
Psionics
58 powers and 10 subclasses — one for every class in the game. They were not invented for a supplement. They are what the world was left with after a god died and time tore open.
Cut down from 241 powers of second-edition source material, capped at level 5, and built so that nothing you already play gets taken away.
Where it comes from
A god died, and time tore
Baal ruled what bursts — storm, rage, murder. When the heroes brought him down, Altof Doombringer raised the Temporal Horn beneath his vault, and six months were torn out of the world.
Almost everyone passed through that void like a dreamless night and woke up with a hole where half a year had been. Only the dragons remember it. A few gods. And the Awakened, back from a plane they should never have walked, who kept every hour of it.
But the tear did not close cleanly. Mortals caught in it took a wound that was not to the body, and some of them came out of it able to do things no spellbook explains. That is where psionics comes from — not from study, and not from a god granting it. From damage.
The six months the world forgot
How it works at the table
Psi is not magic
It is a separate force with its own rules. That is a design decision written into the engine, not a flavour note — and it is why the counters that stop a spell do not stop a thought.
Capped at level five
Powers stop at fifth level on purpose. Psionics is meant to sit beside your class, not eclipse it, and a hard ceiling is the only thing that reliably holds that line.
The dice grow with you
Your pool of Psionic Energy dice is twice your proficiency bonus, and the die itself steps up from a d6 to a d12 as you level. It scales without a table to look up.
Nothing is taken away
All ten subclasses are additive. They are new options on the list, not replacements — every character you have already built still works exactly as it did.
Ten subclasses, one for every class
Whatever you already play, there is a door into this. Most of them answer to something the campaign only ever calls the Whisper.
Fighter
Sentinel Knight
Chevalier Sentinelle
Shields an ally with a thought, then hits with force nobody saw wind up.
Wizard
Whisper Arcanist
Arcaniste du Murmure
Studied the tear in time the way other wizards study fire.
Rogue
Psionic Shadow
Ombre Psionique
Does not need to be quiet if nobody is looking in the right place.
Sorcerer
Aberrant Soul
Âme Aberrante
Something answered when the world went dark, and it never quite left.
Monk
Way of the Mind Star
Voie de l’Astre Mental
The body was always the easy part.
Paladin
Oath of the Star
Serment de l’Astre
Swore an oath to a light that is not in the sky.
Ranger
Whisper Walker
Marcheur du Murmure
Tracks minds the way other rangers track deer.
Barbarian
Frenzy of the Whisper
Frénésie du Murmure
The rage is not entirely their own, and they have stopped minding.
Cleric
Domain of the Whisper
Domaine du Murmure
Prays to something that answers in the first person.
Warlock
Pact of the Far Realm
Pacte du Royaume Lointain
Signed with a patron that has no name in any temple.

The Awakening of Esmeralda
A twelve-year-old psionic walked into a tomb in the Plains of Desolation and woke the dead knight who lit the rebellion. Nobody has explained how — yet.
An animated short set in the campaign that psionics came out of. It is being cut now — this is where it will play.
The same tear made the bloodlines
When the old gods died to seal the chaos, what scattered into mortals became the blood that rules Tyria. Psionics is the other half of that wound.
