Puppeteer
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
For 1 round, ignore all upkeep costs on your psionic links, and mentally link with all allies and enemies within a 120ft radius of you. All enemies must pass a DC 40 WIS save; on fail they gain Mind Control (V) (1 on success, they instead gain Confused (V) (1) and Overwhelmed (V) 20d10 (1).
Your pool of Psionic Ki is increased to 30.
You have a passive sense of the minds around you within a 60 foot radius. When making a Perception roll, you are aware of the state of consciousness and emotions of said creatures, as well as the general direction they are in, and their short-term memory. You can also make an Investigation roll to read their memories up to 24 hours ago.
You now have no limit on the number of linked creatures. For each additional creature you link to above 4, you must spend 1 action linking with them. If any linked ally is KO’ed, you lose connection with them if you are linked to more than 3 other allies. The Concentration save DC does not increase above 25. Traits that scale based on linked ally count such as Evoker’s Battlefield Awareness do not benefit from links above 4.
Once per round, as a free action you may force an incoming attack to target a specific ally. If the enemy has any level of Confusion, you may force it to target one of their allies instead. The enemy must succeed a WIS save of DC 14 + your WIS + Proficiency to avoid this effect.
At the start of your turn, roll a d4 for every creature you are linked with. For each d4 that rolls a nat 4, gain 1 Psionic Ki.
Instead of subtracting 2 Ki at the start of your turn for each Mind Controlled enemy, roll a d2 for each Mind Controlled enemy. If it lands 1, subtract 1 Psionic Ki.
When a creature is KO’ed, you may attempt a WIS roll at a DC determined by the DM. On success, the enemy’s body is revived at half HP as a zombie under your control. Psi Zombies have limited movesets that depend on the type of enemy revived. Treat Psi Zombies as Mind Controlled units, with equivalent Psionic Ki maintenance costs. When you break mind control, the zombified units return to KO.
You may spend 1 ability action to strengthen your psionic bond to one of your linked allies at a time. Deactivating this bond also consumes 1 action. While bonded, this ally gains an additional ability action on their turn as well as temp HP equivalent to 20% of their normal HP, regenerating to full at the start of your turn. If you are KO’ed while the link is active, or the link is forcibly disconnected, the bonded ally takes psychic damage equivalent to 50% of their max HP.
At level 14, you may bond with up to 2 allies at a time.
You can spend 1 Tactical Action on your turn to deal 10d10 psychic damage to one or multiple linked creatures. When you sever your connection with a Mind Controlled unit, they take 14d10 psychic damage and gain Panic (III) for 1 round.
You gain the ability to move objects with your mind. For any situation that requires a STR roll, you may substitute it with a WIS roll instead.
You may telekinetically restrict a creature’s movement, making a WIS roll at a DC determined by the DM to inflict Bound (V) 12d10. You spend 1 action each turn to sustain this chokehold.
At level 18, instead of spending 1 action each turn to sustain the chokehold, you may instead lose 2 Psionic Ki at the start of your turn.
Every two stacks of a different negative mental status effect reduces the target’s saves against Mind Control from you by 1.
You may use Telekinesis to levitate and fly at a speed equivalent to your normal movement speed. For each round you spend levitating, roll a d2 at the start of your turn. If it is a nat 1, remove 1 Psionic Ki.
Your psionic powers are so immense that others struggle to lock onto you. If a creature’s WIS modifier is less than yours and they do not have psionic abilities, they gain disadvantage on to-hit against you. When you use the Dodge/Parry/Guard action, you may substitute the stat used with WIS instead.
If a mind controlled target is at 20% HP or less, you may instantly kill the target. The target erupts in a blast of psionic energy, dealing 20d10 Psychic/Kinetic damage in a 15 meter radius. All targets in line of sight of the explosion must make a DC 25 WIS save to avoid gaining Frightened (III) (1).
You may use your psionic abilities against non-sentient creatures. All WIS rolls conducted against them are at disadvantage, and are susceptible to other modifiers at the DM’s discretion.
Gain 50% natural Psychic RES. Whenever you take psychic damage or are the target of a psionic attack, deal (WIS)d10 psychic damage to the attacker.
When you are KO’ed, you may instead send your consciousness into the body of a linked ally. You cannot link with allies or enemies, and you use the ally’s stats instead of yours. The ally is considered Bonded under the Bonded Minds ability while you are inhabiting them. On the ally’s turn, you gain 2 ability actions which you may use on any non-physical attack.
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as PsionRequirements
- (Class Bond) Psion: You must have fully unlocked every ability of the Psion class.
- (Item) Psionic Amplifier: You must have obtained a special magical artifact designed to unlock the true potential of one's psionic abilities.
Abilities
Ultimate Ability: Ensnaring Mind
Rarity: Exotic | CC: Puppeteer | UP: 60+ | ZP: 2 | ZL: 0 | Cost: 4 TPFor 1 round, ignore all upkeep costs on your psionic links, and mentally link with all allies and enemies within a 120ft radius of you. All enemies must pass a DC 40 WIS save; on fail they gain Mind Control (V) (1 on success, they instead gain Confused (V) (1) and Overwhelmed (V) 20d10 (1).
Psionic Ki (II)
Level 1 | Rarity: Legendary | REQ: Psionic Ki (I) | Cost: 2 TPYour pool of Psionic Ki is increased to 30.
Mindsense (II)
Level 1 | Rarity: Rare | REQ: Mindsense (I) | Cost: 2 TPYou have a passive sense of the minds around you within a 60 foot radius. When making a Perception roll, you are aware of the state of consciousness and emotions of said creatures, as well as the general direction they are in, and their short-term memory. You can also make an Investigation roll to read their memories up to 24 hours ago.
Improved Linking
Level 2 | Rarity: Rare | REQ: Linked Minds | Cost: 3 TPYou now have no limit on the number of linked creatures. For each additional creature you link to above 4, you must spend 1 action linking with them. If any linked ally is KO’ed, you lose connection with them if you are linked to more than 3 other allies. The Concentration save DC does not increase above 25. Traits that scale based on linked ally count such as Evoker’s Battlefield Awareness do not benefit from links above 4.
Redirection
Level 3 | Rarity: Exotic | REQ: Psionic Ki | Cost: 2 TPOnce per round, as a free action you may force an incoming attack to target a specific ally. If the enemy has any level of Confusion, you may force it to target one of their allies instead. The enemy must succeed a WIS save of DC 14 + your WIS + Proficiency to avoid this effect.
Crowdsourcing
Level 3 | Rarity: Rare | REQ: Linked Minds | Cost: 2 TPAt the start of your turn, roll a d4 for every creature you are linked with. For each d4 that rolls a nat 4, gain 1 Psionic Ki.
Class Feat Slot VI
Level 4 | CC: PuppeteerOptimized Mind Control
Level 5 | Rarity: Legendary | REQ: Mind Control | Cost: 2 TPInstead of subtracting 2 Ki at the start of your turn for each Mind Controlled enemy, roll a d2 for each Mind Controlled enemy. If it lands 1, subtract 1 Psionic Ki.
Psionic Necromancy
Level 6 | Rarity: Exotic | REQ: Mind Control | Cost: 4 TPWhen a creature is KO’ed, you may attempt a WIS roll at a DC determined by the DM. On success, the enemy’s body is revived at half HP as a zombie under your control. Psi Zombies have limited movesets that depend on the type of enemy revived. Treat Psi Zombies as Mind Controlled units, with equivalent Psionic Ki maintenance costs. When you break mind control, the zombified units return to KO.
Bonded Minds
Level 7 | Rarity: Exotic | REQ: Linked Minds | Cost: 3 TPYou may spend 1 ability action to strengthen your psionic bond to one of your linked allies at a time. Deactivating this bond also consumes 1 action. While bonded, this ally gains an additional ability action on their turn as well as temp HP equivalent to 20% of their normal HP, regenerating to full at the start of your turn. If you are KO’ed while the link is active, or the link is forcibly disconnected, the bonded ally takes psychic damage equivalent to 50% of their max HP.
At level 14, you may bond with up to 2 allies at a time.
Class Feat Slot VII
Level 8 | CC: PuppeteerMindflay
Level 9 | Rarity: Exotic | REQ: Linked Minds | Cost: 3 TPYou can spend 1 Tactical Action on your turn to deal 10d10 psychic damage to one or multiple linked creatures. When you sever your connection with a Mind Controlled unit, they take 14d10 psychic damage and gain Panic (III) for 1 round.
Telekinesis
Level 10 | Rarity: Rare | REQ: Psionic Ki | Cost: 3 TPYou gain the ability to move objects with your mind. For any situation that requires a STR roll, you may substitute it with a WIS roll instead.
Telekinetic Chokehold
Level 10 | Rarity: Exotic | REQ: Telekinesis | Cost: 3 TPYou may telekinetically restrict a creature’s movement, making a WIS roll at a DC determined by the DM to inflict Bound (V) 12d10. You spend 1 action each turn to sustain this chokehold.
At level 18, instead of spending 1 action each turn to sustain the chokehold, you may instead lose 2 Psionic Ki at the start of your turn.
Psychological Warfare
Level 11 | Rarity: Rare | REQ: Mind Control | Cost: 2 TPEvery two stacks of a different negative mental status effect reduces the target’s saves against Mind Control from you by 1.
Class Feat Slot VIII
Level 12 | CC: PuppeteerTelekinetic Flight
Level 13 | Rarity: Rare | REQ: Telekinesis | Cost: 3 TPYou may use Telekinesis to levitate and fly at a speed equivalent to your normal movement speed. For each round you spend levitating, roll a d2 at the start of your turn. If it is a nat 1, remove 1 Psionic Ki.
Distortion Field
Level 14 | Rarity: Exotic | REQ: Psionic Ki | Cost: 3 TPYour psionic powers are so immense that others struggle to lock onto you. If a creature’s WIS modifier is less than yours and they do not have psionic abilities, they gain disadvantage on to-hit against you. When you use the Dodge/Parry/Guard action, you may substitute the stat used with WIS instead.
Psionic Severance
Level 15 | Rarity: Exotic | REQ: Mind Control | Cost: 3 TPIf a mind controlled target is at 20% HP or less, you may instantly kill the target. The target erupts in a blast of psionic energy, dealing 20d10 Psychic/Kinetic damage in a 15 meter radius. All targets in line of sight of the explosion must make a DC 25 WIS save to avoid gaining Frightened (III) (1).
Class Feat Slot IX
Level 16 | CC: PuppeteerGhost in the Machine
Level 17 | Rarity: Exotic | REQ: Psionic Ki | Cost: 2 TPYou may use your psionic abilities against non-sentient creatures. All WIS rolls conducted against them are at disadvantage, and are susceptible to other modifiers at the DM’s discretion.
Psionic Feedback
Level 18 | Rarity: Exotic | REQ: Psionic Ki | Cost: 2 TPGain 50% natural Psychic RES. Whenever you take psychic damage or are the target of a psionic attack, deal (WIS)d10 psychic damage to the attacker.
Class Feat Slot X
Level 19 | CC: PuppeteerPsionic Ghost
Level 20 | Rarity: Mythic | REQ: Bonded Minds | Cost: 5 TPWhen you are KO’ed, you may instead send your consciousness into the body of a linked ally. You cannot link with allies or enemies, and you use the ally’s stats instead of yours. The ally is considered Bonded under the Bonded Minds ability while you are inhabiting them. On the ally’s turn, you gain 2 ability actions which you may use on any non-physical attack.

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