Psion, Discipline Variant (5e Class)
Headline text
Not a 5e class
Psion
I am fire and life incarnate. |
"We are Power, we are strength, you dare invade our mind, then welcome to a prison of fractured thought and regret, enjoy your exposure to the raw power that is our consciousness!"
A man stands in his village, tears falling from his face, he falls to his knees as he stares at the charred corpse of his daughter. He looks around, at his village, burned, broken, and empty, the streets once filled with laughter and joy, empty. It was the last of his race, he is the last of his kind, he buries his face into his daughter, only recognizable by her pendant, his face burns from residual heat, he lifts his head and roars to the sky, his eyes glow and expels every bit of cowardice from his soul, it takes form and falls to the ground, the man stands up and vows vengeance.
A young Elf girl walks cheerfully to a group of demons, shocked by her courage they flinch. "There's isn't much time, pledge your service to me and I shall spare you." They laugh at her, she acknowledges their rejection of her mercy; she looks at her hourglass, on its last grains of sand. She slams her hand on the ground and forms a shell of earth around her. A moment later she hears a battle commence, and just like that it's over, she waits, then makes a door out of the shell, she looks around and sees the corpses of demons, ripped of their souls around her. What a waste.
Not many creatures are brave or foolish enough to open their minds to the psionic energies present in the astral plane, and even fewer survive such an incident, whether by force or accident, a Psion derives its powers from thought, emotion, and senses, and once a creature becomes a Psion, their thirst for knowledge, through texts, magic artifacts, or even themselves will lead them to pursue this knowledge at all costs. Psion's typically are classified into 2 of 6 subsets or powers, these abilities are infused with them at the moment of their first manifestation, and due to their rarity, most Psion's are unaware that such classification even exists.
Creating a Psion
Creating a Psion demands an origin, at what point in your life did you manifest your powers, was it a gradual shaping of mental magic that began to effect the world around you? Was it the death of a friend that caused your powers to surface in an explosion of force? No matter what your origin is, the true question is how did your powers effect your life afterwards? What defined the manifestation of your powers, was it a need to explore, or a hatred that burned through you and boiled to the surface? What is your level of interaction with your Psicrystal, is it friendly and always helps you out when you get stuck, or is it an aspect of negativity in your soul, does it mock your moral choices, or embrace them?
Class Features
As a Psion you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Psion level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Psion level after 1st
- Proficiencies
Armor: Light
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Based on Disciplines
Skills: Based on Disciplines
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a scholar's pack or (b) an explorer's pack
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a signet ring or (b) a hunting trap
Level | Proficiency Bonus | Features | Cantrips Known | Power Points | Spells Known | Max Spell Level |
---|---|---|---|---|---|---|
1st | +2 | Primary Discipline (1st Spell), Secondary Discipline (selected), Psicrystal | 1 | 4 | 1 | 1 |
2nd | +2 | Secondary Discipline (1st Spell), Primary Discipline (Ability 1) | 1 | 6 | 1 | 1 |
3rd | +2 | Primary Discipline (2nd Spell), Secondary Discipline (Ability 1) | 1 | 14 | 2 | 2 |
4th | +2 | Ability Score Improvement, Secondary Discipline (2nd Spell) | 1 | 17 | 2 | 2 |
5th | +3 | Primary Discipline (3rd Spell), Primary Discipline (Ability 2) | 1 | 27 | 2 | 3 |
6th | +3 | Secondary Discipline (3rd Spell), Secondary Discipline (Ability 2) | 2 | 32 | 3 | 3 |
7th | +3 | Primary Discipline (4th Spell), Augmentations | 2 | 38 | 3 | 4 |
8th | +3 | Ability Score Improvement, Secondary Discipline (4th Spell), Spell Primary Discipline (Ability 3) | 2 | 44 | 3 | 4 |
9th | +4 | Primary Discipline (5th Spell), Secondary Discipline (Ability 3) | 2 | 57 | 4 | 5 |
10th | +4 | Secondary Discipline (5th Spell), Psicrystal Improvement | 2 | 64 | 4 | 5 |
11th | +4 | Primary Discipline (6th Spell), Primary Discipline (Ability 4) | 2 | 73 | 4 | 6 |
12th | +4 | Ability Score Improvement, Secondary Discipline (6th Spell), Secondary Discipline (Ability 4) | 2 | 73 | 5 | 6 |
13th | +5 | Primary Discipline (7th Spell) | 2 | 83 | 5 | 7 |
14th | +5 | Secondary Discipline (7th Spell), Primary Discipline (Ability 5) | 2 | 83 | 5 | 7 |
15th | +5 | Primary Discipline (8th Spell), Secondary Discipline (Ability 5) | 2 | 94 | 6 | 8 |
16th | +5 | Ability Score Improvement, Secondary Discipline (8th Spell) | 2 | 94 | 6 | 8 |
17th | +6 | Primary Discipline (9th Spell), Primary Discipline (Ability 6) | 2 | 107 | 6 | 9 |
18th | +6 | Secondary Discipline (9th Spell), Secondary Discipline (Ability 6) | 2 | 114 | 7 | 9 |
19th | +6 | Ability Score Improvement | 2 | 123 | 7 | 9 |
20th | +6 | True Manifester | 2 | 133 | 7 | 9 |
Spellcasting
You have peered into the Astral Plane and survived the experience, through your devout discipline you are cable of manifesting powers based off the plane
Cantrips
At first level you know one cantrip of your choice from the Psion Power List, you also gain one cantrip based on each of your disciplines, at 10th level you can change 1 psion cantrip you can use for any of the cantrips on the general psion list
Manifestations
You are capable of expending power points to cast spells, the amount of power points per spell level are shown on the power point table. You are unable to manifest 6th, 7th, 8th, and 9th level spells more than once per day.
Power Point Cost:
1st:2
2nd:3
3rd:5
4th:6
5th:7
6th:9
7th:10
8th:11
9th:13
Spells Known of 1st Level and Higher
You gain spells based on your discipline at varying times. At 3rd level you learn one spell of your choice from the Psion Power List and then again at 6th, 9th, 12th, 15th, and 18th level. When you gain a level in this class you may choose one of your learned spells (except for discipline spells) and replace it with another on the list.
Psion Power List:
Cantrips: Acid Splash, Dancing Lights, Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp
1st: Alarm, Disguise Self, False Life, Jump, Mage Armor, Shield, Silent Image, Tasha's Hideous Laughter, Tenser's Floating Disk, Unseen Servant
2nd: Arcane Lock, Blur, Detect Thoughts, Enhance Ability, Invisibility, Knock, Levitate, Locate Object, Mirror Image, Rope Trick, Silence, Suggestion, Web
3rd: Barkskin, Blink, Dispel Magic, Fly, Hypnotic Pattern, Leomund's Tiny Hut, Lightning Bolt, Slow, Spirit Guardians
4th: Arcane Eye, Confusion, Control Water, Dimension Door, Fire Shield, Pass Without Trace, Stone Shape, Stone Skin
5th: Animate Objects, Bigby's Hand, Destructive Wave, Dominate Person, Dream, Geas, Legend Lore, Telekinesis, Wall of Force
6th: Blade Barrier, Chain Lightning, Contingency, Disintegrate, Eyebite, Guards and Wards, Magic Jar, Programmed Illusion
7th: Forcecage, Mordenkainen's Magnificient Mansion, Mordenkainen's Sword, Plane Shift, Prismatic Spray, Sequester, Simulacrum, Symbol, Teleport
8th: Antimagic Field, Demiplane, Maze, Mind Blank, Power Word Stun, Sunburst
9th: Astral Projection, Gate, Imprisonment, Mass Heal, Meteor Swarm, Power Word Heal, Power Word Kill, Shapechange, Wish
Spellcasting ability
Intelligence is your spellcasting ability for Psion Powers
Spell save DC = 8 + your proficiency bonus + your intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
Spellcasting Focus
Your Psicrystal is your spellcasting focus for Psion Powers, and you may use it as long as it is within 30 feet of you
Disciplines
At first level you choose both your primary and secondary Discipline. There are six Psionic Disciplines: Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, Telepathy
In addition to granting a variety of special features, the selection of Disciplines also determines your Saving Throw Proficiencies: Your "Primary" Discipline grants proficiency in the 'primary' saving throw associated with it, and your "Secondary" Discipline grants proficiency in the 'secondary' saving throw associated with it.
For example: a Primary Shaper(Metacreativity) Secondary Egoist(Psychometabolism) would gain proficiency in Constitution saving throws as a Shaper, and Intelligence saving throws as an Egoist. They would, however, not gain proficiency in Strength saving throws, as that is listed only as the secondary saving throw of a Shaper, rather than as the primary save.
Psicrystal:
At level 1 you create a Psicrystal by separating a part of your soul and forming a crystal construct to contain it. The Psicrystal functions as a familiar, and has the following qualities:
- Str 1, Dex 12, Con 10, Int =6 + (proficiency bonus), Wis 10, Cha 10.
- The Psicrystal has health equal to twice your psion level,
- It is immune to all damage except for bludgeoning
- If it is reduced down to -1 health it breaks, and must be created again in an alchemy lab by expending 100 gold and 8 hours of work.
- If it has at least 0 hit points it regains all health after you take a long rest.
- you can use your action to cause ectoplasmic strands to extend from the Psicrystal giving it a walking speed of 30 feet and a climbing speed of 20 feet, this lasts for 8 hours. Otherwise, the Psicrystal is completely immobile.
- The Psicrystal has blind sight out to 30 feet, but is blind beyond that point,
- You can telepathically communicate with it within 1 mile.
- It cannot use the Help action
- The Psicrystal Shares one language with you.
- It has a personality: Artiste, Bully, Coward, Friendly, Hero, Liar, Meticulous, Nimble, Resolved, Sage, Single Minded, Sneaky, Sympathetic.
Ability Score Improvement
When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Augmentations:
At level 7 you can now augment your Cantrips by expending power points
- 1 power point: extend range by 30 feet
- 2 power points: inflict temporary blindness or deafness for 1 turn, if the target fails a constitution saving throw.
- 3 power points: if the target fails an intelligence saving throw, you may force it to move 5 feet in a direction of your choice
- 5 power points: cast as a bonus action instead of an action.
- 6 power points: gain temporary hit points equal to half the damage dealt.
Augmentations must be done prior to any attack or save is rolled. Multiple augmentations (or the same augmentation multiple times) may be made to a single cantrip, so long as the total power point cost does not exceed half your psion level.
Psicrystal Improvement:
Beginning at level 10 your Psicrystal improves. You may now use an action to grant your psicrystal a fly speed of 30 feet, this lasts for 1 hour. Additionally, your Psicrystal can grant you advantage on one ability check; it can do this a number of times equal to your intelligence modifier (minimum of 1), and the ability refreshes after a long rest. The type of ability check your psicrystal may grant advantage on is based on its personality, chosen at level 1:
- Artiste: Any tool check
- Bully: Intimidation
- Coward: Perception
- Friendly: Persuasion
- Hero: Athletics
- Liar: Deception
- Meticulous: Investigation
- Nimble: Acrobatics
- Resolved: Initiative
- Sage: Arcana
- Single Minded: Survival
- Sneaky: Stealth
- Sympathetic: Insight.
True Manifester:
At 20th level your Mastery of your manifestations allows you to push your mind far beyond any other spell caster, you may cast 6th, 7th, and 8th level spells a number of times per day equal to your intelligence modifier (minimum of 2).
Psionic Disciplines
In this class, skills and saving throw proficiencies are based on your discipline. You can not chose any skill more that once. If you would choose a Psion discipline combination that would give you proficiency twice, you instead get to choose your secondary classes saving throw out of Strength, Intelligence, Wisdom. With DM discretion, you may choose a different saving throw proficiency.
Clairsentience
Who says I need eyes to see you coming? |
A psion who chooses clairsentience is known as a Seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways
Saving Throw: Primary: Wisdom, Secondary: Intelligence
Skills: Choose 1 from History, Insight, or Religion
Spells
Cantrip: Guidance, 1st: Detect Magic, 2nd: Phantasmal Force, 3rd: Protection from energy, 4th: Divination, 5th: Scrying, 6th: True Seeing, 7th: Etherealness, 8th: Glibness, 9th: Foresight
Ability 1: Future Sense
gained 2nd or 3rd level
You can occasionally see into the near future, as a bonus action you can grant yourself advantage on 1 attack. You may use this after you roll, but before the DM tells you the results. You may use this feature a number of times equal to your intelligence modifier, expended uses refresh after a long rest.
Ability 2: Death Sense
gained 5th or 6th level
If you have less health than your Psion Level, are consious, and neither stunned, paralyzed, or incapacitated, all attacks have disadvantage against you
Ability 3: Destiny Revision
gained 8th or 9th level
By warning your allies of imminent danger, you can use your reaction to impose disadvantage on any attack made against an ally within 30 feet.
Ability 4: Knowledge of a Better Fate
gained 11th or 12th level
You gain advantage on Intelligence based ability checks
Ability 5: Power of All
gained 14th or 15th level
When you cast Protection from energy or True Seeing you may apply the spell to a number of additional creatures equal to your intelligence modifier
Ability 6: Fate of One
gained 17th or 18th level
When you roll a natural 1 you may change it into a natural 20. You may use this ability once per long rest.
Metacreativity
A psion specializing in metacreativity is known as a Shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the Shaper's command
Saving Throw: Primary: Constitution, Secondary: Strength
Skills: Choose 1 from Athletics, Arcana, or Nature
Tools: Smith's Tools
Spells
Like I always say, if you can't find a door... make your own! |
Cantrip: Mending: 1st: Grease, 2nd: Alter Self, 3rd: Gaseous Form, 4th: Fabricate, 5th: Creation, 6th: Flesh to Stone, 7th: Regenerate, 8th: Earthquake, 9th: Prismatic Wall
Ability 1: The Armory
gained 2nd or 3rd level
You gain proficiency with medium armor and shields, Choose an Artisan Tool, you gain proficiency in it
Ability 2: Iron Skin
gained 5th or 6th level
You gain 1 additional hit point per psion level you currently have, each time you level as a psion you gain 1 additional hit point
Ability 3: Creator
gained 8th or 9th level
You can cast Fabricate as an action, if you choose to cast it for 10 minutes you can affect 10 times as much material and have 10 times as much space.
Ability 4: Astral Construct
gained 11th or 12th level
When you cast Creation you can instead create an Astral Construct, the construct created shares the same stats as a Golem, each Construct last for a specific time and need to be created under a specific time too, Clay: 12 hours, Flesh: 1 day, Iron: 10 minutes, Stone: 1 hour. Time for build one: Clay: 15 minutes, Flesh: 5 minutes, Iron: 1 minute, Stone: 30 minutes. An astral Construct is slightly translucent and is made of Ectoplasm, an Astral Construct cannot be healed, rolls its own initative, and follows your commands, you may only maintain 1 Astral Construct at a time. You may never create an Astral Construct with Challenge rating greater than your Psion Level. Your "Astral Golem" cannot have hit dices more than half of your Hit Dices + your Proficiency Bonus, or the Hit Dices of the creature itself, explained on the Monster Manual. After you use this ability you cannot use it again before made a long rest.
Ability 5: Legendary Creationist
gained 14th or 15th level
You gain proficiency in all artisan tools
Ability 6: Wondrous Creation
gained 17th or 18th level
You may fashion a shifting magical creation, this item mimics an uncommon wondrous item of your choice, you may spend an action to change its properties into a different uncommon wondrous item, it remains this way until it is changed once more, you cannot do this again until you finish a long rest, you cannot create expendable items
Psychokinesis
I'm Mad. |
Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy
Saving Throw: Primary: Dexterity, Secondary: Charisma
Skills: Choose 1 from Acrobatics, Intimidation, Performance
Spells
Cantrip: Fire Bolt, 1st: Burning Hands, 2nd: Heat Metal, 3rd: Fireball, 4th: Ice Storm, 5th: Conjure Elemental, 6th: Wall of Ice, 7th: Fire Storm, 8th: Control Weather, 9th: Meteor Storm
Ability 1: Speed of the Flame
gained 2nd or 3rd level
You may Dash as a bonus action, you may use this a number of times equal to your intelligence modifier, a short rest refreshes your uses.
Ability 2: Heat Transfer
gained 5th or 6th level
After you cast a fire spell you radiate cold, after you cast a cold spell you radiate heat, any hostile creature that starts its turn within 20 feet of you takes 2d6 fire or cold damage (this is unavoidable), you radiate until the start of your next turn
Ability 3: Insurmountable Force
gained 8th or 9th level
You throw a massive amount of force behind a single spell, you add a number of 1d4s equal to half your psion level to the damage of a spell (done before saves are thrown) this damage is force, after using this ability you are unable to cast any spell other than a cantrip until the end of your next turn, you may use this once per day, refreshes after a long rest
Ability 4: Secret of the Spell
gained 11th or 12th level
You are immune to damage dealt by spells you cast. As a reaction you may impart this benefit to 1 ally within 30 feet
Ability 5: Kinetic Reformation
gained 14th or 15th level
If a spell or cantrip you cast would cause fire or cold damage you may switch the damage type for the other, if the spell requires a save you may target either dexterity or constitution instead, but only if it is either fire or cold damage
Ability 6: Master Kinetist
gained 17th or 18th level
You become immune to fire and cold damage, you may grant the benefit of “Secret of the Spell” to a maximum number of targets equal to your intelligence modifier (minimum of 2) and you may use dash as a bonus action an unlimited amount of times
Psychometabolism
I'm fine being trash! But I won't let you call my allies trash! As a man, I won't allow it |
A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creatures near him. An Egoist can both heal and transform themself into a fearsome fighter
Saving Throw: Primary: Constitution, Secondary: Intelligence
Skills: Choose 1 from Animal Handling, Medicine, or Nature
Spells
Cantrip: Shillelagh, 1st: Cure Wounds, 2nd: Enlarge/Reduce, 3rd: Haste, 4th: Polymorph, 5th: Mass Cure Wounds, 6th: Globe of Invulnerability, 7th: Resurrection, 8th: Clone, 9th: True Polymorph
Ability 1: Body Adjustment
gained 2nd or 3rd level
You may cast cure wounds on yourself as a bonus action
Ability 2: Brawn and Brain
gained 5th or 6th level
You gain the Extra Attack feature
Ability 3: Overpowered Strike:
gained 8th or 9th level
When you attack you may expend a number of power points to increase your damage, you may expend a number of power points equal to your psion level, for every 2 power points expended your damage increase by 1d6, you may use this after your attack connects
Ability 4: Morphic Properties
gained 11th or 12th level
You may cast the Polymorph spell as a bonus action and can manifest powers, doing so is taxing however, and every activated ability or spell used while polymorphed costs an additional power point.
Ability 5: Master of Mind and Body
gained 14th or 15th level
When you use an action to cast a spell you may expend 1 power point to attack as a bonus action
Ability 6: Second Mind
gained 17th or 18th level
You gain advantage on constitution saves and can maintain concentration on 2 effects at once, if you do concentrate on 2 effects you lose your advantage on constitution saves for the duration
Psychoportation
No one threatens my child! NO ONE! |
A psion who relies on psychoportation powers is known as a Nomad. Nomads can wield powers that propel or displace objects in space or time
Saving Throw: Primary: Dexterity, Secondary: Strength
Skills: Choose 1 from: Athletics, History, or Investigation
Spells
Cantrip: Mage Hand, 1st: Magic Missile, 2nd: Misty Step, 3rd: Wind Wall, 4th: Banishment, 5th: Tree Stride, 6th: Arcane Gate, 7th: Reverse Gravity, 8th: Tsunami, 9th: Time Stop
Ability 1: Mystic Mobility
gained 2nd or 3rd level
Your walking speed increases by 10 feet and you are constantly under the effects of the Jump spell
Ability 2: Up the Walls
gained 5th or 6th level
You are constantly under the effects of the Spider Climb spell
Ability 3: Telekenetic Thrust
gained 8th or 9th level
You may expend 6 power point to cast Telekenetic Thrust as an action: You Choose a target within 120 feet who makes a Dexterity saving throw or be thrown 100 feet, you may also target a number of items equal to a quarter of your psion level, you make a ranged attack for each item using your intelligence modifier with proficiency at a target within 50 feet, you can throw no more than 500 pounds with this ability, you can use this ability a number of times equal to your intelligence modifier
Ability 4: Vacuum Pull
gained 11th or 12th level
As a bonus action when you've cast a spell this turn, you may attempt to pull a creature that is within 15 feet of you 15 feet towards you . That creature must make a strength(athletics) check against your spell save DC. A willing creature can choose to fail. Instead of a creature, you may choose a held object (or a creature being grappled). The creature the item or grappled creature is being held by makes a strength(athletics) check against your spell save DC. If you succeed the target is pulled to you and it is now held or grappled by you.
Ability 5: Hurl Through Time
gained 14th or 15th level
Choose a creature within 100 feet, they must make a wisdom saving throw or be thrown forward in time, if they fail then they are thrown outside of time, on each of their turns they may make a wisdom saving throw at the end of their turn to return to combat, if they fail this save 10 times they become lost to time and are transported to a random location 10 x d20 years into the future, you may use this ability once per long rest
Ability 6: Time Control
gained 17th or 18th level
As an action you create a pocket in time around yourself, reroll your initiative, you now have 2 turns per round for a number of rounds equal to your intelligence modifier, you may use this ability once per long rest
Telepathy
"Are you sneaking around in here, Charles? Whatever are you looking for?" "I'm looking for hope." |
A psion who chooses the discipline of telepathy is known as a Telepath. He is the master of powers that allow mental control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease
Saving Throw: Primary: Wisdom, Secondary: Charisma
Skills: Choose 1 from Deception, Insight, or Perception
Spells
Cantrip: Viscous Mockery, 1st: Charm Person, 2nd: Hold Person, 3rd: Counterspell, 4th: Phantasmal Killer, 5th: Hold Monster, 6th: Mass Suggestion, 7th: Project Image, 8th: Feeblemind, 9th: Weird
Ability 1: Telepathic Network
gained 2nd or 3rd level
You may spend 10 minutes interlinking your mind and up to 9 willing creatures that can speak at least one language and within 30 feet of you to a telepathic network, while connected all participants may communicate freely with each other mentally as long as you are within 1 mile of every creature, if a creature leaves the area they must return to regain it, this effect ends if you become unconscious
Ability 2: Mental Manifester
gained 5th or 6th level
If you cast a spell that requires a Verbal component you may cast it without using the component
Ability 3: Mental Redirect
gained 8th or 9th level
You may see through your Psicrystal as if it were your eyes, while you see through your Psicrystal your senses are not diluted. While the Psicrystal is within 10 feet of you, you gain advantage on perception checks,
Ability 4: Naturally Charming
gained 11th or 12th level
Your Charisma score increases by 2, as does your maximum for that ability score and any time you would use a spell that would alert a creature that it was charmed in any way you may expend 1 power point to remove that awareness
Ability 5: Possession
gained 14th or 15th level
Once per short rest you may expend 10 power points to transform yourself into psychic energy, you then choose a target within 100 feet and try to overcome their mind, they make a charisma save, if they fail you overtake their body for 1 minute, at the end of the minute you may expend another 10 power points to try to extend this effect for 1 hour, they make another charisma save to resist. You can effect a creature of up to a CR of half your psion level, you obtain all non spell casting features of the class, you replace their Intelligence, Wisdom, and Charisma ability scores with your own
Ability 6: True Possession
gained 17th or 18th level
While using Possession you can try to force their soul out of their body after you have possessed them for 1 hour, they make an intelligence save, if they fail their soul leaves their body and you keep their body until it reaches 0 hit points or you choose to leave
Multiclassing
Prerequisites. To qualify for multiclassing into the Psion class, you must meet these prerequisites:Intelligence: 13
Proficiencies. When you multiclass into the Psion class, you gain the following proficiencies: None