Psion

Primary
Power
Hit Points
12
Talent
Related to your psionic awakening, with expertise in it
Class Question
Did I bend reality to my will in an unexpected way?

Psions unlock the sovereign power of the mind, reshaping reality through pure intent. While other casters rely on vocal incantations or physical reagents, a psion exerts direct mental pressure upon the world. Their power originates in a sudden awakening—a breakthrough where the perceived boundaries of thought dissolve, revealing that matter and space bend to focused will.

In combat, they use the strength of their mind to crush their opposition without saying a word. In dire moments, a psion loosens consciousness from physical flesh, letting their mind soar free of bodily limits to unleash spells at the speed of thought.

Core Feats

PsionicsCore Feat Spellcasting Feat

You shape magic with the raw force of your mind, casting spells through thought where others need word and gesture. Your spellcasting ability is +POWER. You cast your psionic spells without verbal or material components.

Choose a discipline:

Telepathy
You always know the Telepathy domain and the commune charm.
Telekinesis
You always know the Telekinesis domain and the mage hand charm. When you cast mage hand, you can make the spectral hand invisible; while it is invisible, you cannot upcast it to attack.

The charm your discipline grants is always readied. Whenever your discipline’s charm, or one of its domain’s core charms, is included in a spell or upcast, you can reduce the fatigue required to cast that spell by 1, to a minimum of 0.

When you gain this feat, choose 3 more domains from the psionic spell list. Whenever you take the Level Up downtime activity, you can swap one of those three domains for another of your choice from the psionic spell list.

You’re able to warp your inner power to your will, letting you ready non-rare charms for any of the domains you know. You have a charm pool equal to +SPELL plus your Prowess plus 1. As part of your daily preparations, you can change all of your readied charms. If you learn a rare charm as a level-up option, you can include it among the charms you ready.

Untethered MindCore Feat

You can loose your mind from the body that anchors it. The flesh falls still while your thoughts rise free, working your magic unhindered by a body’s pace.

You can untether your mind a number of times equal to your Prowess, recovering all spent uses as part of your daily preparations. To do so, spend 1 AP: your body drops unconscious and your mind rises to hover just above it. While untethered you are invigorated and quickened, and the unconscious condition can only be cleared by ending this stance. You can end it at the start of your turn: doing so removes invigorated and quickened, and your AP for that turn is reduced by 1. You’re proficient with your choice of glassblower’s tools, mason’s tools, potter’s tools, or a musical instrument.

While untethered:

  • Your spells still originate from your body — it murmurs their verbal components and twitches through their somatic ones. You must have your focus, and you cannot cast a spell whose material component has a listed cost.
  • Instead of spending AP to cast a spell, you pay its AP cost in fatigue, 1 fatigue per 2 AP (rounding up). You can’t spend more fatigue on casting in a round than your AP total (rounding up).
  • Add your +SPELL to the damage rolls of your spells.
  • The only techniques available to you are Cast a Spell and Regroup, which costs its usual 3 AP and requires no fatigue.
  • You have truesight out to 30 feet.