Created this for a possible Dark Sun Campaign. Need help balancing it. Any suggestions? C l a s s F e a t u r e s As a Psion, you gain the following class features. H i t P o i n t s Hit Dice: 1d8 per Psion level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Psion level after 1st P r o f i c i e n c i e s Armor: None Weapons: Simple weapons Tools: none. Saving Throws: Intelligence, Constitution Skills: Choose two from Arcana, History, Insight, Intimidation, Investigation, Perception and Persuasion. U n a r m o r e d D e f e n s e Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. A w a k e n e d M i n d Starting at 1st level, your Psion knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. C a n t r i p s You know two cantrips of your choice from the list below. You learn additional Psion cantrips of your choice at level 4 and 10. List Of Cantrips Friends,
Message, Prestidigitation, Vicious Mockery, Resistance, Minor Illusion,
Blade Ward, Guidance, Elderich Blast (Mind Bullet). Psion Points Starting at 2nd level, your training allows you to harness the Mental energy of Psion Points. Your access to this energy is represented by a number of Psion points. Your Psion level determines the number of points you have, as shown in the Psi Points column of the Psion table. You can spend these points to fuel various Psi features. You start knowing three such features: Mental Bombardment, Patient Defense, and Step of the Wind. You learn more Psi features as you gain levels in this class. When you spend a Psi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Mental Energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Psi points. Some of your Psi features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Psi save DC = 8 + your proficiency bonus + your Intellegence modifier. Points Earned 2 points at 2nd level and 1 aditional point every level after. Ending at 20 points at level 20. M e n t a l B o m b a r d m e n t Immediately after you take the Cantrip action on your turn, you can spend 1 Psi point to make Another cantrip or melee action. M e n t a l D e f e n s e You can spend 1 Psi point to take the Dodge action as a bonus action on your turn. V i o d S t e p You can spend 1 Psi point to take the Disengage or Dash action as a bonus action on your turn floating , and your jump distance is doubled for the turn. You float with your mind. M e n t a l K n o l e d g e Your keen mind can sence lies and read other people. You have advantage on any Insight check made to determine truth. Your are now proficiant in insite, or if already proficiant, and expert. M e n t a l M i s s l e S h e i l d Starting at 3rd level, you can use your Mind to deflect or halt the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelegence modifier + your Psion level. If you reduce the damage to 0, you can halt the missile if it is small enough for you to hold in one hand. If you halt a missile in this way, you can spend 1 Psi point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. (3rd Level Psychic Path ) Choose one of the professions. (1) W a y O f T h e P s i o n W a r r i o r M a r t i a l T r a i n i n g Starting
at level 3 You gain proficiency with 3 martial weapons of your choice
and the ability to spend 2 Psi points to cast Shield. E x t r a A t t a c k Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. P s y c h i c A r m o r At
11th level, you can spend 2 Psi points to cast Armor of Agathys,
causing Psychic damage instead of cold. You may also spend 2 additional
Psi points to increase the spell level. P s y c h i c M e l t d o w n At 17th level, you gain the ability to set up a lethal Mind lock. When you hit a creature with range 10 mental attack, you can spend 3 Psi points to start these imperceptible vibrations, which last for a number of days equal to your Psion level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points, and is a drooling mindless creature. If it succeeds, it takes 10d10 Psychic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the Mind lock harmlessly without using an action. (2) W a y o f t h e M i n d a l i s t At 3rd level you take on the way of the mentalist. You can use Psi points for powerful effects. Those with level requrements can not be used until that requirement is met. You man chose 2 from the list below. You learn one additional Mentalist skill of your choice at 6th, 11th, 15th and 17th level. Whenever you learn a new Mentalist skill, you can also replace one Mentalist skill that you already know with a different discipline. Minor Telekinesis. As per spell but with a pound limit equil to your Psion level x10lb. Example, at 6th level you can pick up a creature or object that is 60lb or less. Mental wave . You can spend 2 Psi points to cast thunderwave. Mental Punch. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 Psi points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional Psi point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. Mental Charm. Spend 2 Psi points to cast Charm Person. Mental Exhaustion. Spent 2 Psi points to cast Sleep. Mental recovery . Spent 2 Psi points to cast Cure Wounds. Commanding Mind. Spent 2 Psi points to cast Command. Exacting Will. Spend 3 Psi points to cast Crown Of Madness. Calming Will. Spend 3 Psi points to cast Calm Emotions. Clench of the Mind (6th Level Required). You can spend 3 Psi points to cast hold person. Mental Shriek (6th Level Required). You can spend 3 Psi points to cast shatter. Horrifying Mind (6th Level Requirement) You can spend 3 Psi points to cast Fear. Mind Over Body (11th Level Required). You can spend 4 Psi points to cast stone-skin, targeting yourself. Confusing Mind. (11th Level Requirement) . You can spend 3 Psi points to cast Confusion. Mental Movement. (11th Level Requirement) . You can spend 4 Psi points to cast Fly. Nightmare Delving. (11th level Requirement) You can spend 3 Psi points to cast Phantasmal Killer. Dominating Mind. (15th Level Requirement) You can spend 4 Psi points to cast Dominate Person. Telekinesis. (15th Level Requirement) You can spend 4 Psi points to cast Telekinesis. Mind over Masses . (17th Level Requirement) You can spend 4 Psi points to cast Mass Suggestion. Telepathy (17th Level Requirement) You can spend 4 Psi points to cast Telepathy. A b i l i t y S c o r e I m p r o v e m e n t When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability scores o f your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. S l o w Fa l l Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Psion level. C l a i r v o y a n t m i n d Beginning at 5th level you can cast clairvoyance as a ritual, with the Psion mediating for 10 min. M e n t a l R e c u p e r a t i o n At
5th level you can spend 15 minute meditating and regain half of your
Psi points. You can only use this ability once per long rest. M i n d W a r d At 6th level, you learn to Mentally ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. E v a s i o n At 7th level, your instinctive mind lets you dodge out of the way o f certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity 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. S t i l l n e s s o f M i n d Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. T h o u g h t S h i e l d Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount o f damage that you do. T o n g u e o f t h e S u p r e m e M i n d Starting at 13th level, you learn to touch the Psi of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. C r e a t e T h r a l l At 14th level, you gain the ability to infect a humanoid’s mind with your supreme intellect. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. M i n d i s S t r o n g e r T h a n F l e s h At 15th level, your Psi sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. You only age 1 year for every 5. M i n d T o w e r Beginning at 18th level, you can use your action to spend 4 Psi points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 Psi points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you. M i n d L o r d At 20th level, when you roll for initiative and have no Psi points remaining, you regain 4 Psi points. You can also spend 10 Psi points to cast the spell Weird