Psychic Items
Psychic items are like magical items, but are created through psychic or spiritual means. Except where noted, psychic items use the same rules as magical items. The DM can easily change a psychic item to a magical item or vice versa as desired.
A psychic item isn’t detected through means to detect magic, but is detected by means that reveal auras and psionic effects.
Attunement
Psychic items that require attunement are attuned in the same way a magical item is. A creature can be attuned to no more than three items, regardless of whether the items are psychic or magical.
If an item requires the character attuning the item be psychic, a character which has at least one class level in a class with the ability to manifest a power or use a psychic feature can attune the item. If attunement requires a manifesting ability, only a character with the ability to manifest a psionic power can attune the object.
Sentient Psychic Items
Like a magical item, a psychic item can possess sentience and personality. It is more common when an item is created through psionic energies that it develops these traits, often infused with a portion or a reflection of its creator’s soul. A spirit or curse can also infuse sentience into an item.
The rules for sentient magical items applies to psychic ones, but psychic items also have a power point reserve equal to the sum of its Intelligence, Wisdom, and Charisma modifiers (minimum of 0 power points).
Psionic Abilities
A psychic item with a power point reserve knows at least one power. It uses its highest ability as it manifesting ability score. Consult the Item Powers and Discipline table to see how many powers it knows and how many disciplines it can access to determine its power. The following tables can be used to determine which powers it knows.
A creature aligned with a psychic item’s purpose will find it can use these powers. The psychic item will maintain the psionic power, but will never exceed its maintenance time. A creature opposed to the psychic item’s purpose will find that the item tries to stymie its actions or coerce it, and in extreme cases the item may attempt to possess the creature. A psychic item acting wild will use its powers on an initiative count of 20, losing a tie.
A creature can only expend a number of power points equal to its level to augment the sentient item’s powers. When free willed, the psionic item can expend up to half its total power point reserve to augment a single power. It regains all expended power points daily at down
A free willed sentient psychic weapon can move independently, has a flying speed of 10 feet, and can hover. If it is a weapon, it can make attacks as a weapon, otherwise it acts as an object manipulated by the puppetry power. It uses its Charisma modifier on attack and damage rolls and has a proficiency bonus determined by the DM.
A sentient psychic item with a power point reserve of at least 5 can possess a creature as a controller. It uses its highest ability score as its possession ability. See chapter 4 for possession rules.
Item Powers and Disciplines
Power Point Reserve | Powers Known | Disciplines |
---|---|---|
1 | 1 | 1 |
2 | 2 | 1 |
3 to 4 | 3 | 1 |
5 to 6 | 3 | 2 |
7 to 9 | 4 | 2 |
10 to 12 | 5 | 2 |
13 to 15 | 5 | 3 |
16 or more | 6 | 3 |
Clairsentience Powers
d8 Roll | Power |
---|---|
1 | dissonant destiny |
2 | extrasensory perception |
3 | glimmer |
4 | martial insight |
5 | probability manipulation |
6 | remote sight |
7 | spirit ward |
8 | trauma infusion |
Psychokinesis Powers
d12 Roll | Power |
---|---|
1 | animate electricity |
2 | control light |
3 | energy blast |
4 | flame manipulation |
5 | harmonics |
6 | hydrokinesis |
7 | inertial barrier |
8 | kinetic barrier |
9 | molecular agitation |
10 | suspension |
11 | telekinetic grasp |
12 | tremor |
Psychometabolism Powers
d8 Roll | Power |
---|---|
1 | adaptability |
2 | biomorphic skin |
3 | blood tendril |
4 | body control |
5 | chameleon |
6 | decay |
7 | sap vitality |
8 | size alteration |
Psychoportation Powers
d8 Roll | Power |
---|---|
1 | crystalline construct |
2 | dimensional breach |
3 | dislocation |
4 | ectoplasmic creation |
5 | enveloping darkness |
6 | singularity |
7 | spatial void |
8 | stasis |
Telepathy Powers
d12 Roll | Power |
---|---|
1 | apopsi |
2 | bastion of thought |
3 | ego whip |
4 | id insinuation |
5 | mind probe |
6 | mind spear |
7 | mind tap |
8 | muddle |
9 | psionic blast |
10 | psychic crush |
11 | shatter psyche |
12 | telempathic projection |
Psychic Items A to Z
Amulet of Catapsi
Wondrous item, legendary
As an action, you can activate this ornate charm to create a 30-foot radius sphere of psychic static centered on you for 1 minute. Whenever a creature within the sphere attempts to manifest a power or cast a spell as a psionic effect, it must succeed on a DC 17 Charisma saving throw or it must expend 2 additional power points or its lowest level spell slot or the power or spell fails. Once you use the amulet, it can’t be used again until the next dawn.
Annulus
Wondrous item, artifact (requires attunement)
No artifact is more feared by psychics that the Annulus. It is the ultimate psionic nullifier, counteracting not only psionic powers and psychic phenomena, but also psychics themselves. The Annulus was created by the illithid at an undetermined age, of which even the Collective Conscious has no record, believed to be used against other illithid.
It appears as a circular ring with a 1-foot diameter made of a silvery material. Its ring is flat and adorned with tiny slots and intricate carvings.
When gripped in the hand firmly, a creature can attune to the Annulus, learning of the artifact’s powers when it does so. To use the Annulus, the attuned creature must grip it the same way.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
- 1 major beneficial properties
- 2 minor detrimental properties
- 2 major detrimental properties
Psychic Absorption. The Annulus constantly emits psychic static. Psionic powers manifested within 100 feet of the Annulus cost 4 additional power points. This additional cost counts against the maximum number of power points a manifester can spend on a power, limiting the maximum effect of a power. Ki costs are also increased by 1 point within 100 feet on the Annulus. While attuned to the artifact, you are immune to this effect.
Hale. While you are attuned to the artifact, you can take a reaction when an effect would reduce one or more of your ability scores to negate that effect.
Ultrablast. As an action while you are attuned to the artifact, the Annulus emits a horrid shriek in the mind of each creature you choose within 20 feet of you. The target must make an Intelligence saving throw against a DC of 22. It takes 20d6 psychic damage on a failed save, or half as much damage on a successful one. You can’t use this property again until the next dawn.
Dimensional Anchor. As an action while you are attuned to the artifact, a green ray shoots from the Annulus toward a creature you can see within 120 feet of you. Make a ranged power attack with a +14 power attack modifier. On a hit, the target is covered in a field that completely blocks extradimensional travel, such as the dimension door and etherealness spells and similar effects, for 10 minutes. This effect can be used thrice, and the Annulus regains all uses at the next dawn.
Psychic Nullification. While attuned to the artifact, you can begin to concentrate as if maintaining a power. After concentrating for 1 minute, you think of one or more specific targets, each of which must be a psychic individual or object, or a group of targets that share the same philosophy. Each target matching that criterion within 100 feet of the artifact, including you if the selected criteria would include you, disintegrates in a terrific explosion of intense light and heat. Nonpsychic creatures and objects, as well as psychic ones outside the selected criteria, are unaffected. This effect penetrates any defense or ward, and leaves its targets as eternally floating dust. You can’t use this property again until one year has passed.
Destroying the Annulus. If the Annulus’s Psychic Nullification power is used to target an artifact or a more powerful being, such as a demigod, it is destroyed with its target.
Armor of Aversion
Armor (any), uncommon (requires attunement)
While you wear this psychic armor, you can use your action to activate its power. It has 3 charges. Each creature you choose within 10 feet of you must make a DC 13 Wisdom saving throw. On a failed save, the target refuses to be within 30 feet of you for 1 minute, and on its turn, it must use its movement to withdraw to at least 30 feet away from you before it can take its action. If its movement is insufficient, it must take the Dash action if able to complete the withdrawal. If the target is incapable of withdrawing, it acts normally. The target repeats the saving throw at the end of each of its turns, ending the effect for it on a success. The armor regains all charges daily at dawn.
Arrow of Returning
Weapon (arrow), rare (requires attunement)
You gain a +2 bonus on attack and damage rolls with this psychic ammunition.
After being fired, the arrow will return to your hand at the end of the turn. Only one of these arrows can be attuned at a time.
Axe of Kinesis
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus on attack and damage rolls with this psychic weapon.
After you hit a target with the axe, you can take a bonus action to deal an additional 1d8 bludgeoning damage to your target or 2d8 bludgeoning damage if the attack was a critical hit.
Band of Brothers
Ring, rare (requires attunement)
This ring always appears in a set of at least two but no more than five rings. When attuned by at least two creatures, each attuned creature has its mind linked to the others so long as they are on the same plane of existence.
Linked Telepathy. While linked, each member can send a telepathic message to each member of the link it chooses as a bonus action. A member must share a common language to understand the message.
Hive Mind. When a member deals damage to a target, each linked member gains a +1 bonus on its first attack roll against the same target until the end of its next turn.
Mindlink. The bands collectively have 3 power points that can be used to manifest the mindlink power by any member of the link. Each linked member (and only a linked member) receives the benefits of the power. The bands regain all expended power points daily at dawn.
Barrier Shield
Armor (shield), very rare (requires attunement)
This simple shield is crafted of a smooth material. As a bonus action, you can activate the shield to generate a psychokinetic barrier around you. The barrier has a hit point maximum of 100, but can’t be healed. While the barrier is up, you take only half of the damage dealt to you (rounded down), and the barrier takes the other half. The barrier has no effect against force and psychic damage.
The barrier remains until it is reduced to 0 hit points or you dismiss it as a bonus action. If the barrier is hit by the disintegrate spell or similar effect, it loses all of its hit points and falls. The barrier can’t be generated if it has 0 hit points remaining. The barrier regains all of its hit points daily at dawn.
Boots of Buoyancy
Wondrous item, uncommon (requires attunement)
While you wear these boots, you can focus, as if concentrating on a power, to be able to move across any liquid surface as if it were harmless solid ground (crossing molten lava can still damage you from the heat). If you lose concentration while on a liquid surface, you will sink. You can safely maintain concentration for up to 1 minute, after which time, you become psychic strained for 1 minute.
Boots of Stomping
Wondrous item, uncommon (requires attunement)
While you wear these boots, you can stomp the ground with them as an action, splintering the ground along a 30-foot line that is 5 feet wide. Each target within the line takes 2d6 bludgeoning damage. A creature must make a DC 12 Dexterity saving throw. On a failed save, the creature is also knocked prone. On a successful save, the creature only takes half of the damage. The boots can’t be used this way again until the next dawn.
Bounding Shield
Armor (shield), very rare (requires attunement)
While holding this shield you have a +1 bonus to AC. When you take the Attack action, you can throw the shield at a target within 30 feet of you in place of one of your attacks. Make a melee weapon attack as if you are proficient. The shield does 1d8 + 2 bludgeoning damage on a hit and counts as a magical weapon.
After making the attack, you can cause the shield to bounce off your target and attack a second target within 30 feet of the first. In any event, the shield returns to you immediately after making its last attack.
Cloak of Charisma
Wondrous item, uncommon (requires attunement)
Your Charisma score is 19 while you wear this cloak. It has no effect if your Charisma is 19 or higher without it.
Crystal Anchor
Wondrous item, very rare
This spear-like crystal pulses with psychic energy. When driven into the ground, the anchor emits psychic residue within a 30-foot radius sphere. Power attack rolls from powers manifested within or targeting within this area have disadvantage. Saving throws against power save DCs within the area have advantage. The anchor will continue emitting until removed from the ground. Once retrieved, the anchor doesn’t work again until the next dawn.
Crystal of Revelation
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a channeler)
While you are holding this mystical crystal, you can use it to enhance your channeler powers, and you gain a bonus to power attack rolls and to the saving throw DCs of your channeler powers. The bonus is determined by the crystal’s rarity.
In addition, when you expend a Psychic Burst die to gain power points, you can increase the number rolled by 1. When you do so, your Preternatural Awareness trait lasts for one additional round. Once this property is used, it can’t be used again until the next dawn.
Demon-wrought Arrow
Weapon (arrow), rare (requires attunement)
This fiendish arrow functions as an arrow of returning.
Curse. The arrow is cursed to harm creatures loved by its wielder. Whenever it is fired and a member of the wielder’s family or a close friend is within the weapon’s range and has fewer than 20 hit points, the arrow will change its trajectory to strike that creature. Make an attack roll against the new target. On a hit, the target takes normal weapon damage and must make a DC 17 Constitution saving throw. The target takes 6d10 necrotic damage on a failed save, or half as much damage on a successful one.
A creature reduced to 0 hit points by the necrotic damage is killed and can’t be raised or resurrected. If more than one creature meets the criteria for the curse, it chooses the closest relationship.
Diadem of Object Reading
Wondrous item, uncommon (requires attunement)
While wearing this crown, you can discern the past of an object you can hold in your hands. For every minute you concentrate on the object, as if concentrating on a spell, you perceive one hour into its past, starting with the most recent hour. You can concentrate up to 1 hour per Wisdom bonus you possess (minimum of 1 hour).
While perceiving an object’s past, you can see and hear from the object’s perspective to a distance of 60 feet.
You can look into a specific timeframe of an object’s history by succeeding on a DC 16 Intelligence check. After attempting to read an object, the crown can ‘t be used again until the next dawn.
Dorje
Dorje, varies
A dorje is a slender crystal that contains a single power and a power point reserve. If the power is on your class list, you can activate the dorje and manifest its power. Otherwise, the dorje is beyond your understanding. Manifesting the power through the dorje requires the power’s normal manifesting time.
If you attempt to spend more power points than you normally could on a power, you must make an ability check using your manifester ability to determine whether you can manifest it successfully. The DC equals 10 + one half of the power points expended (rounded up). On a failed check, the power points are deducted from the dorje’s reserve with no other effect.
A dorje must expend at least one power point to manifest a power, and it has a maximum amount of power points it can spend to augment its powers. Once the dorje’s power point reserve is reduced to 0, it crumbles to dust.
Dorje
Maximum Power Point Expenditure | Power Point Reserve | Rarity | Save DC | Attack Bonus |
---|---|---|---|---|
1 | 1d4 | Common | 13 | +5 |
2 | 2d4 | Common | 13 | +5 |
4 | 2 + 2d4 | Uncommon | 13 | +5 |
6 | 4 + 2d4 | Uncommon | 15 | +7 |
8 | 6 + 2d6 | Rare | 15 | +7 |
10 | 8 + 2d6 | Rare | 17 | +9 |
12 | 9 + 3d6 | Very rare | 17 | +9 |
14 | 11 + 3d8 | Very rare | 18 | +10 |
16 | 12 + 4d8 | Very rare | 18 | +10 |
18 | 13 + 5d8 | Legendary | 19 | +11 |
Eye of Domination
Wondrous item, very rare (requires attunement)
This yellow gem affixes to the forehead. It has 4 charges. As an action, you can target one creature you can see within 120 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of your next turn. You can project thoughts and commands to a charmed creature’s mind, and on its next turn, the charmed creature will move and take any action you command. The gem regains 1d4 expended charges daily at dawn.
Eye of Focus
Wondrous item, very rare (requires attunement)
This green gem affixes to the forehead. While wearing the gem, you have advantage on Constitution saving throws to maintain concentration. Moreover, you never have disadvantage on Intelligence and Wisdom checks.
Eye of Truth
Wondrous item, rare (requires attunement)
This white gem affixes to the forehead. While wearing the gem, you always know when someone lies to you and have advantage on Intelligence checks made to disbelieve an illusion.
Flailing Flail
Weapon (any flail or whip), rare (requires attunement)
You gain a +1 bonus on attack and damage rolls with this psychic weapon.
Whenever you hit with this weapon, you can take a bonus action to make one extra attack with it. This extra attack has advantage on the attack roll, and deals one additional die of weapon damage on a hit.
Force Bolt
Weapon (bolt), uncommon
The bolt deals an extra 1d6 force damage on a hit. Once it hits a target, the bolt is no longer psychic.
Force Shield
Wondrous item, very rare (requires attunement)
This item appears as an ornate bracer that can be worn over a gauntlet. You can issue a mental command as a bonus action to cause a field of force to emanate from the bracer, allowing you to wield it as a weightless +1 shield. You can dismiss the field as a bonus action.
In addition, if you are targeted by the magic missile spell while the field is active, you can use your reaction to negate the damage from the spell. If you are targeted by the disintegrate spell or similar effect, you can use your reaction to block the effect, but the field disperses and can’t be called upon again until the next dawn.
Gloves of Dexterity
Wondrous item, rare (requires attunement)
Your Dexterity score is 19 while you wear these gloves. It has no effect if your Dexterity is 19 or higher without it.
Haunted Doll
Wondrous item, rare
This item appears as a child’s doll made of cloth or porcelain.
Curse. The doll is haunted by an Intensity 20 haunting that is dormant when first obtained. When carried or owned for at least one hour by a creature, the creature must succeed on a DC 16 Charisma saving throw or become possessive of the doll. It will not willingly part with the doll, except to give it to a child.
Once the doll is placed in a location where a creature lives within 20 feet of it, the doll’s spiritfont will awaken each night at midnight and remain awake until dawn. The haunting will become hostile if a creature attempts to remove the doll or suppress the haunting.
Immaculate Stole
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a savant)
While you are wearing the stole, you can grip it to enhance your savant powers, and you gain a bonus to power attack rolls and to the saving throw DCs of your savant powers. The bonus is determined by the stole’s rarity.
In addition, when you use your psicrystal to manifest a power, you can restore 2 power points to it. Once this property is used, it can’t be used again until the next dawn.
Ioun Stone
Wondrous item, rarity varies (requires attunement)
The following are psychic Ioun stones. They behave like their magical counterparts.
Aura Sense (Very Rare). You can sense auras while concentrating, as if concentrating on a spell. You can perceive spiritfonts and the emotional state of each creature within 60 feet of you that you can see. A creature that succeeds on a DC 12 Charisma saving throw prevents you from determining its emotional state. While concentrating this way, you have the psionic focused condition.
Bladed (Very Rare). When you are attacked by a melee weapon attack, you can use your reaction to make a melee power attack against your attacker. If you don’t have a manifesting ability, Intelligence is your manifesting ability for this attack. On a hit, the target takes 1d8 slashing damage, and you increase your AC against the attack which triggered the reaction by 2.
Deflection (Legendary). When you are hit by a ranged attack, you can use your reaction to reduce the damage you take by 4d8.
Glowing (Rare). You can concentrate, as if concentrating a spell, to cause the stone to glow. It sheds bright light up to 30 feet and dim light for an additional 10 feet as a sphere, semicircle, or beam (you choose the shape). While doing so, you have the psionic focused condition.
Power Reserve (Legendary). This stone grants you an additional 7 power points. The power points refresh daily at dawn.
Lens of Revelation
Wondrous item, rare (requires attunement)
When you wear these glasses, you can see in all directions. An attacker gains no benefit from having an ally within 5 feet of you and you have advantage on Wisdom (Perception) checks that rely on sight within 30 feet of you.
As a bonus action, you can concentrate, as if concentrating on a spell, to grant you blindsight up to 60 feet. While doing so, you have the psionic focused condition.
Living Tattoo
Tattoo, rarity varies (requires attunement)
When etched into your skin, this psychic ink appears as a beast with a certain color. The tattoo will cover an arm, leg, or half your torso.
As an action, you can awaken the creature inked on your skin, and the tattoo will come to life, sliding from your skin and transforming into a creature. It will appear in the nearest unoccupied space adjacent to you.
The creature is an ally to you and your companions. It shares your initiative, but takes its turn immediately after yours. It obeys your mental commands (no action required by you). If you don’t command it, it takes the Dodge action. The creature continues to exist for 10 minutes, until you use an action to recall it, or it is reduced to 0 hit points, after which it reappears on your skin as a tattoo. The creature regains all lost hit points daily at dawn. While the creature is active, you have the psionic focused condition.
A living tattoo is a construct that has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and immunity to poison and psychic damage, otherwise it has statistics identical to a normal creature.
Amber Hornets (Very Rare). This yellow tattoo is of a trio of hornets. When awakened, it transforms into three dire wasps.
Azure Long (Legendary). This blue tattoo is of a wingless dragon. When awakened, it transforms into a sacred blue serpent.
Ebony Turtle (Very Rare). This black tattoo is of a massive turtle. When awakened it transforms into a dire snapping turtle.
Emerald Mantis (Very Rare). This green tattoo is of a praying mantis. When awakened it transforms into a dire mantis.
Mauve Serpent (Rare). This violet tattoo is of a coiled serpent, ready to strike. When awakened it transforms into a dire viper.
Russet Ape (Rare). This brown tattoo is of a great ape with its arms raised in anger. When awakened, it transforms into a dire ape.
Satin Tiger (Legendary). This white tattoo is of a regal tiger. When awakened it transforms into a sacred white tiger.
Vermillion Hawk (Legendary). This red tattoo is of a fiery hawk swooping to grab it prey. When awakened it transforms into a sacred red bird.
Mind Armor
Armor (padded), very rare (requires attunement)
While wearing this armor you gain a +5 bonus to AC and saving throws against telepathy and enchantment effects and those that deal psychic damage.
Mindshard
Wondrous item, rare
This delicate crystal contains knowledge of a single skill, tool, or weapon proficiency. When crushed on the head of a creature, that creature gains proficiency in that skill, tool, or weapon for 1 hour.
Mirror of Displacement
Wondrous item, rare (requires attunement)
You can use your action to hold this mirror up to another creature within 40 feet of you. The creature must succeed on a DC 16 Dexterity saving throw or be relocated to another space within 40 feet of you. The new space must be on a solid surface.
Pebble of Thoughts
Wondrous item, uncommon
When you crush this pebble, you can transmit thoughts to any creature within 120 feet of you that you can see without sharing a language for 1 minute. The pebble is pale purple with the texture of a dried sponge.
Periapt of Wisdom
Wondrous item, rare (requires attunement)
Your Wisdom score is 19 while you wear this pendant. It has no effect if your Wisdom is 19 or higher without it.
Powershard
Wondrous item, rare
This delicate crystal contains knowledge of a single psionic power. When crushed on the head of a manifester, that creature knows that power for 1 hour and can manifest it as it would any power it knows or imprints.
Psicrown
Wondrous item, rare (requires attunement)
This crown stores psionic powers, holding them until the attuned wearer uses them. The crown can store up to 9 power points of powers at a time. When found, it contains 1d10 – 1 power points worth of stored powers chosen by the DM.
Any creature can manifest a power with 1 to 9 power points of augmentations into the crown by touching it as the power is manifest. The power has no effect except being stored in the crown. If the crown can’t hold the power, the power points are expended without effect. A power must be augmented to be stored in the crown.
While wearing this crown, you can manifest any power stored in it with the augmentations used in the original manifestation. The power uses the power save DC, power attack bonus, and manifesting ability of the original manifester, but otherwise treated as if you manifested the power. The manifested power used from the crown is no longer stored in it, freeing up space.
Psicrown of the Crystal Mind
Wondrous item, artifact (requires attunement)
This elaborate crown is lined with crystals and etched with strange designs. To the untrained, it appears like any other psicrown, but to a psychic or scholar of any worth, its true power can be recognized.
It is said that this crown was forged by the passing of knowledge and will of psychics as their stories were recorded within the Collective Conscious, and that the physical crown is simply a physical manifestation of the true knowledge contained within the realm of dreams.
After attuning to the crown, you are instantly aware of the properties and powers of the crown, and how many power points it has remaining.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
- 3 minor beneficial properties
- 1 major beneficial properties
- 2 minor detrimental properties
- 1 major detrimental properties
Manifest Power. The crown has a reserve of 1,000 power points and regains 1 expended power point at each dawn. While attuned to the crown, it can be used to manifest any of the following powers as a 20th-level savant: accelerated healing, biomorphic skin, chameleon, dimensional breach, energy blast, extrasensory perception, ghostly force, inertial barrier, mindlink, psionic blast, psychic domination, speed of thought, suspension. The crown’s power attack modifier is +10 and its power save DC is 18. If you are a manifester, you can substitute your own power attack modifier and save DC in place of the crown’s.
Rend the Dream. As an action while attuned to the crown, you can deplete all of the crown’s remaining power points into a singular blast of pure energy. Each creature and object within 20 feet of you takes 1 force damage for every 2 power points depleted this way. This damage can’t be avoided or reduced through any means. You are safe within an eye of this blast, but immediately afterward, the crown is destroyed.
Destroying the Psicrown. If the crown’s power point reserve is depleted to 0, the crown is destroyed and returns to the dream. At a future time, it may manifest in reality again, perhaps when it’s needed most or when a dreamer of a certain quality imagines it back into existence.
Psi-leech
Weapon (dagger), very rare (requires attunement)
You gain a +1 bonus on attack and damage rolls made with this psychic weapon.
When you hit a creature that is concentrating, such as while maintaining a spell or power, the weapon deals an extra 1d10 force damage to the target. If the target is a manifester, it also loses 1 power point.
Psychoactive Skin
Wondrous item, rarity varies (requires attunement)
This item appears as a fist-sized globule of ectoplasm until attuned to a creature of Medium size or smaller. Once attuned, it bonds with the flesh of its user. The skin can be activated as an action to expand to cover the creature and its worn items as a second skin until the skin is retracted as an action or the attuned creature is reduced to 0 hit points.
While active, the wearer can breathe and detect its surroundings as normal. The psychoactive skin recedes away from parts of the body when the wearer needs to access its inventory or perform normal functions such as eating. Only one skin can be attuned at a time.
Chameleon Skin (Rare). While active, this skin changes in response to its environment granting its wearer nearly perfect camouflage. You have a +10 bonus on Dexterity checks to be unseen.
Eldritch Skin (Legendary). While active, this skin reveals hundreds of eyes and tiny slithering tentacles. Each creature that is with 10 feet of you when you activate this skin or which ends its turn within 10 feet of you while it remains active must succeed on a DC 15 Intelligence saving throw or be frightened of you for 1 minute.
While active, you can see in all directions using the eyes on the skin, granting you a +2 bonus on Wisdom (Perception) checks that rely on sight. Moreover, a foe gains no benefit from having an ally within 5 feet of you.
Hardened Skin (Very Rare). When you activate this skin, it shrouds you within biomorphic armor. Each skin’s armor has a unique appearance such as rock, steel, or wood. Your base AC equals 14 + your Constitution modifier.
Monstrous Skin (Legendary). While active, this skin enshrouds you in dark fibers. You have advantage on Strength checks and saving throws. You can lift three times your normal lift weight and jump five times your normal jump distance. You take half of the damage from falling and no damage from a fall of 50 feet or less. When you would be knocked prone from a fall or of effect that moves you, if you succeed on a DC 10 Dexterity check, you don’t fall prone.
Your unarmed strike uses a d6 for damage. Once each turn, after hitting a creature no larger than you with an unarmed strike, you can attempt to grapple it without an action. While grappling the target, you can throw it up to 30 feet as a bonus action. Treat this as if the target is falling.
Proteus Skin (Very Rare). While active, you gain the ability to change your appearance. As an action, you can change your appearance to another creature of the same size as you, including any worn attire and gear. The appearance is completely cosmetic, and any gear you create isn’t functional. You may also alter your voice to match the new appearance. When used as a disguise, you have advantage on ability checks to deceive that relies on sight.
Ribbon of Severance
Wondrous item, legendary (requires attunement)
This red velvet ribbon is worn around the neck. When you don the ribbon while attuned to it, you must make a DC 18 Wisdom saving throw. On a failed save, you head is severed from your body, but you don’t die.
Once your head has been removed, you can place any severed head on your neck and affix it with the ribbon. The head must be from a creature the same size as you. While wearing another head, you can access its memories.
Severed heads, including your own, rot and decay as normal when not attached to your body with the ribbon. While you wear the ribbon and a head, you can’t be beheaded by any means except untying the ribbon.
If you have no head, you continue to see and hear through the last head worn for up to one hour, after which time you are blinded and deafened until you attach a new head.
Ringing Mace
Weapon (mace), very rare (requires attunement)
You gain a +2 bonus on attack and damage rolls with this psychic weapon.
When you hit a creature with the weapon, the target must succeed on a DC 12 Wisdom saving throw or be deafened until the end of its next turn. When you hit a creature concentrating on a spell, power, or other ability, the DC to maintain concentration is increased by 10, and if the target loses concentration, it becomes psychic strained until the end of its next turn.
Ring of Temporal Transit
Wondrous item, legendary (requires attunement)
This ring seems to fade in and out of reality. As an action, you and objects you are wearing or carrying leap up to 7 minutes into the future (you choose the time). You arrive in the same space at the time you choose, or the nearest unoccupied space if your current space is occupied. For you, no time passes at all, for others, you disappear and reappear in the future. Once you use the ring, it can’t be used again until the next dawn.
Rod of the Depths
Wondrous item, rare
This rod is topped with a mass of writhing, metallic tentacles. You can strike a creature with the rod by making a melee weapon attack as if using a club. On a hit, the tentacles detach and wrap around the target; the target is restrained and considered heavily encumbered until the tentacles are removed. A creature can use its action to make a DC 15 Strength check, removing the tentacles on a success. Otherwise, the tentacles remain for 1 hour or until you choose to end the effect.
A target restrained by the tentacles will sink if it is in liquid, such as water. At the start of each of its turns, it sinks 30 feet unless held aloft by magical or psychic means. Once used, the rod can’t be used again until the next dawn.
Sextant of Calming
Wondrous item, very rare
This navigation tool grants advantage on ability checks made with it while in the open sea.
The sextant has three charges. As an action, you can expend one charge to create a 20-foot radius cylinder that is 20 feet tall centered on you for up to 1 hour as a long as you concentrate, as if concentrating on a spell. The effect of any storm, including one created by a spell or power, is suppressed within the cylinder.
You can expend additional charges when you create the cylinder to double its size (40-foot radius and 40 feet tall by expending 2 charges, or 80-foot radius and 80 feet tall by expending all 3 charges). The sextant regains all charges daily at dawn.
Shadow Dust
Wondrous item, uncommon
When this dust is thrown against a surface, wall, or an unattended object, it transforms the consistency of the target to shadow for 10 minutes. Up to a 10-foot cube section of a wall or surface or a Large or smaller object can be transformed. Shadow-transformed objects and surfaces aren’t solid and can be moved through as if open air. When the effect ends, any creature or object within the transformed space is safely moved to the nearest unoccupied space.
Shoes of Safefall
Wondrous item, uncommon
While wearing this pair of shoes, you have resistance to fall damage, and take no damage from falling when you fall 30 feet or less.
Shroud of Flames
Wondrous item, very rare (requires attunement)
While wearing this cloak, you can use a bonus action to wreathe yourself in flames for 1 minute. Each creature that starts its turn within 5 feet of you must make a Constitution saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
While wreathed in the flames, you have resistance to cold and fire damage and are immune to the flames from the shroud. Moreover, each melee weapon attack you make while wreathed in flames deals an extra 1d8 fire damage. After using the cloak, it can’t be used again until the next dawn.
Spellshard
Wondrous item, rare
This delicate crystal contains knowledge of a single spell. When crushed on the head of a spellcaster, that creature knows that spell for 1 hour and can cast it as it would any spell it knows or prepares.
Spirit Receiver
Wondrous item, very rare
This curious item can be used to connect with spirits and their realms. When activated, it will pick up on lingering thoughts from spirits and allow them to speak through the receiver. Outside of a séance, the sounds are heavily distorted.
A creature with the ability to augment a psionic power or cast a 1st-level or higher spell can use this item as part of a séance to allow a spirit to communicate clearly and without risk of the séance failing or the spirit harming the participants. In addition, the receiver provides a spellcaster or manifester a +2 bonus on checks to conduct a séance.
The sounds of a creature on the border Ethereal Plane can be heard through the receiver to a distance of 60 feet on a plane that overlaps the Ethereal Plane.
The receiver can also be used to detect sounds from the past of a spiritfont within 30 feet, revealing audio clues of it creation. Similarly, the residue of a spirit placed within 5 feet of the receiver transmits audio of the thoughts from the spirit’s past.
Spirit Sieve
Wondrous item, very rare
This item appears as an orb about one foot in diameter. Whenever a psionic power targets the space the orb occupies, the manifester must succeed on an ability check using its manifesting ability against a DC of 15. On a failed check, the spirit sieve absorbs the psionic power, causing it to have no effect. After absorbing three powers, the orb doesn’t activate again until the next dawn. After it absorbs a power, the orb glows shedding dim light in a 5-foot radius for each power absorbed. The light fades upon the next dawn.
Storm Glaive
Weapon (glaive), legendary (requires attunement)
You can use a bonus action to charge the weapon with electricity for 1 minute or until you use a bonus action to dismiss the charge. While the weapon is charged, it deals an extra 1d12 lightning damage to any target it hits.
As an action, you can spin the glaive in a continuous circle, creating a tempest 5 feet around you. Each creature within the tempest must succeed on a DC 16 Strength saving throw or be pushed 30 feet away from you and tossed 10 feet into the air. If the target is flung into a wall or other solid obstruction, it takes 1d6 bludgeoning damage for every 10 feet it can’t be pushed. After creating the tempest, it can’t be created again until 1 hour has passed.
Sutra of Tranquil Thought
Wondrous item, artifact (requires attunement by a creature of nonevil alignment)
The sutra takes the form of a monastic tome written in ancient glyphs. Within its pages is a sutra containing techniques of mental focus and wisdom gathered over the ages.
After the tome has been comprehended, it vanishes into the Astral Plane to an unknown destination.
Only a creature that isn’t of evil alignment and attuned to the tome can understand its glyphs and learn its teachings. It takes 80 hours of devoted study to gain the benefits of the Sutra of Tranquil Thoughts. An evil creature which attempts to decipher the glyphs becomes the target of a permanent confusion spell and gets no saving throw. Only Psychic Chirurgery or the wish spell can remove this confusion.
Benefits granted by the Sutra of Tranquil Thoughts last only as long as you remain tranquil. If you start a violent conflict or indulge in the pursuit of selfish desire, you lose all benefits granted by the tome.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
- 2 minor beneficial properties
Expanded Mind. You increase your power points reserve by 10. You can use these power points to manifest any power you are capable, and regain all expended power points when you finish a short or long rest.
Inner Calm. You have advantage on Wisdom saving throws. Moreover, if you fail a Wisdom saving throw, you can expend 5 power points to succeed instead.
Enlightenment. Regardless of concentration, you always have the benefits of the psionic focused condition.
Destroying the Sutra. It is said the sutra is encoded within the Collective Conscious of the multiverse, and therefore can never be truly destroyed. However, if the tome is placed in an environment where it is surrounded by greed and violence for 7 days, it is rendered powerless for 1d100 years.
The Bulwark
Armor (shield), legendary (requires attunement)
This massive shield grants you half cover.
Barrier. As an action, you can duck behind the shield, granting you full cover until the start of your next turn.
Pulse. When you are attacked by a melee weapon attack, you can take a reaction to telekinetically push your attacker. The target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from you and knocked prone. The triggering attack deals no damage when the target is pushed. After using this function, it can’t be used again until the next dawn.
Third Eye
Wondrous item, very rare (requires attunement)
This circlet has three charges. As an action, you can activate it for 1 minute, gaining the following benefits:
- You can see up to 120 feet in magical and nonmagical darkness.
- You can sense the auras of creatures and see spiritfonts to a distance of 120 feet.
- You can perceive into the Ethereal Plane up to 60 feet.
- You can detect magical and psychic effects within 60 feet, and identify which school of magic or psionic discipline they are.
- You are aware of secret and concealed doors hidden by both mundane and supernatural means within 60 feet.
- You can’t be blinded and are immune to gaze effects.
The circlet regains all charges daily at dawn.
Torc of Free Will
Wondrous item, very rare (requires attunement)
This band is inlaid with precious metal and can be worm around the neck or upper arm. While wearing it, you can’t be charmed.
Vial of Ectoplasm
Potion, uncommon
This metal decanter contains ectoplasm from the Astral Plane. When rubbed over a weapon or armor, the weapon or armor becomes a psychic item for 1 hour. Weapons gain a +1 bonus on attack and damage rolls. Armors and shields gain a +1 bonus to AC. If the item is already magical or psychic and has a bonus of +1 or better, the ectoplasm has no effect.
Warmaster Spear
Weapon (spear), very rare (requires attunement)
You gain a +2 bonus on attack and damage rolls while wielding this psychic weapon. When you hit a target with this weapon, you can choose to deal bludgeoning damage instead of piercing damage.
You gain three martial dice, which are a d8. The spear regains all expended martial dice daily at dawn. When you make an attack with the spear, you can spend one die to perform one of the following maneuvers:
Demon Dive. You throw your spear at a foe up to 15 feet away, adding 1d8 to your attack roll. On a hit, the target is pushed 5 feet away from you and you teleport into the space it occupied, automatically retrieving the spear. This movement doesn’t provoke opportunity attacks. On a miss, the spear returns to you.
Exchange. You increase your AC by 1d8 until you are attacked or the start of your next turn. The first time you are attacked with a melee attack before the start of your next turn, you can swap spaces with your attacker. You don’t provoke opportunity attacks from this movement, but the creature you swap positions with does.
Rapid Thrust. You add 1d8 to your attack roll, and if your attack roll exceeds your targets AC by at least 5, it takes 1d8 additional weapon damage.
Sweep. On a hit, the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Strength modifier + your proficiency bonus + 1d8 or take as additional 1d8 weapon damage and is knocked prone.
Vault Kick. On a hit, the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Strength modifier + your proficiency bonus + 1d8 or take an additional 1d8 bludgeoning damage and is pushed 10 feet away from you.