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Nerdarchy > Dungeons & Dragons  > Psionics  > Guide to Psionics: Part 4 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

Guide to Psionics: Part 4 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

Guide to Psionics: Part 3 for Dungeons and Dragons 5th edition | Nate of Nerdarchy
Guide to Psionics, Spells: Part 5 for Dungeons and Dragons 5th edition | Nate of Nerdarchy

This is part 4 of my homebrew guide to psionics for Dungeons and Dragons 5th edition.

If you have already checked out part one, part two, and part three of my Guide to Psionics for Dungeons and Dragons 5th edition then you know what is going on. Let us continue.

On the other hand, if you have no idea what I am talking about start with the link to the first part above.

I have gone through the base class information and the general theme for my Dungeons and Dragons 5th edition psionics at the Nerdarchy.

Now let us go onward to the individual disciplines and their features.

Guide to Psionics: Part 4, the Discipline Features for Dungeons and Dragons 5th edition with Nate of Nerdarchy

I have gone with base names that describe what they are without seeming too science based but I did not want to swing too far the other way and name them things like “shaper” ugh. This is the Nerdarchy not the Neanderthal -y

I have no issue with people who play them or cultures within the game naming them as such but I didn’t want my version of psionics to use sightwords to name the different discipline’s.

Below I have included some names by which they may be known, feel free to use these or one’s of your own making.

Cognizant: Seer, Oracle, Prophet, Knower beyond knowing,

Kineticist: Firestarter, Elementalist, Shaper, Breaker, Ten Men(strength of)

Metabolist: Changelings, Dopplegangers, Beastman

Relativist: Outsider(lives outside of time), Traveler, Timedancer, Skipper

Telepath: Mindspeaker, Thoughtspy, Beguiler, Enchantress

In the end it is simply the name game to select what you think captures the feeling and concept of the discipline.


1st Level

  • Sixth Sense: You have an understanding of how to move and where to stand in most situations, you cannot quantify it or explain it, you simply know based on analyzing the impressions gained by your special insights. When to be where you are now.
    • As long as you are conscious you may substitute your Intelligence modifier in place of your Dexterity modifier in certain circumstances. Specifically you can now substitute your modifier (if positive) from your Intelligence score in place of your Dexterity modifier for Dexterity Saves, Initiative, and AC. Example: An intelligence modifier of +3 would give you a 13 AC
    • This does not count as an alternate way to calculate AC- it is simply a substitution. If you wore leather armor you would calculate your AC as 11 + Dexterity Modifier. You may then substitute your Intelligence modifier in place of your Dexterity modifier.
    • “Sometimes standing where you know the sword will not be is the strongest defense.”
  • Add the following spells to your known spells at the level listed
    • 1st Level: True Strike, Identify,  Detect Magic
    • 3rd Level: Detect Thoughts, Locate Object
    • 5th Level: Clairvoyance, Tongues
    • 7th Level: Arcane Eye, Locate Creature
    • 9th Level: Legend Lore, Rary’s Telepathic Bond

2nd Level:

  • Danger Sense: You are learning what each warning signal from your sixth sense means and can now see danger a mere moment before it occurs.
    • You gain advantage on Dexterity saving throws against effects, spells, and traps as long as you are conscious and not incapacitated.

6th Level

  • Clearer Knowing- Your ability to understand your insights into the future is growing. You can better decipher and identify the dangers you see just ahead of when they happen. This saves you from the brunt of even the most unavoidable attacks. “Getting shot in the shoulder beats getting shot in the heart any day and all I neede to do was wiggle”
    • If you are conscious and not incapacitated you may spend your reaction to reduce the damage by half from an attack that targets you as long as that damage is reducible.

14th Level

  •  Ease of Knowing: Your psychic conduit channels are strengthened by the constant flow of divination powers.
    • Whenever you use a divination power the spell points needed to activate that power are reduced to half (rounded up). This does not reduce the level of the spell, so you are still limited to one casting each of 6th, 7th, 8th, and 9th level regardless of it being a divination power or not.


  • Telekinetic Shield, You create a shield of force that encapsulates your body. On your turn you can activate your Telekinetic Shield as a bonus action.
    • While activated you gain the following benefits:
      • You have advantage on Strength checks and Strength based Saving throws. As well as Dex saves against physical and force attacks/spells.
      • You Gain a +2 to Armor Class and this bonus increases at the same rate as the “Rage Damage” tables in the Dungeons and Dragons 5th edition Player’s Handbook (pg 47)
      • You have resistance to Bludgeoning, Piercing, Slashing, and Force Damage.
    • Restrictions:
      • Your Telekinetic Shield lasts for 1 minute. It ends early if you make a physical attack. You may activate your Telekinetic Shield a number of times per day as per the “Rage” ability for Barbarians (starts at twice a day and increases) in Dungeons and Dragons Player’s Handbook (pg 47)
      • You cannot make a physical based attack(melee or ranged) without disrupting the shield. It is ends when you make a physical attack. You may still cast spells and concentrate on others if you are able to do so normally without disrupting the telekinetic shield.

2nd Level:

  • You gain Mage Hand as a cantrip. If you already have it select another cantrip. Your mage hand can act as if there are now two hands(i.e using a hammer and chisel). The spell’s range remains the same.
  • Your Mage hand improves as you level.
    • Extra set of Hands:
      • When crafting or doing a task that requires more than 1 round to complete, but is not a ritual or spell, the time required to complete the task is reduced by half. The DM has final say on whether or not a task could benefit from an extra set of mind controlled hands.

6th Level

  • Partition Spells- You are adept at using just the right amount of psionics to complete a task.
    • Any spell that has a duration can be cast at 1/10th of the duration at the cost of 1 spell point. example: Partitioned Telekinesis. Duration: 1 minute, Cost: 1 spell point. Telekinesis normally costs 7 spell points and lasts for 10 minutes.

14th Level

  •  Your Mage Hands can now be used to shove, disarm, and grapple opponents from a distance. Whenever you could make an attack you instead can cast mage hand and immediately do one of the previously mentioned maneuvers.


1st Level

  • Alter Form: Flesh Armor
    • your AC can now be calculated as AC 10 + your Dexterity Modifier + your Constitution Modifier. You also gain 1 hp now and 1 hp each time you gain a new level in Psionics. Flesh Armor is always active even if you use another way to calculate AC or take another form you still benefit from the non-AC features of Alter Form. It is your choice whether or not to use a shapes natural armor or your own fabricated armor rather than the Flesh Armor when calculating AC. Just like everything else in 5th edition, different ways to calculate AC do not stack.

2nd Level

  • humanoid shapechangingHumanoid Shapeshifter: You can use your action to magically assume the shape of a humanoid you have seen before (or sufficiently studied as per DM option). similar to Druid’s Wildshape ability but only humanoids. You can use this feature twice per short or long rest. You can assume Humanoid Shapes of 1/2 CR or lower but you cannot use their swim or fly speeds.The formula for CR max is 1/4 your level in Metabolist.
  • Exceptions: You do not gain any spellcasting feature from your new form. You may still cast spells and speak as long as the humanoid form has a mouth and hands/claws.

6th Level

  • Alter Form: Superior Alter Self. You gain the Alter Self spell. If you already had it you select another spell. In addition, your Alter Self spell can be cast as a bonus action and no longer requires concentration.

14th Level

  • Alter Form: Toughen Skin. Once per long rest you may activate Stoneskin without paying it’s cost in spell points or having it as one of your known spells

Guide to Psionics: Part 4 for Dungeons and Dragons 5th edition with Nate of Nerdarchy

dimensional skip nerdarchyRelativist

1st Level

  • Temporal Shielding: Through intimate contact with the powers that control reality you are able to create a protective buffer of time.
    • When you cast a spell that you gained from the Relativist’s list your shielding is activated (or strengthened if already active).
    • It can be spent to absorb a number of hit points equal to the spell that activated it. If the shield is already active then you may add a number of points equal to the spells level.
    • These points last until you take a long rest or expend them
    • The maximum amount of points that can be stored is equal to your level in Psionics.
  • Time Wrinkle: Whenever an encounter begins you may add your Wisdom modifier or level in the Psionics class (whichever is lower) to your initiative

2nd Level

  • Dimensional Skip: Skipping You move faster through a space by skipping some of the space during your movement. Your base speed is increased by 10 ft. This is considered a continuous magical effect while you are moving. This ability increases as per the monk class

6th Level

  • Dimensional Skip: Leap- As a bonus action during your turn the Relativist can pay 2 drams to skip through a barrier that is thinner than the total distance left of the Relativist ‘s movement from Skipping.
    • If you try jumping through a barrier that is impassible or it is greater than your remaining jump distance the Relativist ‘s power fails.
    • Your Skip is more reliable and attacks made against you while you are in motion are made at disadvantage

14th Level

  • Dimensional Skip: Dodge. As a reaction you can use Dimensional Leap. If you are being attacked you gain resistance to physical damage and gain improved evasion until the end of your next turn.


1st level:

  • Personal Magnetism / Psychic Impressions– Most people you talk with seem to think the better of you due to your charming personality, mannerisms, and personality. Gain Friends as a cantrip. If you have it then select another cantrip. You may use Friends a number of times equal to your Wisdom+1(minimum 1) Modifier without the person knowing that you have used magic against them (unless they possess some other means of knowing)
  • – Authors Note: I originally had a seperate ability that did what friends does. So rather than describe it with the changes I chose to use the spell mechanics that already existed. I do not recommend changing the drawback for other enchantment spells until a much later level. See enchantment school as an example. Also consider that they get this instead of armor bonus or hp buffs

2nd Level

  • Mind Link- You gain a two way communication with someone you can see. As a bonus you can communicate simple instructions at the speed of thought with the target. Unwilling targets get a a wisdom spell save to disrupt the link. These effects work even if you are viewing them through non-line of sight means.

6th level

  • Read Thoughts: Skim-The Psionics character has a better understanding of the flow of thoughts of  other beings. It is possible to string together words and images from an others mind and get information from it by skimming along the mind. This is still only surface thoughts and current topics within the being’s mind. The Telepath is limited to the information that the being is currently thinking about not what they know of a subject in general.
  • Example: If the Telepath wants to know who the Mayor was speaking with last night then the Mayor needs to coincidentally think about it(worried about, troubled about, planning for, or anticipating- the next meeting) If you want to work it out as a save or percent roll that is fine. Otherwise the Telepath will be waiting for the Mayor to daydream about it or get reminded about it by seeing the person they met last night or if someone asks the Mayor  where he was on the previous evening.

14th Level

Mind Alteration: Whenever you use a Telepath or enchantment spell and the target would know that you cast a spell on them after the spell has ended you may choose to alter their perception to ignore the spell cast against them. Similar to the enchant school’s ability

 Guide to Psionics: Part 4 for Dungeons and Dragons 5th edition with Nate of Nerdarchy

I know this section was quite the page but I didn’t want to wait until next week to get all of the discipline features up.

Let me know what you think in the comments below. And remember to share this with like minded individuals

Until next time, Stay Nerdy!


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Nathan Riggins

I would say my manner, skill sets, and subject knowledge are incongruous but they all seem to find a home under the umbrella term of nerd. I have a passion for studying science, religion, art, games, crafting, wine/beer-crafting, sustainable living, and green chemistry. I really enjoy gaming with friends and writing about my experiences as a nerd.

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