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# The Psionic Handbook ## Psion A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion's slave pens. Their smiles turn to shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel. The militia forms in ranks to prepare for the orcs' charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs' minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts. Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards each night and dutifully copied his most heavily guarded archives. When the duke's men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling with them had spent more time in his keep than he had over the past year. These heroes are all psions, followers of a strange and mysterious form of power. Psions shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Psions are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will. ### Hermits and Outcasts Psions are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power. In order to master their power, psions must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A psion who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight. When psions finally master their power, they return to the world to broaden their horizons and practice their craft. Some psions prefer to remain isolated, but those who become adventurers aren't content to remain on the fringe of the world. ### Eccentric Minds In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, psions develop a variety of practices to keep their focus sharp. These practices are reflected in taboos and quirks, strange little behaviors that govern a psion's actions. These quirks are oaths or behavioral tics that help keep psions in the proper frame of mind while maintaining perfect control over their minds and bodies. While these taboos are harmless, they help cast psions as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To psions, the life of the mind is where they feel most at home. #### Selecting Quirks To add some texture to your psion, consider the quirks your character has acquired. They're a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character's personality or background? Are they based on a specific incident or a belief? \pagebreak
##### Psion Quirks | d20 | Quirk | |:----:|:-----------------------------------------------------------------------------------| | 1 | You never cut your hair. | | 2 | You refuse to wear clothes of a specific color. | | 3 | You never say your name. | | 4 | You never wear footwear. | | 5 | You always wear a mask. | | 6 | You dye your hair bright blue or green. | | 7 | You pick a new name each day. | | 8 | You never immerse yourself in water. | | 9 | You sleep on bare earth. | | 10 | You never consume alcohol. | | 11 | You wear a veil to conceal your face. | | 12 | You always wear a specific piece of clothing. | | 13 | You refuse to light fires. | | 14 | You refuse to write things down, instead using pictograms. | | 15 | You never sit on a chair, preferring to stand or sit on the floor. | | 16 | You never answer to any name but your own. | | 17 | You write down the name of each creature you slay, and name ones that are unnamed. | | 18 | You consume only water and raw vegetables. | | 19 | You spend any money you earn within 1 week of gaining it. | | 20 | You often speak to an imaginary companion, and act only with its blessing. |
### Creating a Psion When creating a psion, consider your character's background. How did you become a psion? 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 psion quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background. \columnbreak ## Class Features As a psion, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per psion level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per psion 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)* a mace - *(a)* leather armor or *(b)* a set of robes - *(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 Ă— 10 gp worth of equipment from chapter 5 in the *Player's Handbook*. > ##### Design Philosophy: My Motivations > While you're here, I thought I would share a bit about the thought process that went into this class. > > First, it's worth it to address the work that Mike Mearls has shown on his Happy Fun Hour streams regarding the official Psion. The goal of this class is not to emulate or surpass Mearls' work. Instead, the goal is to show that the UA Mystic could have been salvaged more, rather than shifting towards spellcasting and the use of upgradeable cantrips instead of psi points and disciplines. This isn't to say that the spellcasting approach is bad - on the contrary, I believe that Mearls' approach is probably the best way to make the most people happy. This brew for the people that liked the original approach and wanted to see more come of it, just like I did. > > You'll find some extra notes like this throughout (mainly at the end of) this document. \pagebreak
##### The Psion | Level | Proficiency Bonus | Features | Talents Known | Disciplines Known | Psi Points | Psi Limit | |:-----:|:-----------------:|:-------------------------------------------------|:--------------:|:-----------------:|:-----------:|:----------:| | 1st | +2 | Psionics, Psionic Order | 2 | 1 | 4 | 2 | | 2nd | +2 | Psychic Barrier, Telepathy | 2 | 1 | 6 | 2 | | 3rd | +2 | Psionic Order feature | 2 | 2 | 14 | 3 | | 4th | +2 | Ability Score Improvement, Strength of Mind | 3 | 2 | 17 | 3 | | 5th | +3 | - | 3 | 2 | 27 | 5 | | 6th | +3 | Psionic Order feature | 3 | 3 | 32 | 5 | | 7th | +3 | - | 3 | 3 | 38 | 6 | | 8th | +3 | Ability Score Improvement, Potent Psionics | 3 | 3 | 44 | 6 | | 9th | +4 | - | 3 | 4 | 57 | 7 | | 10th | +4 | Psionic Order feature | 4 | 4 | 64 | 7 | | 11th | +4 | Psionic Mastery (1/Day) | 4 | 4 | 64 | 7 | | 12th | +4 | Ability Score Improvement | 4 | 5 | 64 | 7 | | 13th | +5 | Psionic Mastery (2/Day) | 4 | 5 | 64 | 7 | | 14th | +5 | Psionic Order feature | 4 | 5 | 64 | 7 | | 15th | +5 | Psionic Mastery (3/Day) | 4 | 6 | 64 | 7 | | 16th | +5 | Ability Score Improvement | 4 | 6 | 64 | 7 | | 17th | +6 | Psionic Mastery (4/Day) | 4 | 6 | 64 | 7 | | 18th | +6 | Telepathic Hub | 4 | 7 | 71 | 7 | | 19th | +6 | Ability Score Improvement | 4 | 7 | 71 | 7 | | 20th | +6 | Psionic Body | 4 | 7 | 71 | 7 |
### 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 art that involves tapping into the mind's true power, distinct from magic. #### Psionic Talents A [psionic talent](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-talents) 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 Psion 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](#the-psionic-handbook-psionic-disciplines-and-talents) is a rigid set of mental exercises that allows a psion to manifest psionic power. A psion 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 Psion 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 psion level, as shown in the Psi Points column of the Psion 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. \pagebreak #### 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 psion level, as shown in the Psi Limit column of the Psion table. For example, as a 3rd-level psion, 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. When you finish a short or long rest, or if you meditate for at least 10 minutes, 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 choose a different focus benefit by meditating again or finishing another short or long rest. You can have only one psychic focus benefit at a time, though using the psychic focus of one discipline doesn't limit your ability to use other disciplines. #### Psionic Ability Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
**Discipline Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Discipline attack modifier** =
your proficiency bonus +
your Intelligence modifier
### Psionic Order At 1st level, you choose a Psionic Order: the [Order of the Avatar](#the-psionic-handbook-class-features-order-of-the-avatar), the [Order of the Awakened](#the-psionic-handbook-class-features-order-of-the-awakened), the [Order of the Immortal](#the-psionic-handbook-class-features-order-of-the-immortal), the [Order of the Nomad](#the-psionic-handbook-class-features-order-of-the-nomad), or the [Order of the Wu Jen](#the-psionic-handbook-class-features-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, 10th, and 14th level. \columnbreak ### Psychic Barrier Starting at 2nd level, you can shield yourself from harm using 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 gain temporary 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 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose an ability with which you do not have proficiency in saves for. 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 Starting at 8th level, you add your psionic ability modifier to any damage roll you make for a psionic talent. \pagebreak ### 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 can create a special pool of 9 psi points that disappear at the end of the current turn. As a part of the action used to create this pool, you can spend these special psi points to activate up to three discipline abilities at once, dividing up the points as you see fit. You can only spend these points to activate discipline abilities that require an action or bonus action to activate, and you can't activate the same ability more than once. You must abide by your psi limit for each ability you activate. When you use your action in this manner, you cannot use your bonus action to active any disciplines this turn. If more than one of the disciplines you activate with these 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 special points, the disciplines end that you're concentrating on. 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. ### Telepathic Hub Starting at 18th level, you can use your telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. Your brain can let those creatures telepathically hear each other while connected in this way. ### 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 16 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 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest. ### Psionic 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 Psions 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 psions 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 Protection Starting at 3rd level, you can use your psi energy to protect your allies from harm. When an ally you can see within 30 feet of you is hit by an attack, you can use your reaction to reduce the damage they take by up to your psionic ability modifier + your psion level (minimum of 1). \pagebreak You can use this feature a number of times equal to your psionic ability modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Dreadful Strike Starting at 6th level, when you hit a creature with a weapon attack, you can use your reaction to attempt to frighten the target. The attack deals an extra 1d8 psychic damage to the target, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. After the effect ends for it, the creature is immune to being frightened by this feature for the next 24 hours. #### Ardent Surge At 10th level, you learn to send a surge of powerful emotion that revitalizes a faltering ally. You can use your bonus action to allow an ally within 30 feet of you to regain hit points equal to 1d10 + your psion level. Once you use this feature, you can't use it again until you finish a short or long rest. #### Aura 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 Psions 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 psions 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. \columnbreak #### Awakened Talent At 1st level, choose one of your skill proficiencies. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. #### 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. #### Dual Foci Starting at 10th level, you can use your psi energy to temporarily focus on two disciplines at once. As an action, you can focus on one of your psionic disciplines and gain its psychic focus benefit as described by the Psychic Focus feature, even if your psychic focus is already active. You cannot focus on the same discipline twice at the same time. This second focus lasts for 1 hour. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak If you use your Psionic Surge while focusing on two disciplines at once, it consumes your normal focus, rather than the one granted by this feature. However, if the only focus you have active comes from this feature, your Psionic Surge will consume it. #### 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 psion level. In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier. #### Psychic Recuperation Starting at 3rd level, when you use your Psychic Barrier, you can choose to gain hit points equal to the number of psi points you spent, rather than temporary hit points. #### Psionic Resilience Starting at 6th 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. #### Mental Vitality Starting at 10th level, you have advantage on saving throws made to maintain concentration on disciplines. #### 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 psion level + your Constitution modifier. Additionally, you cannot be instantly killed by effects that trigger when you are left with 0 hit points, such as that of the *disintegrate* spell. ### Order of the Nomad Psions 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 two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with weapons or languages. This benefit lasts until you finish a long rest. #### 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. \pagebreak #### 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. #### Baleful Transposition Starting at 10th level, you can use your teleportation abilities to teleport your enemies, rather than just you or your allies. When you use a psionic discipline to teleport yourself or an ally, you can also target one hostile creature you can see within 60 feet of you. That creature must succeed on a Charisma saving throw. On a failed save, the creature teleports to an unoccupied space on the ground or floor that you can see. This space must be within range of the teleportation ability, to a maximum of 140 feet away from you. Once you use this feature, you can't use it again until you finish a short or long rest. #### 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 Wu Jen The Order of the Wu Jen features some of the most devoted psions. These psions 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 psions 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. \columnbreak #### Elemental Potency 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. #### Equilibrium Starting at 10th level, when you cast a spell that deals damage using a spell slot created by Arcane Dabbler, you can change the spell's damage to acid, cold, fire, lightning, or thunder. #### Elemental Mastery Starting at 14th level, you can attune to one damage type of your choice when you finish a long rest: acid, cold, fire, lightning, or thunder. You gain resistance to the attuned damage type until you choose a different one with this feature. Additionally, when you take damage of a type you are attuned to, you can spend 2 psi points as a reaction to ignore that damage; you gain immunity to that damage type until the end of your next turn. \pagebreak ## Psionic Disciplines and Talents Psionic talents and disciplines are the heart of a psion's craft. They are the mental exercises and psionic formulae used to forge will into tangible, psychic effects. Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a psion 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 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. \columnbreak #### Components and Displays Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials, as the power of psionics comes from the mind. However, when a psionic power is manifested, a display may accompany the primary effect. This secondary effect may be auditory and/or visual, such as a greenish glow around the psion or a faint humming noise originating from the psion's forehead. No power's display is significant enough to create consequences for the psion or any other creatures during combat. While the specifics of a display may be left up to the player (with the approval of the DM), they always allow the psion to be identified as the source of a psionic discipline (as it is with spell components), both during and after the discipline takes effect. At minimum, a display can be seen and/or heard from up to 60 feet away. > ##### Disciplines that Cast Spells > When a discipline or talent has you cast a spell (including a cantrip), the spell uses your discipline attack modifier or discipline save DC. Additionally, the effect counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. However, your casting of the spell is not actually considered to be a magical effect. You are merely duplicating the effect of the spell with your mind; as such, the spell uses a display instead of its normal components, and the effect counts as a psionic effect and not a spell for the purpose of resolving effects like *antimagic field* and *dispel magic*. #### 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. \pagebreak #### 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 Psionic Order. The following lists organize the disciplines by those orders. ##### Avatar Disciplines ___ - [Crown of Despair](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-crown-of-despair) - [Crown of Disgust](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-crown-of-disgust) - [Crown of Rage](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-crown-of-rage) - [Mantle of Awe](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mantle-of-awe) - [Mantle of Command](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mantle-of-command) - [Mantle of Courage](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mantle-of-courage) - [Mantle of Fear](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mantle-of-fear) - [Mantle of Fury](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mantle-of-fury) - [Mantle of Joy](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mantle-of-joy) \columnbreak ##### Awakened Disciplines ___ - [Aura Sight](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-aura-sight) - [Intellect Fortress](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-intellect-fortress) - [Precognition](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-precognition) - [Psychic Assault](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-psychic-assault) - [Psychic Disruption](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-psychic-disruption) - [Psychic Inquisition](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-psychic-inquisition) - [Psychic Phantoms](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-psychic-phantoms) - [Telepathic Contact](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-telepathic-contact) ##### Immortal Disciplines ___ - [Adaptive Body](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-adaptive-body) - [Bestial Form](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-bestial-form) - [Brute Force](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-brute-force) - [Celerity](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-celerity) - [Corrosive Metabolism](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-corrosive-metabolism) - [Diminution](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-diminution) - [Giant Growth](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-giant-growth) - [Iron Durability](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-iron-durability) - [Psionic Restoration](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-psionic-restoration) - [Psionic Weapon](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-psionic-weapon) ##### Nomad Disciplines ___ - [Nomadic Arrow](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-nomadic-arrow) - [Nomadic Chameleon](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-nomadic-chameleon) - [Nomadic Mind](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-nomadic-mind) - [Nomadic Step](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-nomadic-step) - [Third Eye](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-third-eye) ##### Wu Jen Disciplines ___ - [Mastery of Air](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mastery-of-air) - [Mastery of Fire](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mastery-of-fire) - [Mastery of Force](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mastery-of-force) - [Mastery of Ice](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mastery-of-ice) - [Mastery of Light and Darkness](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mastery-of-light-and-darkness) - [Mastery of Water](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mastery-of-water) - [Mastery of Weather](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mastery-of-weather) - [Mastery of Wood and Earth](#the-psionic-handbook-psionic-disciplines-and-talents-discipline-descriptions-mastery-of-wood-and-earth) > ##### Variant: Spellcasting > Do you want psionics to be a form of magic? Do you think a system of psionic spellcasting might work better for you? If that's the case, please check out this [spellcasting Psion](https://www.gmbinder.com/share/-LQWHkpfEOQnE76_4gRs) of mine, which is something I made before making this document. > > If using a Psychic Warrior or Lurk Rogue alongside this spellcasting variant, swap out *psionic hand* for the *mage hand* cantrip, and *delusion* for the *minor illusion* cantrip. \pagebreak ### Discipline Descriptions The psionic disciplines are presented here in alphabetical order. #### Adaptive Body *Immortal [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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. ***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 Shield (7 psi).*** As an action, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts for 10 minutes. While you have this resistance, whenever a creature within 5 feet of you hits you with a melee attack, they take 2d8 damage of the damage type you chose. #### Aura Sight *Awakened [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 are passively able to detect the trace of a creature's aura. You can't be surprised while you are conscious. ***Assess Foe (2 psi).*** As a bonus action, you analyze the aura of one creature you see. You learn the creature's Intelligence score, whether or not it is below half its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. ***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 within 120 feet of you, including hidden and invisible ones, regardless of lighting conditions. #### Bestial Form *Immortal [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You transform your body, gaining traits of different beasts ***Psychic Focus.*** While focused on this discipline, you can cast the *beast bond* spell at will, without expending a spell slot. ***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. \pagebreak ___ - **Perfect Senses (3 psi).** You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded. - **Swimming (2 psi).** You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed. - **Tough Hide (2 psi).** Your skin becomes extremely tough and durable; bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. #### Brute Force *Immortal [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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, your carrying capacity is doubled, and you have advantage on Strength checks. ***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. ***Brute Strike (2 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 take 2d6 bludgeoning damage and be knocked prone. ***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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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. ***Surge of Speed (2 psi).*** As a bonus action, you gain a climbing speed equal to your walking speed, and you don't provoke opportunity attacks. These benefits last until the end of the current turn. ***Surge of Action (5 psi, conc., 1 min.).*** As an action, you cast the *haste* spell on yourself, without expending a spell slot. #### Corrosive Metabolism *Immortal [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 1d12 acid damage per psi point spent on a failed save, or half as much damage on a successful one. ***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 Dexterity 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 cone 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You have learned to harvest seeds of despair in a creature's psyche, wracking it with self-doubt and inaction. \pagebreak ***Psychic Focus.*** While focused on this discipline, whenever a hostile creature that can see you rolls an initiative check, the creature must subtract half of your psionic ability modifier (rounded up; minimum of a -1 penalty) from the initiative check. ***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, and can take reactions as normal. ***Overwhelming Sorrow (2 psi; conc., 1 min.).*** As an action, you attempt to inflict one creature of your choice that you can see within 30 feet of you with overwhelming sadness. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up until your concentration ends. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect immediately ends. ***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, and its speed isn't reduced. You can increase the damage by 1d6 per additional psi point spent on it. ***Dolorous Mind (5 psi; conc., 1 min.).*** As an action, you choose one creature you can see within 60 feet of you. The target must make on a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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, and it can move as normal. ***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 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 attempts to pass through the wall, whether willingly or unwillingly. ***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 Wisdom saving throw. On a failed save, a target takes 5d6 psychic damage, and it is frightened of every creature it encounters until your concentration ends. On a successful save, a target takes half as much damage and is not frightened. While frightened by this effect, a target must take the Dash action and move away from every creature it is aware of by the safest available route on each of its turns, unless there is nowhere to move. If the target ends its turn in a location where it doesn't have line of sight to another creature, the target can make a Wisdom saving throw. On a successful save, the effect ends for that target. #### Crown of Rage *Avatar [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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. \pagebreak ***Psychic Focus.*** While you are focused on this discipline, hostile creatures within 30 feet of you that can hear or see you have disadvantage on Constitution saving throws made to maintain concentration and on Wisdom (Perception) checks made to perceive any creature other than you. ***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 have advantage on melee weapon attack rolls using Strength until the start of your next turn, but have attack rolls against it have advantage until the start of your next turn. ***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. ***Blinding Fury (5 psi; conc., 1 min.).*** You cause a creature's rage to grow so hot that it attacks without distinguishing friend from foe. As an action, you cast the *enemies abound* spell, without expending a spell slot. \columnbreak #### Diminution *Immortal [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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, your speed is increased by 20 feet whie your size is reduced by an ability from this discipline. ***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 take 2d6 bludgeoning damage and 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. ***Psychic Focus.*** While focused on this discipline, you weight doubles, and 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. \pagebreak ***Explosive Growth (5 psi).*** As a bonus action, you briefly become Large before returning to normal, sending your opponents flying. Each creature within 5 feet of you is pushed 5 feet away from you and must make a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. ***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. #### Iron Durability *Immortal [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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, your unarmed strikes use a d4 for damage, and your body counts as a weapon for the purpose of any feature that requires one. ***Iron Hide (2 psi).*** As a reaction when you are hit by an attack, you gain a +4 bonus to AC 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. ***Adamantine Shielding (5 psi; conc., 1 min).*** As a bonus action, you reinforce your body with adamantine. Until your concentration ends, any critical hit against you becomes a normal hit. ***Iron Resistance (7 psi; conc., 1 hr.).*** As a bonus action, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. #### Intellect Fortress *Awakened [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You forge an indomitable wall of psionic energy around your mind, allowing you to defend yourself from both physical and psychic attacks. ***Psychic Focus.*** While focused on this discipline, you gain resistance to psychic damage, and your thoughts can't be read by telepathy or other means unless you allow it. ***Psychic Parry (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 2d10 psychic damage. ***Psychic Redoubt (5 psi; conc., 10 min.).*** As an action, you emanate a 30-foot radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a saving throw and add the number rolled to the total. ***Counter Psionics (5-7 psi).*** You attempt to interrupt a creature within 60 feet of you that you can see from activating a psionic discipline or talent. If the creature spent an amount of psi points equal to or less than the amount of psi points you spent on this ability, their activation fails and has no effect. Otherwise, make an ability check using your psionic ability. The DC equals 10 + the amount of psi points spent to activate the discipline or talent. On a success, the creature's activation fails and has no effect. #### Mantle of Awe *Avatar [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 can cast the *prestidigitation* and *thaumaturgy* cantrips at will. ***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 or until you or your companions do anything harmful to it. A charmed target regards 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. \pagebreak ***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., 1 min.).*** As an action, you exert an aura that inspires awe in others. Choose up to 3 humanoids you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends or until you or your companions do anything harmful to it. If you or creatures that are friendly to you are fighting the target, it has advantage on the saving throw. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. If the charmed target attacks a creature it would normally see as an ally, it can repeat the saving throw, ending the effect on itself on a success. #### Mantle of Command *Avatar [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 allow one ally you can see within 30 feet of you to move up to half their speed (no reaction required). To move in this way, the ally mustn't be incapacitated. ***Command to Strike (2 psi).*** When you take the Attack action, you can choose one ally you can see within 60 feet of you. That ally can use its reaction to immediately make one weapon attack. ***Commander's Sight (3 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. ***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, allies that start their turn within 60 feet of you can use their bonus action to take the Dash, Disengage, or Hide action. ***Overwhelming Attack (7 psi).*** When you take the Attack action, you can choose up to four allies you can see within 60 feet of you. Each of those allies can use its reaction to immediately make one weapon attack. #### Mantle of Courage *Avatar [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 are immune to being frightened. ***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. ***Incite Courage (3-7 psi).*** As a bonus action, choose up to four creatures you can see within 60 feet of you. The hit point maximum and current hit points of these creatures increase by an amount equal to double the psi points spent to activate this effect. This benefit lasts for 1 hour. Additionally, if any of those creatures is frightened, that condition ends on that creature. ***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 respective turns. The action is wasted 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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, any enemy within 30 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. \pagebreak ***Incite Fear (2 psi; conc., 1 min.).*** As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can't see you, it can repeat the saving throw, ending the effect on itself on a success. ***Incite Panic (5 psi; conc., 1 min.).*** As an action, you incite panic in up to eight creatures you can see within 90 feet of you that can see you. Until your concentration ends, a target must make a Wisdom saving throw at the start of each of its turns. On a failed save, the target is frightened of you until the start of its next turn and must take the Dash action to move away from you by the safest available route. If a target fails the saving throw by 5 or more, it instead makes one melee attack against a random target within its reach. If there is no such target within its reach, it must instead flee via the Dash action as describe above. This effect ends for a target when it succeeds on three saving throws against it. ***Delirium (6 psi; conc., 1 min.).*** As an action, you cast the *phantasmal killer* spell, without expending a spell slot. #### Mantle of Fury *Avatar [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 creatures you can see within 60 feet of you. Until your concentration ends, each target's melee weapon attacks deal 1d4 extra damage. ***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, whenever you or an ally within 60 feet of you makes a melee attack roll, the target can roll a d4 and add the number rolled to the attack roll. ***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 weapon 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope, comfort, and good health to creatures around you. ***Psychic Focus.*** While focused on this discipline, beasts are naturally drawn to you and will be friendly towards you and your companions unless you or one of your companions harm them. ***Soothing Presence (1-7 psi).*** As a bonus 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, and you have advantage on Charisma (Persuasion) checks directed towards them. ***Beacon of Recovery (6 psi; conc., 1 min.).*** As an action, you emanate an aura of soothing energy until your concentration ends. Each nonhostile creature within 30 feet of you (including you) has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. #### Mastery of Air *Wu Jen [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You become one with the power of elemental air. ***Psychic Focus.*** While focused on this discipline, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to three times your psion level. \pagebreak ***Wind Step (1-7 psi).*** On your turn, you can fly up to 20 feet for each psi point spent, in addition to your normal movement. If you end this flight in the air, you fall unless something else holds you aloft. ***Wind Stream (1-7 psi).*** As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 1d8 bludgeoning damage per psi point spent and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. ***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. ***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. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. #### Mastery of Fire *Wu Jen [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You align your mind with the energy of elemental fire. ***Psychic Focus.*** While focused on this discipline, you can cast the *control flames* cantrip at will. ***Rolling Flame (2-7 psi; conc., 1 min.).*** As an action, you create fire in a 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 starts its turn there takes 2 fire damage per psi point spent. As a bonus action on subsequent turns, you can move the cube up to 30 feet in any direction. ***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 Dexterity saving throw. On a failed save, a creature takes 5d6 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. ***Fire Form (5 psi; conc., 1 min.).*** As a bonus action, you become wreathed in flames until your concentration ends. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 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. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. #### Mastery of Force *Wu Jen [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 can use your psionic ability instead of your Strength whenever you make a Strength check. ***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. On a successful save, it takes half as much damage and isn’t pushed. ***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 in a direction of your choice. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take damage as listed on the table below. If the object ends this movement in the air, it falls. \pagebreak | 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 | ***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 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 use its action to repeat the saving throw, escaping the grapple on a success. When a target attempts to escape in this way, you can spend psi points to increase the DC of the saving throw, abiding by your psi limit. The DC increases by 1 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You master the power of ice, shaping it to meet you demands. ***Psychic Focus.*** While focused on this discipline, you can move across and climb slippery and icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra moment. ***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, and its speed isn't halved. ***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 other than you 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. Any creature in that area when you use this ability and any creature that starts its turn there must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is halved until it starts its turn outside the cube. On a successful save, a target takes half as much damage, and its speed isn't halved. As a bonus action on subsequent turns, you can move the cube up to 30 feet in any direction. The rain lasts until your concentration ends. 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 while within 5 feet of it takes cold damage equal to the damage the creature dealt to the wall. #### Mastery of Light and Darkness *Wu Jen [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You claim dominion over light and darkness with your mind. ***Psychic Focus.*** While focused on this discipline, natural and magical darkness within 60 feet of you has no effect on your vision. \pagebreak ***Darkness (1-7 psi, conc., 10 min.).*** 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, an unwilling 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. ***Shadow Beast (3 psi; conc., 1 min.).*** As an action, you cause a shadow monster to appear in an unoccupied space you can see within 60 feet of you. The shadow last 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 shadow disappear. See the *Monster Manual* for its 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 and isn't blinded. 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 both air and water. ***Watery Grasp (2 psi).*** As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 5 feet closer to you. On a successful save, a target takes half as much damage and isn't pulled or knocked prone. 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 move each target that fails its saving throw up to 30 feet to an unoccupied space touching 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 up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours. ***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. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. #### Mastery of Weather *Wu Jen [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. ***Psychic Focus.*** While focused on this discipline, you can cast the *thunderclap* cantrip at will, and you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit and as high as 130 degrees Fahrenheit. ***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 square and reaches upward 20 feet per psi point spent. Alternatively, you can create a straight staircase that reaches 15 feet upwards and 15 feet horizontally per psi point spent. \pagebreak ***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 and causes creatures that pass through it to become slightly wet. ***Whirlwind (3 psi).*** As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. ***Lightning Leap (5 psi).*** As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability's damage by 1d6 per additional psi point spent on it. #### Mastery of Wood and Earth *Wu Jen [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You attune your mind to seize control of wood and earth. ***Psychic Focus.*** While focused on this discipline, you can cast the *mold earth* cantrip at will, and you can move across difficult terrain made of earth, stone, or wood without spending extra movement. ***Armored Form (2 psi).*** As an action, you sheathe yourself in armor made of stone and/or wood. For 8 hours, your base AC is 13 + your Dexterity modifier. This effect ends if you are wearing or don armor. ***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 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. ***Stone Shielding (5 psi).*** As an action, you touch a creature. For 1 minute, the target's skin is covered in a layer of stone, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. ***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. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. #### Nomadic Arrow *Nomad [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. ***Psychic Focus.*** While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can't benefit from advantage. ***Speed Dart (1-7 psi).*** 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).*** When you miss with a ranged weapon attack, you can use your reaction to reroll 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 ranged 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 can attempt to hide even when you are only lightly obscured. \pagebreak ***Displacement (2 psi, conc., 1 min.).*** You project an illusion that makes you appear to be standing near your actual location, granting you a +2 bonus to AC until your concentration ends. ***Chameleon (3 psi, conc., 1 hr.).*** As an action, you cast the *pass without trace* spell, without expending a spell slot. ***Step from Sight (5 psi; conc., 1 hr.).*** As a bonus action, you cloak yourself from sight. You can target one additional creature for every additional psi point 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 gain proficiency with one tool of your choice until your focus ends. ***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, pinpointing an area between 1 and 3 miles on a side (DM's choice). If the creature is on another plane of existence, you instead learn which plane. ***Wandering Mind (3 psi; conc., 1 hr.).*** As an action, you separate your spirit from your body. Your spirit appears next to you as a ghostly, translucent copy of your physical form. This separation lasts until your concentration ends. During this time, you are deaf and blind with regard to your own senses; instead, you can see through your spirit's eyes and hear what it hears. Your spirit has the same senses that you do, and also has darkvision and can see into the Ethereal Plane out to 60 feet. You control your spirit telepathically. Your spirit is incapacitated and cannot interact with anything for the duration, with the exception that it can't move through creatures, objects, or other physical barriers. Your spirit has a flying speed of 30 feet, and it can hover. Your spirit's AC equals 10 + your psionic ability modifier. If your concentration is broken, the duration runs out, or an attack hits your spirit, your spirit returns to your body, and the effect ends. Your spirit ignores all other damage and effects. ***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. ***Watchful Eye (7 psi; conc., 10 min.).*** As an action, you cast the *scrying* spell, without expending a spell slot. #### Nomadic Step *Nomad [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 psychic 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. ***There and Back Again (2 psi).*** As a bonus action, you teleport up to 20 feet to an unoccupied space you can see. 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 than you. ***Transposition (5 psi).*** If you haven't moved yet on your turn, choose a willing creature you can see within 90 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. \pagebreak ***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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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. ***Future Vision (3 psi).*** You spend a minute casting the *augury* spell, without expending a spell slot. Instead of receiving an omen from an otherworldly power, you may produce your own prediction via nothing but your own psionic power. ***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 +5 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 +5 bonus to initiative. #### Psionic Restoration *Immortal [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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. ***Restore Life (5 psi).*** As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. ***Restore Vigor (7 psi).*** As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. #### Psionic Weapon *Immortal [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You have learned how to channel psionic energy into your melee attacks, lending them devastating power. ***Psychic Focus.*** While focused on this discipline, when you make a melee weapon attack, you can change the attack's damage to psychic damage. ***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. ***Animate Weapon (2 psi; conc., 1 min).*** As an action, your mind seizes control of a one-handed melee weapon you're holding. Until your concentration ends, when you make an attack with this weapon, the weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it. On a hit, the weapon deals its normal damage, plus an extra 1d4 force damage. The weapon returns to your grasp after it attacks. You can make such an attack as part of the action used to activate this ability. ***Augmented Weapon (5 psi; conc., 10 min.).*** As a bonus action, touch one simple or martial melee 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You wield your mind like a weapon, unleashing salvos of psionic energy. \pagebreak ***Psychic Focus.*** Once per turn when you deal psychic damage to a creature with a psionic discipline, you can cause the discipline to deal extra damage to the target. The extra damage equals your psionic ability modifier (minimum of 1). ***Psychic Spear (1-7 psi).*** As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability. ***Psychic Overload (3 psi; conc., 1 min.).*** As an action, you target one humanoid you can see within 60 feet of you. The target takes 3d6 psychic damage and must succeed on an Intelligence saving throw or be stunned until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a successful save, this effect ends. ***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 8d6 psychic damage on a failed save, or half as much damage on a successful one. ***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 7d6 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage and isn't stunned. #### Psychic Disruption *Awakened [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ You create psychic static that disrupts other creatures' ability to think clearly. ***Psychic Focus.*** While focused on this discipline, creatures that fail a saving throw against an ability from this discipline have their speed halved until the effect ends on them. ***Distracting Haze (2 psi).*** As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 2d6 psychic damage and is blinded beyond a 10-foot-radius until the end of your next turn. On a successful save, the target takes half as much damage and suffers none of the other effects. ***Daze (3 psi).*** As an action, choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. A creature is immune to this ability if it is immune to being stunned. ***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 an Intelligence saving throw. On a failed save, a target takes 5d6 psychic damage and has muddled thoughts until the end of your next turn. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. On a successful save, the target takes half as much damage and suffers none of the other effects. You can increase the damage by 1d6 per additional psi point spent on this ability. ***Dispel Psionics (5-7 psi).*** Choose one creature, object, or psionic effect within range. For each effect on the target that was created by a psionic discipline or talent, if the ability was activated using an amount of psi points equal to or less than the amount of psi points you spent on this ability, the effect ends immediately. For every other effect, make an ability check using your spellcasting ability. The DC equals 10 + the amount of psi points spent to create the effect. On a successful check, the effect ends immediately. #### Psychic Inquisition *Awakened [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 1d6 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, the target takes only half as much damage and suffers none of the other effects. ***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. \pagebreak ***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 Wisdom 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 Wisdom 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"). 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ Your power reaches into a creature's mind and causes it false perceptions. ***Psychic Focus.*** While focused on this discipline, you can activate the *delusion* psionic talent as an action. If you already know the talent, you can activate it as a bonus action until your focus ends. ***Distracting Figment (1-7 psi).*** As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can't use reactions, and melee attack rolls against it have advantage. On a successful save, the target takes only half as much damage and suffers none of the other effects. ***Phantom Foe (3 psi; conc., 1 min.).*** As an action, choose one creature you can see within 60 feet of you. The target must make 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 (5 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 an attack and other damaging effect once per turn. 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 an Intelligence 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](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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, creatures without telepathy can respond to your telepathic messages but can't initiate or terminate a telepathic conversation. \pagebreak ***Exacting Query (2 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, the target truthfully answers one question you ask it via telepathy. 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 (2 psi).*** As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, 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. ***Id Insinuation (3 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 creature takes 3d8 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, the target takes half as much damage and suffers none of the other effects. ***Broken Will (7 psi; conc., 1 min.).*** As an action, you target one humanoid you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you can choose the creature's actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. #### Third Eye *Nomad [Discipline](#the-psionic-handbook-psionic-disciplines-and-talents-psionic-disciplines-by-order)* ___ 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 out to a range of 60 feet. If you already have darkvision with that range or greater, its range increases by 60 feet. ***Tremorsense (2 psi; conc., 1 hr.).*** 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 psion'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 Psionic 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, or until you dismiss this effect as a bonus action, you can't let go of the weapon nor can it be forced from your grasp. #### 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. \pagebreak 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 creature or object you can see within 120 feet of you. Make a ranged attack against the target, using your discipline attack modifier for the attack roll. On a hit, the target takes 1d6 acid, cold, fire, lightning, or thunder damage (your choice). The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### 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 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 90 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Psionic Hand *Psionic Talent* ___ As an action, you cast the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this talent. #### Psychic Charm *Psionic Talent* ___ As an action, you beguile one humanoid you can see within 60 feet of you. You have advantage on all Charisma checks directed at the target for 1 minute. When the effect ends, the creature knows it was influenced by you. #### 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). #### Telekinetic Burst *Psionic Talent* ___ As an action, you create a burst of telekinetic energy that erupts from your body. Each creature within 5 feet of you, other than you, must succeed on a Constitution saving throw or take 1d6 force damage. The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Telekinetic Stone *Psionic Talent* ___ As a bonus action, you cast the *magic stone* cantrip. The effect uses your discipline attack modifier for attacks made with an affected pebble. #### Telepathic Imprint *Psionic Talent* ___ As an action, you cast the *encode thoughts* cantrip (GGR 47). \pagebreak ## Other Psionic Subclasses ### Way of the Soul Knife Monks of the Way of the Soul Knife are deadly assassins and bounty hunters. They use their psionic talents to manifest psionic blades that tear through their enemies' bodies and psychic auras. Their talents extend beyond combat, as their ability to perceive auras allows them to track down foes and see through their deceptions. #### Soul Knife Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes' minds. Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit. In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn. #### Psychic Slash At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic attacks. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: ***Astral Slide.*** The target must make a Charisma saving throw. If it fails, you teleport the target up to 10 feet to a destination you can see. ***Life Drain.*** You gain temporary hit points equal to half the damage your attack deals. ***Recall Agony.*** The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. #### Aura Sight At 6th level, you gain the ability to perceive the auras of other creatures. As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn the creature's Intelligence score, whether or not it is below half its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature's distance and direction from you. If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest. #### Spectral Blades At 11th level, you can cause your blades to phase through physical objects and defenses. Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw. On a failed saving throw, it takes your unarmed strike's damage, or half that damage if it succeeds. #### Bladewind Starting at 17th level, you can use your action and expend 1 to 10 ki points to strike multiple foes at once with a devastating flourish of soul knives. Each creature of your choice within 10 feet of you must make a Dexterity saving throw, taking 1d10 psychic damage per ki point spent on a failed save, or half as much damage on a successful one. ### Psychic Warrior A Psychic Warrior combines the study of psionics with martial training, yielding a fighter who can transcend their physical limits while delivering skilled, deadly attacks. #### Psychic Grip At 3rd level, your study of psionics grants you telekinetic powers. You learn the *psionic hand* psionic talent. Additionally, when you take the Attack action on your turn, you can forgo one weapon attack in place of creating a telekinetic effect. Choose one creature that you can see within 30 feet of you that is no more than one size larger than you. You impose one of the following effects on the target: \pagebreak ***Grapple.*** The target must make a Strength saving throw. On a failed save, the target is grappled until you die or are incapacitated. Unlike a normal grapple, you can move normally, and the target doesn't move when you do. However, on subsequent turns, you can move the target up to 15 feet in a direction of your choice (no action required). If the target is lifted upward, it is suspended in mid-air. To escape, the grappled target can use its action to repeat the saving throw, escaping the grapple on a success. The grapple also ends if the target is ever more than 30 feet away from you or if you choose to end it (no action required). You can only grapple one creature in this manner at a time. ***Shove.*** The target must make a Strength saving throw. On a failed save, you push it up to 15 feet in a direction of your choice, and the target falls prone. On a successful save, the target is pushed up to 5 feet in a direction of your choice and does not fall prone. ___ The saving throw DC for your Psychic Grip is equal to 8 + your proficiency bonus + your Intelligence modifier. #### Psychic Cleaver At 7th level, you gain the ability to channel additional psionic power when you use your Action Surge class feature. Until the end of your turn, if you deal damage to a creature, that creature takes an additional 1d10 psychic damage. A creature can take this additional damage only once during your turn. #### Mental Fortitude Also at 7th level, your use of psionic power also grants you proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice). #### Psionic Resilience Starting at 10th 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. #### Psychic Storm At 15th level, your aggression translates into an aura of disruptive psychic energy. When you take the Attack action on your turn, all hostile creatures within 10 feet of you take psychic damage equal to your Intelligence modifier (minimum of 1). \columnbreak #### Telekinetic Mastery At 18th level, you gain mastery over your Psychic Grip. You can activate or manipulate the *psionic hand* talent as a bonus action. Additionally, you can create one of the effects from your Psychic Grip feature as a bonus action. ### Lurk A lurk rogue uses psionics to complement their physical abilities. They channel psychic energy in ways that allow them to erase themselves from the minds of others and to disable their opponents via deadly psychic attacks. #### Cloud Mind Starting at 3rd level, you can use your action to erase your visage from the minds of others. Until the start of your next turn, you are invisible to all creatures that are more than 15 feet away from you. If you use your action again in this manner at the beginning of your next turn, the invisibility continues without interruption. This invisibility ends early if you target, damage, or otherwise affect any creature with an attack, a spell, or another ability. #### Double Take When you choose this archetype at 3rd level, you learn the *delusion* psionic talent. #### Psychic Shroud Starting at 9th level, a veil of psychic energy prevents you from leaving tracks. While you are both hidden and invisible via the Cloud Mind feature, you leave behind no tracks or other traces of your passage. #### Mental Assault Starting at 13th level, when you use your Sneak Attack, you can change the type of the extra damage to psychic. When you do so, the target must succeed on an Constitution saving throw (DC 8 + your Intelligence modifer + your proficiency bonus) or be incapacitated until the start of your next turn. While incapacitated, the creature cannot see anything more than 30 feet away from it. The save automatically succeeds if the target is immune to being stunned. Once you use this feature, you can't use it again until you finish a short or long rest. \pagebreak #### Erase Memory At 17th level, you can use your psionic abilities to erase your presence from the memories of others. As a bonus action, choose one creature within 60 feet of you. The creature must succeed on a Wisdom saving throw (DC 8 + your Intelligence modifer + your proficiency bonus) or have your presence removed from any of its memories from within the past hour. For example, if the creature encountered you and your party half an hour ago, it will only recall encountering the rest of your party, and will have no recollection of your presence. If your presence is essential to a memory (e.g. it is a memory of you attacking the creature), the memory is erased entirely. Once you use this feature, you can't use it again until you finish a short or long rest. > ##### Variant: Monster Features and Psionics > >In a world with psionics, it makes sense that its inhabitants would be able to resist it. However, an overwhelming majority of official monsters do not have any sort of defense against psionics, as there is no official system for it yet. > >When it comes to features like Magic Resistance, the easiest way to handle psionics is to label it as a form of magic. No, not setting-wise - rather, when it comes to resolving abilities like Magic Resistance, just have those features also apply to psionic abilities, unless there is a good reason for that not to be the case. > >Additionally, in a world with psionics, it makes sense that more creatures might have resistances or immunities to psionics. Whether you make your own creatures or you use official ones, it may be worth it to add some resistances (e.g. psychic damage), immunities (e.g. charmed, frightened, damage immunities), or saving throw proficiencies (Intelligence, Wisdom, and Charisma) when you think it's appropriate. As long as you don't do this in an attempt to beat your players at the game, it should be fine. > >Lastly, what of monsters that wield psionics themselves? As a monster creator, I would say that using Innate Spellcasting (Psionics) is easier than using disciplines. However, it may make sense to use some discipline abilities, or maybe a few class features here and there, especially when the opponent is a humanoid psionicist. When doing so, I recommend just ditching psi points just adding psionic abilities as action options - if you feel the need to limit one of these abilities, tie it behind a Recharge (5-6), nerf its damage, or something else along those lines. Given that Mearls is taking the Psion in the spellcasting direction, you probably will never get official support for adding psionic disciplines to a monster. > ##### Design Philosophy: Psionics and Magic > You may have noticed that I completely separated magic from psionics in this brew. This was done not only to adhere to previous edition lore (e.g. Dark Sun), but also to say, "Hey, what if I want a power system that isn't related to magic at all?" Not everything has to be magic, you know? > > But what about the fact that psionics can't be countered or dispelled? Well, that is why I made Counter Psionics and Dispel Psionics, and is also why displays were brought back from previous editions. This way, psionics aren't undetectable anymore. Magic users can now only counter other magic users, and psionicists can only counter other psionicists. > > Additionally, differing campaign settings are a huge factor. The idea behind psionics is that it provides an alternative to magic, in which psionics can be popular in settings where magic is less popular. The two are simply not meant to both be powerhouses within the same setting - while it's possible for the two to coexist, it should be apparent that one system is more powerful than the other. > > In settings where psionics are used, the world won't just sit by while a Psion tries to ruin everything. Others will wield their power, whether it be magic or psionics, in order to detect and stop the use of psionics if need be. It isn't an all powerful system, and nor is it something you should treat as a mystery to the world unless you deliberately wish for it to be that way.