Dungeon Master

Sorcerous Origin: Blood Magic

Within your veins lies the darkest and most dangerous form of magic. Blood is a powerful arcane channeler. Only the foolish or the very wise tamper with it as a component, and those who do often suffer as much as they excel. As a blood sorcerer, you substitute self-mutilation for study. You may not be as well read as some spellcasters, but the path you’ve chosen taxes the body, not the mind.

Some blood sorcerers discover these occult secrets in ancient grimoires, learning to carve hideous but powerful symbols in their flesh. Others enter the apprenticeship of a vile mentor who personally instructs them. Whether you use blood magic to help others or to serve your own ambitions, it is a practice that will leave you scarred, literally and figuratively.


When you select this origin at 1st level, you learn the dark arts necessary to turn blood into an arcane enhancement. You can use blood as a replacement for the material components for any sorcerer spell you cast, including those with a cost listed. Your spell save DC for enchantment and necromancy spells increases by 2 while you use your blood as a material component.

Blood Blight

At 6th level, your blood begins to manifest occult properties that enhance your magic and leave you in pain. You can spend hit points to recover sorcery points. As a bonus action, declare the number of sorcery points you’re recovering and expend that many hit dice. Roll the expended dice and take that much piercing or slashing damage.

Additionally, the temperature of your blood becomes intolerably high. You are in a constant state of physical agitation and discomfort, and you find yourself going to extreme lengths to sooth it. For example, you might refuse to set foot in a room where a fire is burning in the hearth, or you might flee the sight of hot food or drink. You have odd physical tics that others find eccentric or off-putting because of the eternal fire raging in your veins.

Objects and creatures that touch your blood take 1 fire damage. You are immune to damage caused by your own blood.

Wounded Vigor

Beginning at 14th level, pain becomes a source of strength to you. When you take piercing or slashing damage, you immediately gain temporary hit points equal to the damage taken.

Primordial Surge

At 18th level, your spells seek out the blood of others. Living creatures that have taken damage and have less than 20 hit points remaining have disadvantage on your spells’ saving throws.

Sorcerous Origin: Vampire Bloodline

Not all vampires are made. Some are born, inheriting the abhorrent curse of their undead parentage. Vampires bear children only rarely over the centuries, more often rendering the honor to the wretched mortals upon whom they prey. The young resulting from such a union aren’t always evil, but they inevitably manifest certain insidious powers of the vampire. Sorcerers with the vampire bloodline origin face a harrowing choice: channel their inner darkness into a worthy cause as penance for the sins of millennia, or give in to the exhilarant predator within.

Vampire Weaknesses

When you choose this origin at 1st level, you gain the following susceptibilities.

  • You’re physically incapable of entering a residence unless one of the occupants invites you in.
  • You have disadvantage on attack rolls and ability checks while in sunlight.
  • If a piercing weapon made of wood is driven into your heart while you’re incapacitated, you become paralyzed until the stake is removed.

Undead Ferocity

Starting when you choose this origin at 1st level, your unarmed attacks deal 1d6 damage. You may choose to bite with your unarmed attack to deal piercing damage instead of bludgeoning.

You also have natural armor, making your AC equal to 13 + your Dexterity modifier while you’re not wearing armor.


When you choose this origin at 1st level, you gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


At 6th level, your taste for blood becomes insatiable, but the surge of power it grants is even more alluring. When you deal damage with a bite attack against a living creature that is incapacitated, restrained, or that you have grappled, you can spend 2 sorcery points to deal an additional 1d6 necrotic damage. You regain hit points equal to the necrotic damage taken. You can spend up to 6 points this way on a single bite, adding 1d6 necrotic damage (and hit points regained) for every 2 sorcery points spent. When you bite a creature that is charmed by you, it doesn’t end the charmed condition.

Children of the Night

Starting at 14th level, you can call upon the creatures of darkness to do your bidding. As an action, you spend 3 sorcery points and call 2d4 swarms of bats or rats if the sun isn’t up. If you’re outdoors, you can choose to call 3d6 wolves instead. The creatures take 1d4 rounds to arrive and remain for 1 hour, or until you are reduced to 0 hit points. During that time, you can dictate their actions with verbal commands or dismiss them as a bonus action. You cannot use this feature again until you take a long rest.

Immortal Corpse

Beginning at 18th level, you have resistance to necrotic damage, and bludgeoning, piercing, and slashing damage from nonmagical weapons. Your body no longer ages with the passage of time.


The vampire bloodline origin provides a way to play a character who is deeply changed by the influence of the vampire, usually because of a single vampire ancestor. If you instead would like to play a character whose ancestry is entirely vampiric, a descendant of Iarmov himself, you can use the optional traits below in place of choosing a race.

This option doesn’t perfectly replicate the vampire stat block with player character traits. If your character is transformed into a vampire or otherwise gains the full power of their kind, your DM should simply follow the guidelines for PCs as vampires found elsewhere. The traits below allow you to play a young vampire whose powers have not yet reached their full potential. They, along with the features of the vampire bloodline origin, create a gradual process through which your character gains the powers native to the vampire.

At your DM’s discretion, you may undertake a particular quest or initiation rite to replace all the below traits and your vampire bloodline features with the traits and actions of a true vampire. This will greatly increase the character’s effectiveness, and so DMs are warned to consider the ramifications of allowing a player to reach full vampire potential. Such a change usually alters the vampire’s alignment to lawful evil.

Vampire Weaknesses

You have the following weaknesses.

  • You take 20 acid damage if you end your turn in running water.
  • You take 20 radiant damage when you start your turn in sunlight.


You have darkvision within 120 feet.


You can use an action to polymorph into a Tiny bat or back into your true form. While in bat form, you can’t speak or cast spells, your walking speed becomes 5 feet, you have a flying speed of 30 feet, and the only attacks you can make are bite attacks. Your other statistics remain unchanged. Anything you are wearing polymorphs with you, but nothing that you are carrying does. If you die while polymorphed, you revert to your true form.


You are considered undead rather than living. Your body does not age with the passage of time.


Factions in Vinramar

Throughout Vinramar, there are organizations whose power and influence extends into most regions of the world. These factions pursue goals connected to a particular philosophy, deity, or agenda, and represent the groups that have at least a minor presence in any region where you choose to set a campaign.


Once a sacred order of knights-errant, Avan enclaves have become a secretive and widely misunderstood group. Their operatives valiantly combat slavery and injustice from the shadows, running underground communities where escaped slaves and Jharric worshippers can live a relatively peaceful existence.

Members of this faction espouse the ideals of Ava, goddess of love and courage. They condemn slavery and swear themselves to the protection of life and innocence. Where either are threatened, they bring deliverance, justice, and healing.

Avans cleverly hide their enclaves in secluded, defensible locations—forests, ruins, or caves—where enemies are unlikely to dig around. The location of this hideout is a closely guarded secret, revealed only to a Devout whom the Seneschal, or enclave leader, has approved. Those liberated by the enclave are offered a place to live among the Avans, but they must come and go blindfolded with an escort until they prove themselves worthy of the rank of Devout. Most enclaves consist of living quarters, a shrine or chapel, and an orphanage where members care for rescued children.

Once operatives advance beyond the initiatory ranks, they join one of two affiliations within the enclave: the Order of the Rose, which oversees and defends the enclave, or the Order of the Thorn, which conducts missions outside it. It is common for enclaves to include operatives devoted to other Jharric deities, especially Iala, the goddess of light and healing.

The highest ranking and most senior member of the enclave is named Seneschal and entrusted with the oversight of all business, direction over ritual observances, and the locations of the other Avan enclaves. The female Seneschal with the highest renown is named Matriarch, and charged with coordinating the actions of the many enclaves.

At times Ava herself reincarnates to lead the faith personally as a mortal of a given race. At such times she chooses a male husband to lead alongside her, known as the Consort of the Mother. Such a man commands unrivaled status among Avan devotees.

Typical Quests. Common Avan enclave efforts include seizing the supplies of a local tyrant to support the poor, protecting a jhareth from the Eitharmos, returning a stolen child to her parents, and escorting escaped slaves to freedom through a trail of hideaways and safe houses.


The King’s Army and Navy of Trentsmund is the foremost military force in the world. Its soldiers, known as the Black Dans for their iconic sable uniforms, can be found stationed across Vinramar fighting for the glory of Trentsmund—and the occasional spoils of war.

As a military outfit, the Black Dans are highly structured around a central command. From the capital at Forteth, the King of Trentsmund commands his forces through military councils, but the true power of the Black Dans lies with the company and field officers themselves. To the extent they keep their superiors happy, these characters live above the law in foreign lands, pursuing what action and renown they can within the bounds of military hierarchy.

Little stands in the way for any man or woman to join the Trentsmunder military. The King has offered 1 silver penny’s pay (sp) per month to those who don the Black of the Dans. If they join the Army, they become privates. If the Navy, they become seamen.

A private or seaman earning 1 renown is elevated to the position of sergeant or master-at-arms. Pay increases to 1 gold dollar (gp) per month, then doubles each time he or she moves up a rank, to a total of 256 gp per month for a general. With enough distinction, a doughty soldier can make a fine living. But getting those promotions takes grit and daring. Many die in their pursuit.

Alternatively, a character of sufficient means and reputation can purchase a commission in the Black Dans by paying the equivalent of 25 year’s pay at the desired rank. A captain’s commission totals 1,200 gp, while a colonel’s reaches 9,600 gp. This dubious practice has occasionally put a brainless dandy at the head of a column, it’s true. But a fool that daring usually dies as quickly as he buys his rank.

Each rank comes with an assigned command, a number of privates, ships, or other duties in the officer’s charge. These appointments are made by ranking officers, and can be favorable or not. Some soldiers are green or unruly, and some ships are cursed.

The exact duties of an officer depend not only on rank, but on the objectives of the engagement and his or her particular assignment. Intelligence officers and elite unit officers get the greatest share of adventure as they trek beyond enemy lines for tactical missions and espionage. Elite units are usually made up of a small detachment of privates hand-picked for specialized objectives like diplomacy, reconnaissance, science operations, or guerilla maneuvers. These are the daring men and women who win wars.

Some officers might pursue appointment to an intelligence position, chasing agents and manipulating the flow of information to gain the King an advantage on the field. Each position has a required rank, allowing a promising spy to eventually command a network of operatives in all manner of subterfuge.

Service in the Navy is more insular than the Army, with seamen generally confined to one vessel and captain. Officers in the King’s Navy are personally chosen by their captains, who frequently promote friends and allies. Rivalries aboard a navy vessel can be bitter, all the more so when the ship is alone at sea for months.

Typical Quests. Standard quests in the Black Dans include capturing a strategic fort or town, negotiating an alliance with local factions, gathering critical materials or information on enemy movements, and piloting a blockade run.


The Eitharmos is the last vestige of an ancient crusader cult sworn to purge the world of the jharethil and those who associate with them. Its warriors are called forth from time to time, mustering from the fabled city of Rhûminos like spectral hunters arrayed for war. The old tales rehearse the pursuit and slaughter of the heretics with fascination and dread.

The truth of the Eitharmos myths lies in the forgotten past. Etholchan teachings hint that Arrochimeir, eldest son of Daemoth, was slain with seven wounds in a cataclysmic battle now only half-remembered. In reverence to him, the hunters of the Eitharmos are inducted by the Wounding Rite, in which seven deadly cuts are made in the novitiate’s flesh. By the dark blessing of Arrochimeir, these Seven Wounds suspend the hunter from aging.

Crusaders are drawn in by this promise of eternal life through inquisition. Unlike other Daemothites, they concern themselves deeply with questions of purity and absolution. Their overarching goal to cleanse Vinramar of those they consider heretical is a twisted reflection of their need to be accepted by divinity.

Once a novitiate undergoes the Wounding Rite, he or she ascends through four ranks of military and religious training to become an Otu’lesk, one of the elite commanders overseeing 500 Arui each. The Otu’leskim are permitted for the first time to meet the Ouleithirim, the circle of seven supreme judges, and take instruction directly from them. With every mission, every kill, their devotion and absolutism grow. By obeisance to the Ouleithirim, their demonic strength becomes indelible.

While the most radical among them carefully amass power over hundreds of years, weak and disaffected hunters are punished as savagely as the heretics they stalk. Hundreds of deserters from the order live throughout Vinramar, lingering in a half-waking perpetuity for as long as it takes the Eitharmos to root them out. Deathless exile gnaws at them with torturing questions about right and wrong. When given a chance at redemption, these forsworn crusaders often rise to the occasion.

Typical Quests. Typical Eitharmos quests include tracking a fleeing jhareth, sifting clues to the location of a hidden Jharric chapter house, negotiating with a reluctant informant, and gathering novitiates from the four corners of Vinramar.


The more orthodox followers of Daemoth belong to the Etholchan Church. This sect preserves many of the religious traditions of Ancient Mohtra, including ceremonial dress, child sacrifice, and a code of fraternity that encourages loyalty to the Church above all else.

Etholchan priests are respected throughout the West as a symbol of pre-human heritage and embassadors of the most powerful religious organization in the world. Though most don’t openly wield divine magic, a priest who does display the miraculous power of Daemoth becomes a treasured—or sometimes hated—figure among Daemothites.

The core Etholchan philosophy is that Daemoth (to them the supreme Creator) asks nothing but obedience to his authority. Rather than a set of commandments or code of behavioral expectations, the Church rewards those who follow the specific instructions of their god, as voiced by church leaders. The phrase, “It is God’s to sacrifice,” is a common adage among Etholchans, implying that Daemoth doesn’t care how you live, so long as you act when he or his representatives call.

While obedience is their chiefest virtue, weakness is the Etholchans’ deadliest sin. To show frailty, fail, or fall behind is to become unworthy. This doctrine has been championed by the Etholchan Inquisition over the centuries, justifying (in their minds) the systematic execution of heretics, including the jharethil and Jharric followers. To most Etholchans, the punishment of weakness is a law of nature.

All of the Etholchan hierarchy answers to the Hohram, a divine seer that is the sect’s central figurehead. Commanding the absolute obedience of every Etholchan in Vinramar, the Hohram is perhaps the most powerful person in the world.

Followers and priest alike wear the ritual dress of the Etholchans whenever in public, as a symbol of Deamoth’s constant hold over the life of the wearer. The dress consists of a tunic that laces up the front, worn with a wide purple girdle trimmed in black. Both are often worn in conjunction with other clothing, but are required public dress for believers in good standing.

Typical Quests. Common quests in the Etholchan Church include investigating the a person’s claim to be a daemon, rescuing holy writings or sacred ground from being defiled by Jharric believers, running the political campaign of an Etholchan political candidate, and establishing an Etholchan mission in the outlands.


As the most prominent network of Senfaerist temples, the Humenhi Wayfarers have their Sacred Mysteries throughout Vinramar. Each of these doctrines corresponds to one of the 36 Methods of Liung Do, an array of martial arts techniques developed by Humenhi, the founder of the discipline. A wayfarer’s training begins with the simple virtues of restraint, discipline, modesty, and mutual trust.

The headquarters of Humenhi Senfaerism is the Liung Do Temple in Aldalar. From its secluded monasteries—and smaller temples scattered across the world—rise highly capable monks of every order. These enlightened warriors champion Senfaer’s charge to protect the four worlds from threats beyond the stars.

To join a temple and become a Peregrine, aspiring wayfarers need only prove their earnest determination to receive training. This is often done through an initiation quest such as delivering a message to a faraway monastery, caring for monks mutated by aberrations, or learning the first four Methods of Liung Do. Once the quest is complete, the aspirant takes the Humenhi vow and dons the robe of the wayfarer. The vow includes a promise to refrain from indulgence, deceit, intoxication, sensuality, and flippancy.

A wayfarer advances within the temple where he or she is accepted. Time, experience, and rigorous training all factor into this progression. With each rank are taught additional Methods of Liung Do and their corresponding Mysteries, through ritual, martial arts drills, and practical application. It’s common for some to find the higher-level doctrines bizarre or distressing.

Typical Quests. Common Wayfarer quests include closing dangerous portals, hunting intrusive aberrations, harvesting ingredients to cure a plague, and erecting waypoints for others traversing the Darkplane.


The Infernossos is a network of covenanted signatories—damned souls who have contracted their services to the archdevil Gauren. Most signatories are clerics and warlocks looking for unholy power, but there are also rogues who serve the archdevil as spies and assassins.

With written covenants serving as the basis for all service within the Infernossos, the organization uses complex bylaws to enforce fealty, encourage patronage, and strengthen its interests throughout the world. Its operation often resembles a crime ring dependent on reciprocity of services. Authority within the Infernossos resides with a system of courts, whose Provosts and Prelates exact the terms of each signatory’s pact.

Precise goals and duties within the Infernossos depend largely on the agenda of the individual devils to whom a signatory has sworn service. Often they involve the wielding of political, economic, or social influence in a manner beneficial to others within the network. Control over mortal affairs is endlessly appealing to the fiends that hold sway over the infernal courts, but above all, the Infernossos seeks recruits. To that end, signatories that reach the rank of Notary are charged with headhunting new members.

Typical Quests. Common quests within the Infernossos  include stealing or replacing official documents, assassinating disruptive individuals, punishing other signatories for disloyalty, and gaining the favor of an influential politician or merchant.


Historically, the Jharric Faith was a highly organized religious tradition with strong connections to the ancient jharethil. Millennia of persecution have reduced their congregations to small groups that pray together at hidden mountain shrines. Secrecy is all that stands between them and execution by the Eitharmos.

The Jharric Pantheon is comprised of Jharus, Loragg, Ava, and Iala. Three of these four are served by a single religious hierarchy which mediates between the gods and the Faithful that revere them. Ava, however, is represented by her own operatives within the Avan Enclaves, somewhat apart from the other Jharric gods. Within the Jharric Faith, priests that reach a renown of 10 pledge themselves to one deity, whether as Ensigns of Jharus, Abbots of Loragg, Ialhalil of Iala, or joining an order within a local Avan Enclave.

In the secret cities of the jharethil, hidden from the sorrows of the world, the church is still organized as it was of old. The reigning king or queen serves as High Priest or Priestess over the city, heading both a political and a religious council. A Lansarus sits on the religious council with all others of that rank, and the Elders each govern one congregation of the Faithful, called a chapter. Chapters meets in their own chapter houses, and employ a number of Priests and Votives relative to the size of the congregation.

The Faithful are deeply concerned with the principle of mahat, which represents the five keys of the natural universe: balance, justice, life, purity, and truth. Mahat is both a concept and a force. According to the teaching of the Jharric Faith, it is what protects the four worlds and all natural life from the infectious influence of the Darkplane. It emanates from Salvendum, sowing life and ordering matter by natural laws.

Members of the Jharric Faith are expected to preserve mahat by embodying its five keys—maintaining personal balance, sustaining order and justice, preserving life, encouraging moral rectitude, and speaking only truth. Of course, this is far easier said than done, especially since much of the world sees the Faithful as unclean heretics.

Priests of Jharus. Among the priests of the Faith, those that serve Jharus are the quickest to action. The elite of their order, the Ensigns, train in both combat and the channeling of divine magic. Those who follow Jharus are expected to uphold his tenets and succor the weak. Though they embrace all five keys of mahat, Ensigns tend to place more emphasis on justice than life, and consider sin or oppression sufficient justification for capital punishment.

Priests of Loragg. Abbots oversee the preservation of religious and historical records, as well as the defense of sacred relics. Their work often requires seclusion, prompting the building of separate abbeys where they can organize, translate, and transcribe the sacred writings of the jharethil. The largest abbeys house hundreds of Abbots, Priests, and Votives, all in the sacred charge of the Head Abbot. Abbeys are rare outside jhareth cities, with the Abbots instead acting as wandering scribes and scholars.

Priests of Ava. In many ways, Ava is a goddess apart from the other three, but a priest of the Jharric Faith can use renown gained from that organization to advance within an Avan Enclave.

Priests of Iala. Iala’s shrines are often arranged beside those of Jharus, since light and purity are precursors to justice and life. Priests who focus their faith toward Iala are promised virtue, clarity, and health. To the Ialhalil, nothing is more important than the capacity to forgive and mend.

Typical Quests. Quests typical among the Faithful include performing healings in a plague-infested village, smuggling holy relics out of an Etholchan city, interrupting a demonic ritual, and cleansing a desecrated temple to Jharus.


The Mozralchic Order is a circle of agents specializing in witch-hunts, slaying monsters, and protection against the dark arts.

Mozralchic agents train dutifully to combat evil and unnatural influences through investigation, diplomacy, and subterfuge. Aberrations, monstrosities, primordials, and undead are their primary targets, though they are often consulted in the detection of fiends and the Black Arcane. Perhaps because they consider themselves to serve a greater good beyond the rivalries of nations, agents of Mozralchi have a history of acting as unofficial advisors and ambassadors between polities. To formalize their role as diplomats, members of the order dress in white and wear the Hamzara, or black seal, a ring or amulet engraved with a protective sigil.

In their ambition to cleanse Vinramar of all that is unnatural, the Mozralchic Order dabble in the very practices that they combat, including those traditionally forbidden by most societies. Fighting fire with fire, so to speak, is a tactic the order considers heroic. Agents without the grit to endure the consequences of such perilous endeavors often meet a woeful end. The order isn’t delicate about punishing its own.

Mozralchic agents are required to learn the speech of ravens, using the birds as messengers that can’t be intercepted or interrogated. At times the need for secrecy extends beyond their quarries—the Etholchan Church and nations traditionally under its influence are highly disdainful of the Mozralchic agents, disrupting their operations and imprisoning or executing them with the least excuse. Outside the region of Motta, most rulers at least begrudgingly respect the order.

The newest initiates of the order are simply called Brother or Sister. After a period of trial as an Agent and receiving the ceremonial vestment as a Scapular, the novice is accepted as a fully gazetted member. The order is governed by the 13 most senior Hallowed Intercessors, called the Council of Thirteen.

Typical Quests. Standard quests of Mozralchic agents include infiltrating a coven of witches, tracking the movements of a vampire, interrogating a necromancer, negotiating terms of surrender from one ruler to another, and coordinating a nationwide response to an onlaught of primordials.


No mercenaries command so fearsome a name as the Goltari soldiers known as the Nusalmatma. Under the banner of the shedu (a winged bull with the head of a telmatra) they hire out their services as scouts, bodyguards, law enforcement, and elite military units.

The sheer number of Nusalmatma mercenaries is a testament to the organization’s legacy and stability. Satellite camps across Arrochule, Arwest, Syrikhal, and the Norlythe function as recruitment and deployment centers, shipping out hundreds of Nusalmatma to quell rebellions, rout levied troops, and keep the peace across Vinramar. It’s a life of discipline and prestige.

These mercenary practices are rooted in the traditional telmatra warrior culture of the fifth century. The name Nusalmatma originates from the caste of slave soldiers called nusalham-atra (literally, the people of the chain and sword), that seized power over the telmatra in the wake of the humans’ arrival in Goltaraim. Mercenaries track their kills—even those they’re not proud of—with trophies from the bodies, and are paid a correlating commission. With the wrong temperaments present, this system can easily turn a peacekeeping force into a death squad.

As might be expected, the first goal of a mercenary is cash. The most coveted jobs are those that pay handsomely, such as the household guard of a wealthy patron. But even the richest noble can’t match the commissions that a genuine war brings.

The organization as a whole, however, does place value on the good of common folk. When a job demands the Nusalmatma take a stand on behalf of decent, ordinary people, its soldiers truly shine in their duty. Captains take notice of this sort of honor, fostering and promoting recruits that display it.

Typical Quests. Typical Nusalmatma quests include defending a food store from bandits, training a force of levied farmers to fight as a column, suppressing riots, and setting up a constabulary in a frontier city.

Update on the Psychic

You can find a printer-friendly .pdf copy of the psychic class here. I hope you enjoy playing around with it as much as I have. Feel free to leave some feedback as you look it over and implement it in your game.

The following is a new version of the psychic class, adjusted based on playtesting and feedback from the Darkplane backers.

My goal with these changes is to beef up the class's core abilities (especially psychic attacks and spellcasting) and make the disciplines more balanced and flexible. The largest change has been to the Contact feature, which now is a way to detect sentient creatures, and no longer requires the caster to make contact before targeting a creature with a spell. That means the spellcasting is much less bogged down.

I've also increased the number of psychic devotions a character gets, and freed them up so that they're all available to every character. The highest tier (50-point) of each devotion, however, is reserved for psychics of the corresponding discipline.

New Class: Psychic

EDIT: There is a new revision of this class based on playtesting and feedback.

Here's a concept I've been working on, and I'd like to get some feedback from anyone interested. A few months ago I drafted a version of a psionic class inspired primarily by the psionicist of early editions, and had a player playtest it a bit in my home game. Just as we began to identify problems and rework it, this article popped up on Unearthed Arcana.

I initially thought it had saved me from having to design an entire class from scratch, but there has been some interest in seeing my more utility-based psychic and doing a little comparison. So below I present my psychic in its current form. Please feel free to check it out and weigh in on the survey at the bottom. Here's a printer friendly version.


In a dark parlor, a silent figure renders intruding thugs unconscious without moving a muscle. Charging skeletons explode one by one into a hail of inanimate bones as a courtly woman struts deeper into the ruined mausoleum. Two shadowed beggars lock eyes in an invisible battle every bit as perilous as dueling rapiers.

Psychics have been gifted with extraordinary mental powers that give them frightening control over the material world around them. These mental powers might resemble magic, but unlike the wizard’s arcane energy or the cleric’s divine domain, a psychic’s abilities come from deep within­.


Though some spend a lifetime studying and pursuing psionic talent, it is most often the path that chooses the traveler and not the reverse. A few enthusiasts have been known to develop psionic awareness through study, but the vast majority of psychics are gifted at birth, in near-death experiences, or through other circumstances outside their control.

Though it has been called a sixth sense, psychics prefer to describe their gift as an entire new set of senses. Hearing, seeing, smelling, tasting, and touching all interact with physical matter. Those with psionic abilities can sense mental matter—the projected energy from a thought, a desire, an intention, or a memory. As with physical senses, sensing mental energy often leads to manipulating it.

Psychic power is incredibly versatile. It can serve as an aid and last resort in battle, a lucrative career during downtime, or an ethos that consumes the attention and zealotry of the most fanatic disciples. How you use it depends on several factors, including how your talents shape your unique worldview.


Those most experienced with psychic practices know that they can open up a terrifying new perspective of reality. To them, material existence becomes one piece in a larger cosmic puzzle as their senses are flooded with outside emotions, memories, and cries for help. In meditation they learn to sort through the irrelevant, the useful, and the dangerous.

Some individuals, or paranormal organizations like the Sounding, reach out to those they discover with psionic gifts to offer formal training or mentorship. Psychics instructed this way might have an easier adjustment period, or become more familiar with the ins and outs of the invisible world, but it isn’t a science. Nothing about psychics is enitrely explainable.


As you create a psychic, think about when your psionic awareness began and how it influenced your life from that point. Were you born with the gift? Did it arise from a traumatic experience or contact with other psychics? Perhaps a brush with something alien and unnatural opened your mind to a new set of senses that mortals weren’t meant to have, or a mysterious organization used a blasphemous procedure to alter your brain.

How did you learn to harness this new awareness? Were you found and trained by another psychic, or did you have to teach yourself to focus your unique abilities? What about your gift makes life difficult or different, and how has that affected your goals and motives? How do you cope with the chatter of extra senses?


You can make a psychic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Wisdom. Second, choose the medium background. Third, choose the blade wardfriends, and minor illusion cantrips, along with the 1st-level spells commandsleep, and unseen servant.


As a psychic, you gain the following class features.

Hit Points
Hit Dice: 1d6 per psychic level
Hit Points at 1st Level: 6 + your Constitution modifer
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psychic level after 1st


Armor: None
Weapons: All simple weapons
Tools: Herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Medicine, Persuasion, and Religion.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortbow and 20 arrows or (b) any simple weapon
  • (a) a component pouch or (b) a psionic focus
  • (a) an entertainer’s pack or (b) a scholar’s pack
  • An herbalism kit and a dagger


Starting at 1st level, you can access a reservoir of mental focus that fuels your psychic abilities. This focus is represented by devotion points. The number of devotion points you have is based on your psychic level, as shown in the Devotion Points column of the Psychic table.

If you spend 30 or more devotion points at one time, you gain a level of exhaustion.


You have unlocked the hidden prescience of your mind, enabling you to create spell effects with no more than a thought. Unlike other spellcasting classes, your spells are psionic in nature. Their effects come through discipline and inward reflection.

To cast a psychic spell, declare the spell you wish to cast, then expend a number of devotion points that correspond to the spell’s level, as listed on the Devotion Point Cost table. You can’t reduce your devotion point total to less than 0. You regain all spent devotion points when you finish a long rest. Cantrips have no spell level and therefore don’t cost devotion points.

In addition to the listed devotion point cost, your spells can only target yourself and creatures with whom you have psychic contact. This includes creatures that initiate psychic contact with you. See Contact on the next page for details.


At 1st level, you know three cantrips of your choice from the psychic spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psychic table.


At 1st level, you know three 1st-level spells from the psychic spell list. These are the spells your mind has mastered, and you can spend devotion points to cast them without material components.

The Spells Known column of the Psychic table shows when you learn more spells of your choice. You cannot learn spells of a higher level than your max spell level, as listed on the Psychic Table. For example, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level. 


Intelligence is your spellcasting ability for your psychic spells and devotions, since your magical effects are psionic in nature. You use your Intelligence whenever a spell description refers to your spellcasting ability. You likewise use your Intelligence modifier when making an attack roll or setting the saving throw DC for your psychic spells and devotions.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier


You can cast a psychic spell you know as a ritual if it has the ritual tag. If you use the material components listed in the spell’s description, the ritual’s devotion point cost is halved.


You can use a psionic focus as a spellcasting focus for your psychic spells.


At 1st level, you can initiate psychic contact with any creature within 100 feet of you. You don’t need to see the creature, but you must be aware of its presence before you make contact. If the creature is willing or has an Intelligence score of 3 or less, this contact is automatically successful and doesn’t require an action.

If the creature’s Intelligence score is 4 or higher, and it chooses to resist your psychic contact, you must use a bonus action to force it to make a Wisdom saving throw. Until it fails this saving throw, your  psychic contact with it is unsuccessful. On a successful saving throw, it becomes aware of your attempt to enter its mind.

Once contact is successful, it lasts until you choose to end it or until the contacted creature is no longer within 100 feet of you. While in contact, you and the creature can speak telepathically with each other. The contacted creature understands you even if you don’t share a language, but it must know at least one language to respond.

If you choose, a creature you’re in psychic contact with can speak to another contacted creature as well. When someone in psychic contact speaks telepathically, those you choose to hear become aware of your presence in their minds.

Creatures with the Thought Shield feature or the ability to cast psionic spells immediately sense your attempt to make psychic contact with them, although they don’t necessarily know who is attempting it. Such creatures can spend a bonus action to contest Intelligence with you. If the creature wins the contest, all psychic contact between you ends.


Beginning at 1st level, you can make surface swipes at an enemy’s mind. As an action, make a ranged spell attack against a creature within 100 feet. The target uses its Intelligence score in place of its AC against this attack, and it gains no benefit from cover. You don’t need to see the creature or have psychic contact with it, but you must be aware of its presence.

On a hit, the target takes 1d8 psychic damage and has disadvantage on its next saving throw to resist your psychic contact. This ability doesn’t cost devotion points, but you must have at least 2 devotion points remaining in order to use it.


At 1st level, your mind is able to resist unwanted intrusion. When you and a creature are in psychic contact that you didn’t initiate, you can use a bonus action to contest Intelligence with it. If you win the contest, all psychic contact between you ends.
In addition, if a creature attempts to communicate with you telepathically, you can spend a number of devotion points equal to its Intelligence modifier to block any telepathic conversation for 1 minute.


When you reach 2nd level, you choose a psychic discipline that reflects which path you focus your talents on: Clairsentient, Psychokinetic, Psychometabolist, Telepath, or Teleporter, all detailed at the end of the class description.

Your discipline choice grants you features at 2nd level, and again at 10th and 18th level.


Beginning at 6th level, you can use an action to injure the mind of a creature you’ve made psychic contact with. When you use Ego Whip to attack a creature, you may spend a number of devotion points up to half your psychic level before making the attack. You deal an extra 1d8 psychic damage for each devotion point you spend.

In addition, when you make psychic contact with other creatures, they don’t benefit from the Thought Shield trait unless they also have the Psionic Barrier trait. You treat creatures that can cast psionic spells the same as those who don’t for the purposes of making psychic contact.

Whenever you deal psychic damage to a creature, you can cause it to lose that many devotion points (or an equivalent number of psionic spells slots) instead.


At 6th level, your psychic defenses are bolstered against intrusion. You add your proficiency bonus to saving throws against psionic spell effects (if you haven’t added it already), and you have resistance to psychic damage.


Beginning at 14th level, you can draw an impenetrable curtain across the minds of nearby allies to stop others from tampering with them. You can use a bonus action to stop any telepathic communication to yourself or a creature you have psychic contact with.

In addition, when a creature forces someone within 15 feet of you to make a saving throw to avoid being charmed, dominated, or psychically contacted by a creature, you can make the saving throw for each of them using your Intelligence score + your proficiency bonus. If a creature forces you to make a saving throw against any of these effects, you can spend a number of devotion points equal to twice the creature’s Intelligence score to succeed automatically.


Starting at 14th level, you can use a bonus action to initiate psychic contact with all creatures within 30 feet.


Starting at 20th level, when you finish a short rest you regain a number of devotion points equal to your Intelligence score.


A gifted psychic manifests a wide array of powers. Some overlap is expected, but the strongest and most versatile abilities are connected to the psychic’s particular form of psionic talent. Known as disciplines, these powers manifest only once their possessor spends the time necessary to hone them.


As masters of the unknown, most clairsentients refer to their psychic powers as if they were a separate entity imparting knowledge. They might ask a dead loved one to show them visions of the past or future, read hidden secrets in tarot cards and tea leaves, or call upon “the spirits” to project their consciousness to far away places. Although they treat such knowledge as a gift, they know its source lies within their own prescient minds.

When clairsentient abilities manifest, it often compensates for a psychic’s physical limitations. A blind woman might see only spiritual auras, or a young cripple could learn to project his consciousness beyond his mortal body. Whether able-bodied or not, clairsentients often value knowledge over physical prowess.


When you choose this discipline at 2nd level, you can psychically contact and use Ego Whip on creatures within 150 feet. You learn one of the following spells: detect magicdetect poison and disease, or identify.


At second level, when you choose this discipline you learn a clairsentient devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional clairsentient devotion at 10th level, and another at 18th level.


You gain the ability to project your sensory consciousness out of your body and through space.

5 Devotion Points: Choose sight, hearing, touch, taste, or smell. You can use your action to project this faculty up to 30 feet, allowing you to use it as if you were physically moving along the chosen route. Until the end of your next turn you can perceive anything with that one sense that would be perceptible if you were physically in its space.

The new location of your projected sense replaces that faculty’s perception in your actual location. You can’t, for example, see from your physical eyes while looking through sight projection. It can travel through walls or other barriers as you choose, but can’t move more than 30 feet.

20 Devotion Points: You may choose one additional sense to project along the same path, and the distance they can travel increases to 1 mile. While you maintain concentration, the senses can remain projected for up to 10 minutes. During that time you can use an action to move them 30 feet.

50 Devotion Points: You can project all five senses to any location you’ve visited or seen on your current plane, or into the dreams of an unconscious creature you’ve made psychic contact with. If you choose, an image of your physical body appears where your senses travel, and you can speak through it.


Your awareness can extend to different points in time, either past or future.

5 Devotion Points: You can use this devotion to cancel the effects of being surprised, or as a reaction to gain advantage on a single die roll.

20 Devotion Points: At the end of your turn, you can use this devotion to go back to the instant your turn began and start again. Everything that occurred on your turn no longer happened, on the condition that you change your course of action. If you take an action that matches one you took before, events return to the way you “foresaw” them the first time, including the results of dice rolls and character responses. Your DM has the final say on whether your second try is sufficiently different from your first.

Alternatively, you can use this devotion as a bonus action to look no more than 10 seconds into the past, seeing and hearing what happened in your precise location at that time.

50 Devotion Points: You can use this devotion to project your consciousness into a different point in time, seeing and hearing what occurred in your precise location up to 10 years in the past or future.

You must concentrate in complete stillness, 1 minute for each day of time you wish to pass through. You are considered unconscious during this time, and can only perceive the passing of the timestream until you have concentrated for the required duration. If you are moved or take damage, your concentration ends and you immediately regain consciousness in the present.

Once you have completed the required time for concentration, you can see and hear events as they transpired in real time. During this time, you’re invisible and cannot interact with anything in the past. After an hour has passed, you regain consciousness in the present unless you spend another 50 devotion points to extend your time projection another hour.

Note for DMs: This devotion can make your job difficult. Be cautious about how you frame scenes in the future, especially when they involve PCs. Be sure to keep track of what is seen and heard, and enlist your players to give input on their character’s future actions. It’s up to you whether or not these events are able to be changed.


When you learn this devotion, you gain the ability to read the psionic energy imbued in objects and creatures.

5 Devotion Points: You can use this devotion as an action to detect a creature’s general emotions, either on their person or left on an object or location. You can sense broad feelings like agony, anger, confusion, excitement, fear, gratitude, happiness, malice, sadness, or temptation. If sensed on a creature, you know who’s feeling the emotions you sense. If on an object or location, you can’t be sure.

20 Devotion Points: You also sense an aura of the creature’s type, alignment at the time the impressions were left, plane of origin, and its relative toughness (challenge rating or character level).

50 Devotion Points: In addition to the above effects, you can ask the DM for two pieces of information about a creature that left the impressions you’re reading. The information can be general or specific, relating to its past, future, motivations, or secrets. Your DM can ask you to choose a different question if he or she deems yours unsuitable. At any point before getting your first answer, you can retract the request and pay 20 devotion points instead of 50.


The ability to manipulate physical matter without touching it may not be unique to psychokinetics, but they do it better than most. Rather than projecting their consciousness, they send out powerful bursts of semi-permeable force from their minds. It’s common for psychokinetics to be impulsive and emotionally volatile. Whether this makes them dangerous or valuable as allies, no one can dispute their raw power.


Beginning at 2nd level, when you use Ego Whip,you can choose to deal force damage instead of psychic. You learn one of the following spells: jumpshield, or unseen servant.


When you choose this discipline at 2nd level, you learn a psychokinetic devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional psychokinetic devotion at 10th level, and another at 18th level.





You can project a physical force from your mind dexterous enough to performed detailed tasks.

5 Devotion Points: You can use this devotion as an action to manipulate objects with your mind as if both your hands were touching them. The force you project to perform this manipulation has a reach of 15 feet, meaning that you can only touch objects within that range. For example, you could swing a shortsword, pick a lock, or use a healing kit to stabilize a fallen ally.

You can only perform one action with the objects before they drop from your telekinetic grasp. If you perform an action with this devotion that would normally require the use of your Dexterity, you can substitute your Intelligence score or modifier.

20 Devotion Points: The range of your telekinetic grasp increases to 50 feet, and you gain the equivalent of two more hands. You can maintain the projected force until the end of your next turn, and you can use a bonus action and a reaction with it in addition to the initial action you take. Before the effect ends, you can spend another 20 devotion points to extend its duration one turn and continue a prolonged task, such as puppeteering a suit of armor to walk convincingly, playing two instruments in the air at once, or searching a room with rapid precision.

50 Devotion Points: Your animating projection has a range of 200 feet (although it still requires you to see the objects you’re manipulating), and the equivalent of six more hands (a total of 10). Your telekinetic grasp can perform three actions, three bonus actions, and three reactions each turn that you maintain it.

By spending two of these actions, you can move a creature your telekinetic force has grappled with enough precision to choose what physical action it takes on its turn.

Alternatively, you can use this devotion as an action to apply your telekinesis to up to two mundane objects (such as a suit of armor or a rug), turning them into animated versions of those objects. You can use this initial action and any subsequent actions to command the animated objects to act. The effect lasts for one turn unless you spend another 25 devotion points before it ends to extend its duration another turn.

Force Projection

If the Animate devotion manifests as intricate articulation, Force Projection turns your psychokinesis into brute strength.

5 Devotion Points: You can use this devotion as an action to apply blunt force to an object or creature within 15 feet of you. You can make a ranged spell attack roll against the target, dealing 1d10 force damage on a hit and knocking it prone. Targets take half that much damage on a miss and remain standing.

Alternatively, you can use the projected force to take an action (other than an attack) that would normally call for the use of your Strength, such as moving a heavy object, bashing through a barrier, or jumping over a chasm. When taking this action, you can use your Intelligence score or modifier instead of Strength.

20 Devotion Points: Your force projection becomes a 15-foot line, cone, cube, sphere, or cylinder, targeting all objects and creatures it touches. Choose its point of origin, within 15 feet of you. Make a ranged attack roll against each target, dealing 6d6 force damage and knocking the target prone on a hit. It takes half that much damage on a miss, and the target remains standing.

If you use this devotion to substitute your Intelligence score or modifer for Strength, your Intelligence score becomes 20 for the purposes of that action. The range of your force projection is 30 feet.

50 Devotion Points: The line, cone, cube, sphere, or cylinder you create increases to 25 feet, with a point of origin within 100 feet of you. Damage on a hit increases to 12d6 force damage.

The range of your force projection becomes 125 feet, and you can use an action to shape it into a barrier like that described in the wall of force spell. It lasts until the end of your next turn. Before that time, if you spend another 25 devotion points, it extends the duration one turn.

If you use this devotion to substitute your Intelligence score or modifer for Strength, you double your modifier for the purposes of that action.

Matter Manipulation

When you learn this devotion, you gain the ability to sense and shape the composition of physical matter.

5 Devotion Points: You can use this devotion as an action to determine the chemical makeup of an object. You know in detail what materials it’s made from, how long ago it was formed into its present state, and what special properties it has. Some common uses of this devotion are to detect poison, date artifacts, or identify magic items.

20 Devotion Points: You can use this devotion to concentrate for 1 hour, making changes to the form or chemical makeup of an inanimate, nonmagical object. For every hour of concentration, you create one of the following effects in an area of 3 square inches.

  • Heat an object to 300 degrees Fahrenheit
  • Cool an object to 0 degrees Fahrenheit
  • Change an object’s shape
  • Change the material an object is made from
  • Create a new object from matter in the air

If you’re attempting to replicate a specific design or shape, you must make an Intelligence check to see how closely it matches your intended result. The result of your roll becomes the DC for creatures making a Wisdom (Perception) check to spot the fake. If your result is less than 10, the object doesn’t function according to your intended design.

50 Devotion Points: The area you can affect increases to 20 square feet per hour of concentration. You can extend your concentration for another hour by spending an additional 25 devotion points.


Psychometabolists are complete masters over their own bodies, controlling their shape and functions like a chameleon. Their powers often activate instinctively, allowing them to shift and augment their physical capabilities.

Not every psychometabolist is comfortable with the changes they can create within themselves. Some gravitate toward amplifying their natural bodies, feeling most comfortable in their own skin. Others are more risky, prefering to explore new and strange forms.


When you choose this discipline at 2nd level, you gain a +4 bonus to your initiative. You learn one of the following spells: disguise self, false life, or longstrider.


When you choose this discipline at 2nd level, you learn a psychometabolic devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional psychometabolist devotion at 10th level, and another at 18th level.


When you learn this devotion, you become capable of absorbing energy and forces that would otherwise damage your body.

5 Devotion Points: When you take force, lightning, radiant, or thunder damage, you can use this devotion as a reaction to reduce the damage you take by an amount equal to your Intelligence modifier.

20 Devotion Points: You can also reduce acid, cold, fire, and poison damage with this devotion, and the damage is reduced by an amount equal to your Intelligence score.

50 Devotion Points: You can also reduce bludgeoning, necrotic, piercing, and slashing damage with this devotion, and the damage is reduced by 30 + your Intelligence score.

Metabolic Boost

This devotion allows you to kick your body into overdrive, speeding up its function with a boost of adrenaline.

5 Devotion Points: You can use a bonus action on your turn to gain advantage on your next ability check or to take the Dash, Disengage, or Dodge action.

20 Devotion Points: In addition to the above effect, you can take a second action at the end of your turn.

50 Devotion Points: In addition to the above effect, you immediately gain a number of temporary hit points equal to your psychic level + your Intelligence score.

Alternatively, you can use this devotion at a cost of 50 devotion points to spend 1 hour of concentration permanently aging your body forward or backward a single year. You can concentrate for an additional hour, aging or rejuvinating another year, by spending 25 devotion points before the first hour ends.


This devotion twists the matter of your body to change its nature and shape.

5 Devotion Points: Choose your arm, leg, head, or other body part. You can use this devotion as an action to alter that part for 1 minute in one of the following ways.

  • Change its size up to two categories (medium to tiny, small to large, etc.)
  • Change its shape or appearance
  • Change the material it’s made of (treat it as an object such as a club, shield, or shovel)
  • Make it a source of bright light for 10 feet
  • Make it invisible

The body part remains the same in every way except for the effect you choose, which is isolated to the area you designate (no larger than a single appendage).

20 Devotion Points: You can choose two effects from the above list, and they can apply to two areas of your body or a single area roughly twice the size. For example, you could change your head and shoulders into those of a minotaur, or you could change both arms to be twice their length and made of rope.

50 Devotion Points: You can choose up to two effects from the above list and apply them to your entire body for up to an hour. You can extend this duration an hour by spending 25 devotion points before the first hour is up.

Alternatively, you can use this devotion as an action to transform into another creature or object you’ve seen for up to 1 hour, or until you drop to 0 hit points. All of your game statistics, except for your Intelligence and psychic traits, are replaced those of the chosen form. Any gear you’re carrying does not transform with you.

You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you metamorphosed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

While in this form, you’re limited to your psychic class traits and the actions of that creature or object. You may not be able to speak or perform the somatic components of spells, depending on the nature of the form.


As a telepath, you’re familiar with the tortuous alleys of the subconscious. You can navigate the metaphysical workings of the mind with the skill of a hunter.
Telepaths are often empathetic, seeing the broader motivations and context that inform others’ actions. There are those, however, who see the world more cynically after perceiving the darker thoughts that lurk behind every smile.

Voyager of Minds

When you choose the Telepath discipline at 2nd level, you have advantage on saving throws and contests to initate or end psychic contact. You learn one of the following spells: bane, command, or sleep.


When you choose this discipline at 2nd level, you learn a telepathic devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional telepath devotion at 10th level, and another at 18th level.


The Hypnosis devotion allows you to lull a person into a trance and assert control over their minds.

5 Devotion Points: Use this devotion as an action to draw creatures into a trance. One creature within 30 feet of you that you’ve made psychic contact with must succeed on a Wisdom saving throw or become incapacitated and charmed by you. The creature can choose to fail this save. At the end of each of its turns, it can repeat the saving throw. If it succeeds on this saving throw or takes damage, the conditions end.

While the creature is charmed, it only speaks the truth, and can access memories of every experience it has had, including those erased through supernatural means and recollections of past lives. When the hypnosis ends, the target regains hit points equal to your psychic level.

20 Devotion Points: In addition to the above effects, the charmed creature cannot repeat the saving throw until 1 minute has passed. If you concentrate for 1 minute while the target is charmed, you can remove one form of madness or one of the following conditions from it: blinded, deafened, frightened, poisoned, or unconscious.

Alternatively, you can remove the stunned condition from it and replace it with one from the above list. When the target is no longer charmed, any condition inflicted on it by your hypnosis also ends.

50 Devotion Points: In addition to the above effects, the charmed creature cannot repeat the saving throw until 10 minutes have passed. While it is charmed, you determine the actions the creature takes, but you cannot command it to hurt itself.

You can also concentrate for up to 10 minutes while the target is charmed to modify its memory of an event that it experienced in the last 6 days as if it were affected by a modify memory spell. For each additional minute you concentrate, the modified event can extend another 6 days into the past.

You can also concentrate the same way to permanently restore a modified memory or one from a past life. Once restored, this memory is crystal clear, and cannot be changed again.

Psychic Journey

When you use this devotion, your consciousness can travel deep into a creature’s mind and manipulate its innermost workings.

5 Devotion Points: You can use this devotion to concentrate on a creature you touch for 1 minute. While concentrating, you enter a mindscape representing the target’s psyche. If it has an Intelligence score of 3 or lower, the creature is unaffected.

The mindscape is a dreamlike dimension that appears to be made of physical matter. Its nature reflects the target’s personality and mental state. Some have natural land formations, while others might be made entirely of steel or glass. A more intelligent mind often involves winding paths or corridors with a large number of doors. Less intelligent minds are simply laid out. 

While you journey through the mindscape, your body remains unconscious in the Material Realm. If at any time your body takes damage, you regain consciousness in the Material Realm. If you’re in a creature’s mindscape while it becomes the target of a mind blank spell, you must immediately contest Intelligence with the  creature whose mind your exploring. If you succeed, you regain consciousness in the Material Realm. On a failure, you drop to 0 hit points.

You can appraise the target’s mental state by exploring the mindscape. As an action, contest your Intelligence with the creature’s. If it’s willing, you can add the target’s Wisdom modifier as a bonus to your roll. On a failure, you open a new path in the mindscape and learn one fact or secret about the creature, chosen by your DM.

The DM may place hazards, monsters, or require you to complete an objective within the mindscape in order to get a particular piece of information. All damage you take in the mindscape becomes psychic damage.

20 Devotion Points: You gain truesight while exploring the target’s mindscape, and you have advantage on Intelligence checks and saving throws while you remain there. In addition, when you win an Intelligence contest against the it, you can summon the target’s consciousness to your presence. This consciousness takes a form similar to the creature’s physical appearance.

50 Devotion Points: You can use an action to contest Intelligence the same way in order to alter conditions in the mindscape as though you were in the plane of Limbo. These alterations create lasting effects on the target’s personality, at your DM’s discretion.
Examples of such effects might be an alignment shift, removing or inflicting a form of madness, or a change in traits, bonds, or flaws. Work with your DM to determine appropriate effects of your alteration to the mindscape.

Telepathic Field

This devotion creates a field of psychic energy that can change how psionic abilities work.

5 Devotion Points: You can use this devotion to automatically make psychic contact with a creature within 10 feet. The creature does not get a saving throw to resist. While in contact with this creature, it has disadvantage when contesting Intelligence with you.

20 Devotion Points: When you use this devotion to automatically make psychic contact with a creature, you can choose an additional number of targets equal to your Intelligence modifier. The targets of your psychic contact must be within 20 feet. When a creature within 20 feet of you makes an ability check or saving throw against a psychic effect or a psionic spell, you can choose to give it advantage or disadvantage.

50 Devotion Points: In addition to the above effects, when you automatically make psychic contact, you can do so with all creatures within 50 feet. Alternatively, you can use this devotion at a cost of 50 points to end all psychic contact involving a creature within 50 feet of you for 1 minute. During that time, psionic spells cast by or targeting creatures in that range automatically fail. If you spend an additional 25 devotion points before the minute ends, you extend the duration of this effect by 1 minute.


The Teleporter discipline hones a psychic’s ability to transport matter directly across two points of space without moving them. To these psychics, physical barriers present no real threat to mobility.

It’s typical for those who excel in the art of teleportation to be impatient and precipitous, but this is by no means universal. Some resent the stereotype and insist that patience and inner peace is the only way to access the most potent teleportation.


When you choose this discipline at 2nd level, you gain advantage on Dexterity saving throws. When you reach 3rd level you gain one of the following spells: blur, hold person, or misty step.


When you choose this discipline at 2nd level, you learn a Teleporter devotion of your choice from the options below. You must spend a number of devotion points to use it, depending on the level of effect you wish the devotion to have.

You learn an additional teleporter devotion at 10th level, and another at 18th level.


When you use this devotion, you psionically hold an object or person in physical space, preventing it from moving or teleporting.

5 Devotion Points: When you would normally make an attack of opportunity, you can use your reaction to immediately reduce the target’s speed to 0 until the end of its turn.

20 Devotion Points: When an effect would teleport you, push you, or knock you prone, you can use this devotion at a cost of 20 devotion points to remain in place. It requires no action.

50 Devotion Points: When an effect would cause a creature within 120 feet of you to teleport or disappear after being summoned, you can use this devotion as a reaction at a cost of 50 devotion points to negate that particular effect and subsequent occurrences for 1 minute.


This devotion allows you to transport objects and people from one point in space to another.

5 Devotion Points: You can use this devotion as a bonus action to teleport yourself up to 20 feet to an unoccupied space you can see.

20 Devotion Points: Before using this devotion for a cost of 20 devotion points, concentrate for up to 1 hour. The range of your teleportation increases by 1 mile for each minute you concentrated. Roll on the teleport spell’s table to determine the success of your teleportation.

50 Devotion Points: You can teleport anywhere on your current plane that you’re familiar with. As above, roll on the teleport spell’s table to determine the success of your teleportation.

Teleport Other

With the Teleport Other devotion, you can call or send other creatures with no more than a touch.

5 Devotion Points: You can use this devotion as an action to teleport a small or medium creature or object you touch short distances. If the target is an unwilling creature, or is held or carried by one, make a melee spell attack against it. On a success, it is teleported up to 20 feet to an unoccupied space you can see. Teleported objects must fit entirely in a 10-foot cube. If the target is willing, or is held by a willing creature, success is automatic.

20 Devotion Points: Before using this devotion for a cost of 20 devotion points, concentrate for up to 1 hour. The range of your teleportation increases by 1 mile for each minute you concentrated. Roll on the teleport spell’s table to determine the success of your teleportation.
50 Devotion Points: On a success, you can teleport the target anywhere on your current plane that you’re familiar with. As above, roll on the teleport spell’s table to determine the success of your teleportation.


Blade ward
Minor illusion
Produce flame
Vicious Mockery

1st Level

Animal friendship
Charm person
Comprehend languages
Detect magic
Detect poison and disease
Disguise self
Dissonant whispers
Expeditious retreat
False life
Healing word
Silent image
Speak with animals
Unseen servant




Alter self
Beast sense
Calm emotions
Detect thoughts
Enhance ability
Heat metal
Hold person
Lesser restoration
Misty step
Phantasmal force
Protection from poison
See invisibility
Zone of truth


Feign death
Gaseous form
Mass healing word
Speak with plants
Spirit guardians
Vampiric touch
Water breathing
Water walk
Wind wall


Dimension door
Dominate beast
Freedom of movement
Greater invisibility
Hallucinatory terrain
Locate creature
Otiluke’s resilient sphere
Phantasmal killer


Animate objects
Antilife shell
Contact other plane
Dominate person
Greater restoration
Hold monster
Modify memory
Planar binding
Rary’s telepathic bond
Wall of force


If you can, please enter any feedback you have below. It's best if you can try the class out at the table before responding, but I realize that's not always possible. If you have limited time or limited comments, just fill out the questions you'd like. None of them are required to be able to submit your survey response.

How would you rate the psychic class overall?
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
How well does the psychic line up with your idea of what a psionic class ought to be?
As a player, how likely would you be to play a psychic?
As a DM, how likely would you be to allow a psychic in your game?
Would you be more likely to use the psychic in play or the mystic presented recently in Unearthed Arcana?
Please rate the Devotion Points class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Spellcasting class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Contact class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Ego Whip class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Thought Shield class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Mind Thrust class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psionic Barrier class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Intellect Fortress class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psionic Blast class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Meditative Focus class feature.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Which, if any, psychic devotions would you consider underpowered?
Which, if any, psychic devotions would you consider overpowered?
Please rate the Clairsentient's devotion Mental Projection.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Clairsentient's devotion Precognition.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Clairsentient's devotion Psychic Impressions
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychokinetic's devotion Animate.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychokinetic's devotion Force Projection.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychokinetic's devotion Matter Manipulation.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychometabolist's devotion Absorption.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychometabolist's devotion Metabolic Boost.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Psychometabolist's devotion Metamorphosis.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Telepath's devotion Hypnosis.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Telepath's devotion Psychic Journey.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Telepath's devotion Telepathic Field.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Teleporter's devotion Anchor.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Teleporter's devotion Teleportation.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.
Please rate the Teleporter's devotion Teleport Other.
Use a scale of 1 to 10, where 1 is very problematic and 10 is perfectly elegant.


Arcane gate
Blade barrier
Circle of death
Drawmij’s instant summons
Globe of invulnerability
Magic jar
Mass suggestion
Planar ally
Programmed illusion
True seeing
Wind walk
Word of recall


Mirage arcane
Plane shift
Project image
Reverse gravity


Antimagic field
Dominate monster
Power word stun
Mind blank


Astral projection
Mass heal
Time stop
True polymorph