  An unwilling creature targeted by this power can make 
  a Charisma saving throw. On a successful save, this 
  power has no effect. On a failed save, or if the target is 
  willing, the target vanishes in puff of silvery mist as it is 
  shunted forward in time.  
   
  On each of the target’s turns while this power is in 
  effect, they can take no action except to make another 
  Charisma saving throw. On a successful save, this 
  power ends. While affected by this power, no creature 
  can perceive, take any actions targeting, or 
  communicate in any way with the target. 
   
  When this power ends, the target reappears exactly 
  where they had been when the power first manifested. If 
  this space is now occupied, they reappear in the nearest 
  unoccupied space. From the point of view of the target 
  no time has passed at all, and everything that has 
  happened while they were travelling forward in time 
  has occurred in the blinking of an eye. Although they 
  are not aware of the passing of time, time spent affected 
  by this power does count against the duration of any 
  spells or powers affecting the target. 
   
  Augment: For every 2 additional power points spent 
  manifesting this power, this power may target creatures 
  1 size category larger, and you may select one 
  additional target within 30 feet of the initial target. 
   
  Level 4 Powers 
  Astral Guardians 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: Self (15-foot radius) 
  Display: See text 
  Duration: Concentration, up to 10 minutes 
  Effect: You shape pure Astral matter into vaguely 
  humanoid forms to protect you. These quasi-real 
  guardians stalk around you within a distance of 15 feet 
  for the duration.  
   
  When you manifest this power, you can designate any 
  number of creatures you can see to be unaffected by it. 
  An affected creature's speed is halved in the area, and 
  when the creature enters the area for the first time on a 
  turn or starts its turn there, it must make a Dexterity 
  saving throw. On a failed save, the creature takes 3d8 
  slashing damage. On a successful save, the creature 
  takes half as much damage. 
   
  If you would be damaged in any way while this power 
  is active, you may use your reaction to end this power 
  before the damage dealt is calculated. Doing so causes 
  the Astral forms to crowd around you in an attempt to 
  ward off harm, preventing a total of 2d10 damage from 
  a single source. 
   
  If this power is manifested in the Astral Plane, the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  34 
  guardians deal an additional 1d8 damage. 
   
  Augment: For each additional power point spent in 
  manifesting this power, the guardians’ damage 
  increases by 1d8. 
  Astral Tendrils 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 90 feet 
  Display: O, Ma 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell 
  Black Tentacles, save that tendrils of quasi-real astral 
  matter are drawn from the Astral Sea in place of ebony 
  tentacles.  
   
  If this power is manifested in the Astral Sea, the area of 
  effect it fills is doubled. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, the damage dealt by the 
  astral tendrils is increased by 1d6. 
  Banishment 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: V, Me 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell of 
  the same name. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, you can target one additional 
  creature. 
  Confusion 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 90 feet 
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell of 
  the same name. 
   
  Augment: For each additional power point spent in 
  manifesting this power, increase its radius of effect by 5 
  feet. 
  Death Urge 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 90 feet 
  Display: Me 
  Duration: 1 round 
  Effect: This power plants an immediate suicidal urge 
  deep in a creature’s psyche. Target one sentient creature 
  and force them to make a Wisdom saving throw. On a 
  failed save the target is Charmed, and takes no other 
  action on its next turn other than attempting to harm 
  itself.  
   
  If armed, the target attacks itself once (regardless of 
  how many attacks per round it normally gets), 
  automatically hitting and dealing damage as a critical 
  hit. The target thereafter takes no other action or 
  movement and ends its turn. 
   
  If unarmed, the target moves toward the nearest enemy 
  (dashing if necessary), and intentionally provokes an 
  attack of opportunity against itself. 
   
  If the target is unarmed and there are no enemies within 
  dashing distance, it will attempt to take advantage of 
  any nearby hazardous terrain with which it can harm 
  itself. Absent harmful terrain or viable enemies, it 
  simply does nothing and ends its turn. 
  Dimensional Anchor 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 100 feet 
  Display: See text 
  Duration: 10 minutes 
  Effect: A green ray of spatial stability shoots out from 
  your fingertips at a creature of your choice. Make a 
  ranged spell attack against your target (unless you 
  choose to target a willing creature). On a hit, that target 
  is unable to teleport or be teleported in any way for the 
  duration of this power. This includes localized 
  teleportation (such as Astral Step, Baleful Teleport, 
  Dimension Door, Flicker, Misty Step, Shadow Step, 
  Teleportation Circle, etc) and extraplanar travel (Astral 
  Projection, Astral Caravan, Gate, Banishment etc). This 
  power does not prevent summoned creatures from 
  returning to their plane of origin once the spell that has 
  conjured them has ended. 
   
  Augment: For each additional power point you spend 
  manifesting this power, you may target an additional 
  creature within 30 feet of the initial target. 
  Dimension Door 
  Discipline: Psychoportation 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  35 
  Manifesting Time: 1 action 
  Range: 500 feet 
  Display: V 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell of 
  the same name. 
  Energy Adaptation 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V, Me 
  Duration: 5 minutes 
  Effect: Your body adapts to a certain kind of damage, 
  allowing you to gain limited sustenance from it. Choose 
  a damage type upon manifesting this power from 
  among these choices: acid, cold, fire, lightning, poison, 
  thunder. You gain resistance to damage of your chosen 
  type, and any damage from that type you would 
  ordinarily sustain after taking resistance into account, 
  you are instead healed that amount. 
   
  If a spell, power, or ability would deal damage in the 
  energy type you have chosen, but is designated as 
  ignoring resistances, it ignores the effects of this power 
  and damages you normally. 
   
  Augment: For each additional power point spent in 
  manifesting this power, choose another damage type to 
  gain resistance/healing from. 
  Force Screen 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: Self 
  Display: A 
  Duration: Concentration, up to 10 minutes 
  Effect: You manifest a shimmering globe of mostly 
  transparent force around your person. This protective 
  screen grants you resistance to force damage. In 
  addition, whenever a creature within 5 feet of you hits 
  you with a melee attack, they are struck by a backlash 
  of kinetic energy and take 2d6 force damage. 
  Inertial Barrier 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: V, A 
  Duration: Concentration, up to 1 hour 
  Effect: Manifesting this power creates a kinetic barrier 
  of pure inertia around a creature you touch. Until this 
  power ends, the target gains resistance to nonmagical 
  bludgeoning, piercing, and slashing damage. 
  Locate Creature 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V 
  Duration: Concentration, up to 1 hour 
  Effect: This power functions identically to the spell of 
  the same name. 
  Psychic Crush 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: See text 
  Duration: Instantaneous 
  Effect: One sentient creature you select is assaulted by 
  an extremely vivid hallucination of a giant psychic hand 
  reaching down and crushing their mind. On a failed 
  Intelligence save, the target takes 8d6 psychic damage 
  and collapses unconscious for 2 rounds. If the target is 
  immune to psychic damage, this power reduces that 
  immunity to a resistance for 2 rounds on a failed save, 
  but otherwise has no effect. If the target is resistant to 
  psychic damage, their resistance is removed for 2 
  rounds and this power damages them as normal but they 
  do not fall unconscious. 
   
  Augment: For each additional power point spent 
  manifesting this power, the target is rendered 
  unconscious, or their psychic damage 
  immunity/resistance reduced, on a failed save for 1 
  additional round. 
  Remote Viewing 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: V 
  Duration: Concentration, up to 1 hour 
  Effect: This power functions identically to the spell 
  Arcane Eye, save that it is augmentable as noted below. 
   
  Augment: For each additional power point spent in 
  manifesting this power, you gain +2 to visual 
  perception checks made while seeing through this 
  power’s remote sensor. Additionally, if you have 
  spent 2 or more additional power points augmenting 
  this power, you can see invisible creatures through 
  the remote sensor, and if you have spent 5 power 
  points augmenting this power, you can see into the 
  ethereal plane through the remote sensor. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  36 
  Schism 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self 
  Display: Me 
  Duration: 3 rounds 
  Effect: You split your mind into two independent parts. 
  Starting the turn this power is manifested, you may take 
  a total of 2 actions each turn, so long as the second 
  action is limited to manifesting a science, or a power of 
  2nd level or lower.  
   
  While this power is active, if you fail a Wisdom or 
  Intelligence saving throw, you may choose to end this 
  power in order to retroactively change your saving 
  throw into a success. 
   
  Augment: For each additional power point you spend 
  in manifesting this power, your second action may be 
  used to manifest a power of 1 higher level. 
  Tentacle Mutation 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: See text 
  Duration: 1 minute 
  Effect: You initiate a controlled mutation of your body, 
  growing a large, rubbery octopus tentacle covered in 
  poisonous mucus. You may make melee attacks or 
  grapple attempts against creatures up to 10 feet away 
  from you with this tentacle as a bonus action, or a 
  reaction triggered by an enemy within 10 feet of you 
  hitting you with an attack. This reaction cannot be 
  triggered if you are already grappling a creature with 
  the tentacle. Add your proficiency bonus to any 
  Strength (Athletics) checks made with this tentacle to 
  grapple a creature or to resist a grappled creature’s 
  escape attempts. 
   
  On a hit with a melee attack, the tentacle deals 1d6 
  bludgeoning damage, and 3d6 poison damage. A 
  creature grappled by your tentacle takes the poison 
  damage each round they are grappled, beginning with 
  the round where grappling was initiated. Any time a 
  creature takes poison damage from this power, it must 
  make a Constitution saving throw vs your spell DC. On 
  a failed save, they are poisoned for 2 rounds.  
   
  You may not have more than 1 tentacle generated in 
  this way at any given time. 
   
  Augment: For each additional power point spent in 
  manifesting this power, increase the poison damage it 
  deals by 1d6, and increase this power’s duration by 1 
  minute. 
  Timeless Visions 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: See text 
  Duration: Concentration, up to 1 minute 
  Effect: Force a sentient creature within range to make a 
  Wisdom saving throw. Aberrations have resistance to 
  this power (if the aberration already has spell resistance, 
  they are immune to this power instead). On failed save, 
  the target of this power is bombarded by visions of the 
  nigh infinite time streams and alternate realities which 
  spawn from their every movement, thought, or action. 
  The target is frightened of all nearby creatures for the 
  duration of this power.  
   
  At the end of each of the target’s turns, before the spell 
  ends, the target must succeed on an Intelligence saving 
  throw as it struggles to successfully process all of the 
  contradictory visions and possibilities. On a successful 
  save, the power ends. On a failed save, the target’s 
  Wisdom attribute is reduced by 1d4. 
   
  If the target’s Wisdom is reduced to 0, they are Stunned 
  for the remainder of the power’s duration and stop 
  making saving throws. When this power ends any 
  Wisdom reduction inflicted by this power is reversed at 
  a rate of 2 points per round. 
   
  Augment: For each additional power point spent 
  manifesting this power, increase the maximum duration 
  of this power by 1 minute. 
  Tower of Iron Will 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self (30-foot radius sphere) 
  Display: Me, A 
  Duration: Concentration, up to 10 minutes 
  Effect: Manifest a fortress of protective mental energy, 
  distorting the air in a rippling 30-foot radius sphere 
  centered on you. For the duration, each friendly creature 
  in the area (including you) has advantage on 
  Intelligence, Wisdom, and Charisma saving throws 
  against spells, powers, and other magical effects. 
  Additionally, affected creatures have resistance to 
  psychic damage, and if an affected creature would have 
  one of its mental attributes reduced by a magical or 
  psionic effect, it suffers half the attribute reduction it 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  37 
  would otherwise sustain. 
   
  Augment: For each additional power point spent 
  manifesting this power, increase the effect radius by 10 
  feet. 
   
  Level 5 Powers 
  Astral Shambler 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 120 feet 
  Display: Ma 
  Duration: Concentration, up to 1 minute 
  Effect: You call forth a semi-sentient predator 
  comprised from Astral fog and mist. The shambler 
  fills a 20-foot-radius sphere centered on a point 
  within range, rendering the area heavily obscured 
  and halving the movement speed of any creature 
  within. Any hostile creature entering the shambler 
  or beginning its turn within the shambler is forced to 
  make a Dexterity saving throw. On a failed save, the 
  creature takes 5d8 slashing damage from Astral 
  claws darting out of the fog. On a successful save, 
  they take half damage. 
   
  On your turn, you can spend an action to move the 
  shambler up to 20 feet, so long as it remains within 
  the power’s range. Moving the shambler in such a 
  way as to envelop a new creature in its area will not 
  provoke a Dexterity saving throw on your turn. 
   
  Augment: For each additional power point spent in 
  manifesting this power, its damage increases by 1d6. 
  Baleful Teleport 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: V, Me 
  Duration: Instantaneous 
  Effect: You attempt to teleport a single creature 
  within range to many different locations 
  simultaneously. The target must make either a 
  Constitution or a Charisma saving throw (their 
  choice). On a failed save, the target takes 10d6 force 
  damage and increases their exhaustion level by 1 as 
  chunks of their body are violently teleported away. 
  On a successful Constitution check, the target takes 
  no damage but still increases their exhaustion level 
  by 1. On a successful Charisma check, the target is 
  violently teleported to a random location within 60 
  feet of their position at the time this power was 
  manifested. The target takes half damage from this 
  teleportation, but does not suffer an increased 
  exhaustion level. 
   
  Augment: For each additional power point you 
  spend manifesting this power, increase the damage 
  dealt by 1d6 
  Body Purge 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: Me, Ma 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  Greater Restoration. 
  Brain Parasite 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: O 
  Duration: 7 days 
  Effect: Manifesting this power allows your body to 
  spawn a miniscule parasitic organism which can 
  infest another creature at your direction. Make a 
  ranged spell attack against a sentient creature 
  within your reach. On a hit, your parasite travels 
  through their body and lodges deep within their 
  brain (or other collection of nerves depending on 
  their physiology).  
   
  At the end of each of the target's turns, it must make 
  a Constitution saving throw. After failing three of 
  these saving throws, the parasite's effects last for the 
  duration, and the creature stops making these saves. 
  After succeeding on three of these saving throws, the 
  creature’s body successfully kills the parasite, and 
  the power ends. 
   
  While the parasite is active in a host’s body, it can 
  either spread mentally debilitating disease or serve 
  as a psionic back-door that allows the manifester to 
  access the host’s sight and hearing without their 
  knowledge. Choose one of the following effects to 
  occur for this power’s duration: 
  • 
  Blinding Sickness: Pain grips the creature's 
  mind, and its eyes turn milky white. The 
  creature has disadvantage on Wisdom 
  checks and Wisdom saving throws and is 
  blinded. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  38 
  • 
  Mindfire: The creature's mind becomes 
  feverish. The creature has disadvantage on 
  Intelligence checks and Intelligence saving 
  throws, and the creature behaves as if under 
  the effects of the Confusion spell during 
  combat. 
  • 
  Brain Worm: So long as the manifester is 
  on the same plane of existence as the 
  parasite’s host, they can read the host’s 
  surface thoughts and communicate 
  telepathically with them. As a bonus action, 
  the manifester can choose to see and hear 
  what the host senses for as long as 
  concentration is maintained.  
  Catapsi 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self (30-foot radius sphere) 
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: You emit a field of psychic static which 
  interferes with the manifesting of powers and 
  casting of spells within a 30-foot radius sphere 
  centered around yourself. All creatures (aside from 
  yourself) must make a Wisdom saving throw any 
  time they attempt to manifest a power or cast a spell 
  within this power’s area of effect.  
   
  On a failed save, if a spell is being cast, it is cast using 
  a spell slot 2 levels higher than its intended level 
  with no additional benefit (so a level 2 spell that 
  gains 1d6 damage per spell slot level above 2nd gains 
  no extra damage, but expends a level 4 spell slot). If 
  a power is being manifested and the manifester fails 
  its save, it costs 2 extra power points with no 
  additional benefit.  
   
  If the caster has no spell slots of the adjusted level, 
  or if the new cost of the power exceeds the 
  manifester’s power point pool, the spell or power 
  simply fails (expending a spell slot of the highest 
  available level, or all of a psion’s power points) and 
  the caster/manifester takes 3d6 psychic damage. 
   
  Augment: For each additional power point spent in 
  manifesting this power, increase the radius of its 
  area of effect by 5 feet.  
  Crystal Shrapnel 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 100 feet 
  Display: Ma 
  Duration: Instantaneous 
  Effect: You manifest a large Astral crystal in the 
  palm of your hand and launch it at a foe. Make a 
  ranged spell attack against a creature within range. 
  On a hit, the crystal deals 6d4 bludgeoning damage 
  as it slams into your target before bursting into a 
  hail of jagged crystalline shrapnel. If your ranged 
  spell attack misses, the crystal still bursts at a 
  random point within 5 feet of the target, but the 
  target takes no bludgeoning damage. All creatures 
  within a 20 foot radius of the target (or impact 
  location) make a Dexterity saving throw. The 
  crystalline shrapnel deals 9d4 slashing damage, or 
  half damage on a successful save.  
   
  Augment: For each additional power point spent in 
  manifesting this power, increase its bludgeoning 
  damage by 1d4 and its slashing damage by 2d4. 
  Disable 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: Me, A 
  Duration: Instantaneous 
  Effect: This power implants into the mind of a 
  sentient creature the powerful conviction that they 
  have been brutally crippled or maimed. One sentient 
  creature within range must make an Intelligence 
  saving throw. On a failed save, it takes 8d6 psychic 
  damage, or half as much damage on a successful 
  save. The damage can’t reduce the target’s hit points 
  below 1.  
   
  If the target fails this power’s saving throw, its hit 
  point maximum is reduced by an amount equal to 
  the psychic damage it took, and has disadvantage on 
  its Dexterity saving throws. These secondary effects 
  last for 10 minutes, or until removed by a spell or 
  power that removes a Curse or Charm effect. 
   
  Augment: For each additional power point spent in 
  manifesting this power, increase its damage by 1d6. 
  Dream Seer 
  Discipline: Clairsentience 
  Manifesting Time: See text 
  Range: Special 
  Display: Me, A 
  Duration: See text 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  39 
  Effect: This power functions identically to the spell 
  Dream, save that only the manifester can act as the 
  ‘messenger’, and that it can only be manifested while 
  asleep and taking a short rest. A manifester using its 
  short rest in this manner has disadvantage on any 
  hit dice rolls to heal during this short rest. 
  Geas 
  Discipline: Telepathy 
  Manifesting Time: 1 minute 
  Range: 60 feet 
  Display: Me 
  Duration: 30 days 
  Effect: This power functions identically to the spell 
  of the same name. 
   
  Augment: If 1 additional power point is spent in 
  manifesting this power, increase its duration to 6 
  months, 2 power points increase the duration to 1 
  year, and a Geas manifested with 9 power points 
  lasts until forcibly ended by another effect.  
  Metacreation 
  Discipline: Metacreativity 
  Manifesting Time: 1 minute 
  Range: 30 feet 
  Display: Ma 
  Duration: See text 
  Effect: This power functions identically to the spell 
  Creation, save that if an object of Vegetable matter or 
  Stone/crystal is created via this power while in the 
  Astral Plane or an Astral demiplane, these objects 
  are permanent unless removed from the Astral 
  Plane, at which point they vanish if the appropriate 
  duration has already elapsed. Objects of 
  Adamantine/Mithral cannot be created with this 
  power. 
   
  Augment: For each additional power point spent 
  manifesting this power, the cube the object can fill 
  increases by 5 feet. 
  Modify Memory 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: Me, V, A 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell 
  of the same name. 
   
  Augment: For each additional power point spent in 
  manifesting this power, you can target 1 additional 
  sentient creature. 
  Psionic Domination 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell 
  Dominate Person, save that it can target any sentient 
  creature within range, as opposed to just 
  ‘humanoids’. If the power’s target is not ‘humanoid’ 
  and/or naturally telepathic, the maximum duration 
  of this power is halved. 
  Power Leech 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V, O 
  Duration: 1 minute 
  Effect: You convert psychic damage and mental 
  energy into sustenance and power. While this power 
  is active, whenever you succeed on a saving throw 
  against a spell or power (where doing so ends or 
  negates the power or spell entirely) one of the 
  following effects occurs: 
  • 
  If the saving throw was physical (Strength, 
  Constitution, Dexterity), you are healed 1d4 
  hit points per level of the power or spell. 
  • 
  If the saving throw was mental (Intelligence, 
  Wisdom, Charisma), you gain 1 power point. 
   
  Augment: For each additional power point you 
  spend in manifesting this power, its duration 
  increases by 1 minute. 
  Scrying 
  Discipline: Clairsentience 
  Manifesting Time: 10 minutes 
  Range: Self 
  Display: V, A, O 
  Duration: Concentration, up to 10 minutes 
  Effect: This power functions identically to the spell 
  of the same name. 
  Synaptic Static 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 120 feet 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  40 
  Display: V, Me 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  of the same name. 
  Telekinesis 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: None 
  Duration: Concentration, up to 10 minutes 
  Effect: This power functions identically to the spell 
  of the same name. 
  Teleportation Circle 
  Discipline: Psychoportation 
  Manifesting Time: 1 minute 
  Range: 10 feet 
  Display: V, Me 
  Duration: 1 round 
  Effect: This power functions identically to the spell 
  of the same name. 
  Wall of Force 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 120 feet 
  Display: None 
  Duration: Concentration, up to 10 minutes 
  Effect: This power functions identically to the spell 
  of the same name. 
   
  Level 6 Powers 
  Amnesia 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 120 feet 
  Display: Me, A 
  Duration: Instantaneous 
  Effect: You reach into the mind of a sentient 
  creature within range and damage their ability to 
  access their memories. The target of this power 
  makes an Intelligence check. On a failed save, one of 
  the following effects occurs: 
  • 
  If the target is a psion, their focus is 
  deactivated (if it was active) and any 
  powers they were concentrating on end. 
  Additionally, they lose 2 power points, this 
  includes the 1 power point lost for the 
  disruption of their concentration. 
  • 
  If the target is a caster with spell slots, any 
  spell they were concentrating on ends 
  immediately. In addition, one spell slot of up 
  to 3rd level is expended without effect. 
   
  Otherwise, the target loses any readied action they 
  had prepared (if applicable). 
   
  Augment: For each additional power point spent in 
  manifesting this power, 1 more power point or spell 
  slot (of the same level range) is lost on a failed save. 
  Breath of the Green Dragon 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self (60 foot cone) 
  Display: See text 
  Duration: Instantaneous 
  Effect: You breathe poisonous gas in a massive cone, 
  directed as you choose. Creatures caught in the cone 
  make a Constitution saving throw. On a failed save, 
  they take 10d6 poison damage and are considered 
  Poisoned for 1 minute, on a successful save they take 
  half as much damage and are not Poisoned. 
   
  Augment: For each additional power point spent in 
  manifesting this power, its damage increases by 1d6. 
  Crystallize 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: See text 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell 
  Flesh to Stone, save that rather than turning the 
  target’s flesh into stone, it is encased in and later 
  turned into crystalline Astral matter. 
  Dimensional Barrier 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 100 feet 
  Display: V, Me, A 
  Duration: 1 hour 
  Effect: In manifesting this power, you create an 
  invisible spherical barrier with a 20-foot radius 
  centered on a point within range that disrupts 
  teleportation. Any creature teleporting (as defined 
  by Dimensional Anchor) within, out of, or into this 
  area of effect must make a Charisma saving throw. 
  Creatures summoned into the area of effect must 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  41 
  also make a Charisma saving throw. On a failed save 
  they take 8d6 force damage and are stunned, or take 
  half damage without being stunned on a successful 
  save.  
   
  Augment: For each additional power point spent in 
  manifesting this power, increase its radius by 5 feet. 
  Disintegrate 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: See text 
  Duration: Instantaneous 
  Effect: Manifesting this power causes a beam of 
  rippling, distorted space-time to leap from your 
  fingers and tear through a given target. This power 
  functions identically to the spell of the same name.  
   
  Augment: For each additional power point spent in 
  manifesting this power, increase its damage by 3d6. 
  Greater Precognition 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V 
  Duration: Concentration, up to 1 minute 
  Effect: You see and understand future more clearly 
  than most, forewarning yourself against incoming 
  attacks, magic, and psionics and determining the best 
  moments to strike at your foes. When manifesting this 
  power, roll 2d6. You may add the results of this roll to 
  any single saving throw, attack, or spell attack roll made 
  during the duration of this power, or you may subtract it 
  from a single attack or spell attack roll made against 
  you. This power automatically ends when the bonus or 
  penalty has been applied. 
  Impale 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: See text 
  Duration: Concentration, up to 1 minute 
  Effect: Upon manifesting this power, a large, sharp, 
  jagged spike of Astral crystal erupts from the ground 
  below your target. Target creature makes a 
  Dexterity saving throw. On a failed saving throw, 
  target creature sustains 10d6 piercing damage and 
  their body is impaled on the crystal. On a successful 
  save, they take half damage and are not impaled. 
  Impaled creatures are Restrained, and take 1d6 
  slashing damage at the beginning of each of their 
  turns, any time they make an attack, and any time 
  they are hit with an attack. While this power 
  remains in effect, an impaled creature or any 
  creature within 5 feet of them may spend an action 
  make a Strength saving throw against your spell DC 
  to shatter the crystal impaling the target. A 
  successful saving throw ends this power. Regardless 
  of the success or failure of this saving throw, the 
  impaled creature takes 2d6 slashing damage. 
   
  Augment: For each additional power point you 
  spend in manifesting this power, its initial damage 
  increases by 1d6. 
  Kinetic Orb 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 300 feet 
  Display: See text 
  Duration: Instantaneous 
  Effect: A shimmering globe of mostly-transparent 
  kinetic energy streaks from your fingertips to a point 
  of your choice within range, where it explodes in a 
  60-foot-radius sphere. Each creature within the area 
  must make a Constitution saving throw. On a failed 
  save, a creature takes 10d6 force damage and are 
  moved 10 feet away from the center of the explosion 
  and knocked prone. On a successful save, they take 
  half as much damage and are not moved. 
   
  You can refrain from firing the globe after 
  completing the spell, if you wish. A small globe about 
  the size of a sling stone, appears in your hand and 
  persists for up to 1 minute so long as concentration 
  is maintained.  
   
  At any time, you or a creature you give the globe to 
  can throw the globe (to a range of 40 feet) or hurl it 
  with a sling (to the sling's normal range). It bursts on 
  impact, with the same effect as the normal casting of 
  the spell. You can also set the globe down without 
  shattering it. If the globe hasn't already burst after 1 
  minute, or if your concentration is broken, it 
  explodes.  
   
  Augment: For each additional power point you 
  spend in manifesting this power, increase its damage 
  by 1d6. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  42 
  Mass Suggestion 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: Me 
  Duration: 24 hours 
  Effect: This power functions identically to the spell 
  of the same name, save that if you are naturally 
  telepathic, you can also communicate your 
  Suggestion telepathically rather than speaking it 
  aloud, rendering your suggestion understandable by 
  any sentient creature. 
   
  Augment: If 1 additional power point is spent 
  manifesting this power, it lasts for 10 days. If 2 
  additional power points are spent manifesting this 
  power, it lasts for 30 days. 
  Mental Prison 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell 
  of the same name. 
  Restructure 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: See text 
  Duration: Concentration, up to 1 hour 
  Effect: You violently restructure the body of a target 
  creature into a completely different form. The target 
  must succeed on a Constitution saving throw or be 
  reconfigured into the form of any beast of your 
  choosing whose challenge rating is equal to or less 
  than the target’s current challenge rating (or level, if 
  the target does not have a challenge rating). The 
  power has no effect on a shapechanger or a creature 
  with 0 hit points. 
   
  The transformation lasts for the duration, or until 
  the target drops to 0 hit points or dies. The target’s 
  game statistics, including mental ability scores, are 
  replaced by the statistics of the chosen beast. It 
  retains alignment and personality.  
   
  The target assumes the hit points of its new form. 
  When it reverts to its normal form, the creature 
  returns to the number of hit points it had before it 
  transformed. If it reverts as a result of dropping to 0 
  hit points, any excess damage carries over to its 
  normal form. As long as the excess damage doesn't 
  reduce the creature's normal form to 0 hit points, it 
  isn't knocked unconscious.  
   
  The creature is limited in the actions it can perform 
  by the nature of its new form, and it can't speak, cast 
  spells, or take any other action that requires hands 
  or speech. 
   
  The target's gear melds into the new form. The 
  creature can't activate, use, wield, or otherwise 
  benefit from any of its equipment. 
   
  This process is exceptionally painful and damaging. 
  A restructured creature has disadvantage on any 
  attack rolls or ability checks for 1 minute after the 
  transformation has taken place, and sustains 6d6 
  necrotic damage when it reverts to its normal form. 
   
  Augment: For each additional power point spent in 
  manifesting this power, increase the damage it deals 
  by 1d6, and the duration of the penalties suffered by 
  a restructured creature by 1 minute. 
  True Seeing 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: V 
  Duration: 1 hour 
  Effect: This power functions identically to the spell 
  of the same name. 
   
  Level 7 Powers 
  Astral Cocoon 
  Discipline: Metacreativity 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: Ma, V 
  Duration: Concentration, up to 1 minute 
  Effect: You pull huge quantities of Astral matter into 
  a location of your choice within range, attempting to 
  ensnare and engulf all creatures within a sphere 
  with a 30 foot radius. Creatures of Medium size or 
  smaller within the area of effect must make a 
  Dexterity saving throw or be Paralyzed for the 
  duration of this power. Creatures incapacitated in 
  this way may make a Strength saving throw with 
  disadvantage at the end of each of their turns, and on 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  43 
  a successful save they break free from the Astral 
  cocoon. 
   
  Augment: For each additional power point spent 
  manifesting this power, it affects creatures 1 size 
  category larger. 
  Cranial Deluge 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: 30 feet 
  Display: V, O 
  Duration: Concentration, up to 1 minute 
  Effect: You hijack the biofeedback systems of your 
  foe’s brain, causing the tissue to swell dangerously. 
  One sentient creature within range must make a 
  Constitution saving throw. On a failed save, the 
  target suffers crippling pain for the duration of this 
  power.  
   
  While the target is affected by crippling pain, any 
  speed it has can be no higher than 10 feet. The 
  target also has disadvantage on attack rolls, ability 
  checks, and saving throws, other than 
  Constitution saving throws. Finally, if the target tries 
  to cast a spell, it must first succeed on a 
  Constitution saving throw, or the casting fails and 
  the spell is wasted. 
   
  The target may make a Constitution saving throw at 
  the end of each of its turns. On a successful save, the 
  power’s effect ends. On a failed save, the target 
  sustains 3d6 necrotic damage. 
  Decerebrate 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: 100 feet 
  Display: Me 
  Duration: 1 hour 
  Effect: You target a creature within range with a 
  very focused form of teleportation, removing a large 
  portion of their brain stem. This power has no effect 
  on targets which are undead, constructs, plants, 
  oozes, or swarms. This power’s target must make a 
  Constitution saving throw. Creatures with multiple 
  heads have advantage on this saving throw. On a 
  failed saving throw, the target falls Unconscious and 
  remains so until the effect is reversed. If the target 
  has multiple heads and fails its saving throw, it is 
  Stunned for the power’s duration. Any spell or 
  power that would restore a reduced mental ability 
  score ends any of this power’s effects. 
   
  If the target of this power remains Unconscious for 
  the entire duration, they drop to 0 hit points once 
  the power’s duration has elapsed. 
  Energy Storm 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 150 Feet 
  Display: V, A, O 
  Duration: Instantaneous 
  Effect: A storm made up of psionic distortions and 
  crackling energy appears in a location you choose 
  within range. Choose an energy type from the 
  following choices: cold, fire, lightning, thunder. The 
  area of the storm consists of up to ten 10-foot cubes, 
  which you can arrange as you wish. Each cube must 
  have at least one face adjacent to the face of another 
  cube. Each creature in the area must make a 
  Dexterity saving throw. It takes 7d10 damage of the 
  energy type you chose on a failed save, or half as 
  much damage on a successful one. 
   
  Augment: For each additional power point you 
  spend in manifesting this power, increase the 
  damage dealt by 2d10. 
  Energy Conversion 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: V, Me 
  Duration: 1 minute 
  Effect: This power functions similarly to the power 
  ‘Energy Adaptation’, save that when you absorb 
  damage of your chosen type, you can choose either 
  to heal yourself or to convert it into an attack. If you 
  would convert the energy damage, make a ranged 
  spell attack against a creature within 80 feet of you. 
  On a hit, you deal damage equal to the amount you 
  absorbed (after taking your resistance into account), 
  of your chosen type. 
  Forbidden Insight 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me, V 
  Duration: Concentration, up to 1 minute 
  Effect: Choose a target within range that you can 
  see, using your psionic senses you peer past the veil 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  44 
  of the reality you inhabit to see the fundamental 
  truth of the creature. The target of this power makes 
  a Wisdom saving throw. On a failed save, you gain 
  advantage on all weapon, spell attack, and damage 
  rolls against the target, and the target has 
  disadvantage on any weapon or spell attacks against 
  you and on saving throws provoked by you. The 
  target cannot hide from you by any means (cover 
  still provides combat benefits, however), save a 
  power or spell that blocks Divination spells or 
  Clairsentience powers. If the target at any time 
  becomes protected by such a spell or power, this 
  power ends. 
   
  However, this knowledge does not come without its 
  costs. You sustain 1d4 psychic backlash damage at 
  the beginning of each round this power is active. If 
  the target of this power is an Aberration, you sustain 
  1d10 psychic backlash damage instead. 
  Insanity 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: Me 
  Duration: Concentration, up to 1 minute 
  Effect: A single sentient creature is forced to make a 
  Wisdom saving throw. On a failed save, the creature 
  is driven insane per the Confusion spell/power. If the 
  power is maintained for the entire possible duration, 
  the target remains insane until a Psychic Chirurgery 
  power removes it, or a Wish effect is cast on them. 
  Plane Shift 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: Me, V, A 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  of the same name. 
  Reverse Gravity 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 100 feet 
  Display: A 
  Duration: Concentration, up to 1 minute 
  Effect: This power functions identically to the spell 
  of the same name. 
  Ultrablast 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Self (20-foot radius sphere) 
  Display: See text 
  Duration: Instantaneous 
  Effect: You emit a keening psychic screech that 
  echoes in the minds of all nearby creatures. Sentient 
  creatures you choose within a sphere with a 20-foot 
  radius centered around you must make an 
  Intelligence saving throw. On a failed save, they 
  sustain 13d6 psychic damage. On a successful save, 
  they take half damage. Any concentration check 
  provoked by this power’s damage is made with 
  disadvantage. Sentient creatures with Intelligence 
  scores of less than 10 that fail their saving throw are 
  also stunned for 1 minute. 
   
  Augment: For each additional power point spent 
  manifesting this power, increase the radius of this 
  power by 10 feet. 
   
  Level 8 Powers 
  Astral Seed 
  Discipline: Metacreativity 
  Manifesting Time: 1 hour 
  Range: Touch 
  Display: See text 
  Duration: Instantaneous 
  Effect: Over the course of 1 hour, you create a fist-
  sized crystal of Astral matter specially designed to 
  house your soul in the event of your death. The seed 
  has no more or less durability than a mundane gem 
  of the same size. You may only have one seed 
  manifested at any given time, and you are 
  immediately aware if your Astral Seed has been 
  destroyed, regardless of spatial or extra-planar 
  distance.  
   
  If you are slain in combat at any time while this seed 
  is intact, your soul immediately leaves your body 
  and is implanted in the crystal regardless of location, 
  rendering your original remains inert and unaffected 
  by any attempts to restore them to life. 
   
  While inhabiting the Astral crystal, you are able to 
  initiate and deactivate focus and focus-related 
  abilities, manifest any power or science you know 
  normally, and have extrasensory awareness of your 
  surroundings (per seeing in Low Light), but are 
  otherwise incapacitated. At any time while 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  45 
  inhabiting your Astral Seed, you may begin the 
  process of creating a new flesh-and-blood body to 
  inhabit out of Astral matter. This process requires 1 
  week of uninterrupted concentration, or 1 day if the 
  process is carried out within the Astral Plane or an 
  Astral demiplane. Once the process is initiated, your 
  crystalline shell is merged with the newly forming 
  body, which has an AC of 10 while it is forming. If the 
  process is successful, your new body is an exact 
  duplicate of your previous one. 
   
  If the body is damaged before the restoration 
  process can be completed, it is utterly destroyed and 
  your soul released. Your original remains may now 
  be affected by attempts to restore them to life, if they 
  still exist. If not, only a True Resurrection spell, or 
  else a Wish effect can restore you to life. 
  Feeblemind 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 150 feet 
  Display: Me, V 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  of the same name. 
  Inimical Vision 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: 80 feet 
  Display: See text 
  Duration: Instantaneous 
  Effect: For the briefest moment you give a creature a 
  glimpse in their mind’s eye of paradoxical realms far 
  beyond the reaches of normal thought, possibly even 
  touching upon the borderlands of the Far Realm. A 
  single sentient creature you can see makes a 
  Wisdom saving throw. Aberrations have resistance 
  to this power (if the aberration already has spell 
  resistance, they are immune to this power instead). 
  On a failed save, roll 3d6. If this roll would equal or 
  exceed the target’s current Wisdom score, their 
  Wisdom attribute is reduced to 0 and they are 
  Stunned. On a successful saving throw, roll 2d4 
  instead.  A target Stunned in this way remains 
  Stunned until at least 1 Wisdom is restored. 
  Mass Temporal Jaunt 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: Self (30-foot radius sphere) 
  Display: See text 
  Duration: 1 minute 
  Effect: This power functions identically to Temporal 
  Jaunt, save that it targets any number of Large or 
  smaller creatures you choose within a 30-foot radius 
  sphere centered on yourself, and that it does not 
  allow unwilling targets subsequent Charisma saves 
  against the effect if the initial save is failed. 
  Mind Lock 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 100 feet 
  Display: V 
  Duration: Concentration, up to 1 minute 
  Effect: You target a creature within range and cause 
  thoughts, spells and psionic power to be locked 
  away, temporarily inaccessible by their psyche. The 
  target of this power must make an Intelligence 
  saving throw. On a failed save, this power lowers 
  their power point pool maximum by 2, or else 
  otherwise prevents a caster from expending their 
  highest level spell slots for the duration of this 
  power.  
   
  At the end of each of the target’s turns while this 
  power is in effect, they make another Intelligence 
  saving throw. If successful, this power and its effects 
  end. Otherwise their power point pool maximum is 
  further decreased by 1 point, and/or their next 
  highest level of spell slots is unusable for the 
  duration of this power. 
  Null Psionic Beam 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: Self (100 x 5-foot line) 
  Display: See text 
  Duration: Instantaneous 
  Effect: You manifest a beam of negating energy, 
  which rips through the target area and causes spells 
  and powers to violently combust. Any spell or power 
  of 5th level or lower on any creature, object, or area 
  within the power’s area of effect is ended. For each 
  power or spell of 6th level or higher on any creature, 
  object, or area within the power’s area of effect, 
  make an ability check using your manifesting ability. 
  The DC equals 10 + the spell or power’s level. On a 
  successful check, the spell or power ends. On a failed 
  check, you may not attempt to remove any further 
  spells or powers from that target. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  46 
  For each spell or power ended by this effect, you 
  deal 1d6 force damage per level of the power or 
  spell ended, dealt to the creature or object the spell 
  or power was removed from. If you end a power or 
  spell affecting an area as opposed to a specific 
  creature (like a ‘Fog Cloud’ spell), all creatures 
  within that spell or power’s former area sustain the 
  appropriate damage, though they may make a 
  Dexterity saving throw against your spell DC to take 
  half damage instead. 
  Null Psionic Field 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: Self (10-foot radius) 
  Display: V 
  Duration: Concentration, up to 1 hour 
  Effect: This power functions identically to the spell 
  Antimagic Field. See the Psionic Transparency rules 
  for clarification (pg. 4). 
  Psionic Mind Blank 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: Me 
  Duration: 24 hours 
  Effect: This power functions identically to the spell 
  Mind Blank, save that it also renders the affected 
  target immune to any effect that would lower their 
  power point pool maximum or drain power points 
  from their pool. 
  Uncarnate Body 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Self 
  Display: See text 
  Duration: Concentration, up to 1 minute 
  Effect: You convert your physical body into a form of 
  pure psychic energy. While this power is in effect, 
  you gain a fly speed equal to your normal move 
  speed, and your body is incorporeal, able to move 
  through solid objects or creatures as though they 
  were difficult terrain (you suffer 1d10 Force Damage 
  if you end your turn inside another object). Your 
  equipment is merged into your new form, and you 
  can't activate, wield, or otherwise benefit from any 
  of your equipment.  You cannot make weapon or 
  unarmed attacks while in this form, but spell attack 
  rolls have advantage. You gain resistance to 
  Bludgeoning, Slashing, and Piercing Damage from 
  non-magical sources. You are immune to Psychic 
  Damage and any Psychic Damage that you would 
  ordinarily sustain instead heals you. You gain a 
  bonus to your Armor Class equal to your manifester 
  ability modifier. You are also immune to the 
  following conditions for the duration of this power: 
  grappled, paralyzed, petrified, prone, restrained. 
   
  Level 9 Powers 
  Assimilate 
  Discipline: Psychometabolism 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: V, O, A 
  Duration: Instantaneous 
  Effect: Your hand becomes black as onyx as you 
  attempt to absorb the psyche and body of another 
  creature into your own. The target of this power 
  makes a Constitution saving throw. On a failed 
  saving throw they sustain 20d8 Necrotic Damage 
  and an equal number of your hit points are restored.  
  If the target creature dies as a result of this damage, 
  their body is fully absorbed into your own, leaving 
  behind only a faint dark mist that dissipates almost 
  immediately. If the absorbed creature knew any 
  powers or sciences that you do not, you know and 
  may use these powers until your next short or long 
  rest. If you absorbed the target fully, you may also 
  freely access up to 2 years’ worth of their memories 
  until your next rest, and may take on their 
  appearance as a bonus action until your next short 
  or long rest. 
   
  Special: This power can only be manifested once per 
  short rest. 
  Astral Projection 
  Discipline: Psychoportation 
  Manifesting Time: 1 hour 
  Range: 10 feet 
  Display: Ma, V 
  Duration: See text 
  Effect: This power functions identically to the spell 
  of the same name. 
   
  Special: This power can only be manifested once per 
  short rest. 
  Foresight 
  Discipline: Clairsentience 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  47 
  Manifesting Time: 1 action 
  Range: Touch 
  Display: V 
  Duration: 8 hours 
  Effect: This power functions identically to the spell 
  of the same name. 
   
  Special: This power can only be manifested once per 
  short rest. 
  Genesis 
  Discipline: Metacreativity 
  Manifesting Time: See text 
  Range: 60 feet 
  Display: See text 
  Duration: 1 hour 
  Effect: You create an Astral portal on a flat surface 
  within range. If manifested in the Astral Sea, it 
  simply appears hovering in mid-air at a point you 
  designate. This portal looks like a constantly rippling 
  puddle of silvery gas or liquid. While its default size 
  is appropriate to admit a Medium creature, this 
  portal can be shrunk by you to the size of a Small 
  creature, or expanded to comfortably admit a Huge 
  creature as a bonus action while this power is in 
  effect, provided that the surface upon which it was 
  created is large enough to permit this. 
   
  If this is your first time manifesting this power, it 
  takes 8 hours of uninterrupted concentration to 
  manifest as you force a portion of your imagination 
  and psyche to grow into a unique Astral demiplane. 
  This demiplane lasts for as long as you are alive. If 
  you are killed and resurrected afterward, you must 
  perform this 8-hour process again to reconnect with 
  your demiplane. Otherwise, subsequent 
  manifestations require only 1 action and the 
  necessary power points. 
   
  The demiplane accessed by this portal is 80 feet in 
  every dimension, with solid ground of either dirt or 
  indeterminate stone. The boundaries of this 
  demiplane are marked by thick silvery mist, which 
  cannot be traversed save via Astral Caravan, Astral 
  Projection, or other spells which permit planar 
  teleportation. When first creating this demiplane, 
  the manifester can carve rough features into the 
  terrain (hills, ravines, pits, etc) and may even place 
  rivers of quasi-liquid Astral matter flowing through 
  it.  
   
  The portal to your demiplane can be closed by you 
  as a bonus action either from within or without. If 
  you are within the demiplane, manifesting this 
  power again will create a portal back to where you 
  last entered. Otherwise the portal lasts for the listed 
  duration and automatically closes when this has 
  expired. 
   
  Special: This power can only be manifested once per 
  short rest. 
  Gravity Well 
  Discipline: Psychokinesis 
  Manifesting Time: 1 action 
  Range: 150 feet 
  Display: A 
  Duration: Concentration, up to 1 minute 
  Effect: You cause the gravitational forces acting in a 
  20-foot-radius, 100-foot-high cylinder centered on a 
  point within range to increase astronomically. 
  Creatures other than the manifester moving into the 
  area of effect, or beginning their turn there, must 
  make a Strength saving throw. On a failed save, 
  creatures take 15d6 bludgeoning damage and are 
  both knocked prone and Grappled until the 
  beginning of their next turn as gravity crushes them 
  brutally into the ground. Creatures succeeding on 
  their saving throw take half damage, are knocked 
  prone, but not Grappled. 
  If a creature was flying, levitating, or otherwise in 
  the air or on a ledge when entering or starting their 
  turn in this power’s area of effect, they fall 
  immediately to the ground, adding the appropriate 
  amount of falling damage to the damage otherwise 
  dealt by this power. Effects that would ordinarily 
  slow down a creature’s falling speed or prevent 
  falling damage only halve the falling damage 
  sustained within this power’s area. 
   
  Special: This power can only be manifested once per 
  short rest. 
  Psychic Chirurgery 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 60 feet 
  Display: Me 
  Duration: Instantaneous 
  Effect: When used on a willing or friendly target, this 
  power immediately ends any Charm effects, and 
  ends/reverses any effect causing mental ability 
  score reductions (Intelligence, Wisdom, Charisma). 
  In addition, you may choose one of the following 
  effects: 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  48 
  • 
  End any Confusion or Insanity effect on the 
  target. 
  • 
  Undo any changes affected by a Modify 
  Memory spell or power. 
  • 
  Restore up to 2 expended spell slots of any 
  level below 7, or 1 expended spell slot of 
  level 7 or higher. 
  • 
  Undo any effect lowering the target’s 
  maximum power point pool, or preventing 
  them from expending spell slots. 
  When used against an unwilling or hostile target, the 
  target of this power makes an Intelligence saving 
  throw. On a failed save, you may choose to inflict one 
  of the following effects on the target. 
  • 
  Lower the target’s maximum power point 
  pool by 3. 
  • 
  Replicate the effects of a Modify Memory 
  power, but targeting up to 3 separate 
  memories that have occurred at any point in 
  the subject’s life. 
  • 
  Expend up to 2 of the creature’s spell slots 
  of any level below 7, or one of level 7 or 
  higher. 
  • 
  Replicate the effects of a Feeblemind power 
  save as follows: its effects can only be 
  removed by Psychic Chirurgery, a Wish 
  effect, or a successful save. 
  • 
  Target sustains 20d6 psychic backlash 
  damage. 
   
  Special: This power can only be manifested once per 
  short rest. 
  Psychic Scream 
  Discipline: Telepathy 
  Manifesting Time: 1 action 
  Range: 90 feet 
  Display: Me 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  of the same name. 
   
  Special: This power can only be manifested once per 
  short rest. 
  Reality Revision 
  Discipline: Clairsentience 
  Manifesting Time: 1 action 
  Range: Self 
  Display: Me, V, A 
  Duration: Instantaneous 
  Effect: This power functions similarly to the Wish 
  spell, save where Psionic Transparency would rule 
  otherwise (pg. 4).  
   
  Special: This power can only be manifested once per 
  short rest. 
  Time Stop 
  Discipline: Psychoportation 
  Manifesting Time: 1 action 
  Range: Self 
  Display: None 
  Duration: Instantaneous 
  Effect: This power functions identically to the spell 
  of the same name. 
   
  Special: This power can only be manifested once per 
  short rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  49 
  Chapter 7: Monsters 
  This chapter primarily provides revised abilities and stat 
  blocks for pre-existing psionic monsters from the 
  Monster Manual and Volo’s Guide to Monsters. Some 
  psionic creatures from previous editions have also been 
  adapted to the 5th Edition system and are detailed 
  below. Monsters whose lore has already been covered 
  in 5th Edition material will reference the source book 
  and page number where additional information can be 
  found. 
   
   
   
   
  Aboleth Seer 
   
  While many aboleths possess an innate gift for psionic 
  mind control, some aboleth savants choose, over the 
  course of their unfathomable life spans, to dedicate their 
  time and efforts to searching for lore, magic, and other 
  secrets that might benefit their race’s struggle against 
  the gods.  
   
  An aboleth seer might serve as an aboleth city’s 
  foremost watchman, using its clairsentience powers to 
  prevent any foes from taking them unawares. Lone 
  aboleth seers frequently enslave land-dwelling creatures 
  or peoples to hunt down lost texts or ancient artifacts 
  located by their divinations. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  50 
   
   
   
   
   
  Astral Construct 
  Born from the thoughts of a skilled shaper, these beings 
  are little more than temporary constructs created from 
  the ephemeral thoughts, emotions, and beliefs made 
  physical by the Astral Plane. Some shapers view their 
  constructs as little more than unthinking, convenient 
  tools to deploy in battle, while others come to think of 
  their creations as parts of their own psyche made 
  manifest. The particular shape of a given Astral 
  construct tends to reflect their shaper’s philosophy on 
  this score. 
   
   
   
   
   
   
   
  Those made by indifferent shapers tend to appear as 
  generically humanoid, featureless constructs of silvery 
  quasi-solid mist. More psychoanalytical shapers might 
  end up with constructs that take on the appearance of 
  their own ego (a burly construct with heroic posture, or 
  perhaps a lanky one with cowering, timid body 
  language), doubts, or fears (vaguely arachnoid construct 
  for a shaper afraid of spiders for example).  
  Regardless of appearance, an Astral construct’s 
  statistics and abilities remain the same. 
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  51 
   
   
   
   
   
  Blue 
   
  To the casual observer there is little to differentiate a 
  blue from a standard goblin aside from its eponymous 
  skin color. In reality, blues are a distinct sub-race of 
  highly organized, psionically gifted goblinoids. Blues 
  can and often do breed with regular goblins where other 
  blues are scarce, and the products of these unions are 
  nearly always blues. While many such offspring are 
  killed while they are young (mostly due to common 
  goblin squabbling and tribal warfare rather than any 
  concerted effort by the tribe), those that are raised to 
  maturity often come to dominate their tribes with their 
  superior cunning and psionic talents. 
   
  Goblin tribes ruled by a blue (either openly or as the 
  hidden power dominating a warrior chief) tend to be 
  much more organized, unified, and strategically 
  directed, engaging in tactically sound campaigns of 
  conquest rather than arbitrary raiding and skirmishing. 
  Eventually, over several generations, blues will begin to 
  outnumber standard goblins in a given tribe, and 
  individual blues will strike out on their own, preferring 
  to rule over their lesser kin than to take orders from 
  their own kind. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  52 
  Cerebrilith 
   
  There have long been many competing theories 
  attempting to explain the origins of the cerebrilith. 
  Some demonologists believe that they are the result of 
  demonic experimentation on captured mind flayers, 
  while others assert that they arise naturally from the 
  corrupt souls of chaotic evil psions. Still other scholars 
  suggest that they might descend from the alien, ancient 
  predecessors to modern demons: the Obyriths. 
   
  Regardless of their origins, the cerebriliths are bizarre 
  and alien in appearance. They most closely resemble a 
  gaunt, withered humanoid with elongated claw-like 
  fingers and a massive exposed brain that extends from 
  above their eyes, along their neck and down their back. 
  A single 20-foot long tendril of brain matter unfurls 
  from the cerebrilith’s brain, acting as a highly 
  prehensile tentacle. 
   
  Brilliant and malicious, cerebriliths take sadistic 
  pleasure in compelling good creatures (especially 
  children) to kill their friends and family, feeding off the 
  mental anguish and trauma that inevitably follows such 
  acts. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  53 
  Cranium Rats 
   
  Cranium rats are small vermin that, by virtue of their 
  psionic hive mind, become more intelligent and more 
  psychically powerful as their swarm grows in size. Most 
  scholars agree that cranium rats do not occur naturally, 
  but are instead created by mind flayers to act as spies. 
  More eccentric scholars argue that the true master of the 
  cranium rats is none other than Ilsensine, the god most 
  often revered by the mind flayers. 
   
  A single cranium rat is hardly a threat to a prepared 
  adventurer, and is scarcely more intelligent than their 
  more mundane cousins. A proper swarm of the beasts, 
  however, can form the nucleus of vast spy networks and 
  compel lesser creatures to serve and protect them. 
   
  (For more information, see the VGM entry for Cranium 
  Rats on page 133) 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  54 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Crystal Golem 
   
  Crafted from rare scarlet quartz crystals, harvested from 
  deep within null psionic zones, these constructs were 
  originally invented by the duergar to serve as powerful 
  assets in their wars against the mind flayers.  
   
  A crystal golem will always seek out and attack any 
  creature with psionic abilities that it comes into contact 
  with, unless given specific instructions to the contrary 
  by its creator (duergar-made crystal golems typically 
  ignore duergar psions, for example). In combat, a 
  crystal golem will prioritize the enemy with the highest 
  power point pool. In the absence of psionic manifesters, 
  the golem will focus on the enemy with the highest 
  level spell slots. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  55 
  Dragons 
   
  Gem Dragons 
  While chromatic dragons represent the evil side of 
  dragonkind, and metallic dragons uphold the good, gem 
  dragons occupy the middle ground between the two. 
  Depending on the individual, gem dragons can be active 
  and energetic champions of cosmic balance and 
  diplomacy, or aloof and paranoid creatures desiring 
  little else than to be left to their own devices. 
   
  Planar Origins: Whether they originally spawned from 
  the Inner Planes in the early days of creation, or they 
  simply adapted to life there after fleeing the conflict 
  between chromatic and metallic dragons, gem 
  dragons are most frequently encountered in one of the 
  Inner Planes. Occasionally one might be found in a 
  Material Plane environment similar to their natural 
  habitat (a cavern system deep in the Underdark might 
  seem a suitable home for an amethyst dragon, for 
  instance), but even these lairs almost always include, 
  or are near, a portal to their preferred Inner Plane. 
   
  Psionically Gifted: Gem dragons have an innate knack 
  for psionics that is similar in many ways to the innate 
  arcane talents of their chromatic and metallic kin. 
  Many older gem dragons spend years of quiet 
  contemplation alone in their lairs, content to wander 
  the corridors of their own minds in order to hone their 
  talents and learn more about themselves. 
   
  Paranoid Hoarders: Like all true dragons, gem 
  dragons are covetous creatures that enjoy acquiring 
  wealth for its own sake. Combine the frequently 
  staggering natural riches and relative isolation of the 
  Inner Planes and the aloof nature of most gem 
  dragons, and this makes for some of the most 
  inaccessible, labyrinthine, dangerous lairs of all 
  dragonkind…but also some of the richest hoards as 
  well.  
  Even Temperaments: While most gem dragons will 
  react with extreme aggression to being disturbed in 
  their lairs, a gem dragon encountered outside of its 
  home is unlikely to initiate hostilities regardless of a 
  being’s nature. A gem dragon will engage with lesser 
  creatures cordially if they are good conversationalists 
  or have some knowledge of value to offer, but it takes 
  a very long time to earn the trust and friendship of a 
  gem dragon. Even trusted friends are seldom, if ever, 
  permitted entry to a gem dragon’s lair. 
   
  Children of Sardior: Where metallic dragons look to 
  Bahamut as their paragon and chromatic dragons 
  respect and fear the wrath of Tiamat, the gem dragons 
  find a detached and un-interfering patron in Sardior, 
  the Ruby Dragon. Sardior is a deity of knowledge, 
  and as such represents all that most gem dragons 
  aspire to be. He encourages the thirst for knowledge 
  and learning inherent among the gem dragons, but 
  with minimal direct intervention or guidance. 
   
   Sardior is served by 5 thanes, one advanced ancient 
  dragon of each gem dragon type. Once he had 6 
  thanes, but he long ago destroyed the thane of 
  obsidian dragons for reasons that have been lost to 
  time by most scholars. Following the example of their 
  patron, most gem dragons will attack an obsidian 
  dragon on sight if the opportunity presents itself. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  56 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  57 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  58 
   
   
   
   
  Amethyst Dragon 
   
  Regal and wise, amethyst dragons are consummate 
  diplomats and frequently serve as intermediaries 
  between warring factions. Amethyst dragons are most 
  commonly found in the Elemental Plane of Earth, with 
  older and more established dragons staking out tunnel 
  labyrinths in the border regions between the Plane of 
  Earth and the Quasi-Elemental Plane of Mineral, filled 
  with dazzling natural formations of gemstones. 
   
  An amethyst dragon’s head is reminiscent of a snake’s, 
  smooth and without frills or horns, but with a prominent 
  lower jaw that displays two crystalline fangs jutting out 
  in front of its upper snout.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  59 
  An amethyst dragon’s scales and skin vary in color 
  from pinkish violet to deep purple, with wyrmlings 
  possessing smooth scales with nearly glass-like 
  transparency and texture. As the dragon ages, the scales 
  grow more opaque and faceted, coming to resemble the 
  gems after which they are named. 
   
  Social Diplomats: While many gem dragons prefer 
  solitude, amethyst dragons are most often active 
  promoters of peace and balance. When the mood 
  strikes them or communities near their lair are 
  threatened, they will seek out conflict and act as an 
  impartial negotiator, occasionally using force to make 
  both sides see reason if all other methods of 
  diplomacy fail. Amethyst dragons are often awarded 
  a sort of reluctant respect by the dao, who are 
  frequently both thwarted and aided by amethyst 
  dragons, depending on whether or not they are the 
  aggressors in a given conflict. Although the greed of 
  the dao is legendary, even those mighty genies know 
  better than to seek conflict with an older amethyst 
  dragon. 
   
  Subterranean Predators: Amethyst dragons do not eat 
  sentient beings, preferring to negotiate with, 
  interrogate, or ignore such beings as circumstances 
  dictate. They prefer to dine on subterranean animals 
  or vermin, with xorn being their favored prey. An 
  amethyst dragon will go to great lengths to hunt any 
  xorn they find in their territory not only for the taste, 
  but also as a means of protecting their largely mineral 
  hoards from their ravenous hunger. 
   
  Natural Kineticists: Amethyst dragons can innately 
  manifest a handful of psionic powers, almost 
  exclusively of the psychokinesis discipline. 
   
  Ambassadors and Consulates: While few ever are 
  permitted into an amethyst dragon’s inner sanctum, 
  dignitaries of nearby civilizations frequently establish 
  embassies in the border reaches of an amethyst 
  dragon’s territory. The amethyst dragon will visit 
  these embassies on a regular basis to keep up to speed 
  on the most recent political developments of the 
  surrounding region and will give advice where 
  necessary in an effort to head off growing conflicts. 
   
  Legendary Vaults: Amethyst dragons collect 
  mementos of negotiated peace treaties from grateful 
  peoples, and will decorate their lairs with such 
  reminders of their accomplishments, but their true 
  wealth is in gemstones and precious metals. The 
  vaults which hold their collected wealth are often 
  carved from manifold lodes of gemstones and rich 
  veins of mithral, adamantine, gold, and silver. Even if 
  one emptied an amethyst dragon’s vault of valuables, 
  one could still mine its walls for years and come 
  away with staggering profits. 
   
  An Amethyst Dragon’s Lair 
  Amethyst dragons make their lairs deep underground, 
  using their force breath to carve out complex and 
  confusing mazes littered with traps, natural hazards, and 
  psionic barriers. 
   
  An amethyst dragon will think nothing of collapsing 
  large portions of its lair on top of invading treasure-
  seekers, being proficient burrowers themselves. 
  Furthermore, many of the seemingly valuable gem 
  formations scattered throughout their lair are in fact 
  specially attuned psionic prisms that will explode with 
  stored kinetic force at the slightest touch. 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), the dragon 
  takes a lair action to cause one of the following effects; 
  the dragon can’t use the same effect two rounds in a 
  row: 
  • 
  Part of the ceiling collapses above one creature 
  that the dragon can see within 120 feet of it. 
  The creature must succeed on a DC 15 
  Dexterity saving throw or take 10 (3d6) 
  bludgeoning damage and be knocked prone 
  and buried. The buried target is restrained and 
  unable to breathe or stand up. A creature can 
  take an action to make a DC 10 Strength 
  check, ending the buried state on a success. 
  • 
  One of the lair’s many crystal formations 
  within 120 feet of the dragon releases its stored 
  psionic energy, emitting a wave kinetic force. 
  Each creature within a 40-foot radius of the 
  crystal must succeed on a DC 15 Dexterity 
  saving throw or take 10 (3d6) force damage 
  and be knocked backward by 5 feet.  
  • 
  A psychokinetic barrier identical in every 
  respect to a Wall of Force (PHB 285) appears, 
  blocking a tunnel the dragon can see until its 
  next lair action is taken. 
   
  Regional Effects 
  The region containing a legendary amethyst dragon’s 
  lair is altered by the dragon’s psionics, which creates 
  one or more of the following effects: 
  • 
  Randomized 60-foot radius spheres of altered 
  gravity are common within 6 miles of the 
  dragon’s lair. Flip a coin. On a heads, the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  60 
  encountered gravitational pocket has no 
  gravity, on a tails, it has subjective gravity.  
  • 
  Psychokinetic barriers (see above) are 
  strategically placed throughout the tunnels 
  within 1 mile of the dragon’s lair. 
   
   
   
   
   
   
   
   
  • 
  Sound seems to travel unusually well in the 
  tunnels within 2 miles of the dragon’s lair. 
  Dexterity (Stealth) checks made to move 
  quietly are made with disadvantage in these 
  tunnels. Dexterity (Stealth) checks made 
  within 1 mile of the dragon’s lair may be 
  opposed by the dragon’s Wisdom (Perception) 
  check. If the dragon succeeds in this check, it 
  is immediately aware of the intruders and has a 
  rough idea of their location.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  61 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  62 
   
  Crystal Dragon 
   
  Gregarious and curious, crystal dragons are the 
  friendliest of the gem dragons, and are always eager to 
  strike up a conversation with almost any being they 
  meet outside of their lair. Most commonly found in the 
  Elemental Plane of Air, crystal dragons sometimes take 
  up residence atop high, cold mountain peaks in the 
  Material Plane. In either locale, they build their lairs out 
  of solid ice, designed in such a way as to catch the light 
  and reflect it in truly dazzling displays. 
   
  A crystal dragon’s narrow head is dominated by a very 
  long curved beak, giving dragon’s head an overall 
  profile and appearance of a curved icicle. 
   
  A crystal dragon wyrmling possesses glossy white 
  scales with the texture and consistency of ivory. As the 
  dragon ages, the scales grow more transparent, faceted, 
  and varied. In an adult crystal dragon, each individual 
  scale possesses a different faint coloration, causing the 
  dragon to glitter like a living rainbow whenever 
  exposed to daylight or its magical equivalent. 
   
  Charming Gossips: Crystal dragons are intensely 
  curious creatures, constantly burning to know more 
  about the world around them and its peoples. They 
  tend to be nosy, if affable, busybodies that will think 
  little of putting a creature under a psionic compulsion 
  to answer its questions if the creature in question is 
  being reticent in satisfying their inquiries. Most 
  towns within 5 miles of a crystal dragon’s lair contain 
  at least one or two paid or psionically charmed spies 
  that report regularly to their draconic master. Crystal 
  dragons also prove to be terrible at keeping secrets or 
  confidences, and will readily swap sensitive personal 
  or political information gleaned through its 
  interrogations in exchange for information it 
  considers to be of equal value.  
   
  Aerial Predators: Crystal dragons, having adapted to 
  life in the Elemental Plane of Air, are among the 
  quickest and most agile aerial hunters of all 
  dragonkind. Crystal dragons prefer hunting other 
  beasts of the air, and take great pleasure in hunting 
  falcons and eagles. 
   
  Natural Telepaths: Crystal dragons can innately 
  manifest a handful of psionic powers, almost 
  exclusively of the telepathy discipline. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  63 
  Enemy of Giants: While a crystal dragon is perfectly 
  content to chat with or avoid most creatures, they 
  almost universally loathe frost giants. They see frost 
  giants as mindless brutes intent only on raiding their 
  hoards and killing their young, and a crystal dragon 
  will mercilessly kill any frost giant they come across 
  if they are strong enough to do so. If the raiding party 
  is too strong or the dragon too young, it will utilize 
  hit-and-fly tactics and psionic trickery to harry the 
  giants for as long as they remain within 5 miles of its 
  lair. 
   
  Conflict with Whites: When a crystal dragon comes 
  into territorial conflict with another dragon, it is 
  almost always a white dragon. Crystal dragons, being 
  generally stronger and cleverer, tend to win any 
  outright fights over territory, although sometimes a 
  canny white dragon will ally itself with frost giants to 
  get the better of a crystal. Occasionally a powerful 
  crystal dragon will steal the eggs from a younger 
  white dragon, and will raise the wyrmlings as 
  subservient guardians through a combination of 
  attentive parenting and telepathic conditioning. 
  Crystal dragons view these white dragons as favored 
  pets, and become quite hostile toward any creature 
  that harms or slays them. 
   
  Arctic Hoards: Crystal dragons are most fond of 
  treasure that catches the light in a particularly striking 
  or beautiful manner. Diamonds, crystal prisms, and 
  highly polished silver mirrors are among their 
  favorite treasures, but their hoards frequently hold 
  gemstones of all types, shapes, and colors. 
  Beautifully carved ivory and colorfully dyed wool are 
  common treasures in a crystal dragon’s hoard as well.  
   
  A Crystal Dragon’s Lair 
  Crystal dragons carve elaborate palaces out of solid ice, 
  either in the border regions of the Elemental Plane of 
  Air and Para-Elemental Plane of Ice, or on top of arctic 
  peaks in the Prime Material. The graceful pillars and 
  multi-hued windows of ice that fill a crystal dragon’s 
  lair serve a functional purpose. 
  Crystal dragons have a keen eye for light, and make the 
  most of their building materials to magnify or redirect 
  their breath weapons. Some ice formations have also 
  been specially sculpted to resonate with and amplify the 
  dragon’s innate telepathic powers. 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), the dragon 
  takes a lair action to cause one of the following effects; 
  the dragon can’t use the same effect two rounds in a 
  row: 
  • 
  The dragon uses one of the many ice pillars 
  within 120 feet of it as a focus for a telepathic 
  assault, causing a burst of psychic energy to 
  erupt from that ice formation. Each creature 
  within a 20-foot radius of the pillar must 
  succeed on a DC 15 Intelligence saving throw 
  or take 10 (3d6) psychic damage and lose their 
  readied action (if applicable). 
  • 
  A minimal, but focused, release of light from 
  the dragon’s breath causes a blinding burst of 
  radiance to reflect off a surface within 120 feet 
  of the dragon. Each creature within a 30-foot 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  64 
  long, 5-feet wide line, originating from the 
  chosen surface and directed as the dragon 
  chooses must succeed on a DC 15 Constitution 
  saving throw or take 3 (1d6) radiant damage 
  and become Blinded for 2 rounds.  
  • 
  A partially real and partially telepathic light 
  display fills a 20-foot-radius sphere centered 
  on a point the dragon can see within 120 feet 
  of it. Each creature the dragon chooses within 
  this radius must succeed on a DC 15 Wisdom 
  saving throw or be fascinated by the display 
  for 1 round. Fascinated creatures take no 
  action other than to move closer to the display. 
   
  Regional Effects 
  The region containing a legendary crystal dragon’s lair 
  is altered by the dragon’s psionics, which creates one or 
  more of the following effects: 
  • 
  Unearthly light displays and confusing 
  telepathic static fill the region within 2 miles 
  of the dragon’s lair. Intruding creatures must 
  make frequent Wisdom (Survival) and 
  Intelligence (History) checks to avoid 
  becoming lost or temporarily forgetting what 
  they are doing in that area. Casting or 
  manifesting a Mind Blank spell or power 
  negates this effect for that creature. 
  • 
  Birds and other lesser flying creatures within 1 
  mile of the dragon’s lair are often psionically 
  charmed by the dragon, serving as its eyes and 
  ears. 
  • 
  One young white dragon or several white 
  dragon wyrmlings will frequently make their 
  lairs within 1 mile of a legendary crystal 
  dragon’s lair. These dragons will be 
  psionically compelled to defend the crystal 
  dragon’s lair if it comes under attack, will 
  refuse to conspire against or actively attack the 
  crystal dragon, and won’t attack creatures their 
  master specifically forbids them from 
  attacking. Otherwise, they will behave in a 
  manner natural to their breed, albeit with 
  somewhat less aggression.  
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  65 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  66 
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  67 
   
  Emerald Dragon 
   
  Reclusive and scholarly, emerald dragons are easily the 
  most paranoid of the gem dragons. However, their deep 
  and abiding love of local history and obscure lore does 
  drive emerald dragons, however reluctantly, to seek out 
  cities with especially renowned libraries or universities. 
  Emerald dragons are most commonly found in the 
  Elemental Plane of Earth, but will often have lairs 
  underneath busy cities or ancient ruins they wish to 
  study. Sometimes an emerald dragon will stake out its 
  lair within a dormant volcano on the Prime Material; 
  active volcanoes carrying far too much of a risk of 
  conflict with red dragons for their liking. 
   
  The shape of an emerald dragon’s head superficially 
  resembles that of a green dragon, though it differs in 
  that it lacks the green’s prominent crest, and is crowned 
  by two long horns. These horns have a graceful 
  downward curve so as not to interfere with subterranean 
  travel. 
   
  An emerald dragon wyrmling possesses almost 
  completely transparent viridian scales with the texture 
  and consistency of hardened glass. As the dragon ages, 
  the scales grow more opaque and faceted. The scales of 
  an adult emerald dragon shimmer and glow, catching 
  even the faintest of light. 
   
  Avid Scholars: Emerald dragons possess an 
  unquenchable thirst for knowledge of all sorts, but 
  they have a special love for history. Frequently an 
  emerald dragon will have an unmatched knowledge 
  of the history of the region surrounding their lair, 
  having assimilated, compared, and analyzed the 
  combined life knowledge of countless master 
  historians. An emerald dragon’s study of history 
  includes the stories of all sentient races, not merely 
  those who dominate the traditional scholarly 
  discourse or those who can claim a moral high 
  ground. To an emerald dragon, goblin or orcish 
  history is as valuable and interesting as dwarven or 
  human history. 
   
  Rock Eater: In keeping with their secretive nature, 
  emerald dragons prefer not to draw attention to 
  themselves by depopulating their territory of prey 
  creatures, and will usually content themselves with 
  eating volcanic rocks found within their lairs. 
   
  Natural Seers: Emerald dragons can innately manifest 
  a handful of psionic powers, almost exclusively of the 
  clairsentience discipline. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  68 
   
  Paranoid Caution: All emerald dragons are intensely 
  paranoid creatures. Most will never meet with an 
  outsider, even another of its kind, in the same place 
  twice, and at each meeting they will establish 
  elaborate passwords or hidden signals that the other 
  creature is to give when approaching the meeting site. 
  If the appropriate signals are not given, then the 
  emerald dragon will refuse the meeting, and will 
  avoid any and all future contact with the creature in 
  question, convinced that they are secretly an imposter 
  out to raid their hoard.  
   
  Sapphire Allies: If an emerald dragon is capable of 
  actual friendship or affection beyond that which it has 
  for its mate and offspring, it is likely with a sapphire 
  dragon. Emerald and sapphire dragons that share 
  extended territory will often meet to discuss military 
  history and the tactical application of various traps, to 
  the enjoyment and benefit of both involved.  
   
  Attentive Parents: Emerald dragons are extremely 
  protective and sheltering of their young, and take a 
  great deal of interest in their upbringing and 
  education. If an emerald dragon is an adult or older, 
  its lair almost always is shared with 1d4 wyrmlings or 
  young emerald dragons. The male will frequently 
  visit the nesting female, and is possibly the only 
  being trusted enough to be granted full access to the 
  female’s lair. Emerald dragons generally favor 
  fleeing from conflict, but will stand their ground and 
  fight to the death to protect their young. 
   
  Priceless Knowledge: Emerald dragon hoards are a 
  mix between a massive library and a museum. 
  Ancient archeological artifacts from bygone 
  civilizations are on display amid tens of thousands of 
  rare, often unique, historical or arcane manuscripts. 
  Every single item is catalogued and meticulously 
  organized for ease of access by the dragon, and any 
  theft is known within hours. Along with its young, 
  the emerald dragon’s true hoard is among the only 
  things an emerald dragon will engage in protracted 
  combat to defend. 
   
  An Emerald Dragon’s Lair 
  Each emerald dragon has many lairs, most of them 
  filled with nothing other than mundane copies of books 
  or artifacts they possess, sometimes even utterly empty 
  tomes. Their main lair is often smaller than some of 
  these hoaxes, but no less protected.  
   
  In addition to the natural hazards of their lairs, emerald 
  dragons frequently employ kobolds, gnomes, and 
  dwarves (separately and via many go-betweens) to 
  construct elaborate traps and defense mechanisms 
  throughout their false lairs and their permanent one. 
  Well known mages or craftsmen are also often 
  employed in the construction of golems or the binding 
  of spectators to patrol the domains of adult or older 
  emerald dragons. 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), the dragon 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  69 
  takes a lair action to cause one of the following effects; 
  the dragon can’t use the same effect two rounds in a 
  row: 
  • 
  The dragon activates a projectile trap within 
  120 feet of it, launching poisoned darts in a 30-
  foot long, 5-foot wide line directed as the 
  dragon chooses. Each creature within the line 
  must succeed on a DC 15 Dexterity saving 
  throw or take 10 (3d6) piercing damage and 5 
  (1d10) poison damage. Those hit by this trap 
  must also succeed on a DC 15 Constitution 
  saving throw or become Poisoned for 2 rounds. 
  • 
  The dragon activates a trap door within 120 
  feet of it that it can see. Creatures standing on 
  the trap door must succeed on a DC 15 
  Dexterity saving throw or fall down a greased 
  chute that exits in another part of the lair, 
  generally a room inhabited either by dangerous 
  oozes or hostile golems.  
  • 
  The dragon releases a precisely pitched wail, 
  causing part of the ceiling to collapse above 
  one creature that the dragon can see within 120 
  feet of it. The creature must succeed on a DC 
  15 Dexterity saving throw or take 10 (3d6) 
  bludgeoning damage and be knocked prone 
  and buried. The buried target is restrained and 
  unable to breathe or stand up. A creature can 
  take an action to make a DC 10 Strength 
  check, ending the buried state on a success. 
   
  Regional Effects 
  The region containing a legendary emerald dragon’s lair 
  is altered by the dragon’s psionics, which creates one or 
  more of the following effects: 
  • 
  A legendary emerald dragon has at least 3-4 
  false lairs within 5 miles of their true lair. 
  These false lairs are trapped and protected as 
  though true lairs, and are frequently guarded 
  by stone golems and at least one spectator 
  bound to the lair’s false horde. 
  • 
  Emerald dragons scry their territory 
  compulsively, and once per long rest they may 
  use their clairsentience to trigger one of the 
  above lair actions in any of their false lairs, 
  regardless of whether or not they are 
  present/within the normally required range for 
  that action. 
  • 
  The tunnels within 5 miles of a legendary 
  emerald dragon’s lair are rife with an unusual 
  amount of chasms, cliffs, and other difficult 
  terrain. 
   
   
  Sapphire Dragon 
   
  Territorial and distrustful, sapphire dragons are more 
  combative than most gem dragons; having an instinctual 
  fascination with, and aptitude for military strategy. 
  Sapphire dragons make their lairs in the Elemental 
  Plane of Earth, or within deep cavern systems of the 
  Prime Material, often staking claim to territory near or 
  overlapping with that of an emerald dragon. 
   
  Sapphire dragons possess a flattish, almost humanoid 
  face with expressive features. Two forward sweeping 
  horns, similar in shape to those of a black dragon, flank 
  its face. A ridge of short horns runs from the back of its 
  skull down to the tip of its tail. 
   
  A sapphire dragon wyrmling possesses almost 
  completely transparent sky-blue scales with that glitter 
  when exposed to light. As the dragon ages, the scales 
  grow darker, more opaque, and faceted. The scales of 
  an adult sapphire dragon are uniform in their color, and 
  range in hue from bright azure to midnight blue. 
   
  Military Geniuses: Sapphire dragons obsessively 
  acquire, hoard, analyze, and practice military and 
  combat strategy. A sapphire dragon seemingly at rest 
  is, in fact, continually inventing new stratagems and 
  examining its existing contingency plans for flaws. 
  One nearly surefire way for an intruding adventurer 
  to distract or placate an irritated sapphire dragon is to 
  challenge it to a game of strategy. Winning such a 
  contest fairly will earn the dragon’s grudging respect; 
  losing will satisfy its ego and leave it inclined to let 
  the adventurer leave unscathed; cheating or 
  intentionally losing will almost unfailingly earn the 
  dragon’s immediate hostility. 
   
  Natural Nomads: Sapphire dragons can innately 
  manifest a handful of psionic powers, almost 
  exclusively of the psychoportation discipline. 
   
  Territorial Lords: Any intelligent creature intruding 
  into a sapphire dragon’s domain is confronted 
  directly and given one chance to either pay it proper 
  tribute or leave. Creatures that pay it tribute will be 
  allowed to pass through its territory, escorted by the 
  dragon to ensure both their safe passage, and that 
  they have no plans to raid the dragon’s lair. Creatures 
  that refuse to leave or pay tribute will be attacked 
  without hesitation; unless they clearly outmatch the 
  dragon (sapphire dragons are uncannily skilled at 
  gauging the strength of a foe or group of foes). If 
  outmatched, the dragon will appear to flee, only to 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  70 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  71 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  72 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  73 
   
  either return with allies or to harass its foes carefully 
  and methodically for as long as they remain in its 
  territory. 
   
  Deep Hunter: Sapphire dragons are careful and 
  efficient hunters that consider giant spiders to be 
  special delicacies. These dragons will also make a 
  point of hunting and destroying any mind flayers, 
  drow, or aboleths they encounter within or near their 
  domain, regardless of any offer of tribute. 
   
  Attentive Parents: The wyrmlings of any sapphire 
  dragon are generally well cared for and protected by 
  their parents. If a sapphire dragon is an adult or older, 
  its lair often is shared with 1d4 wyrmlings. Once their 
  wyrmlings reach the Young age category, they are 
  forced to fend for themselves. 
   
  Subterranean Alliances: Sapphire dragons will 
  commonly ally with emerald dragons, finding the 
  mutual exchange of ideas, and knowledge extremely 
  beneficial. Emeralds also appreciate the proximity of 
  a strong, reliable ally while sapphires benefit from the 
  paranoid defenses that the emerald dragons are 
  constantly constructing across their shared domain. 
  Deep gnomes occasionally negotiate defensive 
  alliances with sapphire dragons, frequently reinforced 
  by regular tribute. 
   
  Inaccessible Hoards: The hoard of a sapphire dragon is 
  filled with tribute collected from those passing 
  through its territory, and trophies taken from 
  conquered foes. Mementos from particularly 
  challenging battles are those with the most value to a 
  sapphire dragon, regardless of its objective material 
  worth. These hoards are almost always impossible to 
  access without teleportation and are shielded from 
  most forms of scrying. 
   
  A Sapphire Dragon’s Lair 
  By draconic standards, the typical sapphire dragon’s lair 
  is sparsely appointed and austere. Sapphire dragons do 
  not favor frivolous ornamentation or unnecessary 
  decoration; everything in their lair is utilitarian and 
  contributes to its overall security. 
   
  The lair is often made up of a series of disconnected 
  chambers only accessible via teleportation or 
  burrowing, fortified with traps both mundane and 
  psionic, with wide open spaces for the sapphire dragon 
  to take full tactical advantage of its ability to fly. 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), the dragon 
  takes a lair action to cause one of the following effects; 
  the dragon can’t use the same effect two rounds in a 
  row: 
  • 
  The dragon activates a trap within 120 feet of 
  it, launching a pressurized stream of acid in a 
  30-foot long, 5-foot wide line directed as the 
  dragon chooses. Each creature within the line 
  must succeed on a DC 15 Dexterity saving 
  throw or take 10 (3d6) acid damage and be 
  moved 10 feet in the direction of the line. 
  • 
  The dragon activates a psionic glyph within 
  120 feet of it that it can see. Creatures standing 
  on the glyph must succeed on a DC 15 
  Charisma or Constitution saving throw (chosen 
  by the creature making the saving throw) or be 
  teleported to an unoccupied space of the 
  dragon’s choosing within 60 feet of the glyph.  
  • 
  The dragon releases a precisely pitched wail, 
  causing part of the ceiling to collapse above 
  one creature that the dragon can see within 120 
  feet of it. The creature must succeed on a DC 
  15 Dexterity saving throw or take 10 (3d6) 
  bludgeoning damage and be knocked prone 
  and buried. The buried target is restrained and 
  unable to breathe or stand up. A creature can 
  take an action to make a DC 10 Strength 
  check, ending the buried state on a success. 
   
  Regional Effects 
  The region containing a legendary sapphire dragon’s 
  lair is altered by the dragon’s psionics, which creates 
  one or more of the following effects: 
  • 
  The tunnels within 4 miles of a legendary 
  sapphire dragon’s lair are riddled with one-
  way portals connecting to various locations in 
  the Elemental Plane of Earth, and underground 
  locales in the Prime Material Plane. 
  • 
  A sapphire dragon is automatically aware of 
  any attempt to teleport into, within, or out of, 
  any location within 3 miles of their lair. 
  • 
  Teleportation within 1 mile of a legendary 
  sapphire dragon’s lair is hindered per the 
  Dimensional Barrier power (per the dragon’s 
  innate manifesting DC). Sapphire dragons are 
  immune to this effect. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  74 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  75 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  76 
   
  Topaz Dragon 
  Selfish and capricious, topaz dragons are fickle 
  wanderers with little tolerance for the company of 
  others. Topaz dragons make their lairs in the Elemental 
  Plane of Water, or within coastal caves or underwater 
  coral palaces in the Prime Material. Due to their similar 
  preferences in territory, bronze and topaz dragons  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  frequently come into conflict. Battles between the two 
  species are furious and bloody, with no mercy expected 
  or given. 
   
  The typical topaz dragon possesses a prominent beak at 
  the end of their snout, and large frilled ears similar to 
  those of a blue dragon. A topaz dragon wyrmling 
  possesses semi-transparent scales of dull yellow-orange 
  hue with brown flecks. As the dragon ages, the scales 
  grow brighter, more translucent, and faceted. The scales 
  of an adult topaz dragon glitter fiercely when exposed 
  to any source of light. 
   
  Whimsical Explorers: Topaz dragons are among the 
  most widely travelled of all dragons. Filled with an 
  insatiable wanderlust from an early age, topaz 
  dragons will travel far and wide in the hopes of being 
  the first to discover some distant island, planar portal, 
  or coastal bluff. While most topaz dragons are seldom 
  inclined to write of their travels, or indeed of 
  anything at all, most are master cartographers. Topaz 
  dragons take great pride in selling copies of their 
  maps to lesser beings that they might follow in their 
  footsteps. Their wanderlust can occasionally drive 
  more social wyrmlings to travel with humanoid 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  77 
  adventurers, though they are frequently problematic 
  companions at best. 
   
  Natural Egoists: Topaz dragons can innately manifest 
  a handful of psionic powers, almost exclusively of the 
  psychometabolism discipline. 
   
  Driven Hedonists: The topaz dragons’ drive to seek 
  new vistas applies to many aspects of their lives, and 
  they are constantly on the lookout for new foods, new 
  music, and new sights to see. As a result of this drive 
  for new experiences, they are easily bored by that 
  which they have already seen, heard, or done. As a 
  topaz dragon gets older, fewer novel things remain to 
  experience or see, frequently leading to the bored, 
  impatient, and irritable temperament for which the 
  breed is known. Most topaz dragons, even ancient 
  ones, are seldom immediately hostile when 
  encountered, as they prefer to give adventurers the 
  chance to prove whether or not they have anything 
  new to show, tell, or give them. In the event that the 
  adventurers prove boring, the topaz dragon will often 
  attack without warning or further provocation. As it is 
  nearly impossible to predict what a topaz dragon will 
  or won’t find interesting or new, encountering one is 
  nearly always a dangerous and unpredictable 
  experience. 
   
  Aquatic Predator: Topaz dragons are voracious 
  hunters that prefer aquatic fare, but will kill and eat 
  most anything available. Although they like to keep 
  their diets varied, most topaz dragons consider giant 
  squid to be special delicacies.  
   
  Casual Parents: The wyrmlings of any topaz dragon 
  generally wander off in search of adventure within a 
  few years, and are seldom prevented from doing so 
  by their parents, who often get bored of caring for 
  them much sooner than that. 
   
  Hatred of Krakens: There has long been mutual 
  enmity between krakens and topaz dragons. Krakens 
  and topaz dragons will raid one anothers’ domains in 
  hopes of killing the others’ young before they can 
  grow into rivals, and will mercilessly attack one 
  another whenever a viable opportunity arises. Aquatic 
  elves, merfolk, and ocean-dwelling fey will often 
  give powerful topaz dragons enormous amounts of 
  treasure and magical artifacts in hopes of encouraging 
  the dragon to deal with a particularly troublesome 
  kraken. 
   
  Rich Larders: The hoard of a topaz dragon contains a 
  wide variety of treasures, taken from all of the 
  different lands they have visited and pillaged from 
  sunken ships, but the majority of their hoard is given 
  over to a massive larder of freeze-dried foods. As 
  food is nearly infinite in its variety, it is one of the 
  few pleasures for a topaz dragon that does not dull 
  with time and indulgence. 
   
  A Topaz Dragon’s Lair 
  Although the lair of a topaz dragon is nearly always 
  found underwater or near the sea, they are always bone 
  dry and frigidly cold. Their cavernous homes are 
  frequently decorated with elaborate sculptures of 
  bleached coral, along with carvings, paintings, metal-
  work and wool weavings; the products of a topaz 
  dragon’s mercurial fancies and forays into the arts. 
  Massive maps and globes are prominently displayed, 
  depicting the extent of a given dragon’s travels. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  78 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), the dragon 
  takes a lair action to cause one of the following effects; 
  the dragon can’t use the same effect two rounds in a 
  row: 
  • 
  A concentrated, frigid cloud of toxic gas fills a 
  30-foot radius sphere that the dragon can see.  
  This area is heavily obscured, and each 
  creature (aside from the dragon) starting its 
  turn within the cloud must succeed on a DC 15 
  Constitution saving throw or take 20 (6d6) 
  cold damage and be Poisoned until the next 
  initiative count of 20. Plants, oozes, and water 
  elementals have disadvantage on this save, 
  undead and constructs have advantage. 
  • 
  The dragon purposefully shatters an ice 
  formation within 80 feet of it that it can see, 
  releasing microscopic psionic parasites 
  contained within. Creatures within 30 feet of 
  the targeted point must succeed on a DC 15 
  Constitution saving throw or take 10 (3d6) 
  necrotic damage and be Diseased until the 
  dragon takes its next lair action. Creatures 
  diseased in this way cannot heal hit points, and 
  any attempt to do so (aside from spells that 
  would cure the disease as well) heal the dragon 
  instead.  
  • 
  The lair energizes the dragon’s natural healing 
  and restorative processes; mimicking the Body 
  Purification power, manifested on the dragon. 
   
  Regional Effects 
  The region containing a legendary topaz dragon’s lair is 
  altered by the dragon’s psionics, which creates one or 
  more of the following effects: 
  • 
  No plants whatsoever live within 3 miles of the 
  topaz dragon’s lair. Water elementals will not 
  willingly travel within this region and cannot 
  be summoned into it. 
  • 
  Small amounts of dry ice constantly form and 
  dissolve within 2 miles of the dragon’s lair, 
  filling the region with mildly toxic fog. Treat 
  the entire region as heavily obscured, and 
  halve the distance a given creature can travel 
  through this region before needing to take a 
  long rest. Hit dice are rolled with disadvantage 
  when taking short rests in this region. 
  • 
  If a kraken has made its home anywhere within 
  15 miles of a topaz dragon’s lair, the 
  surrounding region is riddled with destroyed 
  reefs, devastated merfolk villages, and other 
  evidence of their battles. 
   
  Mind Flayers 
   
  Some mind flayers dabble in the arcane (and are 
  shunned for it), while others serve as the god Ilsensine’s 
  most favored priests and servants; but vast majority of 
  mind flayers are psions. Psionics so thoroughly 
  permeate mind flayer culture and upbringing that the 
  average mind flayer commoner possesses more psionic 
  prowess than most non-illithid psions can ever attain in 
  an entire lifetime of study. 
   
  Mind flayer psions are predominantly telepaths, 
  specializing in powers that dominate and control their 
  thralls, along with those that break the minds of their 
  many enemies. Those illithid psions that are not 
  telepaths are most frequently nomads. These mind 
  flayers help to connect the scattered remnants of their 
  once awesome inter-planar empire, and facilitate mind 
  flayer raids in the Astral Plane.  
   
  Mind flayers develop their innate psionic gifts through 
  the application of logic, cold analysis, and private 
  contemplation. Individual mind flayers jealously guard 
  their own talents and knowledge from their peers, and 
  as such nearly all mind flayers are self-taught. 
  Occasionally the community’s elder brain or ulitharid 
  will take on a teaching role both to ensure its 
  subordinates are skilled enough to be of use, and in 
  order to prevent their citizens from developing any 
  powers that might subvert their rule or undermine their 
  supremacy. 
   
  Although alien, horrific, and utterly without compassion 
  or virtue; mind flayers are intellectually curious and 
  possess a scientific drive to learn new psionic 
  techniques and to continually push the boundaries of 
  what psionics are capable of.  It is not, therefore, 
  surprising that some humanoid psions seek mind flayer 
  knowledge by any means necessary. Some will graft 
  illithid brain matter into their skulls, or else hire 
  adventurers to steal mind flayer devices, or dead mind 
  flayers, to dissect and study. 
   
  Invariably, if a non-illithid manages to successfully 
  glean some small bit of psionic insight from their 
  aberrant studies, the knowledge and power they gain 
  takes a terrible toll on their already fragile sanity. Some 
  secrets of the mind are best left undiscovered by mortal 
  minds. 
   
  (For more information, see the MM entry for Mind 
  Flayer on page 221, and the VGM entries for Elder 
  Brain and Ulitharid on pages 173 - 175) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  79 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  80 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  81 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  82 
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  83 
   
  Urophion 
   
  While conventional wisdom and a great deal of 
  empirical data dictate that mind flayer tadpoles can 
  usually undergo ceremorphosis only when implanted 
  into the brains of certain humanoid races, this does not 
  stop the mind flayers from experimenting with other 
  races. One race that long ago proved surprisingly 
  compatible with ceremorphosis was the roper, allowing 
  mind flayers to produce urophions as guardians for their 
  hives. 
   
   
   
   
   
   
   
   
   
   
   
   
  Gifted with intelligence and psionic talents, urophions 
  are nonetheless held in contempt by true mind flayers, 
  considered marginally useful guards and little more. 
  Controlled by the power of the hive’s elder brain or 
  ulitharid, most urophions content themselves with 
  devouring the brains of any adventurers foolish enough 
  to trespass into mind flayer territory.  
   
  In the event that their mind flayer masters are killed or 
  abandon them to their own devices, urophions tend to 
  seek out and dominate their roper kin, forming small 
  colonies of their own. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  84 
   
  Quaggoth Thonot 
   
  (For more information, see the MM entries on 
  Quaggoths and Quaggoth Thonots on page 256) 
   
  Sybillic Guardian 
   
  The prophets, seers, and oracles of Celestia, sybillic 
  guardians spent most of their time in remote mountain 
  shrines where they can contemplate the past and the 
  future in peaceful solitude. Occasionally their 
  clairsentient meditations prompt them to leave their 
  retreats to offer council to their fellow celestials as they 
  prepare to make war on the lower planes, or else to a 
  mortal ordained by prophecy to aid the cause of Good. 
  Even the mighty solars and planetars heed the visions 
  and warnings of the sybillic guardians. 
   
  They appear as tall, silver-haired humanoids with 
  glowing purple eyes without pupil or iris. They float 
  through the air without need of wings, and are always 
  surrounded by floating psionic glpyhs. 
   
  While sybillic guardians are mostly peaceable beings, 
  they will not hesitate to bring their precognitive talents 
  and martial prowess to bear against evil foes 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  85 
   
  Thri-Kreen 
  (For more information, see the MM entry on Thri-Kreen 
  on page 288) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  86 
  Appendix 1: 
  Nonplayer Characters 
  This appendix contains statistics for generic humanoid 
  NPCs utilizing the classes detailed in this manual. You 
  can add racial traits to further customize them. 
   
  Disciple of the Mind 
  These monks have chosen to follow the teachings of a 
  monastery (most likely founded by the githzerai) that 
  teaches discipline of both body and mind, allowing 
  them to take advantage of both their innate psionic gifts 
  and their martial arts training. 
   
  Egoist 
  Psions that focus their mental prowess on the 
  manipulation and mutation of their own bodies as well 
  as others, egoists can fill many roles and take many 
  forms. 
   
  Kineticist 
  These psions manipulate physical energy with their 
  thoughts. While less skilled at manipulation and control 
  than many psions, the kineticist is an invaluable 
  strategic asset in both offensive and defensive combat 
  situations. 
   
  Lurk 
  Psionically talented rogues, lurks are rarely caught off 
  guard and have plenty of tricks to get themselves into or 
  out of most situations. 
   
  Nomad 
  Wanderers and planeswalkers, nomads frequently rent 
  out their services to groups of adventurers wanting to 
  travel through the Astral Plane without going through 
  the expenses of seeking out a conjurer capable of the 
  spell Plane Shift, or the time and effort of finding a 
  stable portal. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  87 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  88 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  89 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  90 
   
   
   
  Novice Psion 
  While some psions unlock their powers through solitary 
  self-discovery, others seek to learn from more 
  experienced psions. Depending on the setting, this could 
  involve a single student learning from an older psion, or 
  dozens of novices attending the lessons of a single 
  teacher at an organized school dedicated to a particular 
  discipline. Schools of Metacreativity are quite common 
  amongst githzerai communities, for example. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  91 
   
   
   
   
   
   
   
   
  Psychic Knight 
  These warriors compliment their martial training with a 
  dabbler’s talent in psionics, utilizing telekinesis and 
  telepathy to attack both the body and mind of their 
  opponent 
   
  Seer 
  Prophets and scholars, seers are commonly sought out 
  for their aid in finding a given object or person via their 
  scrying, or else in identifying an obscure object or 
  artifact. Some seers look into inimical and alien futures 
  where no mortal being should look, and return from 
  their experiences twisted, eccentric, and dangerous. 
   
  Shaper 
  Guardians and artisans, shapers are creative minds in 
  the most literal sense of the words. Nearly always 
  accompanied by their Astral constructs, their repertoire 
  of psionic powers allows them to function effectively as 
  both combative and creative problem-solvers. 
   
  Telepath 
  Thought-readers and mind-breakers, telepaths are often 
  feared and shunned by non-psions. Where their powers 
  are more accepted, however, they can often find 
  themselves employed as powerful advisors or 
  councilors to local rulers. These telepaths either 
  dominate their supposed ‘superior’, or else use their 
  talents to scan the thoughts of those who visit their lord 
  for duplicity or treason. 
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  92 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  93 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  94 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  95 
  Appendix 2: Psionic 
  Items 
  This appendix contains descriptions for psionic items 
  ranging from the relatively common to the legendary. 
   
  Duergar Battle Helm 
  Wonderous item, uncommon (requires attunement) 
   
  This helm was crafted and enchanted by duergar smiths 
  to protect their kin from the guile and hunger of the 
  mind flayers. Once attuned, the wearer of this helmet is 
  immune to charm effects. In addition, any attempt to 
  physically extract the brain of the wearer deals half 
  damage rounded down. 
   
  Hive Pendant 
  Wonderous item, rare (requires attunement) 
   
  The brain of a cranium rat has been magically preserved 
  within a small glass sphere, which hangs from a simple 
  gold chain. Once attuned, wearing this amulet will have 
  one of the following effects: 
  • 
  If the wearer is not naturally telepathic:  
  o 
  You gain telepathy with a range of 30 
  feet. 
  o 
  You are considered naturally 
  telepathic as long as the amulet is 
  worn. 
  • 
  If the wearer is naturally telepathic: 
  o 
  The range of your telepathic 
  communication increases by 30 feet. 
  o 
  The number of creatures you can 
  telepathically communicate with 
  simultaneously is increased by 2. 
  o 
  Allied creatures within your telepathy 
  range are immune to effects that 
  would read their mind or sense their 
  emotions, unless those effects are 
  produced by you. 
   
  Mindsilver Sword 
  Weapon (longsword), rare (requires attunement) 
   
  This item appears to be a longsword crafted from 
  mindsilver, a rare metal harvested from the Astral Plane 
  by the githyanki. Although this is not one of the 
  legendary Silver Swords of the Githyanki , it is a close 
  cousin and is frequently found in the hands of 
  particularly skilled githyanki soldiers. 
  You gain a +1 bonus to attack and damage rolls made 
  with this weapon against sentient creatures. This blade 
  deals an extra 1d8 psychic damage to sentient creatures. 
  When you hit a naturally telepathic creature with it, that 
  creature must succeed on an Intelligence saving throw 
  against a DC of 10 or be stunned until the beginning of 
  your next turn. 
   
  If you have a power point pool, this item does not 
  require attunement. 
   
  Resonance Staff 
  Weapon (quarterstaff), uncommon- rare (requires 
  attunement) 
   
  Crafted by and often found in the possession of mind 
  flayers, resonance staffs often appear to be simple 
  quarterstaff capped by a single gemstone ranging in 
  rarity from common quartz to precious rubies and 
  sapphires. Each stone resonates with a different 
  emotion, which can be felt to a minor extent by any 
  sentient creature that touches an inert resonance staff. 
  When activated, the stored emotion is projected in a 
  cone of intense psychic energy. The size of this cone 
  depends largely on your latent psionic talents: 
  • 
  No psionic manifesting, not naturally 
  telepathic: 5 ft. 
  • 
  Psionic manifesting or naturally telepathic: 15 
  ft. 
  • 
  Psionic manifesting and naturally telepathic: 
  30 ft. 
  You may activate the effects of a resonance staff as a 
  bonus action. The activated effect varies depending on 
  which emotion was infused into the resonance staff. 
  Each resonance staff has 6 charges, and regains 1d6 
  charges at each dawn. A psionic manifester may use the 
  higher of their power save DC or the staff’s DC. 
  The different types of resonance staff are as follows: 
  • 
  Apathy (sapphire, rare): As an action, you may 
  spend 3 charges to activate this effect. Sentient 
  creatures in the projected cone must make a 
  Wisdom saving throw with a DC of 15. 
  Creatures that fail their saving throws take no 
  actions and make no movements on their next 
  turn, and may not make reactions until the end 
  of your next turn. 
  • 
  Fear (garnet, uncommon): As an action, you 
  may spend 2 charges to activate this effect. 
  Sentient creatures in the projected cone must 
  make a Wisdom saving throw with a DC of 15 
  or become frightened of you for 1 minute. 
  Frightened creatures may repeat this save at 
  the beginning of each of their turns. On a 
  successful save, this effect ends for that 
  creature. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  The Complete Psionics Handbook 5e 
  96 
  • 
  Confusion (emerald, rare): As an action, you 
  may spend 2 charges to activate this effect. 
  Sentient creatures in the projected cone must 
  make a Wisdom saving throw with a DC of 13. 
  Creatures that fail their saving throws are 
  confused per the spell for 1 minute. Affected 
  creatures may repeat their saving throws at the 
  beginning of each of their turns, and on a 
  successful save the effect ends for that 
  creature. 
   
  Third Eye 
  Wonderous item, uncommon (requires attunement by 
  seer) 
   
  Shaped from mother-of-pearl with a pupil of sapphire, 
  this decorative eye is set in a four-pointed star of silver. 
  Following attunement, you may press it to your 
  forehead and there it will remain until you fall 
  unconscious or else voluntarily remove it. 
  While affixed to your forehead, the third eye expands 
  the range of your clairvoyant awareness (and by 
  extension improved awareness) by 20 feet. 
   
  Topaz Diadem 
  Wonderous item, rare (requires attunement by a 
  paladin) 
   
  Typically designed and enchanted by knightly orders 
  dedicated to fighting psionic aberrations, this golden 
  diadem is surmounted by four brilliantly yellow 
  topazes. The diadem has 10 charges. While wearing this 
  diadem, you can use 1 or more charges to activate the 
  following abilities: 
  • 
  Psychic Bulwark (2 charges, reaction): If you 
  would take psychic damage, roll a d12 and add 
  your wisdom modifier to the number rolled, 
  and reduce the damage by that total. If the 
  damage is reduced to 0, any status effects that 
  might have been inflicted by the source of 
  psychic damage are negated. 
  • 
  Conceal Thoughts (2 charges, action): You 
  may manifest this power using your own spell 
  DC without needing or expending any power 
  points. 
  • 
  Heal Mind (4 charges, action): You reverse up 
  to 2d10 points of ability score reduction 
  suffered by an ally you touch, spread across 
  any of their mental attributes. 
  • 
  Tower of Iron Will (8 charges, action): You 
  may manifest this power without needing or 
  expending any power points. 
  The diadem regains 1d6 + 1 expended charges 
  following each long rest. If you expend the last charge, 
  roll a d20. On a 1, the gems of the diadem shatter and 
  lose their enchantment permanently. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Psionic Powers, Practitioners & Perils v1.9.pdf