Psionic Power List

At present, since I’m only publishing one class at a time, only Cleric powers are listed, but in the future, I’ll organize the Psionic Power list into a cleaner indexed list. However, while we start this foray into the Powers of the Mind, the lists should be short enough to allow me to use a less formalized system.

Forms of Psionics

Psionic manifestations are powers pulled from the mind. Rather than manipulating the magical Weave that suffuses the planes, psionics pulls energy from the spaces between, the domain of nightmarish entities and aberrations unfathomable to mortals not suited to their nature. Consequently, it is unaffected by most magical effects, including antimagic fields and counterspells. The two sources of supernatural power are largely incompatible, but some talented casters and manifesters can draw the gossamer connections necessary to utilize both in symphony.

Students of the mind classify the forms of psionics as follows:

  • Body powers affect creatures on a physical level. Usually manifested through sheer willpower and discipline, these powers typically fortify the manifester or weaken their target.
  • Energy powers manifest power, ranging from elemental energy to the manipulation of physical forces. These powers typically create explosions or interactions in the physical world.
  • Mind powers are the enigmatic abilities which affect how creatures think. These powers typically don’t see much physical manifestation, but can deceive, manipulate, and alter a creature’s personality
  • Soul powers twist the metaphysical resonance of a creature – these powers either reveal fundamental truths within a creature’s essence or somehow affect those elements. These powers can draw truly primal force form a creature, from its deepest fears to its greatest ambitions.
  • Time powers govern causality and entropy. At its simplest, these powers regulate the flow of time within the physical world, but also can excise entropy from an area, effectively “pinching” more energy into a compact space.

Manifesting Rules

Refer to the Psionic Manifestation class feature introduced in your level progression for the specific rules of manifesting a power for your class. In general, when manifesting a psionic power, you must expend at least one power point. However, some special powers, known as Psionic Talents, require no power points and can be cast at-will.

Some psionic powers will allow you to sustain them using additional power points. Unlike magical spells, powers do not require concentration to sustain, instead drawing on your reservoir of power points.

Cleric Talents

  • Absorb Thought
  • Kinetic Barrier

Absorb Thought

mind talent

  • Manifesting Time: 1 reaction
  • Range: self
  • Duration: instantaneous

You brace yourself to receive a mental jolt, and use it as a conduit to capture a small spark of psionic power. If the triggering attack dealt psychic damage, you may gain 1 power point.

Kinetic Barrier

energy talent

  • Manifesting Time: 1 action
  • Range: 30 feet
  • Duration: up to 1 minute

You create a psychic bubble around yourself or another creature within range. For the duration of the manifestation, the targeted creature has resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical sources.

If the targeted creature takes damage, you must expend a power point or the manifestation ends.

Cleric Powers

  • Empty Self
  • Invoke Desperation
  • Invoke Ire
  • Nightmare Gate

Empty Self


  • Manifesting Time: 1 reaction
  • Range: self
  • Duration: instantaneous

A silver aura surrounds your head, protecting your mind from external influences. When an effect would charm or frighten you, you may end that effect immediately.

Until the end of your next turn, you may reduce any psychic damage you take by an amount equal to your manifesting ability modifier(minimum 1).

In greater manifestations: When you manifest this power using more than 1 power point, you gain a +1 bonus to any Intelligence, Wisdom, or Charisma saving throw made until the start of your next turn for each additional power point spent.

Invoke Desperation


  • Manifesting Time: 1 reaction
  • Range: 60 feet
  • Duration: instantaneous

You take on a terrifying, nightmarish distortion, making the attack of a creature in range more clumsy but also more dangerous. Reduce the triggering attack roll by 1d6. If the attack still hits, it deals additional Psychic damage equal to your die roll plus your manifesting ability modifier(minimum 1).

In greater manifestations: When you manifest this power using more than 1 power point, incrase the additional damage dealt by 1d6 for each additional power point spent.

Invoke Ire


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Duration: instantaneous

A spindly tendril of red energy arcs from your forehead to the head of a creature you can see within range. The target must make an Intelligence save. On a failed save, the target is overcome with an unnatural rage and makes a melee weapon attack against a creature of your choice.

In greater manifestations: When you manifest this power using more than 1 power point, the target gains a +1 bonus to their attack roll, and deal an additional 1d6 psychic damage on a hit for each additional power point spent.

Nightmare Gate


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Duration: up to 10 minutes

You extend your mind into the Far Realm, finding within it a monstrosity to bend to your will. You may summon an aberrant creature whose challenge rating is less than or equal to your proficiency bonus at a point within range. The creature becomes psychically linked to you, and while it is present, you may issue it exacting telepathic commands. The summoned aberration has no hit points. Instead, when the summoned aberration would take damage, you may use your reaction to expend another power point to sustain its presence.

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