A young girl in a ruined crypt, blue psionic energy streaming from her eyes
Homebrew · shipped

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
Pilgrims on the sacred road where the heroes woke after the six lost months, under a bruised sky

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.

Every class and race in Celeste
Esmeralda, a young girl in an olive tunic with a small cross pendant, lit from below
In production

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.