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Psi Forger

Artificers who pursue the craft of the Psi Forger master techniques to shape psionic resonances. These resonances are bound to carefully etched crystals they use as remote appendages, weapons, and spell foci.

Psi Forger Features
Artificer LevelFeature
3rdTool Proficiency, Psi Forger Powers, Psi Conduit
5thMystic Conduit
9thCrystal Tactics
15thStalwart Ancillary

Tool Proficiency

3rd-level Psi Forger feature

You gain proficiency with jeweler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Psi Forger Powers

3rd-level Psi Forger feature

You can manifest psionic powers using your spell slots. Only powers you know from this class can be manifested with your spell slots. If you know powers from a manifester class, you can’t manifest those powers by using a spell slot unless you have a class feature that expressly permits you to do so. Moreover, while you concentrate on a spell, you have the psionic focused condition. See the Power Mechanics section for the general rules of power manifesting.

Imprinting Powers. You imprint the list of Psi Forger powers that are available for you to manifest. To do so, choose a number of Psi Forger powers equal to half your proficiency bonus (rounded up). You can also replace one or more spells with a power when you prepare your spells, but can never imprint more powers than your proficiency bonus.

Power Points. To augment a power, you must expend a single spell slot of 1st level or higher. You gain a number of power points equal to twice the spell slot’s level to augment that power manifestation. You can’t spend more power points than half your level in this class (rounded up). Any unused power points are lost.

If you are a multiclass caster, you can use any of your higher level spell slots to manifest your artificer powers. If you are a multiclass manifester, you can use power points to manifest your artificer powers as normal, but can only spend a number of power points equal to half your level in this class (rounded up) on a power manifestation.

Manifesting Ability. Intelligence is your manifesting ability for your powers. You use Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psionic power you manifest and when making an attack roll.

Power save DC = 8 + your proficiency bonus + your Intelligence modifier

Power attack modifier = your proficiency bonus + your Intelligence modifier

Psi Forger Power List. Here’s the list of powers you consult when you imprint a Psi Forger power: animate electricity, control light, dimensional breach, dislocation, energy blast, energy cloak, inertial barrier, kinetic barrier, puppetry, spatial void, stasis, suspension, telekinetic flight, telekinetic grasp.

Psi Conduit

3rd-level Psi Forger feature

You craft crystals into psionic reservoirs with which you infuse a part of your spirit. The crystals are Tiny psionic items with no gold value.

While you have the psionic focused condition, each infused crystals in your possession can orbit around you within your space. During your turn, while one or more of your infused crystals is orbiting you, you can use it to make an attack against a target within 60 feet of you as a bonus action. You make a ranged power attack, and deal 1d8 + your Intelligence modifier damage on a hit. The damage type is your choice of bludgeoning, piercing, or slashing, which you decide when you make the attack.

Each of your crystals can emit soft, ethereal light of a color you choose. While the crystal is orbiting you or another target, it sheds bright light out to a range of 15 feet and dim light for an additional 15 feet, otherwise the light is dim and illuminates no space, but can be seen in the dark. You can dismiss or restore this light at will during your turn.

As an action, you can locate each of your infused crystals. If it is on the same plane of existence as you, you know how far and in what direction it is, and if you can see the location, it emits an aura that you can see. If it is on another plane of existence, you know which one and on which layer, if applicable.

You can also take an action to call each crystal within 120 feet of you to your hand or, if you have the psionic focused condition, to orbit around you.

You can infuse a number of crystals equal to your proficiency bonus at any given time. If you attempt to infuse an additional crystal beyond this limit, you must select one of your existing crystals to release.

Mystic Conduit

5th-level Psi Forger feature

An infused crystal counts as a spellcasting focus for your artificer spells. When you cast a spell using an orbiting crystal as a spellcasting focus, it provides the somatic component, freeing the use of your hands.

Each infused crystal can also hold knowledge of one of your prepared artificer spells or imprinted powers, and when you cast one of these spells, it is psionic and doesn’t require spell components except for material components which are consumed, provided the crystal is in your hand or orbiting around you. Instead, the spell has the psychic and glow detections. You determine which spell or power each of your crystals holds when you prepare your spells.

In addition, each of your crystals continues to function at any distance from you, as long as it remains on the same plane of existence and you have the psionic focused condition. You can still only attack a target within 60 feet of you with the crystals.

Crystal Tactics

9th-level Psi Forger feature

You expand the versatility of your infused crystals. You can have a crystal orbit or attach to an unattended object or a willing creature within 60 feet of you as a bonus action. Also, after making an attack with one of your orbiting crystals against a target, you can decide to have the crystal return to orbit around you, attach itself to a target it hits, or orbit around the target whether it hits or misses.

A creature can use its action to attempt to remove an attached crystal by succeeding on a Strength check or grab an orbiting crystal by succeeding on a Dexterity check. The DC of the check is your power save DC.

While a crystal is attached to or orbits around a target, and you have the crystal emit light, the target can’t benefit from invisibility nor can it succeed on Dexterity (Stealth) checks to remain unseen. In addition, depending on whether the crystal is attached to its target or orbiting it, you gain one of the following benefits:

Attached. When your crystal is attached to an unattended Medium or smaller object or a Medium or smaller creature, you can use your action to move the infused crystal and what it’s attached to toward you up to 30 feet. A creature must succeed on a Strength saving throw against your power save DC or be pulled.

Orbiting. When you make an attack using a crystal orbiting the target, it scores a critical hit on an 18, 19, or 20.

Stalwart Ancillary

15th-level Psi Forger feature

While you have the psionic focused condition, you gain the following benefits:

  • You can move your crystals freely during your turn as long as you can see them. A crystal has a flying speed 60 feet and hovers. Each crystal can support up to 500 lbs. of weight. You can move a willing creature holding your infused crystal or an unattended object with one of your crystals attached to it, but its movement speed is halved.
  • Each creature you choose that has at least one of your infused crystals orbiting it, gains a +2 bonus to AC. This bonus doesn’t stack with a shield.
  • When a creature within 10 feet of an orbiting crystal is attacked by a weapon attack, you can take a reaction to increase its AC by 1d4 + your Intelligence modifier against that attack. If a melee attack misses the protected creature, you can choose to have the crystal orbit the attacker automatically.