The Mystic - Balanced
The Mystic
| Level | Proficiency Bonus | Bonus Features | Talents Known | Disciplines Known | Psi Points | Psi Limit |
|---|---|---|---|---|---|---|
| 1st | +2 | Psionics, Mystic Order | 1 | 1 | 4 | 2 |
| 2nd | +2 | Mystical Recovery, Telepathy | 1 | 1 | 6 | 2 |
| 3rd | +2 | Mystic Order feature | 2 | 2 | 14 | 3 |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 17 | 3 |
| 5th | +3 | Strength of Mind | 2 | 3 | 27 | 5 |
| 6th | +3 | Mystic Order feature | 2 | 3 | 32 | 5 |
| 7th | +3 | - | 2 | 4 | 38 | 6 |
| 8th | +3 | Ability Score Improvement, Potent Psionics (1d8) | 2 | 4 | 44 | 6 |
| 9th | +4 | - | 2 | 5 | 57 | 7 |
| 10th | +4 | Consumptive Power | 3 | 5 | 64 | 7 |
| 11th | +4 | Psionic Mastery (1/day) | 3 | 5 | 64 | 7 |
| 12th | +4 | Ability Score Improvement | 3 | 6 | 64 | 7 |
| 13th | +5 | Psionic Mastery (2/day) | 3 | 6 | 64 | 7 |
| 14th | +5 | Mystic Order feature, Potent Psionics (2d8) | 3 | 6 | 64 | 7 |
| 15th | +5 | Psionic Mastery (3/day) | 3 | 7 | 64 | 7 |
| 16th | +5 | Ability Score Improvement | 3 | 7 | 64 | 7 |
| 17th | +6 | 6 Psionic Mastery (4/day) | 4 | 7 | 64 | 7 |
| 18th | +6 | - | 4 | 8 | 71 | 7 |
| 19th | +6 | Ability Score Improvement | 4 | 8 | 71 | 7 |
| 20th | +6 | Psionic Body | 4 | 8 | 71 | 7 |
When the mystic class was released there was a general consensus that it was way too strong, so thisunofficial update to the mystic is here to let you add mystics to your campaign without making your DM or your party mad at you. This has been changed from the the Unearthed Arcana: The Mystic class I encourage you to look there.
Creating a Mystic
When creating a mystic, consider your character’s background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like? Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?
Quick Build
You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.
Class Features
As a mystic, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per mystic level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a spear or (b) any simple weapon
- (a) leather armor or (b) studded leather armor
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar’s pack or (b) an explorer’s pack
Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.
Psionics
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.
Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic 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. A psionic talent requires no 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 Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 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. As 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 are incapacitated or until you use another bonus action 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. You can use this ability a number of times equal to your intelligence modifier (minimum one) per short rest.
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 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, 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 1st level and additional features at 3rd, 6th, and 14th level.
Mystical Recovery
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent
Telepathy
At 2nd 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.
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 5th 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.
Potent Psionics
At 8th 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. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
Consumptive Power
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
Psionic Mastery
Beginning at 11th level, your mastery of psionic
energy allows you to push your mind beyond its
normal limits. As an action, you gain 9 mastery
points that can be spent like psi points on disciplines
that require an action or a bonus action to use.
You can use all 9 points on one discipline, or you
can spread them across multiple disciplines. You
can’t also spend both psi points and mastery points
on the same discipline. When you finish a long
rest, you lose any mastery points that you
haven’t spent.
If more than one of the disciplines you activate
with mastery points require concentration, you can
concentrate on all of them. Activating one of
them ends any effect you were already
concentrating on, and if you begin concentrating
on an effect that doesn’t use these mastery points,
the disciplines that you’re concentrating on end.
At 15th level, the pool of psi points you gain
from this feature increases to 11.
You have one use of this feature, and you
regain any expended use of it with a long rest.
You gain one additional use of this feature at
13th, 15th, and 17th level.
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
Mystics 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 shaky rookie.
Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.
Armor Training
At 1st level, you gain proficiency with medium armor and shields.
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 +2 bonus to initiative rolls.
Avatar of Healing
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.
Avatar of Speed
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.
Order of the Awakened
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.
Awakened Talent
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.
Psionic Investigation
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Psionic Surge
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
Spectral Form
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.
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.
Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.
Immortal Durability
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Psionic Resilience
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
Surge of Health
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
Immortal Will
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.
Order of the Nomad
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.
Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.
Breadth of Knowledge
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain proficiency. Choose 1 skill, 1 tool, 1 vehicle, 1 language, 1 non-exotic weapon, 1 instrument, OR 1 gaming set, this proficiency lasts until your next long rest. Someone on your plane of existence must be proficient in your choice in order to gain this bonus.
Memory of One Thousand Steps
At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest.
Superior Teleportation
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.
Effortless Journey
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
Order of the Soul Knife
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives 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. Martial Training At 1st level, you gain proficiency with medium armor and martial weapons.
Soul Knife
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d10 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.
Hone the Blade Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.
| Psi Points | Attack and Damage Bonus |
|---|---|
| 2 | +1 |
| 5 | +2 |
| 7 | +4 |
Psionic Flurry
Starting at 6th level, you can overload your psychic focus to speed up your attacks. As an action you may make one attack against any number of creatures within 5 feet of you with advantage. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
Phantom Knife
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.
Order of the Wu Jen
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.
Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines.
Hermit’s Study
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.
Elemental Attunement
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.
Arcane Dabbler
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.
| Spell Slot Level | Psi Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.
Elemental Mastery
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.
Psionic Disciplines and Talents
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.
Psionic Disciplines by Order
Each psionic discipline is associated with a Mystic Order. The following lists organize the disciplines by those orders.
Avatar Disciplines
- Crown of Despair
- Crown of Disgust
- Crown of Rage
- Mantle of Command
- Mantle of Courage
- Mantle of Fear
- Mantle of Fury
- Mantle of Joy
Awakened Disciplines
- Aura Sight
- Intellect Fortress
- Mantle of Awe
- Precognition
- Psychic Assault
- Psychic Disruption
- Psychic Inquisition
- Psychic Phantoms
- Telepathic Contact
Immortal Disciplines
- Adaptive Body
- Bestial Form
- Brute Force
- Celerity
- Corrosive Metabolism
- Diminution
- Giant Growth
- Iron Durability
- Psionic Restoration
- Psionic Weapon
Nomad Disciplines
- Nomadic Arrow
- Nomadic Chameleon
- Nomadic Mind
- Nomadic Step
- Third Eye
Wu Jen Disciplines
- Mastery of Air
- Mastery of Fire
- Mastery of Force
- Mastery of Ice
- Mastery of Light and Darkness
- Mastery of Water
- Mastery of Weather
- Mastery of Wood and Earth
Adaptive Body
Immortal Discipline
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.
Aura Sight
Awakened Discipline
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.
Psychic Focus While focused on this
discipline, you have advantage on Wisdom
(Insight) checks.
Assess Foe (2 psi) As a bonus action, you
analyze the aura of one creature you see. You make an opposed wisdom (insight) vs the monster’s charisma (Deception) You learn its current hit point total and all its
immunities, resistances, and vulnerabilities.
Read Moods (2 psi) As a bonus action, you
learn a one-word summary of the emotional
state of up to six creatures you can see, such as
happy, confused, afraid, or violent.
View Aura (3 psi; conc., 1 hr.) As an action,
you study one creature’s aura. Until your
concentration ends, while you can see the target,
you learn if it’s under the effect of any magical or
psionic effects, its current hit point total, and its
basic emotional state. While this effect lasts, you
have advantage on Wisdom (Insight) and
Charisma checks you make against it.
Perceive the Unseen (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
Bestial Form
Immortal Discipline
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.
On a hit, this attack deals 1d10 slashing damage
per psi point spent.
Bestial Transformation 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 for 1 hour, until you die, 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 (5 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 (1 psi) Your skin becomes as tough as leather; your base AC becomes 12+ your Dexterity modifier.
Brute Force
Immortal Discipline
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; conc. 1 min) As a bonus action, you
gain a bonus to your next damage roll against a
target you hit with a melee attack. The bonus equals +1d6 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 +5 bonus to Strength checks until the end of your next turn.
Celerity
Immortal Discipline
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 walking speed by 10 feet per psi
point spent until the end of the current turn. If
you have a climbing or swimming speed, this
increase applies to that speed as well.
Agile Defense (2 psi) As a bonus action, you
take the Dodge action.
Blur of Motion (2 psi) As an action, you cause
yourself to be invisible during any of your
movement during the current turn.
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 (5 psi) As a bonus action, you can Dash or make one weapon attack.
Corrosive Metabolism
Immortal Discipline
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 one 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
take piercing or slashing damage, you cause acid
to spray from your wound; each creature within
5 feet of you takes 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.
Crown of Despair
Avatar Discipline
You have learned to harvest 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 Charisma 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.
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 Charisma 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. You can increase the damage by 1d6 per
additional psi point spent on it.
Dolorous Mind (6 psi; conc., 1 min.) As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma 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
Avatar Discipline
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 Charisma 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.
Wall of Repulsion (3 psi; conc., 10 min.) As
an action, you create an invisible, insubstantial
wall of energy within 60 feet of you that is up to
30 feet long, 10 feet high, and 1 foot thick. The
wall lasts until your concentration ends. Any
creature attempting to willingly move through it 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. A creature must
make this save whenever it willingly attempts to pass
through the wall.
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 end of each of its turns. On a successful save,
the target takes only half the initial damage and
suffers none of the other effects.
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 Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. 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 make melee attacks. 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
Avatar Discipline
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 Charisma 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 enemy. The save
automatically succeeds if the target is immune to
being charmed.
Fighting Words (2 psi; conc., 10 min.) If you
spend 1 minute conversing with a creature, you
can attempt to leave a simmering violence in its
mind. At the end of the minute, you can use an
action to force the creature to make a Wisdom
saving throw to resist feeling violent urges
against one creature you describe to it or name.
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 a creature it was
already hostile toward or unarmed strikes
against an ally or a creature it was neutral
toward. 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, the creature is
unaffected and has no inkling of your attempt to
bend its will.
Mindless Courage (2 psi) You cause a
creature's bloodlust to overcome its sense of
preservation. As a bonus action, choose one
creature you can see within 60 feet of you. The
target must succeed on a Wisdom saving throw
or, until the end of your next turn, it can’t
willingly move unless its movement brings it
closer to its nearest enemy that it can see. The
save automatically succeeds if the target is
immune to being charmed.
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 a bonus 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, 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.
Diminution
Immortal Discipline
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.
Sudden Shift (5 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.
Microscopic Form (7 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.
Giant Growth
Immortal Discipline
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, 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 10 feet. If you’re smaller than Huge, you also become Huge for the duration.
Intellect Fortress
Awakened Discipline
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks 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 Parry (1–7 psi) As a reaction when
you make an Intelligence, a Wisdom, or a
Charisma saving throw, you gain a +1 bonus to
that saving throw for each psi point you spend
on this ability. You can use this ability after
rolling the die but the results are determined.
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.
Iron Durability
Immortal Discipline
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, or slashing damage (your choice), which lasts until your concentration ends.
Mantle of Awe
Awakened Discipline
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 (3 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 or if it
takes damage.
Invoke Awe (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Wisdom saving throw or be charmed by you until your concentration ends. 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
Avatar Discipline
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 allies you can see within
60 feet of you. Each of those allies can use their
reaction to move up to half their speed, following
a path of your choice.
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 (2 psi) As an action,
choose one ally you can see within 60 feet of you.
That ally can use their reaction to immediately make one attack. You choose the target.
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 up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to make a single weapon attack. You choose the targets of the attacks.
Mantle of Courage
Avatar Discipline
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 and 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 (6 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
Avatar Discipline
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. The
frightened target can repeat the saving throw at
the end of each of its turns. This ability has no effect
on undead or constructs.
Unsettling Aura (3 psi; conc., 1 hr.) As a
bonus action, you cloak yourself in unsettling
psychic energy. Until your concentration ends,
any enemy within 60 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, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, 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 you roll an even number, 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. This effect ends on a target if it succeeds on a saving throw against it. This ability has no effect on undead or constructs.
Mantle of Fury
Avatar Discipline
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 melee 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.
Aura of Bloodletting (3 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.
Overwhelming Fury (5 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.
Mantle of Joy
Avatar Discipline
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 an action, choose up to three creatures you can see within 60 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 (you can choose yourself in place of one of
the allies). Until your concentration ends, each
target can roll a d4 when making a saving throw
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 60 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 Air
Wu Jen Discipline
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 20 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, taking 1d8
bludgeoning damage per psi point spent and
being knocked prone on a failed save, or half as
much damage on a successful one.
Cloak of Air (3 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.
Wind Form (5 psi; conc., 10 min.) As a bonus
action, you gain a flying speed of 60 feet, which
lasts until your concentration ends.
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.) As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 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
Wu Jen Discipline
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 120 feet of you. The target must make a
Constitution save. On a failed save, the target
takes 1d10 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.) As an
action, you create fire in a 20-foot-by-20-foot
cube within 5 feet of you. The fire lasts until your
concentration ends. Any creature in that area
when you use this ability and any creature that
ends its turn there takes 5 fire damage.
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 7d6 fire
damage and being knocked prone on a failed
save, or half as much damage on a successful
one.
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.) As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 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
Wu Jen Discipline
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 (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. The length
of the push is reduced by 5 feet for each size
category larger the creature is than you. On a
successful save, it takes half as much damage.
Move (2–7 psi) Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
| Psi Spent | Maximum Weight | Bludgeoning Damage |
|---|---|---|
| 2 | 25 lbs. | 2d6 |
| 3 | 50 lbs. | 4d6 |
| 5 | 250 lbs. | 6d6 |
| 6 | 500 lbs. | 7d6 |
| 7 | 1,000 lbs. | 8d6 |
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.
Telekinetic Barrier (3 psi; conc., 10 min.) As
an action, you create a transparent wall of
telekinetic energy, at least one portion of which
must be within 60 feet of you. The wall is 40 feet
long, 10 feet high, and 1 inch thick. The wall lasts
until your concentration ends. Each 10-foot
section of the wall has an AC of 10 and 10 hit
points.
Grasp (3 psi; conc., 1 min.) You attempt to grasp a huge or smaller 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.
Mastery of Ice
Wu Jen Discipline
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
mote of ice at one creature you can see within
120 feet of you. The target must make a
Dexterity saving throw. On a failed save, the
target takes 1d8 cold damage per psi point spent
and has its speed halved until the start of your
next turn. On a successful save, the target takes
half as much damage.
Frozen Sanctuary (1-7 psi) As an action, you sheathe yourself with icy resilience. You encase yourself in a cocoon of ice that has 12 AC, 10 hit points of each psi spent on this ability, and vulnerability to fire. Whenever you take damage, the cocoon takes the damage instead. If this damage reduces the cocoon to 0 hit points, you take any remaining damage. While it is active you are incapacitated and your speed is reduced to zero. On your turn you may spend a free action to heal the cocoon with psi points (up to your psi limit) healing it 10 hit points per psi point spent. The cocoon disappears after 8 hours or when you dismiss it as a free action at the end of your 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 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.
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 (6 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
Wu Jen Discipline
You claim dominion over light and darkness with your mind.
Psychic Focus While focused on this
discipline, natural darkness within
30 feet of you has no effect on your vision.
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 10-foot radius per psi
point spent on this ability. The light produced by
spells of 2nd level or less is suppressed in this
area.
**Light (2 psi; conc., 1 min.)**As an action, an
object you touch radiates light in a 20-foot
radius and dim light for an additional 20 feet.
The light lasts until your concentration ends.
Alternatively, a creature you touch radiates light
in the same manner if it fails a Dexterity saving
throw. While lit in this manner, it can’t hide, and
attack rolls against it gain advantage.
Dispelling Light (4 psi) A 30-foot-radius sphere of light spreads from a point you choose for one minute. The sphere is bright light and sheds dim light for an additional 30 feet.
If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light. If any of this effects’ area overlaps with darkness made by a spell of 3rd level or lower, the darkness is dispelled.
Shadow Beasts (3 psi; conc., 1 min.) As an
action, you cause two darklings to appear in
unoccupied spaces you can see within 60 feet of
you. The darklings 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 darklings disappear. See Volo's Guide for their stat block.
Radiant Beam (5 psi; conc., 1 min.) As an action, you project a beam of light at one creature you can see within 60 feet of you. 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. 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 Water
Wu Jen Discipline
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.
Watery Grasp (2 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 20-foot-by-20-foot square. At least
some portion of the square’s border must be
within 5 feet of you. Any creature in that square
must make a Strength saving throw. On a failed
save, a target takes 1d6 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. You can increase this ability’s
damage by 1d6 per additional psi point spent on
it.
Water Whip (3 psi) As an action, you unleash
a jet of water in a line that is 60 feet long and 5
feet wide. Each creature in the line must make a
Strength saving throw, taking 3d6 bludgeoning
damage on a failed save, or half as much damage
on a successful one. In addition, you can push
each target that fails its saving throw up to 15 feet following the line. You can
increase this ability’s damage by 1d6 per
additional psi point spent on it.
Water Breathing (5 psi) As an action, you
grant yourself and up to ten willing creatures
you can see within 60 feet of you the ability to
breathe underwater for the next 24 hours.
Water Sphere (6 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 speed is halved, it suffers
disadvantage on attack rolls, and it can’t see
anything more than 10 feet away from it.
However, attack rolls against it also suffer
disadvantage. 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.) As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 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
Wu Jen Discipline
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 heavy armor. The
target takes 1d8 lightning damage per psi point
spent on a failed save, or half as much damage on
a successful one.
Wall of Clouds (2 psi; conc., 10 min.) As an
action, you create a wall of clouds, 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. Creatures can pass through it without
hindrance, but the wall blocks vision.
Whirlwind (3 psi) As an action, choose a
point you can see within 60 feet of you. Winds
howl in a 15-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 up to 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 last space in the line.
You can increase this ability’s damage by 1d6
per additional psi point spent on it.
Wall of Thunder (6 psi; conc., 10 min.) As an
action, you create a wall of thunder, 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. Every foot moved through the wall costs 1
extra foot of movement. 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 thunder 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, a target takes half as much damage.
Mastery of Wood and Earth
Wu Jen Discipline
You attune your mind to seize control of wood and earth.
Psychic Focus While focused on this
discipline, you have a +1 bonus to AC.
Animate Weapon (1–7 psi) As an action, your
mind seizes control of a one-handed melee
weapon you’re holding. The weapon flies toward
one creature you can see within 30 feet of you
and makes a one-handed melee weapon attack
against it, using your discipline attack modifier
for the attack and damage rolls. On a hit, the
weapon deals its normal damage, plus an extra
1d10 force damage per psi point spent on this
ability. The weapon returns to your grasp after it
attacks.
Warp Weapon (2 psi) As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.
Warp Armor (3 psi) As an action, choose a
nonmagical suit of armor worn by one creature
you can see within 60 feet of you. That creature
must succeed on a Constitution saving throw, or
the creature’s AC becomes 10 + its Dexterity
modifier until the end of your next turn.
Wall of Wood (3 psi; conc., 1 hr.) As an
action, you create a wall of wood 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 5-foot wide section of the wall has AC
12 and 15 hit points, and vulnerability to fire damage. Breaking one section
creates a 5-foot by 5-foot hole in it, but the wall
otherwise remains intact.
Armored Form (7 psi; conc., 1 min.) As a
bonus action, you gain resistance to bludgeoning,
piercing, and slashing damage, which lasts until
your concentration ends.
Animate Earth (7 psi; conc., 1 hr.) As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 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.
Nomadic Arrow
Nomad Discipline
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 from being
at long range.
Speed Dart (1–7 psi) As a bonus action, you
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
1d10 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. Faithful Archer (5 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
Nomad Discipline
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 have advantage on Dexterity
(Stealth) checks.
Chameleon (2 psi) As an 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 a
bonus 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 60 feet of you.
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 a bonus action, you turn invisible and remain so until your concentration ends.
Nomadic Mind
Nomad Discipline
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 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.
Wandering Mind (2–6 psi; conc., 10 min.)
You enter a deep contemplation. If you
concentrate for this option’s full duration, you
then gain proficiency with up to three of the
following skills (one skill for every 2 psi points
spent): Animal Handling, Arcana, History,
Medicine, Nature, Performance, Religion, and
Survival. The benefit lasts for 1 hour, no
concentration required.
Find Creature (2 psi; conc., 1 hr.) You cast
your mind about for information about a specific
creature. If you concentrate for this option’s full
duration, you then gain a general understanding
of the creature’s current location. You learn the
region, city, town, village, or district where it is (DM’s choice). If the creature is on another
plane of existence, you instead learn which
plane.
Item Lore (3 psi; conc., 1 hr.) 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 (5 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.
Wandering Eye (6 psi; conc., 1 hr.) As an
action, you create a psychic sensor within 30 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 30 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. A solid
barrier blocks the eye’s movement, but the eye
can pass through an opening as small as 1 inch in
diameter.
Phasing Eye (7 psi; conc., 1 hr.) As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.
Nomadic Step
Nomad Discipline
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 power of your
teleportation. You can receive this increase only
once per turn.
Step of a Dozen Paces (1–7 psi) If you haven’t
moved yet on your turn, you take a bonus action
to teleport up to 20 feet per psi point spent to an
unoccupied space you can see, and your speed is
reduced to 0 until the end of the turn.
Nomadic Anchor (1 psi) As an action, you
create an invisible, intangible teleportation
anchor in a 5-foot cube you can see within 120
feet of you. For the next 8 hours, whenever you
use this psionic discipline to teleport, you can
instead teleport to the anchor, even if you can’t
see it, but it must be within range of the
teleportation ability.
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 (2 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 (3 psi) If you haven’t moved
yet on your turn, choose a willing creature you can see
within 60 feet of you. As a bonus 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 (5 psi) As an action,
choose one creature you can see within 120 feet
of you. That creature must make a Wisdom
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.
Phantom Caravan (6 psi) As an action, you
and up to six willing creatures of your choice
that you can see within 60 feet of you teleport up
to 1 mile to a spot you can see. If there isn’t an
open space for all the targets to occupy at the
arrival point, this ability fails and is wasted.
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.
Precognition
Awakened Discipline
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
Immortal Discipline
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.
Mend Wounds (1–7 psi) As an action, you can
spend psi points to restore hit points to one
creature you touch. The creature regains 1d8 hit
points per psi point spent.
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.
Continual Health(7 psi) As an action, you touch one creature and it regains 2d8 +5 hit points and regains 1 hit point at the start of each of its turns for one minute
Psionic Weapon
Immortal Discipline
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 a
mystic, you don’t add your Strength or Dexterity
modifier to the psychic attack’s damage rolls.
Ethereal Weapon (1 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 any of 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) As a bonus action, you
imbue a weapon you’re holding or your unarmed
strike with psychic energy. The next time you hit
with it before the end of your turn, it deals an
extra 1d10 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 +2 bonus to its attack and damage rolls.
Psychic Assault
Awakened Discipline
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 takes 1d4 psychic damage per psi
point spent on this ability.
Ego Whip (3 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, the creature takes 3d8 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 saving throw, it takes half as much
damage. A creature automatically succeeds
if it is immune to being frightened
Id Insinuation (5 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, the creature takes 5d8
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.
Psychic Blast (6 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 Crush (7 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 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
Psychic Disruption
Awakened Discipline
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.
Daze (3 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 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 its next saving throw until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.
Psychic Inquisition
Awakened Discipline
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 1d10 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.
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.
Ransack Mind (5 psi; conc., 1 hr.) While you
concentrate on this ability, you probe one
creature’s mind. 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, the
target must make three Intelligence saving
throws, and you learn information from it based
on the number of saving throws it fails.
With one failed saving throw, you learn its key
memories from the past 12 hours.
With two failed saving throws, you learn its
key memories from the past 24 hours.
With three failed saving throws, you learn its
key memories from the past 48 hours.
Phantom Idea (6 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. 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, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours 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”). A directly harmful, or contradictory, idea or memory (Such as “I love getting hit with clubs” or fond memories of getting eaten by a dragon and dying) are dismissed by the target. With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.
Psychic Phantoms
Awakened Discipline
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 Wisdom
saving throw. On a failed save, it takes 1d10
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, it can’t use
reactions. On a successful save, it takes half as
much damage.
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 a
Wisdom saving throw. On a failed save, it
perceives a horrid creature adjacent to it until
your concentration ends. During this time, the
target can’t take reactions, and it takes 1d8
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 (7 psi; conc., 1 min.) As an
action, you plant delusional paranoia in a
creature’s mind. 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, it must target 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 Riches (7 psi; conc., 1 min.) As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Telepathic Contact
Awakened Discipline
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 that can be answered with a yes or no.
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.
Occluded Mind (3 psi) As an action, you
target one creature you can communicate with
via telepathy. The target must make an
Wisdom 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, cannot be directly harmful, and it must describe you or a
creature or an object the target can see. 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.
Broken Will (5 psi) As an action, you target
one creature you can communicate with via
telepathy. The target must make a Wisdom
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 Grip (7 psi; conc., 1 min.) As an action, you target one creature 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. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. The effect immedietly ends if the monster is more than 60 feet away from you
Third Eye
Nomad Discipline
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing 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 10 feet.
Tremorsense (2 psi; conc., 1 min.) As a bonus
action, you gain tremorsense with a radius of 30
feet, which lasts until your concentration ends.
Unwavering Eye (2 psi) As a bonus action,
you gain advantage on Wisdom checks for 1
minute.
Piercing Sight (3 psi; conc., 1 min.) As a
bonus action, you gain the ability to see through
objects that are up to 1 foot thick within 30 feet
of you. This sight lasts until your concentration
ends
Truesight (5 psi; conc., 1 min.) As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
Psionic Talents
Psionic talents are minor abilities that require psionic aptitude but don’t drain a mystic’s reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:
- You can never use your psychic focus on a talent.
- Talents don’t require you to spend psi points to use them.
- Talents aren’t linked to Mystic Orders. The talents are presented below in alphabetical order.
Beacon
Psionic Talent
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.
Blade Meld
Psionic Talent
As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.
Blind Spot
Psionic Talent
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
Delusion
Psionic Talent
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.
Energy Beam
Psionic Talent
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, fire, or lightning damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Energy Blast
Psionic Talent
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Constitution saving throw or take 1d8 cold, necrotic, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Hone Weapon
Psionic Talent
As a bonus action, you imbue a simple melee weapon with psionic power for one minute. While affected this way, you may use intelligence instead of strength for attacks with this weapon, the weapons damage die becomes a d8, and is considered magical if it is not already
Light Step
Psionic Talent
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
Mind Meld
Psionic Talent
As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.
Mind Slam
Psionic Talent
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mind Thrust
Psionic Talent
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mystic Charm
Psionic Talent
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. A creature who succeeds on this saving throw knows you attempted to charm it.
Mystic Hand
Psionic Talent
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.
Psychic Hammer
Psionic Talent
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Notes
This is a section for those who want to know some of my reasoning behind my changes, as well as a list of changes I have made from the original design.
Primary Goals
- Bring mystic in line in terms of power- it should not be able to do everyone’s jobs better than them
- Keep versatility- The Mystics ability to be built to fit different roles should be kept
Secondary Goals
-
Simplify- currently the mystic is very complex, which is not necessarily bad, but all simplification is welcome.
-
Normalize Saving Throws- there are way to many powers that are Int saving throws, while some int saves should exist, saves against charms and illusions are across the board wisdom saves.
Things I Keep in mind
- Psionics are not Magic – I should keep psionics and magic at about the same power level, but make them different. For example, no psionic power should require material components beyond what you directly affect with the spell (For example: Mystic arrow is okay requiring a ranged weapon because the whole point is to animate a weapon, but a mystic cannot copy a revivify spell because that consumes diamonds to return a soul)
- Psionic mastery allows multiple concentrations at once for psionic disciplines, so I need to keep in mind combo potential, both good and bad.
- There is a conversion for psi points to spell slots included in the wu-jen subclass, which should be used to track power
Power Compared to Casters
This is the mystics psi points compared to its effective psi points (assuming a, mystic uses a max stength consumptive power and Psionic mastery the max number of times in a day). This is meant to be compared to the spell point progression in the DMG, which I will not be posting dues to it not being SRD.
| Level | Psi Points | Effective Psi Points |
|---|---|---|
| 1 | 4 | 4 |
| 2 | 6 | 6 |
| 3 | 14 | 14 |
| 4 | 17 | 17 |
| 5 | 27 | 27 |
| 6 | 32 | 32 |
| 7 | 38 | 38 |
| 8 | 44 | 44 |
| 9 | 57 | 57 |
| 10 | 64 | 71 |
| 11 | 64 | 80 |
| 12 | 64 | 80 |
| 13 | 64 | 89 |
| 14 | 64 | 89 |
| 15 | 64 | 93 |
| 16 | 64 | 93 |
| 17 | 64 | 104 |
| 18 | 71 | 111 |
| 19 | 71 | 111 |
| 20 | 71 | 111 |
The mystic stays relatively close to the recommended amount if you compare the effective psi to the DMG spell points. it peaks over the amount from levels 10-14 and under from level 17-20.
The Role of the Mystic
The Mystic is a strange blend of eldritch and full caster, having a maximum power cap of about 5th level spells, but having those spells on a per day basis.
Thoughts on the Current Build
-
I might change Potent Psionics to be subclass specific like cleric domains
-
I am not happy with my current soul knife fix. They need something more at 1st level. changing the damage dice to a d10 is a stopgap fix to bring their power up a bit.
-
I want to look into allowing stronger spells like warlocks (possibly give each discipline a “Ultra” ability and allow the use of 1 "Utlra"/day)
Changelog
V 0.1
Equipment
- changed mace to any simple weapon
- removed studded leather armor, you are a full caster, you don’t get to start with the best light armor
Psychic Focus
- added limit to number of times you can swap your focus. You can still swap a lot, but it is no longer infinite Strength of mind
- now gained at level 5
Psionic Mastery
- changed “Special Psi Points” to “Mastery Points”
- changed wording for clarity
Immortal
Immortal durability
- Changed Constitution modifier to intelligence. If an immortal plans on going into melee (which is the point of the immortal) we cannot make his unarmored defense based off of two weaker stats AND disallow shield use.
Nomad
Breadth of Knowledge
- Changed from 2 skills or languages to 1 skill, 1 tool, 1 vehicle, 1 language, 1 non-exotic weapon, 1 instrument, OR 1 gaming set every day. I added the need for someone on the plane to know how to use it mostly for flavor.
Soul Knife
- Consumptive Knife has been removed due to the “bag of rats” problem. Killing any creature for a 1st level spell slot equivalent that you can do infinitely is very strong, especially because you can stack up points to cast high level abilities.
- Added psionic flurry, a 6th level ability to replace consumptive knife.
Disciplines
Aura Sight
- Assess foe is now a contested insight vs deception, inspired by the neothic’s weird insight Bestial Form
- Tough hide is no longer a flat bonus to AC, as this had too much stacking potential, and does not make sense with the way natural armor works. It is now like cheaper, but not as effective mage armor. Your AC is set to 12 + Dex.
Brute Force
- Brute Strike is now is concentration up to one minute like the smite spells.
Crown of Despair
- Dolorous mind’s cost is increased from 5 to 6, technically it is weaker than hold monster, because paralyzed is worse than incapacitated, but is very close in terms of power.
Crown of Disgust
- Wall of Repulsion no longer prevents unwilling movement, because being grossed out will not stop you from being shoved around. If you want a physical wall, take one of the “Mastery of” Disciplines that give physical walls
Intelect fortress
- Psychic backlash now deals 1d10 damage, so it is no longer just better than hellish rebuke.
- Changed wording on psychic parry to clarify that it must be applied before results are determined (like lucky)
Mantle of Awe
- Center of attention is really strong for a 1st level spell equivalent, it is cheaper than invisibility. Changed from 2 to 3 psi points to make it on par with invisibility’s cost
- Invoke awe is now a wisdom saving throw like all other charms
Mantle of Command
- Command to strike has been changed from 3 psi to 2 psi and has the ally make one weapon attack instead of the attack action as this could effectively double your fighter’s power for a 2nd level equivalent.
- Overwhelming attack now grants only one weapon attack per ally
Mantle of Fear
- Incite fear now has the same text as the cause fear spell for clarity, it no longer affects constructs of undead
- Incite panic no longer works on constructs or undead
- Incite panic’s cost has been raised to 7, and now ends after one save (compared to confusion for balance, this targets more than you are likely to get with confusion and guarantees that they cannot act normally if they fail)
Mantle of Joy
- Soothing presence is now an action instead of a bonus action, because otherwise it gives more total temp HP AND is quicker than false life. Now it gives more hp, but the trade off is it is split among three characters
Mastery of Force
- Push now takes into account a target’s size. You can no longer shove a Tarrasque for less than a 1st level spell
- Inertial Armor’s base AC has been changed to 13 + Dex from 14 + Dex. It was just mage armor but better. Now in exchange for not being able to cast it on others, you gain resistance to force damage.
- Grasp now has a size limit of huge, as Bigby’s hand has a size limit of huge at a 5th level spell (this is a bit weaker as each crush or move takes psi, so I am allowing to grab the same size).
Mastery of Ice
- Frozen Sanctuary now grants 8 instead of 20 temp HP so it is not both faster and more giving twice the HP of a False Life cast at 2nd level. Now it grants 3 less temp hp (on average) but is a bonus action.
Mastery of Light and Darkness
- Psychic focus no longer pierces magical darkness
- Added Dispelling Light to get rid of magical darkness. It is similar daylight, but has reduced range and time. However it is cheaper than daylight taking 4 psi instead of 5 psi for a 3rd level spell
- Shadow beasts no longer calls shadows because Strength Drain is a nightmare of paperwork for the DM (having to recalculate a creatures attack and damage every time they get hit) I am replacing them with Darklings for now as they have the same CR
Mastery of Water
- Watery grasp’s damage has been reduced to 1d6, the same as a comparable spell of the same level, earth tremor.
- Water whip now pushes targets 15 feet (like gust of wind) instead of allowing repositioning however you like. Now it is more like a one turn gust of wind that is damaging.
Mastery of Weather
- Whirlwind radius reduced to 10 feet and psi cost increased to 3 so it is no longer just better earth tremor.
- Lightning leap now has variable length and forces you to be at the end of the lightning bolt if you teleport with it (making it more like jumping with the lightning)
- Wall of Thunder’s damage reduced to 5d6 as wall of fire is the same level and deals on average 1 more damage than wall of thunder before this change and does not block creatures passing through it, this requires concentration so I will keep the 30 foot throw for now.
Mastery of Wood and Earth
- Wall of Wood is had its HP reduced from 100 to 15 because the wood wall made by a 2nd level spell equivalent was stronger than the 5th level wall of stone which has an HP of 30. It is now vulnerable to fire damage, because it is made of wood.
- Armored Form changed to 7 psi to match iron durability’s iron resistance
Nomadic Arrow
- Psychic Focus changed to ignoring disadvantage from long range, as blanket disadvantage immunity is a bit too strong
Nomadic Mind
- Psychic Focus no longer grants a skill
- Find creature no longer pinpoints within 3 miles, but is up to the DM’s choice totally. A 1st level spell equivalent should not be able to find any creature with no save.
- Wandering eye has had its casting and vision rance reduced to 30 from 60. It was just “Better arcane eye”
Nomadic Step
- Psychic focus now says “power” instead of “magic”
- Transposition now says “Willing creature” instead of “Ally”
Psionic Restoration
- Removed Restore Life and Restore Vigor for replicating effects that spells need components that cost large amounts of gold to cast.
- Added Continual Health, a sort of lesser regeneration, as a capstone ability.
Psionic Weapon
- Added “any of” before “additional effects” on ethereal weapon to clarify that ethereal weapon does not add effects
- Augmented weapon now only gives a +2 and costs 6 psi instead of 5. It was just “better, cheaper Magic Weapon”. It is now in line with magic weapons cost. Psychic Assault
- Psionic blast’s damage has been reduced to 1d4 to make it match up better with magic missile, another spell that automatically hits
- Ego whip no longer works on creatures that cannot be frightened
Psychic Disruption
- Mind storm now only affects the targets next saving throw not all.
Psychic Inquisition
- Phantom idea now no longer works with directly harmful or overly contradictory memories
Psychic Phantoms
- Int saves are now Wis saves, like other illusions
- Removed advantage on all attacks for distracting figament, that is too strong for 1 psi
- Phantom betrayal’s cost increased from 5 to 7 (Being very similar to dominate monster, an 8th level spell, but with the drawback of not truly controlling them)
Telepathic Contact
- Exacting query is now a yes/no question to match up with Psycic inquisition
- Occluded mind is now a wisdom saving throw and does not work with harmful ideas (like suggestion)
- Occluded mind now costs 3 psi
- Broken Will is now a wisdom saving throw
- Psychic grip is now a wisdom saving throw and costs 7 psi (like hold monster)
- Psychic grip now ends if you leave its range
- Psycic domination removed for being just dominate monster (8th level) with a 5th level spell slot
Psionic Talents
- Mystic charm is no longer undetectable
- Energy beam is now separated out to energy beam and energy blast.
- Added “Hone weapon”, a shillelagh-style talent for those mystics who like to be in melee (like immortals)
V 0.1.1
Mastery of Ice
- Frozen Sanctuary was previously nerfed into near uselessness when you take into account Mystic Recovery, however Increasing the temp hp is still unbalanced, so instead we are changing it stronger, but have more of a limited use. Now you can freeze yourself in ice to avoid damage, but are incapacitated.