Ardent - Mystic Revised

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Ardent

A woman walks into a tavern, a light crossbow resting in one hand as she surveys the room. With the faintest crackle, the crossbow vanishes with a glint of light and a blink. She looks around as the few perceptive enough to notice blink and try to deduce the trick. She smiles and gives a knowing wink as she steps up and orders a drink from the barkeep as she finds herself a spot to sit and enjoy it.

A large man climbs the mountains in search of a foe true to his abilities, something he could defeat on his own. He tracks his way to a dragon's lair deep in the heart of these mountains. The unassuming man strides in and faces off with a dragon that can melt stone with it's breath. As the dragon moves to destroy this intruder to its lair, the human jumps at it with his greataxe drawn and massive wings unfurling from his back. The battle rages with the dragon and the man getting heavy strikes in, but neither seem to relent, greataxe chipping off scales and claws barely maring skin as if some shield protects it. Finally, the battle is finished, the man sitting lord of his newfound horde. He takes a deep breath as he takes an arm that had been dismembered in the fight and pushes it close to his bloodied stump, letting the natural powers within him work to knit it together.

A heavily armored warrior strikes out from the shadows at the massive beast he and his allies have been dueling for minutes. Suddenly, his blade finds a vulnerable point to sink into. Her allies see this and surge forward to finish this beast, almost feeling their strikes pull towards the weakness their friend had found. The first lands a blow that seems to ripple through the beast, causing more damage than they would have expected otherwise as it topples to the ground! They cheer as the creature lies dead, assured by their teamwork.

The above adventurers are Ardents of varying degrees of power. Elite users of psionic power who supplement their innate skills with the finest martial prowess. Ardents tend to shun the outside world to dig inwards, looking within to find and master the full potential of their mind and body. Ardents are incredibly rare, requiring a specific type of person that can reach into themselves without breaking their own psyche. Many Ardents have some connection to a psychic force or being who helped them to bring their powers to fruition. To allow them to use their powers to empower their strikes, reshape their bodies, or to inspire their allies to greater lengths than they knew they had.

Martial Fighters

Most ardents place a focus on martial combat, finding ways to supplement their weapons with powerful psionic effects. An Immortal might use their psionics to empower her body or to better protect himself from attacks, while a wielder of a Soul Weapon might use his power to make up for a lack of speed. This is what sets Ardent apart from the general fighter, their weapons aren’t their strength. No, their power lies in the reservoir of magic they can use to shore up their weaknesses and empower their strengths.

 

The Origin of Psionics

Psionics is a mental power, built around the full use of your mind to empower one’s body and form. In this form, the pioneers of these psionics were the gith, who had stolen the basics of Psionics from their Illithid masters. After freeing themselves from the tyranny of the Illithid, they began to teach these secrets to mortals of other realms. This has been, and still is, the most prominent method people use to awaken these powers.

Class Features

As an Ardent, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Ardent level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ardent level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons

  • Saving Throws: Intelligence and Wisdom
  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Medicine, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two martial melee weapons or (b) A longbow and a quiver of 20 arrows
  • (a) Scale Mail or (b) Leather Armor
  • (a) a Explorer's pack or (b) a Scholar's Pack
  • (a) 5 javelins or (b) any simple weapon
Ardent
Level Proficiency Bonus Features Disciplines Known Psi Limit Psi Points
1st +2 Fighting Style, Telepathy
2nd +2 Psionics 2 2 4
3rd +2 Mystic Order 2 2 6
4th +2 Ability Score Increase 2 2 6
5th +3 Mystic Order Feature 3 3 14
6th +3 Rejuvenating the Mind, Strength of Mind 3 3 14
7th +3 Mystic Order Feature 3 3 17
8th +3 Ability Score Increase 3 3 17
9th +4 3 5 27
10th +4 Potent Psionic (d8) 3 5 27
11th +4 Wild Discipline 4 5 32
12th +4 Ability Score Increase 4 5 32
13th +5 4 6 38
14th +5 Potent Psionic (2d8) 4 6 38
15th +5 Mystic Order Feature 4 6 44
16th +5 Ability Score Increase 4 6 44
17th +6 5 7 57
18th +6 Rejuvenating the Mind Improvement, Strength of Mind Improvement 5 7 57
19th +6 Ability Score Increase 5 7 64
20th +6 Psionic Body 5 7 64

Fighting Style

You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

 

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Telepathy

At 1st level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Psionics

Startinging at 2nd level. As a student of psionics, you can master and use psionic disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting

Psionic Disciplines

A psionic discipline is a rigid set of mental exercises that allows an Ardent to manifest psionic power. An Ardent masters only a few disciplines at a time. At 2nd level, you know two psionic discipline of your choice. The Disciplines Known column of the Ardent table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Ardent table. For example, as a 3rd-level Ardent, you can spend no more than 2 psi points on a discipline each time you use it, no matter how many psi points you have.

Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. Using a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you take this bonus action again to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

 

Psionic Ability

Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus + your intelligence modifier

Discipline attack modifier = your proficiency bonus + your intelligence modifier

Mystic Order

At 3rd level, you choose a Mystic Order: the Order of the Avatar, the Order of the Immortal, or the Order of the Soul Weapon, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 3rd level and additional features at 5th, 7th, and 14th level.

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.

Strength of Mind

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 6th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. When you get to 18th level you gain that proficiency in addition to wisdom.

Rejuvenating the Mind

Starting at 6th level, when you can sit down and focus your energy to regain spent Psionic force. When you take a short rest you can regain a number of Psi points equal to half your Ardent level plus your Intelligence modifier. At 18th level this increases to your ardent level plus your intelligence modifier. After using this ability you can't do so again until you finish a long rest.

Potent Psionic

At 10th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.

Wild Discipline

At 11th level you can pick your Discipline from any Discipline, not just Ardent Disciplines.

Psionic Body

At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:

• You gain resistance to bludgeoning, piercing, and slashing damage.

• You no longer age.

• You are immune to disease, poison damage, and the poisoned condition.

• If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Mystic Orders

Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve. Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.

Order of the Avatar

Ardents of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a s haky rookie.

Armor Training

At 3rd level, you gain proficiency with heavy armor. In addition you can use a bonus action to conjure a psychic shield. This counts as a normal shield for all purposes. You are considered proficient with this shield.

Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a bonus equal to your intelligence modifier to initiative rolls. In addition you learn the Mantle of Command discipline. If you already knew this discipline you get any discipline of your choice from the Ardent discipline list.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Choice of Virtue

Starting at 7th level, you can choose to bolster yourself or others. Choose one of the following options:

Avatar of Teamwork Starting at 7th level, when you land a devastating strike on an enemy you can inspire a teammate to do the same. Whenever you roll a 20 on an attack roll, you can choose an ally within 60 feet of you. The next attack that ally makes that also hits, is treated as a critical hit.

Avatar of Champions Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Avatar of Protection

Starting at 15th level, whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to half your Intelligence modifier (Rounded up) (with a minimum bonus of +1). You must be conscious to grant this bonus.

(This ability cannot be used on someone already affected by Aura of Protection)

Order of the Immortal

The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.

Immortal Durability

Starting at 3rd level, your hit point maximum increases by 1 per Ardent level. In addition, while you aren't wearing armor or wielding a shield, your AC equals 10 + your Constitution modifier + your Intelligence modifier. (You cannot add a stat to your Armor Class more than once.)

Iron Body

Your psionic energy grants you extraordinary fortitude. Starting at 3rd level, at the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 1) if you have at least 1 hit point. In addition you learn the Iron durability discipline. If you already knew this discipline you get any discipline of your choice from the Ardent discipline list.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Energy of the Immortal

Starting at 7th level you can channel your inner psionic power to heal yourself or change your body. Choose one of the following options:

Shifting Body Your form becomes malleable and shifting, letting you transform it much easier. Each option of the 'Bestial Transformation' effect of the Bestial Form discipline costs 1 psi point less.

In addition you gain the ability to change your form in minor ways. Using an action you can change your hair, eye or skin color. This effect is permanent until you change it again using this feature.

Surge of Health You can call upon your inner psionic energy to heal your wounds. If you have less than half of your maximum hit points remaining, you can use a bonus action to regain an amount of hit points equal to 1d8 plus your Ardent level plus your intelligence modifier. You can use this ability a number of times equal to your intelligence modifier. Once you have expended all uses, you can't use it again until you finish a short or long rest.

In addition you get minor regenerative abilities. Lost fingers and toes regrow over the course of a day, and if you attach a limb lost less than a day ago to the stump and hold it there, it knits together over the course of an hour. This feature stops working if you are at 0 hit points or less.

Immortal Will

Starting at 15th level, your psionic ability can keep you fighting despite grievous wounds. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

Order of the Soul Weapon

The Order of the Soul Weapon sacrifices the quickness of attacks other Ardents gain to focus on a specific psionic technique. These Ardents learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul Weapons vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.

Soul Weapon

Starting at 3rd level, you gain the ability to manifest a weapon of psychic energy. As a bonus action, you create any weapon with which you are proficient and has the light and finesse properties. You can dismiss it as a bonus action. For you, a soul weapon is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit no matter which weapon it manifests as. You can only have one of these manifested at a time. You can also make a magic item into your soul weapon with a one hour ritual if it has the finesse and light properties.

This is very taxing on the body and mind of a Soul Weapon and has drained you physically. Your hit point maximum is reduced by 1 per ardent level.

Choosing Your Style

Also starting at 3rd level you can choose a style of soul weapon. Choose one of the following options.

Style of the Arrow You learn the Nomadic Arrow Discipline. Also, you can now summon ranged soul weapons. Additionally, you can make ranged magic weapons into your soul weapon. Ranged soul weapons loose the ammunition and loading properties

Style of the Blade You learn the Psionic Weapon Discipline. Also, you can summon any melee weapon that doesn't have the heavy property as your soul weapon. Additionally, you can make all melee magic weapons that aren't heavy into your soul weapon. In addition any melee soul weapon you have has the light and finesse properties.

Precise Psionics

Beginning at 5th level, you know how to strike subtly and exploit a foe's distraction. Once per turn, when you choose to activate your chosen style effect (lethal strike or speed dart) and you have advantage on the attack roll, you gain an amount of psi points to spend on this ability equal to your Intelligence modifier. These do not allow you to go over your psi max. These Psi points vanish if still unused at the end of your turn.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

Blade Absorption

Beginning at 7th level, you can have your blade absorb certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Psionic Acceleration

When you reach 15th level, you have gained the ability to use your psi to speed up time for yourself. You can spend 5 psi to take two turns during the first round of any Combat (No action required). You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Disciplines

Psionic talents and disciplines are the heart of a mystic’s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects. Psionic disciplines were each discovered by different orders and tend to reflect their creators’ specialties. However, a mystic can learn any discipline regardless of its associated order.

Using a Discipline

Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.

Psychic Focus

The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.

Effect Options and Psi Points

A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option. Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline’s potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action. Each option notes specific information about its effect, including any action required to use it and its range.

Components

Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.

Duration

An effect option in a discipline specifies how long its effect lasts. Instantaneous. If no duration is specified, the effect of the option is instantaneous. Concentration. Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s psi point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute. Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.

Targets and Areas of Effect

Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.

Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect— applies while the durations of the effects overlap.

Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.

Adaptive Body

You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.

Psychic Focus. While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

Environmental Adaptation (2 psi). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.

Adaptive Shield (3 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.

Energy Adaptation (5 psi; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Energy Immunity (7 psi; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Bestial Form

You transform your body, gaining traits of different beasts.

Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.

Bestial Claws (1–7 psi). You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. This attack is considered an unarmed strike for which you are proficient. On a hit, this attack deals 1d10 slashing damage per psi point spent.

Bestial Transformation (conc., 1hr). As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts until you die, until you lose concentration, or until you end it as a bonus action.

Amphibious (2 psi). You gain gills; you can breathe air and water.

Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight (6 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed. Keen

Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.

Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.

Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.

Brute Force

You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.

Psychic Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks.

Brute Strike (1–7 psi). When you hit a creature with a melee weapon attack, you can expend psi points to gain a bonus to your damage roll. The bonus equals 1d8 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back (1–7 psi). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.

Mighty Leap (1–7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.

Feat of Strength (2 psi). As a bonus action, you gain a advantage on Strength checks until the end of your next turn.

Celerity

You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Psychic Focus. While focused on this discipline, your walking speed increases by 10 feet.

Rapid Step (1–7 psi). As a bonus action, you increase your speed by 10 feet per psi point spent until the end of the current turn.

Agile Defense (2 psi). As a bonus action, you take the Dodge action.

Surge of Speed (2 psi). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action (3 psi). As a bonus action, you can Dash or make one weapon attack.

Blur of Motion (5 psi; conc., 1 min.). As a bonus action, you cause yourself to gain incredible speed. You are invisible during any of your movement until this ability ends.

Dashing Strike (7 psi). You can choose to move exceptionally fast. As an action, you can move up to 30 feet in a straight line without provoking attacks of opportunity. Make a melee weapon attack against each creature of your choice that would have been within your reach during that movement. Each target takes an additional 5d10 force damage on a hit. This ability can not benefit from any other modifiers to damage such as Lethal Strike or Brute Force.

Corrosive Metabolism

Your control over your body allows you to deliver acid or poison attacks.

Psychic Focus. While focused on this discipline, you have resistance to acid and poison damage.

Corrosive Touch (1–7 psi). As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.

Venom Strike (1–7 psi). As an action, you create a poison spray that targets a creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.

Acid Spray (2 psi). As a reaction when you are hit by a melee weapon attack, you cause acid to spray from your wound; each creature within 5 feet of you must make a constitution saving throw or take 2d6 acid damage.

Breath of the Black Dragon (5 psi). You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it.

Breath of the Green Dragon (7 psi). You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.

Diminution

You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.

Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Miniature Form (2 psi; conc., 10 min.). As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.

Toppling Shift (2 psi). As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.

Microscopic Form (5 psi; conc., 10 min.). As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks

Sudden Shift (7 psi). As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.

Giant Growth

You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.

Psychic Focus. While focused on this discipline, your reach increases by 5 feet.

Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit. If you’re smaller than Large, you also become Large for the duration.

Troll Form (5 psi; conc., 1 min.). As a bonus action you grow and gain some attributes of a Troll. At the start of each of your turns you regain 10 hit points. whenever you take the attack action on your turn you may attack one additional time and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.

Giant Form (7 psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Huge, you also become Huge for the duration.

Intellect Fortress

You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counter attacks against your opponents.

Psychic Focus. While focused on this discipline, you gain resistance to psychic damage.

Psychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.

Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Psychic Parry (7 psi). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a 2d4 bonus to that saving throw. You can use this ability after rolling the die but before suffering the results.

Iron Durability

You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.

Iron Hide (1–7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide (2 psi). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

Iron Resistance (7 psi; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.

 

Mantle of Awe

You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

Psychic Focus. While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence (1–7 psi). As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. Center of Attention (5 psi; conc., 1 min.). As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you. The creature can make a saving throw at the end of each of its turns ending this effect on a success.

Invoke Awe (7 psi; conc., 10 min.). As an action, you exert an aura that inspires awe in others. Choose a number of Humanoids up to half your int mod(rounded up) you can see within 60 feet of you. Each target must succeed on a Wisdom saving throw or be charmed by you until your concentration ends. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Mantle of Command

You exert an aura of trust and authority, enhancing the coordination among your allies.

Psychic Focus. While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.

Coordinated Movement (2 psi). As a bonus action, choose up to five creatures you can see within 60 feet of you. Each of those creatures can use their reaction to move up to half their speed in a direction you specify.

Commander’s Sight (2 psi; conc., 1 rnd.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.

Command to Strike (3 psi). As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.

Strategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.

Overwhelming Attack (7 psi). As an action, choose a number of allies up to half your int mod(rounded up) you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.

Mantle of Courage

You focus your mind on courage, radiating confidence and bravado to your allies.

Psychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.

Incite Courage (2 psi). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.

Aura of Victory (1–7 psi; conc., 10 min.). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you can spend your reaction to bolster yourself and your allies. Each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.

Pillar of Confidence (7 psi; conc., 1 rnd.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.

Mantle of Fear

You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Incite Fear (2 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.

Unsettling Aura (3 psi; conc., 1 min.). As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 30 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.

Incite Panic (7 psi; conc., 1 min.). As an action, you can force up to four creatures you can see within 60 feet of you that can see you to make a Wisdom saving throw. On a failed save, the target is frightened for the duration. Each turn roll a d4. If an odd number is rolled, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If an even number is rolled, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. At the start of each of a target’s turns before your concentration ends, the target can make a Wisdom saving throw ending this effect on a success. On a success the target is immune to this ability for 24 hours.

Mantle of Fury

You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.

Psychic Focus. While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.

Incite Fury (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a weapon attack and add the number rolled to the damage roll.

Mindless Charge (2 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.

Overwhelming Fury (3 psi; conc., 1 min.). As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Bloodletting (5 psi; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.

Mantle of Joy

You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks.

Soothing Presence (1–7 psi). As a bonus action, choose up to three creatures you can see within 30 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.

Comforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see within 30 feet of you. Until your concentration ends, each target can roll a d4 when making a saving throw or attack roll and add the number rolled to the total.

Aura of Jubilation (3 psi; conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.

Beacon of Recovery (5 psi). As a bonus action, you and up to five allies you can see within 30 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.

Mastery of Metal

Your powers grant you control over metals and the ability to augment them as you see fit.

Psychic Focus. While focused on this discipline, you gain the knowledge of in depth metallurgy. You gain advantage on any checks made to interact with blacksmiths and to recall information about different types of metals. You also gain proficiency in the use of any tools used to manipulate metal.

Hone the Blade (2 psi; conc., 1 min.). As a bonus action, you harden a metal melee weapon you are holding making it denser, sharper and more deadly. For the duration all of your melee weapon attacks with that weapon deal an extra 1d4 damage.

Forge Weapon (2 psi). As an action you may turn a lump of metal into a useable weapon. The amount of metal available must fit the needs of the weapon you wish to make.

Animate Weapon (3 psi; conc., 1 min.). As a bonus action, you reach out with your mind to manipulate a metal weapon that you are carrying and move it up to 30 feet away from you and make a melee discipline attack against an enemy. This weapon uses your Intelligence modifier for damage rolls instead of strength or dexterity.

As a bonus action on any subsequent turns, you may move this weapon up to 30 feet and make an attack against another enemy.

Harden Armor (5 psi). As an action you increase the density of your armor. If you are wearing metal armor that does not already gain a bonus to AC, for 10 minutes it gains a +1 AC. If you spend an additional 2 psi points this armor gives +2 to AC instead.

Metal Form (7 psi; conc., 1 min.). As an action you turn your body into a hard, dense, malleable metal. You gain resistance to bludgeoning, piercing and slashing damage as well as advantage on strength checks and saving throws. Additionally, you gain 30 temp HP and any weapons you are holding meld to your body. You cannot be disarmed and attacks with these weapons deal an additional 2d8 damage.

Nomadic Arrow

You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.

Psychic Focus. While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.

Speed Dart (1–7 psi). When you take the attack action you can imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d8 psychic damage per psi point spent.

Seeking Missile (2 psi). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.

Impactful Shots (3 psi; conc., 1 hr.). As a bonus action you mark a creature you can see within 90 feet of you with psionic energy that allows your shots to find the best place to land. Until your concentration ends your attacks deal an extra 1d6 of the weapons type to the target. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Faithful Archer (7 psi; conc., 1 min.). As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.

Nomadic Chameleon

You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.

Psychic Focus. While focused on this discipline, you gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Chameleon (2 psi). As a bonus action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.

Step from Sight (3 psi; conc., 1 min.). As an action, cloak yourself from sight. You can target one additional creature for every additional 2 psi points you spend on this ability. The added targets must be visible to you and within a range of touch. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.

Enduring Invisibility (7 psi; conc., 1 min.). As an action, you turn invisible and remain so until your concentration ends. Anything you are wearing or carrying is invisible as long as it is on your person.

Precognition

By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Psychic Focus. While focused on this discipline, you have advantage on initiative rolls.

Precognitive Hunch (2 psi; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.

All-Around Sight (3 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.

Victory Before Battle (7 psi). When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

Psionic Restoration

You wield psionic energy to cure wounds and restore health to yourself and others.

Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Medicine) checks.

Mend Wounds (2 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8+ Int Modifier hit points. You can increase this ability’s healing by 1d8 per additional psi point spent on it.

Restore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

Restore Life (5 psi). As a bonus action, you can spend psi points to restore hit points to up to six creatures you can see within 60 feet of you. The creatures regain 1d4+ Int Modifier hit points. You can increase this ability’s healing by 1d4 per additional psi point spent on it.

Restore Vigor (7 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, remove one effect that charmed or petrified the target, remove one curse, including the target’s attunement to a cursed magic item, or reduce its exhaustion level by one.

Mass Mend Wounds (7 psi). As an action, you can spend psi points to restore hit points to up to six creatures you can see within 60 feet of you. The creatures regain 3d8+ Int Modifier hit points.

Psionic Revival

You wield psionic energy to cure wounds and restore health to yourself and others.

Psychic Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

Deny Death (2 psi). As an action, you touch a creature that has been dead no longer than 1 round and bring them back to life. This is not affected by Psionic Stability.

Psionic Stability (3 psi). As an action, you touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. This ability also effectively extends the time limit on raising the target from the dead.

Restore Life (5 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

Ward Against Death (6 psi). As an action, you touch a creature and grant it a measure of protection from death for 8 hours. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the effect ends. If the effect is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and this ability ends.

Rewind Death (7 psi). Over the course of an hour you perform a ritual that allows you to return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This ability also neutralizes any poisons and cures non magical diseases that affected the creature at the time it died. This ability doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The ability can't return an undead creature to life. This ability closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Psionic Weapon

You have learned how to channel psionic energy into your attacks, lending them devastating power.

Psychic Focus. Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as an Ardent, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.

Ethereal Weapon (2 psi). As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.

Lethal Strike (1–7 psi). You imbue a melee weapon you’re holding or your unarmed strike with psychic energy. When you hit a creature with such an attack, you can expend psi points to gain a bonus to your damage roll, it deals an extra 1d8 psychic damage per psi point spent.

Augmented Weapon (6 psi; conc., 10 min.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.

Telepathic Contact

By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Psychic Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.

Exacting Query (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, it knows you attempted to effect it in this way, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Occluded Mind (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, it knows you attempted to effect it in this way, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Psychic Grip (3 psi; conc., 1 min.). As an action, you target one humanoid you can see within 60 feet of you. The target must succeed on a wisdom saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends.

Broken Will (5 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Psychic Domination (7 psi; conc., 1 min.). As an action, you target one humanoid you can see within 60 feet of you. The target must succeed on a wisdom saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Wild Disciplines

Crown of Control

You have learned to plant thoughts into the minds of creatures, allowing you to bend them to your will.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks.

Minor Influence (2 psi). As an action you speak a single word command to a creature within 60 feet of you and attempt to implant it into a creatures mind. The target must succeed on a Wisdom saving throw or follow the command on it’s next turn. This ability has no effect if the target is undead, a construct, if it doesn’t understand your language, or if your command is directly harmful to it.

Psychic Suggestion (3 psi; conc., 8 hours). As an action you reach out to a creatures mind within 30 feet of you that you can see in an attempt to manipulate them into following a specific course of action. The target must succeed on a Wisdom saving throw or follow your instruction. A creature immune to being charmed is also immune to this effect. This instruction can be no more than a sentence or two and it must be worded in such a manner that it would seem reasonable to the target, The action may take the entire duration but it ends once the task is complete. This ability ends at the end of the duration whether the task was completed or not

Aura of Influence (5 psi; conc., 1 min.). As an action you can exude an aura that charms creatures of your choice within 10 feet of you. When a creature enters the area for the first time on a turn or starts its turn there, you can force it to make a Wisdom saving throw. On a failed save, the creature is charmed by you and considers you to be a close friend. At the end of each of its turns, or when it takes damage from you, an affected creature can make a Wisdom saving throw. On a success, the effect ends for that creature and it is immune to this ability for 10 minutes.

Psychic Domination (7 psi; conc., 1 min.). As an action you reach out to a humanoids mind within 60 feet of you that you can see and attempt to override it’s mind with your commands. The target must make a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If the creature completes an order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Each time the target takes damage, it makes a new Wisdom saving throw, ending this ability on a success.

Crown of Despair

You have learned to plant seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Crowned in Sorrow (1–7 psi). As an action, one creature you can see within 60 feet of you must make a Intellect saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage and is not otherwise affected by this ability.

Call to Inaction (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Visions of Despair (3 psi). As an action, you force one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage and is not otherwise affected by this ability. You can increase the damage by 1d6 per additional psi point spent on it.

Dolorous Mind (5 psi; conc., 1 min.). As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Wisdom saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Crown of Disgust

You cause a creature to be flooded with emotions of disgust.

Psychic Focus. While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.

Eye of Horror (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage and is not otherwise affected by this ability.

Aura of Repulsion (3 psi; conc., 10 min.). As an action, you exude an aura of repulsive energy. You create a 10 foot radius sphere centered on yourself that moves with you. The sphere lasts until your concentration ends. Any creature attempting to move through it, willingly or otherwise, must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it.

Visions of Disgust (5 psi; conc., 1 min.). You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the start of each of its turns. At the end of each of its turns, the target can make another Wisdom saving throw ending the effect on a success. On a successful save, it takes half as much damage and is not otherwise affected by this ability.

World of Horror (7 psi; conc., 1 min.). As an action, choose up to six creatures within 60 feet of you. Each target must make a Wisdom saving throw. On a failed save, a target is frightened until your concentration ends. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to take the attack action. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Crown of Rage

You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.

Psychic Focus. While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.

Primal Fury (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest ally and if possible it makes an attack against them. On a successful save, it takes half as much damage and is not otherwise affected by this ability. The save automatically succeeds if the target is immune to being charmed.

Mindless Courage (3 psi; conc., 1 min.). You cause an allies anger and rage to overcome its sense of preservation. As an action, choose one ally you can see within 60 feet of you. The target must succeed on a Wisdom saving throw(it can choose to fail) or, until your concentration ends, it can’t willingly leave combat. It gains resistance to bludgeoning, piercing and slashing damage and when it takes the attack action on it’s turn in combat it may make one additional attack as a part of that same action.

Punishing Fury (5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends or the target succeeds on a Wisdom saving throw that it may make at the end of each of its turn, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.

Fighting Words (6 psi; conc., 10 min.). As an action, you can attempt to leave a simmering violence in a creatures mind. The target must succeed on a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The target has advantage on this saving throw if you or your companions are fighting it. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against the creature. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save or when this ability ends, the creature knows it was affected in this way.

 

Mastery of Air

You become one with the power of elemental air.

Psychic Focus. While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.

Wind Step (1–7 psi). As part of your move on your turn, you can fly up to 15 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.

Wind Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, on a failed save they take 1d8 bludgeoning damage per psi point spent and are knocked prone. On a successful save, they take half as much damage and are not otherwise affected by this ability.

Wind Form (3 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.

Cloak of Air (5 psi; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.

Misty Form (6 psi; conc., 1 min.). As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.

Animate Air (7 psi; conc., 1 hr.). You concentrate for one minute, after you finish concentrating you cause an air elemental to appear in an unoccupied space you can see within 60 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Mastery of Earth

You attune your mind to seize control of earth.

Psychic Focus. While focused on this discipline, you become one with the earth. You cannot be moved against your will.

Earthquake (1–7 psi). As an action, you cause a tremor in the ground in a 10 foot radius at a location you can see within 90 feet of you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage per psi point spent and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain. On a successful save, it takes half as much damage and is not otherwise affected by this ability.

Disturb Earth (2 psi; conc., 1 min.). As an action, you disturb the earth around you and cause three stones to circle around you. As a bonus action on subsequent turns you may make an attack roll with one of these stones. Make a ranged Discipline attack. On a hit, these stones deal 1d8 bludgeoning damage.

Binding of Stone (3 psi; conc., 1 min.). As an action you cause the earth to reach up to 60 feet from you towards a creature. The target must succeed on a strength saving throw or it’s fly speed(if it has any) is reduced to 0 and it is restrained. If the creature is flying it is pulled to the ground. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.

Transmute Rock (5 psi). As an action, you turn a section of stone no bigger than a 20 ft cube into mud.

If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Wall of Earth (6 psi; conc., 1 hr.). As an action, you create a wall of earth at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 10-foot by 10-foot hole in it, but the wall otherwise remains intact.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall and another solid surface, that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

Animate Earth (7 psi; conc., 1 hr.). You concentrate for one minute, after you finish concentrating, you cause an earth elemental to appear in an unoccupied space you can see within 60 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Mastery of Fire

You align your mind with the energy of elemental fire.

Psychic Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.

Combustion (1–7 psi; conc., 1 min.). As an action, choose one creature or object you can see within 60 feet of you. The target must make a Dexterity save. On a failed save, the target takes 1d8 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.

Rolling Flame (3 psi; conc., 1 min.). A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 per additional psi point spent on it.

Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. You can increase the damage by 1d6 per additional psi point spent on it.

Fire Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.

Animate Fire (7 psi; conc., 1 hr.). You concentrate for one minute, after you finish concentrating, you cause a fire elemental to appear in an unoccupied space you can see within 60 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Mastery of Force

As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.

Psychic Focus. While focused on this discipline, you have advantage on Strength checks.

Push Pull (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you or towards you, your choice. On a successful save, it takes half as much damage and is not otherwise affected by this ability.

Inertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 13 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.

Move (2 psi). As an action you can try to move an object that weighs up to 1,000 pounds that is within 60 feet of you. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction.

Grasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. While a target is grappled in this manner, you create one of the following effects as an action:

Crush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent.

Move (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.

Telekinetic Barrier (7 psi; conc., 10 min.). As an action you cause an Invisible wall of force to spring into existence at a point you choose within 120 feet of you. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or Resting on a solid surface. You can form it into a hemispherical dome or a Sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Mastery of Ice

You master the power of ice, shaping it to meet you demands.

Psychic Focus. While focused on this discipline, you have resistance to cold damage.

Ice Spike (1–7 psi). As an action, you hurl a spike of ice at one creature you can see within 60 feet of you. Make a Range Discipline Attack. On a hit, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn.

Ice Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope

Frozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.

Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage and is otherwise unaffected by this ability. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.

Ice Barrier (7 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.

Mastery of Light and Darkness

You claim dominion over light and darkness with your mind.

Psychic Focus. While focused on this discipline,you can see through magical darkness up to a range of 60 feet.

Darkness (1–7 psi). As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 5-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.

Revealing Light (2 psi; conc., 1 min.). As an action you cause a bright light to shine in a 10 foot radius in an area you choose within 60 feet of you. Each creature in the area must make a Dexterity saving throw or the light clings to them. For the duration, each affected creature sheds dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. A shapechanger also instantly reverts to its original form and can't assume a different form until this ability ends.

Shadow Beasts (3 psi; conc., 1 min.). As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.

Light (5 psi). As an action, an object you touch radiates light in a 60-foot radius and dim light for an additional 60 feet. The light lasts for one hour or until you dispel it.

Radiant Beam (7 psi; conc., 1 min.). As an action, you project a beam of light that is 5 feet wide and 60 feet long. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage and is otherwise unaffected by this ability. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.

Mastery of Time and Space

You manipulate the fabric of space and time to your will.

Psychic Focus. While focused on this discipline, you can repair objects that have been destroyed or broken. As an action, you touch an object that has been destroyed no longer than 1 minute ago and return it to its previous state. You may also, as an action, touch an object that is broken or torn. You may repair one break or tear in the object as long as the imperfection is no larger than 1 meter in any dimension.

Time Thief (1–7 psi). As an action, you reach out towards a target within 30 feet of you and attempt to siphon time in an attempt to heal yourself. The target must make a Constitution saving throw. On a failure, the target is aged by 1 day per psi point spent on this ability. The target then takes 1d8 necrotic damage for every day that was stolen, and you regain hit points equal to half the damage dealt. On a successful save, the target is unaffected.

Matter Disruption (2 psi). As an action, you reach out with your mind, disrupting the resonance of matter in an area. As an action, each creature in a 10-foot-radius sphere centered on a point you choose within 60 feet of you, must make a Constitution saving throw. A creature takes 2d8 force damage on a failed save, or half as much damage on a successful one. You can increase this ability’s damage by 1d8 per additional psi point spent on it. A non magical object that isn’t being worn or carried also takes this damage.

Slow Time (3 psi; conc., 1 min.). As an action, you alter time around up to three creatures of your choice within 60 feet of you. Each target must succeed on a Wisdom saving throw or be affected by this ability for it’s Duration. An affected target's speed is halved, it takes a -2 penalty to Dexterity, and it can't use reactions. On its turn, it can use either a single action or a Bonus Action, not both. Regardless of the creature's Abilities or Magic Items, it can't make more than one melee or ranged Attack during its turn.

If the creature attempts to Cast a Spell with a Casting Time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Manipulate Matter (5 psi). You concentrate for 10 minutes on a piece of raw material. After you finish concentrating, you convert these raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of Objects made by the spell is commensurate with the quality of the raw materials.

Creatures or Magic Items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such Objects.

Create Matter (6 psi). You concentrate for one minute on a type of material you wish to create. After you finish concentrating you use the power of your mind to manipulate the fabric of space around you to create a nonliving object within range. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

These materials fall to ash after a certain amount of time. The Duration depends on the object's material. If the object is composed of multiple materials, use the shortest Duration.

Material Duration
Vegetable matter 1 day
Stone/crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine/Mithril 1 minute

Quicken Time (7 psi; conc., 1 min.). As an action you steal time from the future to empower an ally. Choose an ally within 30 feet of you. For the duration this ally gains an additional action on each of its turns.

When this ability ends the target can’t move or take actions until after its next turn, as the stolen time catches up to the target.

Mastery of Water

Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.

Psychic Focus. While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.

Desiccate (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.

Water Breathing (2 psi). As an action, you grant up to 4 willing creatures you can see within 60 feet of you the ability to breathe underwater for the next hour.

Watery Grasp (3 psi). As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a line 30 feet long and 5 feet wide originating from you. Any creature in that line must make a Strength saving throw. On a failed save, a target takes 3d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage and is otherwise unaffected by this ability. You can increase this ability’s damage by 1d6 per additional psi point spent on it, this also increases the length of the line by 10 feet per psi point spent.

Water Sphere (5 psi; conc., 1 min.). As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its is considered restrained, and it can’t see anything more than 10 feet away from it. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.

Animate Water (7 psi; conc., 1 hr.). You concentrate for one minute, after you finish concentrating, you cause a water elemental to appear in an unoccupied space you can see within 60 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Mastery of Weather

Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage.

Cloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.

Hungry Lightning (1–7 psi). As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing metal armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.

Whirlwind (2 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.

Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it.

Wall of Lightning (6 psi; conc., 10 min.). As an action, you create a wall of lightning, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 lightning damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.

Thunder Clap (7 psi). As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, it takes half as much damage and is not otherwise affected by this ability..

Nomadic Step

You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.

Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.

Step of a Dozen Paces (1–7 psi). You take a bonus action to teleport up to 10 feet per psi point spent to an unoccupied space you can see.

Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.

There and Back Again (3 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Transposition (5 psi). If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As an action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.

Baleful Transposition (6 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Charisma saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.

Nomad’s Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.

Nomadic Mind

You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.

Psychic Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.

Item Lore (2 psi; conc., 1 min.). You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.

Psychic Speech (3 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.

Psychic Vision (5 psi; conc. 10 min.). If you concentrate for this option’s full duration, for 10 minutes you project your mind in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you use this ability, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Find Creature (6 psi; conc., 1 hr.). As an action you cast your mind about for information about a specific creature. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

This ability can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this ability doesn’t locate the creature.

Wandering Eye (7 psi; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. The eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.

Psychic Assault

You wield your mind like a weapon, unleashing salvos of psionic energy.

Psychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.

Psionic Blast (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must succeed on an intelligence saving throw or take 1d8 psychic damage per psi point spent on this ability.

Id Insinuation (3 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and is not otherwise affected by this ability..

Ego Whip (5 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 4d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful save, it takes half as much damage and is not otherwise affected by this ability. You can increase the damage by 1d8 per additional psi point spent on it.

Psychic Crush (6 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 6d8 psychic damage and is stunned until the end of your next turn. On a successful save, it takes half as much damage and is not otherwise affected by this ability..

Psychic Blast (7 psi). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.

Psychic Disruption

You create psychic static that disrupts other creatures’ ability to think clearly.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.

Distracting Haze (1–7 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage and is not otherwise affected by this ability..

Daze (2 psi). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.

Mind Blank(3 psi; conc., 1 min.). You shoot out a blast of synaptic energy, muddling the minds of up to 3 Creatures you can see within 60 ft of you. On a failed Intelligence saving throw, they have disadvantage on all attack rolls, ability checks and saving throws until your concentration ends. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Mind Storm (5 psi). As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, it takes half as much damage and is not otherwise affected by this ability. You can increase the damage by 1d6 per additional psi point spent on this ability.

Psychic Scramble (7 Psi). As an action, you choose a point within range and cause psychic energy to explode there. Each creature within a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it has disadvantage on all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Inquisition

You reach into a creature’s mind to uncover information or plant ideas within it.

Psychic Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying.

Hammer of Inquisition (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage and is not otherwise affected by this ability.

Forceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.

Psychic Tracking (3 Psi). As an action, you reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible it gains no benefit from that condition against you.

Ransack Mind (5 psi; conc., 10 min). While you concentrate on this ability, you probe one creature’s mind as an action. The creature must be within 30 feet of you, and you must be able to see it. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or the creature is unaffected.

You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make an Intelligence saving throw. If it fails, you gain insight into its memories over the past 24 hours (if any), if trying to access a memory beyond that, the target must make an Intelligence Saving throw for every 24 hours beyond that.

Phantom Idea (7 psi; conc., 1 minute.). While you concentrate on this ability on each of your turns, you can focus on one creature’s mind as an action. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration without breaking concentration on the target then, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for an amount of time based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 24 hours. With two failed saving throws, it lasts for 10 days. With three failed saving throws, it is indefinite. This can only be removed by greater restoration being cast on the target.

Psychic Phantoms

Your power reaches into a creature’s mind and causes it false perceptions.

Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.

Distracting Figment (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn attack rolls against it have advantage. On a successful save, it takes half as much damage and suffers no other effects.

Phantom Foe (3 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time it takes 2d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability.

Phantom Betrayal (5 psi; conc., 1 min.). As an action, you attempt to plant a sense of delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it believes its allies have turned against it and it targets its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Phantom Delusions (7 psi; con., 1 min.). As an action, you attempt to draw upon the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature of your choice in a 15-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 3d10 psychic damage. On a successful save, the effect ends for that creature.

Third Eye

You create a third, psychic eye in your mind, It greatly enhances your senses.

Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 60 feet.

Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.

Magic Sight (2 psi; con., 10 min.). As an action you attune your Third Eye to magical effects. While concentrating on this ability, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

This ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Tremorsense (3 psi). As an action, you gain tremorsense with a radius of 30 feet, which lasts for one minute.

Piercing Sight (5 psi). As an action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts for one hour.

Truesight (7 psi; conc., 1 min.). As an action, you gain truesight with a radius of 60 feet, which lasts until your concentration ends.

 

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