PSIONIC

Psionic Powers for DnD 5e

Content under construction

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Note for the reader: The content presented here is in experimental mode and to the benefit of monsters only. Expect changes in some of its elements from time to time. The general idea will be to remain faithful to the principles of the Psionic as described in AD&D 2e, minus the necessary conversions to make the Psionic implantable in D&D 5e. Subsequently, I will develop the necessary tools to make the psionic a playable character class for D&D 5e.

The Psionic Disciplines

Psionic powers are divided into the following six disciplines:

Clairsentience. Overcome the limits of its senses.

Psychokinesis. Modify ad move matter across space.

Psychometabolism. Modify the physical body and its metabolic processes.

Psychoportation.Transport matter from one point to another without moving.

Telepathy. Create interaction between minds.

Metapsionic. Also called meta-science, metapsionic enhance and amplify other psionic powers.

Universal. A discipline common to all psionicists.

Mental Combat

Psionicists can perform mental attacks, and the target may attempt to activate a mental defense against the attacker. Non-psionic creatures are more vulnerable to mental attacks.

Mental Attacks. Ego Whip, Id Insinuation, Mind Thrust, Psionic Blast, Psychic Crush, Psychic Drain, Ultrablast.

Mental Defenses. Intellect Fortress, Mental Barrier, Mind Bar, Mind Blank, Thought Shield, Tower of Iron Will.

Within each discipline are major powers, called Sciences, and minor powers, called Devotions.

The source of Psionic powers

Every psionicist, when activating a psionic power, drains the energy from something called PSPs (Psionic Strength Points). The amount of PSPs depends on the creature ability score modifier, the amount of hit dice, the proficiency bonus and the type of creature.

How to read a Psionic Power entry

Each psionic power shows seven variables that provides all the information required to use the psionic power, these are: Power Score, Initial Cost, Maintenance Cost, Range, Preparation Time, Area of Effect, Prerequisites, Description.

Power Check. This is an ability score check – Constitution, Intelligence, Wisdom or Charisma. The DC is specific for each psionic power, whether it is a science or a devotion. In order to activate the psionic power, the psionicist must roll 1D20 and add the required ability score modifier plus its proficiency bonus.

Initial Cost. This is the cost to activate a psionic power and is expressed in PSPs (Psionic Strength Points). If the psionicist fails to activate a psionic power, because it fails the ability check, then it will have to pay half of the initial cost.

Maintenance Cost. This is the cost to maintain active a psionic power previously activated with a successful ability check. A psionicist can maintain active any number of psionic power as soon as it has PSPs available.

Range. This variable describes the range maximum range of the psionic power. It is no different from the range of a spell.

Preparation Time. This variable descried how much time the psionic power takes to activate.

Optional rule: If the descriptor shows a pure number within parethesis, then the psionic will have to subtract that number from its initiative roll.

Area of Effect. This variable works exactly as the area of effect of a spell.

Prerequisites. What the psionicist requires in order to activate the psionic power.

Description. This variable explains what the psionic power does and what effects it produces in terms of game mechanics.

Psionic Powers – Mind over Matter

Have a look at the preview on DrivethuRpg to know more about the Psionic Experiment.