Psionic Mutant

Psionic Mutants result from ancient experiments merging psionic essence with human potential. They wield extraordinary abilities like telepathic communication and psychic attacks, excelling in combat and diplomacy with both mental and physical prowess.


Players will enjoy Psionic Mutants for their unique blend of mental and physical abilities. Their powers offer a dynamic playstyle, allowing for commanding battlefield presence and insightful social interactions.

Psionic Mutant Features By Level

Telepathy

1st Level Feature

You gain the ability to telepathically communicate with any creature you can see within 120 feet. You don't need to share a language with the creature, but it must understand at least one language.


When you cast a spell that deals damage, you can change its damage type to Psychic. In addition, you can ignore Verbal and Somatic components.

Psionic Strikes

3rd Level Feature

Your spells and attacks deal additional Psychic damage equal to your Mutant level.


As a bonus action, you can move a creature a number of feet equal to 5 times your SM. If they are moved into another creature or object they take damage equal to your SM. Large or bigger creatures are moved half the distance rounded down.


The movement is increased by 5 feet per tier.

Mind Shielding

7th Level Feature

You gain Immunity to Psychic damage. When you succeed on any saving throw, you regain (PM) spell point.

Mental Fortress

9th Level Feature

All allies within a 30 ft radius of you gain a bonus to Cognitive saving throws equal to your Spellcasting Modifier.

Improved Evasion

12th Level Feature

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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14th Level Feature

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Object Manipulation

17th Level Feature

You can levitate at will.


Levitate: You rise vertically, up to 30 feet. You can also lift a number of creatures equal to your Spellcasting Modifier that you can see. Unwilling creatures, must succeed on a Fortitude saving throw against your Spellcasting DC.


As an action, you can move levitated creatures up to 60 feet towards or away from you.

Mind Over Matter

19th Level Feature

(Recharge 6) As a reaction, you can reroute a spell or feature to another creature you can see within 240 feet of you. The creature must succeed on a Cognitive saving throw against your Spellcasting DC or you choose the target of the effect.

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