The 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.
Calling on the powers of her mind, an elf calls on her mastery of gravity to lift the owlbear threatening her family off its feet and launch it into a nearby tree.
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 baron'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 then 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. Mystics 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
Most psions discover the secrets of their powers through vague references in tomes of lore or by ingrating 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 on 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 mystics in the proper frame of mind while maintaining perfect control of 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 intigrated 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. The behaviors have no game effect, but your character might become irritated or upset if forced to break them. 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?
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 a bright blue or green. |
| 7 | You pick a new name for yourself 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 that 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 earning 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.
Class Features
As a psion, you gain the following class features.
Hit points
Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + 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) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a scholar's pack or (b) an explorer's pack
• leather armor
Alternatively, you can ignore the equipment here and in your background, and buy 5d4 x 10 gp worth of equipment from chapter 5 in the Player's Handbook.
The Psion
| Level | Proficiency Bonus | Features | Talents Known | Disciplines Known | Psi Points | Psi Limit |
|---|---|---|---|---|---|---|
| 1st | +2 | Psionics, Psionic Order | 3 | 1 | 4 | 2 |
| 2nd | +2 | Telepathy | 3 | 1 | 6 | 2 |
| 3rd | +2 | ─ | 3 | 2 | 8 | 2 |
| 4th | +2 | Ability Score Improvement | 4 | 2 | 10 | 3 |
| 5th | +3 | ─ | 4 | 3 | 13 | 3 |
| 6th | +3 | Psionic Order Feature | 4 | 3 | 16 | 3 |
| 7th | +3 | ─ | 4 | 3 | 19 | 4 |
| 8th | +3 | Ability Score Improvement, Telepathy Improvement | 4 | 3 | 22 | 4 |
| 9th | +4 | ─ | 4 | 4 | 26 | 4 |
| 10th | +4 | Consumptive Power, Psionic Order Feature | 5 | 4 | 30 | 5 |
| 11th | +4 | ─ | 5 | 4 | 34 | 5 |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 38 | 5 |
| 13th | +5 | ─ | 5 | 5 | 43 | 6 |
| 14th | +5 | Psionic Order Feature, Telepathy Improvement | 5 | 5 | 48 | 6 |
| 15th | +5 | ─ | 5 | 5 | 53 | 6 |
| 16th | +5 | Ability Score Improvement | 5 | 5 | 58 | 6 |
| 17th | +6 | Psionic Soul | 5 | 6 | 64 | 7 |
| 18th | +6 | ─ | 5 | 6 | 70 | 7 |
| 19th | +6 | Ability Score Improvement | 5 | 6 | 70 | 7 |
| 20th | +6 | Psionic Body | 5 | 6 | 76 | 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 form of magic use, distinct from spellcasting.
Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know three psionic talents of your choice. You learn additional psionic talents 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 is a rigid set of mental exercises that allows a mystic to manifest psionic power. A psion masters only a few disciplines at a time. At first 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. You psi point total return to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.
Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Psionic table. For example, as a 4th 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. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
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 Awakened, the Order of the Immortal, the Order of the Nomad, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics.
Your order gives you features when you choose it at 1st level and additional features at 6th, 10th, and 14th level.
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 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.
At 8th level, you no longer need to see a creature to communicate with it, but you must know a basic description of the creature. Starting at 14th level, you can communcate with any creature, whether they understand languages or not.
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 abilty score above 20 using this feature.
Consumptive Power
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and your hit point maximum are reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and regain any expended uses of this feature when you finish a long rest.
Psionic Soul
At 17th level, The psionic energy in your body has suffused your soul with great resilience, giving you proficiency in all saving throws.
Psionic Body
At 20th level, your mastery of psionic power causes your mind to transcend your body. Your physical form is infused with psionic energy. You gain the following benefits:
• You no longer age
• You are immune to disease, poison damage, and the poisoned condition
• If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points. Instead of dying, 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 a long rest.
Psionic Orders
Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and application, while pushing the boundaries of what psionic powers can achieve.
Each of these orders persue a specific goal for psionic power. That goal shapes how the members of an order understand psionics.
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 instinct and mental energy.
The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
Bonus Discipline
At 1st level, you learn an additional psionic discipline of your choice. It must be chosen from among the Awakened disciplines.
Awakened Talent
Also at 1st level, you gain proficiency with two of the following skills of your choice: Deception, Insight, Investigation, Perception, and Persuasion.
Psionic Investigation
Starting at 6th 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.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and regain any expended uses of this feature when you finish a long rest.
Psionic Surge
Starting at 10th level, you can overload you 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 the cost of using your psychic focus. Your psychic focus immediately ends if it is active.
You regain the use of your psychic focus, as well as this feature, after you finish a short or long rest.
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 and can move through objects and creatures as if they were difficult terrain but can't 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.
Immortal Durability
Starting at 1st level, you hit point maximum increases by 1 per psion level.
In addition, while you aren't wearing armor or a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Surge of Health
Starting at 6th level, your psionic energy grants you extraordinary fortitute. As a bonus action on your turn, you can expend 1 to 5 psi points to regain hit points equal to three times the number of psi points expended.
Psionic Resilience
Starting at 10th level, you can draw on your psionic energy to escape death's grasp. As a reaction when you take damage, you can halve the damage you take.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses on a short or long rest.
Immortal Will
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. If you start your turn with 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your psion level + your Intelligence modifier.
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.
Nomadic Skill
At 1st level, you gain proficiency in medium armor and scimitars. You also become a master of navigating the land, granting you the following benefits.
• Difficult terrain doesn't slow your group's travel.
• You remain alert to danger while engaged in a another activity while traveling.
• You have advantage on any checks related to traveling, such as foraging or navigating.
Nomadic Retreat
At 6th level, you gain the ability to use psionics to teleport away from danger. As a reaction when you are hit with an attack, you can cause that attack to miss and teleport to an unoccupied space within 30 feet of you.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses on a short or long rest.
Extra Attack
Also at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Superior Teleportation
At 10th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.
Effortless Journey
Starting at 14th level, you gain the ability to move you and your companions great distances without taking a step. You learn the Teleportation Circle spell, and can cast it without expending a spell slot or requiring material components.
You can cast Teleportation Circle in this way twice, and regain all expended uses of this feature on a long rest.
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 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 even possess an intimate knowledge over the Weave.
Arcane Dabbler
At 1st level, you learn two wizard cantrips of your choice. Intelligence is your spellcasting ability for these spells.
At 10th level, you learn an additional wizard cantrip of your choice.
Elemental Attunement
Starting at 6th 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.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses on a short or long rest.
Arcane Acolyte
Also 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. Intelligence is your spellcasting ability for these spells. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells. The psi point cost of each spell slot is detailed on the table below. 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.
At 10th level, you learn another wizard spell of your choice that must be of 1st through 3rd level.
When 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.
| Spell Slot Level | Psi Cost |
|---|---|
| 1st | 1 |
| 2nd | 3 |
| 3rd | 4 |
| 4th | 5 |
| 5th | 7 |
Elemental Mastery
Starting at 10th level, you can use your Elemental Attunement feature to treat immunity to damage dealt by a psionic discipline as resistance. Doing so costs 3 psi points. You can't spend these points if doing so would increase the discipline's cost above your psi limit.
Arcane Weaver
At 14th level, you learn one 6th level wizard spell of your choice, and can cast it once per long rest.
Wu Jen Mastery
Also at 14th level, you can use your Elemental Attunement and Elemental Mastery features on your spells, as well as your psionic disciplines.
Psionic Disciplines and Talents
Psionic talents and disciplines are the heart of a psion's craft. They are mental exercises and psionic formulae used to forge will into tangible, magical effects.
Psionic disciplines were each discovered by different orders and tend to reflect their creator's 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 within its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.
Psychic Focus
The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline as 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 appear in parentheses after its name. You must spend that number of psi points to use that option, while abiding by you 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 decided to spend additional points once you see the discipline in action.
Each option notes specific information about its effect, including any action required to use it and its range.
Components
Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.
Duration
An effect option in a discipline specifies how long its effects last.
Instantaneous. If no duration is specified, the duration 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 means that you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, "Spellcasting," in the Player's Handbook for how concentration works.
Targets and Areas of Effect
Psionic disciplines use the same rules as spell for determining targets and areas of effect, as present 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 duration 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 the 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.
Awakened Disciplines
Aura Sight
Intellect Fortress
Precognition
Psychic Assault
Psychic Disruption
Psychic Inquisition
Psychic Phantoms
Telepathic Contact
Immortal Disciplines
Adaptive Body
Bestial Form
Brute Force
Celerity
Corrosive Metabolism
Diminution
Expansion
Iron Durability
Psionic Weapon
Nomad Disciplines
Nomadic Arrow
Nomadic Chameleon
Nomadic Mind
Nomadic Step
Third Eye
Wu Jen Disciplines
Mastery of Air
Mastery of Fire
Mastery of Force
Mastery of Ice
Mastery of Light and Darkness
Mastery of Water
Mastery of Weather
Mastery of Wood and Earth
Psionic Talents
Psionic talents are minor abilities that require psionic aptitude but don't drain the psion's reservoir of psionic power. Talents are similiar to disciplines and use the same rules, but with three important exceptions:
• You never use your psychic focus on a talent.
• Talents don't require you to spend psi points
• Talents aren't linked to Psionic Orders
The talents are presented below in alphabetical order.
Beacon
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 as a bonus action.
Blade Meld
As a bonus action, a one-handed melee weapon you held becomes one with your hand. For the next minute, you can't let go of the weapon nor can it be forced from your grasp.
Blindspot
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on an Intelligence saving throw or you are invisible to it until the end of your next turn.
The amount of creatures your can erase your image from increases by 1 when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).
Delusion
As an action, you plant a false belief in the mind of one creature you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument. or any other sound you pick. It lasts for 1 minute.
If you create an object, it must fit within a 5-foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.
Energy Beam
As an action, you target one creature you can see within 60 feet of you. Make a disciple attack roll against the target. On a hit, the target takes 1d8 acid, cold, fire, lightning, or thunder damage (your choice).
The talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Gravity Warp
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 the target is Large or smaller, it is also knocked prone.
The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mind Thrust
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.
The talent's damage increases by 1d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Prepossess
As an action, you beguile one humanoid you can see within 30 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.
Push of Force
As an action, you try and shove 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 is Large or smaller, you can then move it up to 10 feet in a straight line or a direction of your choice.
The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Telekinesis
You can use your action to manipulate or move one object within 30 feet of you. The object can't weigh more than 15 pounds, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction
This talent allows you to open an unlocked door, pour out a beer stein, and so on.
The object falls to the ground at the end of your turn if you leave it suspended in midair.
Discipline Descriptions
The psionic disciplines are presented here in alphabetical order.
Adaptive Body
Immortal Discipline
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.
Psychic Focus. While focused on this discipline, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
Environmental Adaptation (2 psi). As an action, you or a willing creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
Adaptive Shield (2 psi). You cast Absorb Elements at 1st level.
Energy Adaptation (4 psi; conc., 1 hr.). As an action, you touch one willing creature and give it resistance to acid, cold, fire, lightning or thunder damage.
Energy Immunity (7 psi; conc., 1 hr.). As an action, you touch one willing creature and give it immunity to acid, cold, fire, lightning, or thunder damage (Your choice), which lasts until your concentration ends.
Aura Sight
Awakened Discipline
You refocus your sight to see the energy that surrounds all creature. You perceive auras, energy signatures that reveal key elements of a creature's nature.
Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.
Assess Foe (3 psi). As a bonus action, you analyze the aura of one creature you can see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
Read Moods (1 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 (2 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 any 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 check you make against it.
Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
Bestial Form
Immortal Discipline
You transform your body, gaining traits of different beasts.
Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.
Bestial Claws (1 psi, 1 min). As a bonus action, you channel psionic energy, causing your fingernails to sharpen. While this effect is active, your unarmed strikes deal 1d8 slashing damage on a hit.
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 point cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.
Amphibious (1 psi). You gain gills; you can breathe air and water.
Climbing (2 psi). You grow tiny hooked claws that give you a climbing speed equal to your walking speed.
Flight (4 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
Keen Senses (1 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
Tough Hide (2 psi). You skin becomes as tough as leather; you gain a +2 bonus to AC.
Brute Force
Immortal Discipline
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.
Psychic Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks.
Brute Strike (1-5 psi). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.
Knock Back (1-7 psi). When you hit the target with a melee attack, you can activate this ability. The target must make a Strength saving throw or be knocked back 10 feet away per psi point spent. The target moves in a straight line. If it hits an object, the movement immediately ends and the target takes 1d6 bludgeoning damage for each psi point spent.
Mighty Leap (1-7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.
Feat of Strength (3 psi). As a bonus action, you gain a +10 bonus to Strength checks until the end of your next turn.
Celerity
Immortal Discipline
You channel psionic powers 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). 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 (1 psi). As a bonus action, you take the Dodge action.
Blur of Motion (3 psi; conc., 1 min.). You cast Blur.
Surge of Speed (4 psi; conc., 1 min.). You cast Haste on yourself.
Corrosive Metabolism
Immortal Disciple
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 Spray (1 psi). Make a ranged discipline attack against a creature you can see within 60 feet of you. On a hit, the target takes 2d8 acid damage.
Venom Strike (1 psi). Make a melee discipline attack. On a hit, the target takes 1d10 poison damage, and must make a Constitution saving throw. On a failed save, it is also poisoned until the start of your next turn.
Acid Spray (2 psi). As a reaction when you take piercing or slashing damage, you can cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.
Breath of the Black Dragon (4-7 psi). You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful save. You can increase the damage by 2d6 per additional psi point spent on it.
Breath of the Green Dragon (6 psi). You exhale a cloud of poison in a 90-foot cone. Each creature must make a Constitution saving throw, taking 10d6 on a failed save, or half as much on a successful one.
Diminution
Immortal Discipline
You manipulate the the matter composes you body, drastically reducing your size without surrendering any of your might.
Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Miniature Form (2 psi; conc., 10 min.). As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to six 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 backwards. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.
Sudden Shift (4 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 (6 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 as small as 1 inch across without squeezing, and you can't make weapon attacks.
Expansion
Immortal Discipline
You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.
Psychic Focus. While focused on this discipline, your reach increases by 5 feet.
Ogre Form (3 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points and, until your concentration ends, you become Large. While Large, your weapon attacks deal an additional 1d4 damage.
Giant Form (6 psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points and, until your concentration ends, you become Huge. While Huge, your weapon attacks deal an additional 2d6 damage, and your reach increases by 10 feet.
Intellect Fortress
Awakened Discipline
You forge an indomitable wall of psionic energy around your mind -one that allows you to launch counter attacks against your opponents.
Psychic Focus. While focused on this discipline, you gain resistance to psychic damage.
Psychic Backlash (2 psi). As a reaction, you impose disadvantage on an attack roll against you if you can see your attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
Psychic Ward (1-7 psi). As a reaction when you make an Intelligence, Wisdom, or Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend. You can use this ability after rolling the dice, but before suffering the results.
Psychic Redoubt (5 psi; conc., 1 hr.). As an action, you surround your allies with a powerful psionic ward. Choose three willing creatures within 30 feet of you. The chosen creatures gain resistance to psychic damage, and have advantage on Intelligence and Wisdom saving throws.
Iron Durability
Immortal Discipline
You transform your body to become a living metal, allowing you to shrug off attack that would cripple weaker attackers.
Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.
Iron Hide (1-7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
Steel Hide (3 psi; conc., 1 min.). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until your concentration ends.
Mastery of Air
Wu Jen Discipline
You become one with the power of elemental air.
Psychic Focus. While focused on this discipline, you take no fall damage, and you ignore difficult terrain while walking.
Wind Step (1-7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you you end this flight in the air, you fall unless something else holds you aloft.
Wind Stream (3 psi). You cast the Gust of Wind spell.
Cloak of Air (5 psi; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature misses an attack against you, you can use your reaction to force the creature to repeat the attack roll against itself.
Wind Form (4 psi; conc., 10 min.). You gain a flying speed equal to your walking speed.
Mist Form (4 psi; conc., 1 hr.). You cast Gaseous Form on yourself.
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 it drops to 0 hit points or your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during combat. When this effect ends, the elemental disappears.
Mastery of Fire
Wu Jen Discipline
You align your mind with the energy of elemental fire.
Psychic Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus on damage rolls that deal fire damage.
Combustion (1-7 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the start of each of its turns until your concentration ends or until a creature within 5 feet of it uses an action to extinguish the flames. On a successful save, the target takes half as much damage and doesn't catch on fire.
Rolling Flame (3 psi). Flames erupt from you in a 30 foot long 5 foot wide line. Each creature in that line must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save or half as much on a successful one.
Detonation (4 psi). You cast Fireball.
Fire Form (7 psi; conc., 10 min.). You cast Investiture of Flame.
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 it drops to 0 hit points or your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during combat. When this effect ends, the elemental disappears.
Mastery of Force
Wu Jen Discipline
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
Push (1-7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed 5 feet per psi point spent in a straight line away from you.
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. The maximum weight of the object that can be moved depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC Dexterity saving throw or take damage as listed below.
| Psi Spent | Maximum Weight | Bludgeoning Damage |
|---|---|---|
| 2 | 25 lbs. | 2d6 |
| 3 | 50 lbs. | 4d6 |
| 5 | 250 lbs. | 6d6 |
| 6 | 500 lbs. | 7d6 |
| 7 | 1,000 lbs. | 8d6 |
Inertial Armor (2 psi). You cast Mage Armor.
Telekinetic Barrier (4 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, The wall must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall has AC 20 and 40 hit points and lasts until it is destroyed or your concentration ends.
Mastery of Ice
Wu Jen Discipline
You master the power of ice, shaping it to meet your demands.
Psychic Focus. While focused on this discipline, you have resistance to cold damage.
Ice Spike (1-7 psi). As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. Make a ranged discipline attack. On a hit, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn.
Ice Sheet (2 psi). As an action, choose a point of the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the the bottom of the area.
Frozen Sanctuary (1-7 psi). As a bonus action, you sheathe yourself with icy resilience. You gain a number of temporary hit points equal to five times the number of psi points spent.
Ice Barrier (5 psi; conc., 10 min.). As an action, you create a wall of ice within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until it is destroyed, or your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage dealt to the wall.
Mastery of Light and Darkness
Wu Jen Discipline
You claim dominion over light and darkness with your mind.
Psychic Focus. While focused on this discipline, natural and magical darkness within 30 feet of you have no effect on your vision.
Darkness (1-7 psi; conc., 10 mins.). As an action, you create an area of darkness. Choose a spot you can see within 60 feet of you. Darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. This darkness suppresses magical light created by spells whose level is lower then the amount of psi points spent on this ability.
Light (1-7 psi; conc., 10 mins.). As an action, you create an area of light. Choose a spot you can see within 60 feet of you. Light radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. This light suppresses magical darkness created by spells whose level is lower then the amount of psi points spent on this ability.
Summon Shadow (3/6 psi; conc., 1 min.). As an action, you cause a shadow to appear in an unoccupied space you can see within 60 feet of you. The shadow lasts until it drops to 0 hit points or your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during combat. When this effect ends, the shadow disappears.
If you spend 6 psi points on this discipline, you can summon a second shadow.
Radiant Beam (5-7 psi; conc., 1 min.). As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
You can increase this effect's damage by 1d6 per each additional psi point spent on it.
Mastery of Water
Wu Jen Discipline
Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.
Psychic Focus. While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.
Dessicate (1-7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much on a sucessful save.
Conjure Wave (2-7 psi). As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a target takes half as much damage and isn't knocked prone. You can increase this ability's damage by 1d6 per additional psi point spent.
Water Whip (3-7 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 3d8 bludgeoning damage on a failed save, or half as much on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability's damage by 1d8 per additional psi point spent on it.
Water Breathing (4 psi). You cast the Water Breathing spell.
Water Sphere (5 psi; conc., 1 min.) You cast the Watery Sphere spell.
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 it drops to 0 hit points or your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during combat. When this effect ends, the elemental disappears.
Mastery of Weather
Wu Jen Discipline
Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.
Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage.
Cloud Step(1-7 psi; conc., 10 mins.). As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.
Hungry Lightning. (1-7 psi). As an action, you lash out at a creature you can see within 60 feet of you with tendrils of lightning. Make a ranged discipline attack, with advantage if the target is wearing metal armor. The target takes 1d8 lightning damage per psi point spent.
Wall of Clouds (2 psi; conc., 10 mins.). As an action, you create a wall of clouds within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision.
Whirlwind (2 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 2d6 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 (4 psi). You cast Lightning Bolt. You then can teleport to an unoccupied space touched by the spell.
Wall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder within 60 feet of you. The wall is 60 feet long, 15 feet high, and 5 feet thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall's space for the first time on a turn or starts its turn there, that creature must make a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line 30 feet away, and is knocked prone.
Thunderclap (6 psi). As an action, choose a point you can see within 60 feet of you. Thunder erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and is stunned until the end of your next turn. On a successful save, the target takes half damage and isn't stunned.
Mastery of Metal and Earth
Wu Jen Discipline
You attune your mind to seize control of metal and earth.
Psychic Focus. While focused on this discipline, you have a +1 bonus to AC.
Animate Weapon (1/3-7 psi). As an action, your mind seizes control of a one-handed melee weapon you're holding. The weapon flies towards one creature you can see within 30 feet of you and makes a melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit the weapon deals normal damage.
If 3 or more psi points are spent on this ability, the attack does an extra 1d8 force damage per additional psi point spent.
Warp Weapon (3 psi; conc., 1 min.). As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or all attacks made with the chosen weapon have disadvantage as long as you concentrate on this discipline.
Warp Armor (4 psi). As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature's AC becomes 10 + its Dexterity modifier until the end of your next turn.
Wall of Wood (4 psi; conc., 1 hr.). As an action, you create a wall of wood 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 and vulnerability to fire damage. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.
Armored Form (3 psi; conc., 1 min.). As a bonus action, you touch a willing creature. The target gains resistance to bludgeoning, piercing, and slashing damage until your concentration ends.
Animate Earth (7 psi; conc., 1 hr.). As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until it drops to 0 hit points or your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during combat. When this effect ends, the elemental disappears.
Nomadic Arrow
Nomad Discipline
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.
Psychic Focus. While you are focused on this discipline, any attack roll you make with a ranged weapon ignores half and three-quarters cover.
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 your next turn deals an extra 1d6 psychic damage per psi point spent.
Seeking Missile (2 psi). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.
Faithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged weapon with limited sentience. Until your concentration ends, you can make an extra attack with the weapon when you take the Attack action. If it is a thrown weapon, it returns to your grasp each time you make an attack with it.
Nomadic Chameleon
Nomad Discipline
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.
Psychic Focus While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Chameleon (1 psi). You cast Disguise Self.
Step from Sight (3-7 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.
Each target turns invisible and remains so until your concentration ends or until immediately after it attacks a creature or casts a spell.
Enduring Invisibility (5 psi; conc., 1 min.). You turn invisible until your concentration ends.
Nomadic Mind
Nomad Discipline
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.
Psychic Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends.
Alternatively, you gain the ability to read and write one language of your choice until your focus ends.
Wandering Mind (2/4/6 psi; conc., 10 min.). You enter a deep contemplation. If you concentrate for this option's full duration, you then gain proficiency with up to 3 skills of your choice (one skill for every 2 psi points spent). The benefit lasts for 1 hour, no concentration required.
Find Creature (5 psi; conc., 1 hr.). You cast the Locate Creature spell. If the creature is on another plane of existence, you instead learn which plane the creature is on.
Item Lore (2 psi). You cast the Identify spell.
Wandering Eye (5/7 psi; conc., 1 hr.). You cast the Arcane Eye spell with a range of 60 feet. If you spend 7 psi points on this ability, the Arcane Eye can move through solid objects, but can't end its movement in one.
Nomadic Step
Nomad Discipline
You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.
Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of your turn, as you are propelled by the magic of your teleportation.
Step of a Dozen Places (1-7 psi). You can take a bonus action to teleport up to 20 feet per psi point spent on this ability to an unoccupied space you can see.
Nomadic Anchor (3 psi). As an action, you create an invisible, intangible teleportation anchor in a 5 foot cube you can see within 120 feet of you. For the next 8 hours, you can use an action to teleport back to this anchor.
Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.
There and Back Again (3 psi). As a bonus action, you can teleport to a space you previously occupied on this turn or your last turn. You cannot teleport to a space that is occupied.
Transposition (3 psi). As a bonus action, you and an ally teleport, swapping places, and your speed is reduced to 0 until the end of your turn.
Baleful Transposition (5 psi). As an action, choose one creature that you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and the target teleport, swapping places with each other.
Nomad's Gate (7 psi; conc., 10 min.). You cast the Arcane Gate spell with a range of 1 mile instead of 500 feet. You don't have to see the second point.
Precognition
Awakened Discipline
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.
Psychic Focus. While focused on this discipline, you have advantage on initiative rolls.
Precognitive Hunch (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
Foresight (5 psi; conc., 8 hrs.). 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, and creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Danger Sense (4 psi). When you make a Dexterity saving throw, you can use a reaction to gain advantage on the roll.
Victory Before Battle (7 psi). When you roll initiative, you can use this ability to grant six creatures of your choice within 60 feet of you, one of which can be yourself, a + 10 bonus to initiative.
Psionic Weapon
Immortal Discipline
You have learned how to channel psionic energy into your attacks, lending them devastating power.
Psychic Focus. Whenever you focus on this discipline, choose one weapon you're holding or your unarmed strikes. When you attack with this weapon while focused on this discipline, its damage is psychic, rather than its normal damage type. You add your discipline ability modifier to attack and damage rolls made with this weapon instead of your Strength or Dexterity modifier.
Lethal Strike (3-7 psi). As a bonus action, you imbue one melee weapon you hold or your unarmed strikes with psionic power. The next attack you make with it that hits before the end of your next turn deals an extra 1d8 psychic damage per psi point spent.
Augmented Weapon (3/5/7 psi; conc., 1 hr.). You cast Magic Weapon. The number of psi points spent on this ability determines the bonus to attack and damage rolls, with 3 psi points being a +1 bonus, 5 psi points being a +2 bonus, and 7 psi points being a +3 bonus.
Psychic Assault
Awakened Discipline
You wield your mind like a weapon, unleashing salvos of psionic energy.
Psychic Focus. While focused on this discipline, you gain a bonus to damage rolls with psionic talents that deal psychic damage equal to your Intelligence modifier.
Psionic Blast (1-7 psi). As an action, choose a creature you can see within 120 feet of you. The target must make an Intelligence saving throw. Taking 1d8 points of psychic damage per psi point spent on this ability on a failed save.
Id Amplification (5 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it loses its ability to distinguish friend from foe, and can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.
Psychic Crush (6 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that are must make an Intelligence saving throw. On a failed save, the target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage and isn't stunned.
Psychic Disruption
Awakened Discipline
You create psychic static that disrupts other creature's ability to think clearly.
Psychic Focus. While focused on this discipline, you have advantage on all Charisma checks made on other creatures.
Distracting Haze (1-7 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per point spent and can't see anything more than 10 feet away from it until your concentration ends. On a successful save, it takes half as much damage, and it doesn't suffer any penalties to its sight.
Daze (4 psi). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.
Mind Storm (5 psi). As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. On a failed save, a target takes 6d6 psychic damage and suffers disadvantage on all saving throws it makes until the end of your next turn. On a successful save, a creature takes half as much damage and suffers no penalties to their saving throws.
Psychic Inquisition
Awakened Discipline
You reach into a creature's mind to uncover information or plant ideas within.
Psychic Focus. While focused on this discipline, you know when a creature is deliberately lying to you.
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, the target takes 1d6 psychic damage per psi point spent and suffers disadvantage on it's next Wisdom saving throw made before the end of your next turn.
Forceful Query (3 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The target must succeed on a Charisma saving throw , or it is forced to reply with a truthful answer. A creature is immune to this ability if it is immune to being charmed.
Ransack Mind (5 psi; conc., 1 min.). You cast the Detect Thoughts spell, but must probe deeper into a creature's thoughts. A creature cannot attempt to end the spell on itself when cast in this way.
Phantom Idea (7 psi; conc., 1 min.). You cast the Modify Memory spell at 9th level.
Psychic Phantoms
Awakened Discipline
Your power reaches into a creature's mind and causes it false perceptions.
Psychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.
Distracting Fragments (2 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 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 attacks against it have advantage.
Phantom Betrayal (3 psi; conc., 1 min.). Choose one creature within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the target becomes convinced that its allies are planning to betray it and regards all creatures as hostile.
Phantom Foe (5 psi; conc., 1 min.). You cast the Phantasmal Killer spell.
Phantom Riches (7 psi; conc., 8 hrs.). You convince a creature that you will give it immense riches if it follows you. Choose a creature within 30 feet of you. The target must make a Wisdom saving throw. A creature automatically succeeds if they are immune to being charmed. On a failed save, the target follows your orders without question, but refuses to follow any order that would clearly lead to its demise. After each minute under your control, the target can make another Wisdom saving throw, ending the effect on itself on a success. A target that frees itself from your control becomes hostile to you and your allies. If you give the target an object it would find valuable (DM's Discretion), the target has disadvantage on the next saving throw it makes against this ability.
Telepathic Contact
Awakened Discipline
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
Psychic Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the mystic class, you instead gain it while focused on the discipline.
Exacting Query (3 psi). As an action, you telepathically ask a question of one creature that can see and hear you within 30 feet of you. The target must succeed on a Intelligence saving throw , or it telepathically replies with a truthful answer. 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. The statement can be up to ten words long.
Broken Will (5 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose what the creature does on its next turn. On a successful save, the target is unaffected, and can't be the target of this ability again until you finish a long rest.
Psychic Grip (6 psi; conc., 1 minute.). 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 is paralyzed. At the end of each of its turns, the target can make another Intelligence saving throw, ending the effect on itself on a success.
Psychic Domination (7 psi; conc., 1 min.). As an action, you target an incapacitated creature you can communicate with via telepathy. That creature is then charmed by you until a Greater Restoration spell is cast on the creature, you die, or you dismiss this effect (no action). If you use this feature on another creature, the number of psi points you have is reduced by 7.
Third Eye
Nomad Disciple
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision, increase its range by 30 feet.
Tremorsense (4 psi). 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 (Perception) 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 (6 psi; conc., 1 min.). As a bonus action, you gain truesight with a range of 30feet, which lasts until your concentration ends.