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promo: The pSion

created by
Web DM

produced by
2CGaming

written by
Jim Davis, Emma Lambert, & Jonathan Pruitt

© Web DM Entertainment, LLC. All Rights Reserved. The 2CGaming logo, Weird Wastelands logo, and book name (Weird Wastelands)
are protected by copyright and trademark. Any reproduction or unauthorized use of material contained herein is prohibited without
express written permission of Web DM Entertainment, LLC or its authorized representatives.
The pSion
“I ain’t never seen nothing like it. Now I’m usually an honest shopkeeper, but times are tough in the
wastelands, and one day this minotaur comes looking for dragon horn. He seemed an easy mark, so I
handed him my finest ‘dragon’ horn, and he looked pleased. Until…until his eyes rolled back and started
glowing. Then the goat horn started glowing. The minotaur’s eyes narrowed at me, and his deep,
gravelly voice rumbled, ‘Pathetic.’ Then he just walked away, and the damned psion took my lucky horn
without paying. I miss that goat.”
– Wasteland shopkeeper, on the dangers of dealing with psions

There are those who shake the ground with might creating a psion
or magic, and then there are those who use pure
will to redirect the ever-present vibrations of As you make your psion character, first con-
reality itself. Psions are those adventurers, indi- sider how you want to affect the wastelands.
viduals who have seen beyond the curtain and Does your rage scorch a path across the land
tap the mysteries therein. in pursuit of sworn vengeance? Do crystals
sing in harmony to you with the consumption
Web DM Wisdom:
The examples here of a
Unlocked by cataclysm of mental energies? Does your strategic use of
power restore life to those fighting for a brighter
psion’s origins are just The apocalypse cleared the plane of chattering tomorrow?
a couple of ways your
psion could come about.
minds, allowing those with sensitive percep- The wastelands are naturally unforgiving, but
What inspires you when tions to hear the beckoning of this new psionic you have mastered your mind and can fully con-
you think about psions? force. With the gods gone and magic awry, trol your path. You have extraordinary diversity
Is it jedi or Jean Grey? more and more such individuals are beginning in what you can do to change the world. You are
Commander Shepard or to listen to the call. Such a potent new power more than able to pull your weight, but be care-
Carrie? There are many
paths. Which will you represents hope for the communities struggling ful, because you can overexert yourself. That’s a
choose? to survive in a post-apocalyptic landscape, but feature, not a bug.
it has also invited the attention of warlords and
profiteers who wish to exploit it. No matter the Quick Build
motivation, a newly discovered psion is always a You can make a psion quickly by following
hot commodity, and many do well to hide their these suggestions. First, make Intelligence your
talents from strangers. highest ability score, followed by Constitution.
Second, choose the Nomad background. Third,
Disciplined masters start with a rank in the Telekinesis discipline.

While the talent for psionic power is born rather Class Features
than made, mastering such power requires ar- As a psion, you gain the following features.
duous training. Untrained psions are likely to
destroy themselves and everyone around them Hit Points
if their power goes unchecked, so many cloister Hit Dice: 1d8 per psion level
themselves in desolate corners of the wastes to Hit Points at 1st Level: 8 + your Constitution
master their minds. Such psions live the lives of modifier
sages, secluding themselves from the noise of Hit Points at Higher Levels: 1d8 (or 5) + your
the world to focus their will inward. Only rigid Constitution modifier per psion level after 1st.
meditation and mental control allow a psion to
assess their full potential safely. Psionic power Proficiencies
is the pure expression of internal willpower to Armor: Light armor
affect the external environment. Weapons: Simple weapons
Saving Throws: Constitution and Intelligence
Skills: Choose two from Arcana, History, Insight,
Medicine, Nature, Perception, and Religion

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enhanced by expending power points. While us-
Equipment
ing one of these abilities, you can never expend
You start with the following equipment, in
more power points in a single instance than you
addition to the equipment granted by your
have ranks in its associated discipline.
background:
For example, at 1st level, you may put a single
• (a) a light crossbow and twenty bolts or rank into the Telekinesis discipline, but when you
(b) any simple weapon reach 3rd level, you may choose to either increase
the Telekinesis discipline’s rank by one or put a
• (a) a dungeoneer’s pack or (b) an explorer’s
rank into a different discipline. You may focus on
pack
only one power at a time (as if concentrating on
• Leather armor, any simple weapon, and a spell). The specific durations for each power are
two daggers detailed in its associated discipline.

Psionic Power Power Points


At 1st level, your innate psionic potential grants The psion table shows how many power points
you the ability to manifest psionic effects through you have in order to manifest your psionic pow-
the prodigious power of your mind. Psionic ef- ers. Your class features and disciplines detail the
fects are strange, supernatural manifestations number of power points you must expend in
that take various forms, as detailed in the follow- order to produce certain effects. You regain all
ing benefits. your expended power points when you finish a
long rest.
Psionic Discipline
At 1st level, you may select one psionic discipline Zone of Influence
from the “List of Psionic Disciplines” section and The farther something is away from you, the
gain a single advancement in that discipline. As more difficult it is to manipulate with your
you level up as a psion, you gain the ability to put psionic power. Any psionic effect you produce
ranks into new disciplines or continue to improve has a range, called your zone of influence, which
your skills in a discipline you already know by is determined by your level as detailed in the
increasing its rank, as detailed in the Discipline Zone of Influence column of your class progres-
Advancement column of your class progression sion table. When you manifest a psionic effect,
table. Each ability granted by a discipline can be you cannot target or affect anything outside

The Psion
PROFICIENCY  DISCIPLINE POWER ZONE OF
LEVEL BONUS FEATURES ADVANCEMENT POINTS INFLUENCE
Psionic Power, Psionic
1st +2 1 2 50 ft.
Discipline, Psionic Recovery
2nd +2 Mental Modality 1 4 50 ft.
3rd +2 2 8 50 ft.
4th +2 Ability Score Increase 2 12 50 ft.
5th +3 3 16 60 ft.
6th +3 Mental Modality (2) 3 16 60 ft.
7th +3 4 16 60 ft.
8th +3 Ability Score Increase 4 16 60 ft.
9th +4 5 18 70 ft.
10th +4 Improved Psionic Recovery 5 18 70 ft.
11th +4 6 20 70 ft.
12th +4 Ability Score Increase 6 20 70 ft.
13th +5 7 22 80 ft.
14th +5 Mental Modality (3) 7 22 80 ft.
15th +5 8 24 80 ft.
16th +5 Ability Score Increase 8 24 80 ft.
17th +6 9 26 90 ft.
18th +6 Mental Modality (4) 9 26 90 ft.
19th +6 Ability Score Increase 10 26 90 ft.
20th +6 Burn Bright 10 30 90 ft.

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this area. If a target with an ongoing psionic action, you can exert your will on one object you
effect leaves this area, the effect immediately can see within your zone of influence. You can
ends. choose to expend your action round after round
to affect the same target or choose a new target.
Psionic Ability If you switch targets, the prior target is no lon-
Intelligence is your ability for your psionic effects, ger affected by your psionic influence.
which represents the mental prowess required to You can try to move an object that weighs up
invoke psionic energy. You use your Intelligence to 30 pounds in this manner. As part of the ac-
whenever a power or feature refers to your psion- tion used to control the object, you can choose
ic ability. Additionally, you use your Intelligence to spend power points to increase the amount
modifier when setting the saving throw DC for a of weight you can manipulate, as shown on the
psionic effect you manifest and when making an Manipulate Weight table. If the object isn’t being
attack roll with one, as follows: worn or carried, you automatically move it up to
We wanted to create 30 feet in any direction, but not beyond your zone
Psionic save DC = 8 + your proficiency
a unique feel for the of influence. You can exert fine control on objects
bonus + your Intelligence modifier
disciplines, and with with your telekinetic grip, such as manipulating a
as many iterations of Psionic attack modifier = your proficiency simple tool, opening a door or container, stowing
the psion as there have
been, that’s tough, but
bonus + your Intelligence modifier or retrieving an item from an open container, or
I think we found a nice pouring the contents from a vial.
niche. We wanted to Psionic Recovery At Higher Ranks. When you spend at least 3
distinguish psionics You have learned to regain some of your psionic power points to use Manipulate in this way, you
from spellcasting, so also have the option to attempt to move a Huge
energy through meditation. Once per day, when
leveled spells and
cantrips were the you finish a short rest, you can recover a number or smaller creature. The target must succeed
first thing to go. The of spent power points equal to your total num- on a Strength saving throw versus your psionic
Discipline advancement ber of discipline advancements. save DC or be affected by this ability. You are
system is scaled so still bound by the weight limits outlined on the
it feels like a more
natural progression of Mental Modality Manipulate Weight table.
psionic effects. It may When you reach 2nd level, your powers have so-
seem overpowered, but lidified into a particular mental routine known Manipulate Weight
to achieve that power, as a modality. Choose one of the following: the
you must sacrifice the POINTS SPENT MAXIMUM WEIGHT
number of psionic
Structured Mind, the Emotional Conduit, or the
Strategist, detailed at the end of the class de- 0 30 lbs.
effects you have
access to. scription. Your modality grants you features at 1 100 lbs.
2nd level and again at 6th, 14th, and 18th level. 2 1,000 lbs.
Web DM Wisdom: 3 2,000 lbs.
As a psion, falling List of Psionic Disciplines 4 5,000 lbs.
damage is your friend—
use it. If you hurl a target
Psionic disciplines represent the ways you can 5 10,000 lbs.
and it doesn’t hit anything, control psionic power to affect the external
it still lands prone. But if environment. Each discipline requires rigor- Psychic Crush
there’s a wall at the end ous mastery over particular portions of the As an action, you unleash your psionic power
of its path, it takes 1d6 to crush something with your telekinesis. Make
mind and the development of unique mental
bludgeoning damage for
every 10 feet it traveled. processes. Successful advancement in even one a psionic attack against a creature or object of
The same applies if you discipline represents the reward of countless your choice that you can see within your zone
throw the target into the laborious hours of study and meditation. of influence. On a successful hit, the target takes
air and let it fall back to 1d10 bludgeoning damage. When you hit with
the ground. This could
get tricky if you throw one Telekinesis this attack, you can spend power points to in-
creature into another, but This discipline allows you to manifest your will crease this damage by 1d10 per point spent.
I’d rule that the creature as physical force. You are able to move creatures
not being hurled would and objects with a strength far beyond the limi- Telekinetic Hurl
be allowed a Dexterity
saving throw to get out of
tations of your physical form. As an action, you may attempt to hurl a Huge or
the way. If it fails, split the smaller creature or object of your choice within
damage evenly between Manipulate your zone of influence. If the target is a creature,
the tossed creature and You gain the ability to move or manipulate it must succeed on a Strength saving throw
the target. versus your psionic save DC or be thrown up to
objects by exerting your psionic power. As an

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10 feet in a straight line in a direction of your adding an additional d6 of damage. At the end of
choice and fall prone. When you hurl a target in each of its turns, the target can attempt another
this manner, you may increase the distance it is Strength saving throw, ending the effect on itself
hurled by expending power points. The distance on a success.
increases by 20 feet for each power point spent.
Clairsentience
Psychoportation This discipline allows you to read the energies
This discipline allows you to manipulate the that suffuse reality and extrapolate information
spaces between dimensions and planes of ex- from them. This knowledge allows you to assess
istence. This knowledge opens doorways to situations quickly to discover vital secrets or
movement and control of the battlefield that counteract your enemies even as they strike.
few can rival.
Assess Aura
Dimensional Step As an action, you may read the aura of a per-
As an action, you can magically teleport your- son or creature you can see within your zone
self to an unoccupied space you can see within of influence. When you read a creature’s aura,
5 feet of you. By spending additional points, you you automatically learn its emotional state and
can increase the distance you can travel as speci- whether or not it is hostile toward you. When
fied on the Dimensional Step table. you read an object, you learn if it was in the
presence of strong emotions within the last
Dimensional Step three days and what those emotions were (if
any). For example, a pebble from a battlefield
POINTS SPENT DISTANCE
may carry the psychic stain of violence and fear.
0 5 ft. In contrast, a golden locket might convey love
1 10 ft. and remembrance. At your GM’s discretion, an
2 30 ft. object present during a truly momentous event
3 60 ft. might carry an aura signature for much longer
4 120 ft. than a three-day duration.
5 500 ft. When you read an aura, you can choose to
expend a power point to ask one of the follow-
Transposition ing questions about the target. The GM offers a
As an action, you attempt to transpose yourself truthful reply. The reply might be a short phrase,
and another target within your zone of influ- provide only partial information, or be a state-
ence. If the target is willing, this effect happens ment of the obvious. For each power point you
automatically. If the target is unwilling, it must spend, you can ask one question from this list.
succeed on a Strength saving throw versus your
• What threat does it pose?
psionic save DC or be pulled through dimen-
sional space and swapped with you. When you • What can it do?
declare the use of this feature, you may spend • What does it want?
power points to increase the DC of the save.
Each point spent in this manner increases the • What is it hiding?
DC by 1. • Where is it from?

Baleful Anchor Sight beyond Sight


As an action, you attempt to tether a creature As an action, you can use your psionic senses
to a spot within your zone of influence, turn- to see in normal and magical darkness out to
ing its own momentum against it. The target a range of 10 feet. When you use your senses
must succeed on a Strength saving throw versus in this way, you can choose to expend power
your psionic save DC or have its speed reduced points to increase the range of your sight, add-
to 0. A target tethered in this way takes 1d6 ing 10 feet for each power point spent.
force damage at the start of each of its turns. At Higher Ranks. When you spend at least
When a target takes damage in this way, you 3 power points to use your senses in this way,
can use your reaction to expend power points you also gain the ability to see invisible creatures
to increase this damage, with each power point and objects and perceive the original form of a

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shapechanger or a creature that is transformed Siphon Life
by magic. As an action, you attempt to make a touch attack
against a creature. On a successful hit, you deal
Forecast Conflict 1d4 psychic damage and regain hit points equal
As an action, you can read the tactics of your to half the damage dealt. When you successfully
enemies to increase your reaction time in hit, but before you roll damage, you can choose
combat. For the next minute, whenever you at- to spend power points to increase this damage
tempt a saving throw, you gain a bonus to the by 1d4 per point spent.
saving throw equal to your Intelligence modi-
fier (minimum bonus of +1). When you use this Metacreativity
ability, you can spend power points to affect This discipline allows you to rearrange energy
allies as well. For each power point spent, you to create tangible objects. You are able to cre-
can choose one ally who also gets to add your ate new forms with pure will, whether they be
Intelligence modifier to their saving throws for mundane items, weapons, or walls.
the next minute.
This effect ends early if you fall unconscious Construction
or use this feature again. As an action, you create a Medium or smaller
nonmagical object or tool out of your pure force
Psychometabolism of will. You can create tougher objects depend-
This discipline allows you to mediate bodily ing on how many points are spent on the item
forces, altering the state of those around you. based on the Item Durability table. The object
You are able to lend comfort or leech life itself. lasts until you dismiss or manifest this effect
again or until it is destroyed.
Bolster Ally At Higher Ranks. When you spend at least 3
As an action, you send a psychic rush to an in- power points to create an item, you can choose
jured ally within your zone of influence, allowing to create a Large or smaller object.
the target to immediately spend one Hit Die and
recover the total plus the target’s Constitution Item Durability
modifier in hit points. When you use this fea-
POINTS SPENT HIT POINTS
ture, you can choose to expend power points to
increase the number of Hit Dice your ally can 0 10
spend, adding one additional Hit Die for each 1 20
point you spend. 2 30
3 40
Ease Malady
4 50
As a bonus action, you can target an ally affected
by an ongoing condition and reduce the DC of 5 60
What color will your
your target’s next saving throw by 1. When you
blade be? You are no Force Weapon
longer bound by canon. use this ability, you can choose to spend power
points to reduce the DC even further, as seen on As an action, you can create a melee weapon
the Ease Malady table. made of pure force. This weapon is invisible
and cannot be removed from your grasp unless
Ease Malady you allow it. Attacks made with this weapon use
your psionic attack modifier, and a successful
POINTS SPENT DC REDUCTION hit deals 1d6 force damage. When you hit with
0 1 this attack, but before damage is rolled, you can
1 2 spend power points to increase the total damage
by 1d6 per point spent.
2 3
You may have only one of these weapons ac-
3 4 tive at a time, and it lasts until you dismiss it or
4 5 manifest this effect again.
5 6

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Monomorototog easily determines this
"dragon horn" a fake and the vendor trying
to sell it a fool. The horn will be good for
wine though, so not entirely a waste of time.
Barrier Psychic Probe
As an action, you create a nonmagical barrier of POINTS SPENT EFFECT
solid force at a point you choose within your zone
0 Gather
of influence. The barrier is a 10-foot-by-10-foot
panel that is 1 inch thick. When you use this 1 Learn
feature, you can spend power points to increase 2 Extract
these dimensions. For each point you spend, you 3 Suppress
can either create another panel or add 1 inch of 4 Modify
thickness to a single panel. If you create multiple
5 Excise
panels, each must be contiguous with at least
one other panel. Each panel has AC 15 and 30 hit
• Gather – You learn the creature’s surface
points per inch of thickness. Reducing a panel to
thoughts—what is most on its mind at that
0 hit points destroys it and might cause connect-
moment.
ed panels to collapse at the GM’s discretion. The
barrier lasts until destroyed, until you choose to • Learn – You gain insight into the creature’s
end the effect, or until you use this power again. reasoning (if any), its emotional state, and
something that looms large in its mind (such
Telepathy as something it worries over, loves, or hates).
This discipline allows you to push the limitations
• Extract – You learn the answer to a specific
of the mind. This information grants ultimate
question you have (if the creature does not
control over your own mental faculties and the
know the answer, you learn that).
ability to touch the minds of other creatures.
• Suppress – You suppress the creature’s memory
If you force a Mind Mind Link for 10 minutes. You can choose whether it
Link, what will you As an action you may telepathically link minds forgets the last 10 minutes or ceases to retain
choose to do? Sing all
with a willing creature within your zone of in- new information for the next 10 minutes.
night to keep the target
awake and give them fluence. When you establish this mind link, you
• Modify – You change a detail about an
exhaustion? Distract a can choose to spend additional power points to
guard in order to get existing memory the creature has. To do
connect with a number of additional creatures
past them? The weird this, you must know the specific memory
equal to the number of points spent. The crea-
ways to use this ability you are trying to affect, and the change
are nearly limitless. ture does not have to share a language with you
you make must make sense in the context
but must understand at least one language.
of the memory. Inserting the appearance
At Higher Ranks. When you spend at least 3
of a particular person, rewriting a few
power points, you may attempt to force a mind
minutes of a conversation that occurred, or
link with an unwilling creature. The target must
inserting a memory of an object that wasn’t
succeed on an Intelligence saving throw versus
there are all acceptable examples.
your psionic save DC to resist the link.
• Excise – You cause the target to forget a
Psychic Probe piece of information permanently. If it is
You attempt to probe the mind of a creature a specific memory, the memory cannot
you can see within your zone of influence. The be longer than an hour. If it is a specific
creature must succeed on an Intelligence saving creature or object, the target forgets all
throw versus your psionic save DC or you immedi- details about the creature or object but not
ately learn its surface thoughts. If the creature you the impression that something was there.
choose has an Intelligence of 3 or lower or doesn’t
speak any languages, the creature is unaffected. Mind Spike
When you use this effect, you can use an ac- As an action, you attempt a psychic attack directly
tion to attempt to probe deeper into the target’s into the mind of a creature you can see within
mind by expending power points. The number your zone of influence. Make an attack with your
of points you spend allows you to affect the tar- psionic attack modifier. On a successful hit, the
get’s mind differently, as shown on the Psychic creature takes 1d6 psychic damage. When you
Probe table. hit with this attack, but before damage is rolled,
you can spend power points to increase the total
damage by 1d6 per point spent.

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