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primer
Psychic
Standard
Dark Archive

Guided by the personal combination of their subconscious and conscious mind, a psychic calls forth occult magic with but a thought. The psychic focuses more on the moment than on daily spell slots, wielding unique, versatile cantrips and unleashing their mind to use strange and powerful abilities.

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Playing a Psychic

The mind can perceive truths hidden to fine-tuned instruments, house more secrets than any tome, and move objects and hearts more deftly than any lever. By delving into both the conscious and subconscious aspects of your inner self, you have awoken to the might of psychic magic, allowing you to cast spells not through incantations or gestures but by the power of your will alone. While the thin line between your mind and reality means that a single errant thought could have unintended consequences for yourself and your companions, you know that anything is possible, if you can imagine it.

Key Ability

Hit Points

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Saving Throws

Skills

Attacks

Defenses

Spells

During Combat Encounters...

You rely on your collection of psychic cantrips as a mainstay, choosing where and when to amplify them for maximum effect. You weave your more conventional spells into the fray where more complex magic is needed, unleashing your mind’s full potential in a blaze of power when the time is right.

During Social Encounters...

You navigate situations guided by the source of your subconscious power. If your power springs from your personality, you might maneuver with empathy and sociability; if it’s more cerebral, you might provide a steady logical front.

While Exploring...

You keep your mind’s eye open for the many paranormal threats that those who are less sensitive might not detect. Typically, you either scan for magic or investigate for psychic impressions, veiled thoughts, and wandering spirits.

In Downtime...

You strive to learn more about the depths of the mind, seeking out new spells and phenomena to uncover, knowing that as you gain a deeper understanding of yourself, you can access more of the power within. You test the limits of your adaptability by retraining to fit your evolving understanding of your potential.

You Might...

  • Show a preference for learning, meditation, dreams, or other intangible manifestations of thought over the immediacy of the physical world.
  • Learn new things about yourself, just when you thought you knew it all.
  • Think of your psychic magic as so much a part of you that you use it even when normal methods suffice, perhaps preferring to communicate via mental messages or levitating an object to a companion at the opposite end of a table.

Others Probably...

  • Are awed by your mental abilities, especially when your psyche is unleashed.
  • Have difficulty understanding that the magic you perform with your mind comes from the same source as more conventional spellcasting.
  • Wonder if you might be a monster in disguise, possessed by spirits, chosen by the gods, or have some other unusual reason for your strange powers.

Class Features

You gain these abilities as a psychic. Abilities gained at higher levels list the level at which you gain them next to the features’ names.

Table 1: Psychic Advancement

Your Level

Class Features

1

Ancestry and backgroundinitial proficienciespsychic spellcastingspell repertoirepsi cantrips and psi ampsUnleash Psychesubconscious mindconscious mind

2

Psychic featskill feat

3

2nd-level spellsgeneral featsignature spellsskill increase

4

Psychic feat, skill feat

5

3rd-level spellsability boostsancestry featclarity of focusprecognitive reflexes, skill increase

6

Psychic feat, skill feat

7

4th-level spellsexpert spellcaster, general feat, skill increase

8

Psychic feat, skill feat

9

5th-level spells, ancestry feat, great fortitude, skill increase

10

Ability boosts, psychic feat, skill feat

11

6th-level spellsextrasensory perception, general feat, skill increase, walls of willweapon expertise

12

Psychic feat, skill feat

13

7th-level spells, ancestry feat, personal barrier, skill increase, weapon specialization

14

Psychic feat, skill feat

15

8th-level spells, ability boosts, general feat, master spellcaster, skill increase

16

Psychic feat, skill feat

17

9th-level spells, ancestry feat, fortress of will, skill increase

18

Psychic feat, skill feat

19

General feat, infinite mindlegendary spellcaster, skill increase

20

Ability boosts, psychic feat, skill feat

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Psychic Spellcasting

You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with a special mental component determined by your subconscious mind class feature. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you’re casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.

Each day, you can cast one 1st-level spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a psychic, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 2: Psychic Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is determined by your subconscious mind, your spell attack rolls and spell DCs use the modifier for the ability stated in your subconscious mind.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast to heighten it to that level. Many spells have specific improvements when heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of psychic spell slot you have. For example, as a 1st-level psychic, your cantrips are 1st-level spells, and as a 5th-level psychic, your cantrips are 3rd-level spells.

As a psychic, you get the ability to improve some of your cantrips with special benefits and psi amps. Over the course of your career, your choice of conscious mind class feature gives you extra cantrips, benefits and psi amps for cantrips, and a collection of unique psi cantrips.

Table 2: Psychic Spells per Day

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

3*

1

2

3*

2

3

3*

2

1

4

3*

2

2

5

3*

2

2

1

6

3*

2

2

2

7

3*

2

2

2

1

8

3*

2

2

2

2

9

3*

2

2

2

2

1

10

3*

2

2

2

2

2

11

3*

2

2

2

2

2

1

12

3*

2

2

2

2

2

2

13

3*

2

2

2

2

2

2

1

14

3*

2

2

2

2

2

2

2

15

3*

2

2

2

2

2

2

2

1

16

3*

2

2

2

2

2

2

2

2

17

3*

2

2

2

2

2

2

2

2

1

18

3*

2

2

2

2

2

2

2

2

2

19

3*

2

2

2

2

2

2

2

2

2

1†

20

3*

2

2

2

2

2

2

2

2

2

1†

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-level occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-level spell and two cantrips listed in your conscious mind, which you cast as psi cantrips (see below).

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn’t give you another spell slot, and vice versa.

Swapping Spells in Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

Psi Cantrips and Amps

The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can’t swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.

You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don’t gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps—specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip’s normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip.

You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the Refocus activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you’ve spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you’ve spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.

Unleash Psyche

When one thins the barrier between their inner mind and the outer world, one can unleash true psychic power. However, the mind wasn’t meant to tap its full strength for long, leading to backlash once your unleashed psyche ends.

Unleash Psyche

Psychic

Trigger Your turn begins.

Requirements You’re in an encounter, you Cast a Spell on your previous turn, and you aren’t stupefied.

You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can’t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.

  • You’re constantly surrounded by the visual manifestation of your psychic magic.
  • When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell’s level. This applies only to spells that don’t have a duration and that you cast using psychic spellcasting.
  • You can use actions that have the psyche trait.

After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can’t use Unleash Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds.

Thaleon

Subconscious Mind

A psychic’s power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options starting in the Subconcious Mind section, or options from other sources to which you have access. This choice will determine your key ability, special spellcasting components you use, and an action you can take while you have Unleashed your Psyche. The following options are presented in the Dark Archive.

Emotional Acceptance (Cha): Throwing yourself headlong into your emotions is what lets you access your power.

Gathered Lore (Int): Tutors taught you specific axioms and lessons to help you harness your mind.

Precise Discipline (Int): Meticulously aligning your thoughts brings your mental power into reality.

Wandering Reverie (Cha): Your imagination fuels your magic through instinct and free association.

Subconscious Mind

The core of how you cast spells comes from the subconscious portions of your mind. Because you cast spells using the power of your subconscious mind, you replace verbal components of spells with thought components. Thought components add the concentrate trait to the spell like verbal components do, but they don’t require you to speak. Details of each subconscious mind’s thought components appear in its entry. You select your subconscious mind at 1st level, and it determines the following.

Key Ability You gain an ability boost to your key ability score and use this ability modifier to determine your spell attack rolls and spell DCs.

Psyche Action This is a unique ability you can use while your Psyche is Unleashed.

Emotional Acceptance

The mind’s truths come not in learned words or mathematical formulas but in deeper feelings and sensations. Emotions unlock the door to your power—you might consider your heart the source of your strength, or you might find that the infinite complexity felt in a moment expresses your power more efficiently than any string of mystic words ever could.

Your thought components are emotions. You might summon the sense of freedom to buoy you through the air or let fear grip your heart even as you plant it in another’s mind. Emotion components tend to impart abstract or vivid effects to your visual and auditory spell manifestations as well as more intangible flashes of emotion, such as swirls of joyous color or a sense of growing melancholy.

Key Ability Your key ability score is Charisma.

Psyche Action Restore the Mind

Restore the Mind

EmotionEnchantmentHealingMentalPsychePsychic

Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes.

  • The ally gains a +1 status bonus to saving throws against mental effects until your psyche ends.
  • The ally regains Hit Points equal to 2 + double your level.

Gathered Lore

Many psychics are self-taught, frantically improvising how to best control their abilities before their power overwhelms them. Not you. Tutored by a mentor or classically trained at a facility for psychic development, you’ve learned techniques and teachings for best harnessing the mind, cataloging each expression of psychic power with a specific teaching, anecdote, or phrase.

Your thought components are mantras you associate with a given spell, which you mentally repeat as you cast. You might silently utter a teaching of resilience as you spin force into a barrier or hear the first three notes of a traveling song as you slip through space. Mantra components often produce runes or symbols from your learnings that are unique to each spell you cast, causing your spell manifestations to resemble those of conventional spellcasters to a much greater degree than those of other psychics.

Key Ability Your key ability score is Intelligence.

Psyche Action Recall the Teachings

Recall the Teachings

DivinationOccultPsychePsychic

The heightened power of your psyche lets you recall every lesson you’ve ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it’s most relevant. Until the start of your next turn, you count as having prepared to Aid all allies within 30 feet of you. If you use the Aid reaction to help one of them during that time, you roll an Occultism check for Aid as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your Aid reaction the auditory and linguistic traits.

Precise Discipline

Determine intended outcome. Align thoughts. Identify and resolve distractions. Manifest. Intentional focus is the key to unleashing your abilities, whether that’s because your power naturally tends to precise, discrete effects, or because you’ve adopted strict discipline to ensure your mind can change the world only when you intend it to.

Your thought components are calculations you make to determine the forces you need to call upon. Perhaps you mentally weigh the mass of an object against the force of gravity to levitate it or you might determine exactly how much energy is needed for an object to combust. Calculation components tend to impart ordered visual and auditory effects to your spell manifestation, such as regular tessellations of light, mathematical spirals, or harmonic tones.

Key Ability Your key ability score is Intelligence.

Psyche Action Calculate Threats

Calculate Threats

MentalPsychePsychic

Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.

Wandering Reverie

The subconscious is by definition buried below the surface. Thus, only by stripping away the clamor and interference of everyday thought can you bring this more fundamental part of your mind to bear. Whether through sleep, self-hypnosis, or special exercises to empty your mind, you’ve found a way to access a deeper, more chaotic state of free association that better channels your psychic power.

Your thought components come from your imagination, images, and sensations your mind freely associates. You might have a passing daydream of small creatures bringing you an object as you telekinetically attract it or you may blink to find you’ve teleported to your desired location. Spell manifestations from imagination components have surreal or indistinct qualities, and the exact details fade quickly from observers’ memory, as sensations from a dream.

Key Ability Your key ability score is Charisma.

Psyche Action Fade into Daydreams

Fade into Daydreams

IllusionPsychePsychic

Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until the start of your next turn. This concealment can’t be used to Hide, as normal for concealing effects that leave your location obvious.

Conscious Mind

Whatever the subconscious source of a psychic’s power, all find that a specific external manifestation of their magic comes most easily to them. This conscious outward expression adds several additional spells to your spell repertoire and grants you three psi cantrips. Two of these cantrips are common spells, though you gain an extra benefit with them that other spellcasters don’t get, and the last is unique to your conscious mind. You also get two more unique psi cantrips at higher levels. Choose a conscious mind from the options starting in the Conscious Mind section, or options from other sources to which you have access. The following options are presented in this book.

The Distant Grasp: Manipulate physical objects with telekinesis.

The Infinite Eye: Observe the world and weaponize your knowledge.

The Oscillating Wave: Redistribute thermal energy to create blazing heat and bone-chilling cold.

The Silent Whisper: Tap into the thoughts of those around you to soothe or influence.

The Tangible Dream: Weave your imagination into creations of force and light.

The Unbound Step: Bend and traverse space with teleportation and phasing.

Conscious Mind

Specific spells you learn come from your conscious mind, which shapes the raw psychic power from your subconscious into the forms and phenomena that you intentionally cast. You select your conscious mind at 1st level, and it determines the following.

Granted Spells You automatically add the spells listed here to your spell repertoire, in addition to those you gain through psychic spellcasting. At 1st level, you gain a 1st-level spell, and you learn the other spells on the list as soon as you gain the ability to cast psychic spells of that level, learning the 2nd-level spell at 3rd level, the 3rd-level spell at 5th level, and so on.

Standard Psi Cantrips These are two common cantrips you automatically gain at 1st level. While these are the same cantrips used by other spellcasters, you cast them as psi cantrips, enabling you to amp them for greater effect. Your mastery of psychic magic also grants you a passive benefit that applies every time you cast these cantrips, even when you haven’t amped them. These benefits apply only with cantrips you gain from your conscious mind; you would cast a cantrip you gained with your psychic spellcasting class feature, for example, as normal even if it appears in a different conscious mind.

Unique Psi Cantrips These psi cantrips are unique to your conscious mind. You automatically gain the surface psi cantrip at 1st level, automatically gain the deeper psi cantrip at 6th level, and automatically gain the deepest psi cantrip at 10th level.

The Distant Grasp

Motion characterizes the physical—a boulder falls, creatures move, the world turns. You believe the truest form of mind over matter is therefore to move things as well, wielding telekinesis as an arm that can grasp the furthest and finest of objects.

Granted Spells 1st: kinetic ram; 2nd: telekinetic maneuver; 3rd: levitate; 4th: fly; 5th: telekinetic haul; 6th: poltergeist’s fury; 7th: telekinetic bombardment; 8th: falling sky; 9th: implosion

Standard Psi Cantrips mage hand and telekinetic projectile

Unique Psi Cantrips surface: telekinetic rend; deeper: vector screen; deepest: dancing blade

Mage Hand

Your mage hand can carry up to 1 Bulk instead of only light Bulk. If the spell is heightened to 3rd level or higher, its maximum Bulk is 2. If the spell is heightened to 7th level or higher, its maximum Bulk is 3. It also gains the following amp.

Amp You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to Shove the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again.

Amp Heightened (4th) You can attempt to Disarm the creature instead of attempting to Shove it. If you knock an item out of the creature’s grasp in this way, the mage hand immediately grabs it. Any effect of the mage hand on the creature ends, and the spell now carries the item, just like you had picked it up with an unamped mage hand.

Telekinetic Projectile

Your telekinetic projectiles can fly much further away. Increase the range of telekinetic projectile to 60 feet. It also gains the following amp.

Amp You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage.

Amp Heightened (+1) The damage increases by 2d6 instead of by 1d6.

Telekinetic RendCantrip 1

UncommonCantripEvocationPsychic

Cast somatic, verbal

Range 60 feet; Area 2 non-overlapping 5-foot bursts

Saving Throw basic Fortitude

Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once.

Heightened (+2) The damage increases by 1d6.

Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1.

Amp Heightened (+2) Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area.

Vector ScreenCantrip 3

UncommonAbjurationCantripPsychic

Cast somatic, verbal

Range 60 feet; Area one 5-foot square

Duration until the start of your next turn

You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks—such as arrowsboltssling bullets, and other objects of similar size—is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don’t create physical objects pass through the screen with no penalty.

Heightened (5th) The screen is 10 feet wide.

Heightened (6th) The screen is 10 feet wide and can interfere even with massless attacks, like magical blasts or gouts of flame. The screen imposes a –2 circumstance penalty to the attack rolls of spell effects even if they don’t create physical objects. It also protects against area effects that pass through the screen, granting standard cover to creatures on the opposite side of the screen from the center or origin point of an area.

Amp Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can Dismiss the spell. If there are any projectiles trapped in the screen, you can cast telekinetic projectile to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you.

Dancing BladeCantrip 5

UncommonCantripEvocationPsychic

Cast somatic, verbal

Range 30 feet; Targets 1 creature

Duration sustained up to 1 minute

You telekinetically animate a weapon that’s unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an invisible duelist. When you first Cast the Spell, the weapon automatically flies to the target and Strikes. It moves along with its target, always remaining within reach. Each time you Sustain the Spell, the weapon either Changes Partners or Strikes. The weapon’s attacks use and contribute to your multiple attack penalty.

  • Change Partners Change the weapon’s target to a different creature within 30 feet. The weapon flies to its new target.
  • Strike (attack) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to 2d6 plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the versatile trait or can otherwise deal multiple types of damage, you choose each time you attack).

Heightened (+2) The damage increases by 1d6.

Amp The weapon’s attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon’s Strike change from d6s to d10s. When you Cast or Sustain the spell, you can choose from the following options in addition to the standard ones.

  • Guard Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it’s following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first.
  • Push (attack) The weapon attempts to Push its target, using your spell attack roll instead of an Athletics check to determine the results of the Push.

The Infinite Eye

The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences—and with them, your power—you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition.

Granted Spells 1st: true strike; 2nd: augury; 3rd: organsight; 4th: clairvoyance; 5th: prying eye; 6th: true seeing; 7th: true target; 8th: unrelenting observation; 9th: foresight

Standard Psi Cantrips detect magic and guidance

Unique Psi Cantrips surface: glimpse weakness; deeper: omnidirectional scan; deepest: foresee the path

Detect Magic

You have the kind of fine control that other spellcasters can only dream of. When you cast detect magic, you’re aware of any creature in the emanation affected by a spell or carrying a magic item, and you determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn’t make it clear which spell is on a creature, nor which of its items are magical. Your detect magic also gains the following amp.

Amp Your pulse of detection magic helps you gain a sense of nearby magic’s strengths or weaknesses. When you detect the presence of magic on an enemy or hazard, you gain a +1 status bonus to saves against magic originating from that enemy or hazard for 3 rounds. If you find magic from multiple sources with a single casting of detect magic, you get the bonus against all of them.

Amp Heightened (7th) The status bonus to saves against magic increases to +2.

Guidance

You have eyes everywhere, allowing you to guide people from a great distance. The range of guidance increases to 120 feet. It also gains the following amp.

Amp You can project a flash of insight to your ally in the nick of time to save them from failure. Amped guidance doesn’t cause a creature to become temporarily immune to guidance, and a creature can be targeted by amped guidance even if it is temporarily immune to guidance.

You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check.

Amp Heightened (6th) The bonus from the spell increases to +2.

Glimpse WeaknessCantrip 1

UncommonCantripDivinationPsychic

Cast verbal

Range 60 feet; Targets 1 creature

Duration 1 minute

You glimpse a loose scale, a seam in a foe’s armor, or a similar weakness, aiding your allies in landing a precise hit. The first ally that hits the target with a successful Strike deals additional precision damage equal to 1 + this spell’s level, and then the spell ends.

Amp The additional precision damage is 1d4+1.

Amp Heightened (+2) The additional precision damage increases by 1d4+1.

Omnidirectional ScanCantrip 3

UncommonCantripDivinationPsychicScrying

Cast verbal

Area 30-foot emanation; Targets 1 ally and 1 enemy

Duration until the start of your next turn

You quickly view your surroundings from a variety of angles, your senses constructing an overall mental picture. You can choose to Seek the entire emanation of the spell.

Regardless of whether you Seek, target one ally and one enemy in the area; if a target is concealed or hidden from you, you automatically succeed at the flat check to target it with this spell. You prepare to Aid the target ally on an attack roll against the target enemy. If you take this Aid reaction, you use your spell attack modifier and proficiency rank on your check to Aid. If you critically fail the roll to Aid, you get a failure instead.

Amp Your scans are so minute that you can project your foe’s likely strengths and weaknesses. You learn which of the target enemy’s saving throws is highest and which is lowest, and you and all allies within 30 feet gain a +1 circumstance bonus to attacks and damage against the creature.

If you take the Aid reaction you prepared for and succeed at your roll, these bonuses increase to +2 on the attack you’re Aiding. On a critical success, they increase to +3, or to +4 if you have legendary proficiency in spell attack rolls.

Foresee the PathCantrip 5

UncommonCantripDivinationPsychic

Cast verbal

Range 60 feet; Targets 1 ally and 1 enemy

Duration sustained up to 1 minute

You see just a split second into the future and glean how an enemy will move, making it easier for your allies to strike it mid-action. Make a Perception check against the target enemy’s Will DC or Deception DC, whichever is higher. The GM may judge a different DC is more appropriate if it’s higher; for instance, using the Warfare Lore DC of a military captain. The target is then temporarily immune for 1 minute.

Critical Success The target ally gains a reaction that lets it make a melee Strike against the target enemy, triggered if the enemy leaves a square within the ally’s reach. If the ally already has an ability that lets it make melee Strikes as a reaction, such as Attack of Opportunity, the ally can forgo gaining the temporary reaction to instead gain a +2 status bonus to melee Strikes it makes as reactions.

Success As critical success, but the status bonus an ally gets if it forgoes the reaction is +1.

Failure The spell has no effect.

Amp The spell has the same result on a failure as on a success (but still no effect on a critical failure). Each time you Sustain the Spell, you can choose an additional ally to target, granting them the same benefit as the initial target ally.

The Oscillating Wave

At the heart of all things is energy. Though it may change its form or resting place, it is eternal, fundamental, the purest of building blocks. Your powers let you shift energy—either concentrating it in a single point to explosive end or freezing objects by plundering it away—in an endless oscillation of temperature.

Granted Spells 1st: burning hands; 2nd: heat metal; 3rd: fireball; 4th: fire shield; 5th: cone of cold; 6th: flame vortex; 7th: fiery body; 8th: polar ray; 9th: meteor swarm

Standard Psi Cantrips produce flame and ray of frost

Unique Psi Cantrips surface: thermal stasis; deeper: entropic wheel; deepest: redistribute potential

Conservation of Energy

Energy can’t be created or destroyed, only transferred or changed. Whenever you use your magic to add or remove energy, you must then balance it with the opposing force. The first time in an encounter that you cast a granted spell from your conscious mind or a psi cantrip, decide whether you’re adding energy or removing it. Once you add energy, you must remove energy the next time you cast one of these spells. When you Refocus, you restore yourself to a neutral state, allowing you to once again freely choose whether you add or remove energy on your next spell.

Adding Energy: The ability gains the fire trait, any damage it deals is fire damage, and any resistance it grants is to cold damage. It loses any traits matching damage types it no longer deals.

Removing Energy: The ability gains the cold trait, any damage it deals is cold damage, and any resistance it grants is to fire damage. It loses any traits matching damage types it no longer deals. Fiery body grants ray of frost instead of produce flame when cast this way.

Mindshift: When you use an action that has the mindshift trait, you can choose to add or remove energy to it instead of making it mental. Alter it as normal for adding or removing energy and change any save it requires to a Reflex save.

Produce Flame

You can drastically increase the heat against adjacent targets. When using produce flame as a melee attack, increase the damage dice of the initial damage (but not the persistent damage) from d4s to d6s. Your produce flame also gains the following amp.

Amp You project pure heat that causes a target to combust. The initial damage changes to 1d10 fire damage (not adding your ability modifier) plus 1 fire splash damage. When using amped produce flame as a melee attack, increase the damage dice of the initial damage from d10s to d12s. You are not harmed by splash damage from amped produce flame.

Amp Heightened (+1) Instead of using produce flame’s normal heightened entry, the initial damage increases by 1d10 (1d12 for melee) and the splash damage increases by 1. The persistent fire damage on a critical hit increases by 1d4.

Ray of Frost

Your ray of frost reaches even further. The range increases to 180 feet. Your ray of frost also gains the following amp.

Amp You drain thermal energy at a distance, using what you plunder to replenish yourself. The ray deals 1d10 cold damage. You gain temporary Hit Points equal to half the damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Amp Heightened (+1) The initial damage increases by 1d10 instead of 1d4.

Thermal StasisCantrip 1

UncommonAbjurationCantripPsychic

Cast verbal

Range 60 feet; Targets 1 creature

Duration until the start of your next turn

The same abilities that let you raise or lower thermal energy also let you keep it at a safe medium. The target gains resistance 2 against fire damage and resistance 2 against cold damage.

Heightened (+1) Each resistance increases by 2.

Amp The spell’s duration becomes 1 minute.

Entropic WheelCantrip 3

UncommonCantripColdEvocationFirePsychic

Cast verbal; Trigger You deal cold or fire damage to an enemy.

Duration 1 minute

You stockpile thermal energy in a magical wheel-like construct that lets you burn opponents with cold or freeze their bodies with heat. When you Cast the Spell, the wheel has one mote of thermal energy, and when you use a cold or fire effect or deal cold or fire damage, the wheel spins, siphoning off a bit of energy and gaining another mote. The wheel can’t gain motes more than once on a given turn, and the maximum number of motes is equal to entropic wheel’s level.

When you Cast a Spell that deals fire damage, the target also takes cold damage equal to the number of motes in the entropic wheel. When you Cast a Spell that deals cold damage, the target also takes fire damage equal to the number of motes in the entropic wheel. This applies only to the initial damage of the spell, not to any persistent damage or ongoing effects.

Amp You gain two motes instead of one when you Cast the Spell and each time the wheel gains another mote.

Redistribute PotentialCantrip 5

UncommonCantripColdEvocationFirePsychic

Cast somatic, verbal

Range 60 feet; Area 2 adjacent 5-foot squares

Saving Throw basic Fortitude

Energy attempts to balance out, but with your magic, you can shunt all the energy in one area to another. Creatures in either area take 4d4 damage with a basic Fortitude save. Choose one of the squares to steal heat, dealing cold damage, and the other to concentrate the stolen heat, dealing fire damage. A creature that fails its save also becomes clumsy 1 from numbness if it’s in the area of stolen heat or enfeebled 1 from heat stroke if it’s in the area of concentrated heat; these conditions last until the start of your next turn. If a creature is large enough to be in both squares, you choose only one of the areas for it to attempt its save against; it’s unaffected by the other area.

Heightened (+1) The damage increases by 1d4.

Amp You can affect the flow of energy on a much grander scale. Instead of two 5-foot squares, you create two 10-foot bursts. They still must be adjacent to one another and can overlap. A creature in both areas can still be affected by only one of your choice. The spell’s damage increases to 6d6. The conditions last for 1 minute.

Amp Heightened (+1) Increase the damage by 2d6 instead of 1d4.

The Silent Whisper

Every mind murmurs constantly, and the static from those nearby reverberates in your head like wind through leaves. What better focus for your magic then, than the very thoughts of those around you? Your versatile telepathic abilities let you soothe and communicate with your allies or control your enemies.

Granted Spells 1st: mindlink; 2nd: touch of idiocy; 3rd: heroism; 4th: telepathy; 5th: synaptic pulse; 6th: sending; 7th: visions of danger; 8th: uncontrollable dance; 9th: telepathic demand

Standard Psi Cantrips daze and message

Unique Psi Cantrips surface: forbidden thought; deeper: shatter mind; deepest: contagious idea

Daze

You can daze from a great distance. The range increases to 120 feet. Your daze also gains the following amp.

Amp Your spell cracks the target’s mental defenses, leaving it susceptible to further psychic attack. The spell’s damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being stunned 1). The weakness applies before daze deals damage.

Amp Heightened (+2) The spell’s damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.

Message

Your message is not so easily bound by obstacles. The spell can travel up to 120 feet to reach the target, bending around walls and obstacles; this means you don’t need a straight line of effect or line of sight to cast message as long as you know the target’s space and there is an unblocked path of 120 feet or less that can reach them. It also gains the following amp.

Amp Your telepathic message allows you to coordinate your actions while you pass on information. The target of the message can immediately spend its reaction to Step or Stride.

Amp Heightened (4th) The target of the message can choose to Shove, Strike, or Trip with its reaction instead.

Forbidden ThoughtCantrip 1

UncommonCantripEnchantmentMentalPsychic

Cast somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Will

You place a psychic lock in a foe’s mind that prevents it from a specific action. Choose “Strike,” “Stride,” “Cast a Spell,” or a specific action you know the creature to have (such as “Breath Weapon” against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 1d6 mental damage plus your spellcasting ability modifier (with a basic Will save). The target is then temporarily immune for 1 minute.

Heightened (+1) The damage increases by 1d6.

Amp Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it’s also stunned 1.

Shatter MindCantrip 3

UncommonCantripEvocationMentalPsychic

Cast somatic, verbal

Area 15-foot cone

Saving Throw basic Will

You telepathically assail the minds of your foes. You deal mental damage equal to 2d4 plus your spellcasting ability modifier to all enemies in the area, with a basic Will save.

Heightened (+1) The damage increases by 1d4.

Amp You increase the area of the spell to your choice of a 30-foot cone or 60-foot cone, and the damage dice for the spell change to d10s. Creatures that fail are stupefied 1 until the start of your next turn (or stupefied 2 on a critical failure).

Contagious IdeaCantrip 5

UncommonCantripEmotionEnchantmentMentalPsychic

Cast somatic, verbal

Range 30 feet (see text); Targets 1 or 2 creatures other than yourself (see text)

Nothing is so contagious as a thought. You place either a pleasant thought or a terrifying one in a creature’s mind. You can then plant the same thought in a second creature’s mind. You can’t choose a creature that’s already been a target of this casting of contagious idea, nor can you choose yourself. The second target can be beyond the range of the spell, but it must be within 30 feet of the first target.

  • Pleasant Thought The target is soothed, gaining 5 temporary Hit Points that last for 1 minute.
  • Terrifying Thought The target must attempt a Will save.

Critical Success The target is unaffected and is temporarily immune for 1 minute.

Success The target is frightened 1 and is then temporarily immune for 1 minute.

Failure The target becomes frightened 2.

Critical Failure The target becomes frightened 3.

Heightened (+1) The temporary Hit Points for a pleasant thought increase by 1.

Amp You can choose to spread the thought from the second target to a third target, in the same manner as spreading it from the first target to the second. A pleasant thought grants twice as many temporary Hit Points (10, plus an additional 2 for each level heightened).

The Tangible Dream

You pull colors and shapes from the depth of your mind, projecting impossible creations into the world as tapestries of astral thread or sculptures of force and light.

Granted Spells 1st: color spray; 2nd: mirror image; 3rd: sea of thought; 4th: resilient sphere; 5th: etheric shards; 6th: blade barrier; 7th: project image; 8th: scintillating pattern; 9th: prismatic sphere

Standard Psi Cantrips dancing lights and shield

Unique Psi Cantrips surface: imaginary weapon; deeper: astral rain; deepest: hologram cage

Dancing Lights

Your dancing lights can float wherever you like. After creating the lights, they can move more than 10 feet from the other lights, and more than 120 feet from you. Your dancing lights also gain the following amp.

Amp Your lights whirl together, dazzlingly and hypnotically. When you amp the spell, you create a flashing display comprised of all four lights in an unoccupied 5-foot square. If you move the lights when you Sustain the Spell, the lights must remain together. The spell gains the visual trait. Each creature in a 5-foot emanation around the lights when you Cast the Spell must attempt a Fortitude save.

Success The creature is dazzled until the start of your next turn and then becomes temporarily immune for 1 minute.

Failure The creature is dazzled until the start of your next turn and must attempt a new save against the spell whenever it starts its turn adjacent to the lights.

Critical Failure As failure, but the creature is also fascinated by the lights until the start of your next turn.

Shield

Your shield spell can be deployed on behalf of others. When you cast shield, you can choose a target ally within 30 feet to gain the benefits of the spell instead of you. The option to Shield Block with the spell is up to you and uses your reaction, not the target’s. Your shield also gains the following amp.

Amp You create a layered barrier of three shields to improve your defenses. The duration increases to sustained up to 1 minute. The shield still lowers at the start of each of your turns, but you can raise it again when you Sustain the Spell.

When you Shield Block with this spell, one of the three layers breaks and you cease to gain the bonus to AC, but the spell doesn’t end. You can keep using the spell until the final layer breaks; once it does, the spell ends and you can’t cast shield or amped shield again for 10 minutes. You can choose to break additional layers when you Shield Block with this spell to improve your defenses. If you break two layers instead of one, increase the Hardness to 1-1/2 × the normal amount (7 at 1st level, 15 at 3rd level, 22 at 5th level, 30 at 7th level, and 37 at 9th level). If you break all three layers, increase the Hardness to double the normal amount.

Imaginary WeaponCantrip 1

UncommonAttackCantripEvocationForcePsychic

Cast somatic, verbal

Range touch; Targets 1 creature

You create a simple weapon of force. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of bludgeoning or slashing damage equal to 1d8 plus your spellcasting ability modifier. On a critical success, you deal double damage and can choose to detonate your weapon to push the target 10 feet away from you.

Heightened (+1) The damage increases by 1d8.

Amp You form multiple force weapons to lash out at multiple foes. You make two imaginary weapon Strikes, each against a different target. Your multiple attack penalty doesn’t increase until you’ve made both Strikes.

Amp Heightened (+1) The damage increases by 2d8 instead of 1d8.

Astral RainCantrip 3

UncommonCantripEvocationForcePsychic

Cast somatic, verbal

Range 60 feet; Area one 5-foot cube

Saving Throw Reflex

You fling a mass of furious thoughts into the air, where they expand into numerous blades or other shapes that rain down. Any creature that’s in the area or enters the area before the start of your next turn takes your choice of bludgeoning or piercing damage equal to 2d4 plus your spellcasting ability modifier, with a basic Reflex saving throw.

Heightened (+1) The damage increases by 1d4.

Amp The area changes to a 5-foot burst, and you can Sustain the Spell up to 1 minute. The first time each round that you Sustain the Spell, you can move the burst up to 20 feet.

Hologram CageCantrip 5

UncommonCantripIllusionLightPsychic

Cast material, somatic, verbal

Range 60 feet; Area 1 cube 20 feet on each side

Duration 1 minute

You weave light into a cube of vivid and fantastic patterns. The walls shed bright light for 10 feet (and dim light for the next 20 feet) and completely block line of sight; creatures within the cage can’t be seen by creatures outside of it, though they can see each other, and creatures outside of it can’t see into it. You can Dismiss the spell, and if you Cast the Spell again, your previous hologram cage ends.

Heightened (7th) The range of the spell increases to 80 feet, and you can expand the cube to be 25 feet on each side.

Amp Force walls make the cage’s barrier physical as well as visual. Each 10-foot-by-10-foot section of the cage’s wall has AC 10, Hardness equal to double the spell’s level, and HP equal to quadruple the spell’s level. The spell is disrupted if any of its walls would pass through a creature when you cast it.

The Unbound Step

The mind can flit from thought to thought; why too shouldn’t you? You focus on motion in a higher order of spatial dimensions, not just the typical three, allowing for versatile abilities that alter positioning.

Granted Spells 1st: thoughtful gift; 2nd: enlarge; 3rd: rally point; 4th: dimension door; 5th: strange geometry; 6th: collective transposition; 7th: momentary recovery; 8th: maze; 9th: bilocation

Standard Psi Cantrips phase bolt and warp step

Unique Psi Cantrips surface: distortion lens; deeper: ghostly shift; deepest: tesseract tunnel

Phase Bolt

Your phase bolt temporarily sends the target’s cover out of phase if it hits. On a success, reduce the target’s circumstance bonus to AC (if any) by 1 until the beginning of your next turn. Your phase bolt also gains the following amp.

Amp Your bolt leaves phase completely, becoming invisible and intangible until it’s already embedded in the target—giving the impression it simply teleported itself into place. The target is flat-footed against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell’s level. On a critical success, the target can’t be affected by teleportation effects until the start of your next turn.

Amp Heightened (+1) The bolt’s damage increases by 2d4 instead of 1d4.

Warp Step

You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step. The spell also gains the following amp.

Amp Space contracts with hardly a thought, letting you Cast the Spell as a single action.

Amp Heightened (4th) You twist space so completely you don’t need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed (after applying the status bonus from warp step). This grants the spell the teleportation trait.

Distortion LensCantrip 1

UncommonCantripConjurationPsychic

Cast verbal

Range 30 feet; Area one 5-foot square

Duration sustained up to 1 minute

You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally’s ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy’s ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn’t reduce the range of its ranged attacks.

The first time each round you Sustain the Spell, you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again.

Heightened (+3) The lens increases or decreases the range of abilities by an additional 5 feet.

Amp The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally’s move action, the ally can move into and out of the lens’s square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies.

Ghostly ShiftCantrip 3

UncommonCantripConjurationPsychic

Cast verbal

Range 30 feet; Targets 1 creature

Duration sustained up to 1 minute

Your body becomes insubstantial as you partially phase out. You gain resistance 2 to all damage (except force).

Heightened (+2) The resistance increases by 1.

Amp Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you Stride, Burrow, Swim, or Fly, you can pass through one creature’s space during that action without needing to attempt a check to Tumble Through, though you can’t end your turn in its space. When you pass through a creature’s space in this way, you deal 2d6 force damage to that creature, with a basic Fortitude save.

Amp Heightened (+2) Increase the damage dealt by phasing through a creature by 1d6.

Tesseract TunnelCantrip 5

UncommonCantripConjurationPsychicTeleportation

Cast somatic, verbal

Duration sustained up to 1 minute

You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then Stride, creating another portal in the space you end your Stride. Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the teleportation trait to its movement.

You can have only one tesseract tunnel open at a time; creating another causes the first to immediately close. You can use tesseract tunnel while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Amp Physical movement is no longer necessary to connect two points in space. When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell’s duration changes to 1 minute. You can Dismiss the spell.

Psychic Feats2nd

At 2nd level and every even-numbered level, you gain a psychic class feat.

Skill Feats2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats3rd

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature Spells3rd

You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Skill Increases3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

Ability Boosts5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Clarity of Focus5th

Your deepening connection to your mind grants you more power to fuel your psi amps. Increase the number of Focus Points in your focus pool by 1. This ability doesn’t change the number of Focus Points you regain when you Refocus. As normal, this ability can’t increase the size of your focus pool above 3 points.

Precognitive Reflexes5th

Minor precognition ensures you can react to threats slightly before they occur. Your proficiency rank for Reflex saves increases to expert.

Expert Spellcaster7th

Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.

Great Fortitude9th

Your mind holds your body to a subconscious mental image of yourself. Your proficiency rank for Fortitude saves increases to expert.

Extrasensory Perception 11th

Minor applications of clairvoyance let you know when danger is near. Your proficiency rank for Perception increases to expert.

Walls of Will11th

Your practiced mind resists external influence. Your proficiency rank for Will saves increases to master. When you succeed at a Will save, you get a critical success instead.

Weapon Expertise11th

Training and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Personal Barrier13th

Subtle telekinetic fields dampen and deflect incoming blows. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization13th

As you touch a weapon, you glimpse the hands that made and wielded it, teaching you how to inflict greater injuries. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Master Spellcaster15th

You’ve gained access to the deepest corners of your own mind. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.

Fortress of Will17th

Your trained mind is as a fortress that none can breach. Your proficiency rank for Will saves increases to legendary. When you critically fail a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.

Infinite Mind19th

Anything you can imagine is now within the realm of possibility. Add two common 10th-level occult spells to your repertoire; you gain a single 10th-level spell slot you can use to cast one of those two spells using psychic spellcasting. You don’t gain more 10th-level spells as you level up, unlike other spell slots, and you can’t use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the Mind over Matter psychic feat to gain a second slot.

Legendary Spellcaster19th

As your training reaches its peak, you understand not just your own mind, but the collective unconscious from which all psychic power stems. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.

Sample Builds

Sample Psychic

Student of Thoughts

Subconscious

Gathered Lore

Conscious

The Silent Whisper

Ability Scores

Intelligence, Wisdom, and Charisma

Skills

Occultism, Arcana, Society

Feats

2nd Mental Balm, 4th Astral Tether, 8th Thoughtsense

Spells

Cantripsdazemessageforbidding ward; 1stcharm; 2ndillusory creature

Sample Psychic

Pillar of Resolve

Subconcious

Emotional Acceptance

Concious

The Distant Grasp

Ability Scores

Charisma, Wisdom, Constitution

SKills

Occultism, Diplomacy, Intimidation

Feats

2nd Psi Burst, 4th Violent Unleash, 6th Strain Mind

Spells

Cantripstelekinetic projectilemage handshield; 1stsoothe; 2ndshatter

Sample Psychic

Nomadic Visionary

Your powers let you cross any gulf as you seek new experiences.

Subconcious

Wandering Reverie

Concious

The Unbound Step

Ability Scores

Charisma, Dexterity, Constitution

Skills

Occultism, Acrobatics, Survival

Feats

2nd Warp Space, 4th Homing Beacon, 8th Whispering Steps

Spells

Cantripsphase boltwarp stepknow direction; 1stsanctuary; 2ndblur

Psychic Feats

At every level that you gain a psychic feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.