Psionic Class Features
Psionic Class Art
Psionic
Masters of the mind’s hidden potential, Psionics manipulate thought and perception to control enemies, bolster allies, and reshape reality through sheer mental power.
1 - Powers of the Mind
You can change the damage type of any of your Psionic spells to psychic damage.
6 - Mind Manipulator
When you cast a spell that charms a creature, the target doesn’t realize it was charmed by you; its memory of being charmed is vague.
11 - Otherworldly Awareness
Gain a bonus to Wisdom (Perception) and Wisdom (Insight) equal to your Intelligence modifier.
16 - Unveiling Gaze
As an action, grant yourself truesight for 1 minute (range 120 feet). Uses: Intelligence modifier (minimum once) per long rest.

Psionic Subclasses

Bard Psionic Features
Bard Psionic
Bard Psionic
You learn to weave arcane resonances into your music, turning every note into a psychic weapon or a soothing balm. As a Psionic Bard, your performance reaches into minds—disrupting enemies, bolstering allies, and bending reality with sound and thought.
Clairvoyant Psionic Features
Clairvoyant Psionic
Clairvoyant Psionic
You peer beyond the moment, sharing flashes of what’s to come. Your visions grant allies confidence, reshape fate, and bend reality one heartbeat at a time.
Premonitions (1st-level Psionic feature)

You gain proficiency in the Insight skill.

As a bonus action, you can expend one Vision Die to grant one creature you can see within 60 feet a 1d6 vision die. The creature may roll that Vision Die and add the number rolled to one ability check, attack roll, or saving throw. The marker is then expended.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. The Vision Die increases to a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level.

Soul Knight Psionic Features
Soul Knight Psionic
Soul Knight Psionic
The Soul Knight Psionic wields psychic energy as both shield and sword, merging mental force with martial precision. Drawing from an ethereal vault known only to them, they summon armor and weapons forged of thought—manifesting gear they've stored across their journeys.
Prism Psionic Features
Prism Psionic
Prism Psionic
The Prism Psionic channels psychic energy through radiant light and illusion, weaving spells that blur the line between what is real and what dazzles the senses. With a thought, they cast shifting lights into battle—projecting false images, blinding brilliance, and spectral flames to mislead foes and inspire awe.
Minor Illusion (1st Level Feature)

You learn the Minor Illusion cantrip. If you already know it, you learn a different support cantrip of your choice. This cantrip doesn’t count against your number of cantrips known.

In addition, when you cast Minor Illusion , you can create a visual image, accompanying sound, and faint scent with a single casting.

Psionic of Strixhaven Subclasses

Silverquill Psionic Features
Silverquill Psionic
Silverquill Psionic
Psionics of Silverquill hone the power of words. They channel the magic of light and shadow through words, whether spoken aloud, written, or signed through gestures. The words of a Psionic of Silverquill bring salvation to their allies and despair to their enemies.
Prismari Psionic Features
Prismari Psionic
Prismari Psionic
Psionics of Prismari use surges of elemental energy to express who they are and how they see the world. To them, magic and motion are one and the same; both are exhibitions of raw creativity through which masterpieces are made. In their pursuit of the arts, some Prismari Psionics focus on perfecting the fine details of their technique, while others prefer to unleash their wild creative visions in dazzling spectacles of elemental power.
Kinetic Artistry (1st Level Feature)

You gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Nature, or Performance.

You can Dash as a bonus action. When you take this bonus action, choose one of the following additional effects:

  • Boreal Sweep. Icy water swirls around you. Until the end of your turn, you can move across the surface of water as if it were harmless solid ground. Additionally, when you leave a space within 5 feet of a creature, you can force that creature to make a Strength saving throw against your spell save DC. On a failed save, the creature is knocked prone. A creature can be affected by the water only once each turn.
  • Scorching Whirl. Flames wreath your steps. Once before the end of your turn, you can force each creature within 5 feet of you to make a Dexterity saving throw against your spell save DC. On a failure, a creature takes fire damage equal to 1d4 + your spellcasting modifier.
  • Thunderlight Jaunt. You take on a nimble lightning form. Until the end of your turn, you can move through the space of other creatures, and you do not provoke opportunity attacks. If you end your turn inside a creature’s space, you are pushed into the nearest unoccupied space.

You can use a bonus action in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.