Mystic, Mastery Variant (5e Class)
Mystic, Mastery Variant
There are few people as strange as a mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds in such ways. Be wary with them child, the tricks they play, the minds they break, the lives they save. New to their powers or ageless, much is the mystery about them, while little is mysterious to them. - Gulock, former knight and companion of a mystic.
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.
- A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him.
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.
Madness, Brillance
Mystics hold a peculiar place in any society in which they hold residence. They have either returned home having spent years in seclusion mastering their mental practice or are some strange figure who has strolled into town. They are few and far between as their is little written knowledge on the subject, and a technique to gain enlightenment and unlock and latent psionic prowess won't work each time for everyone. So a 'mentor' isn't always able to impart their 'knowledge' on the subject to an apprentice in a manner that makes sense. Psionics have a lot more to do with a feeling than a book study like a wizard.
To make sure that the mystic is in the state of mind they need to be to practice their craft, they have developed some interesting habits. These quirks or ticks if you like are an integral part of their continued psionic practice. Harmless but peculiar these things may not ever come up but have a deep tie to the mystic themselves.
You may come up with your own quirks or roll on this handily provided table. Two is recommended so they have a better chance to come up naturally in play.
Mystic Quirks | ||||
---|---|---|---|---|
D20 | Quirk | |||
1 | You never cut your hair. | |||
2 | You refuse to wear anything of a specific color. | |||
3 | You never say your name. | |||
4 | You are always barefoot. | |||
5 | You always wear a mask. | |||
6 | You constantly dye your hair a color unnatural for your race. | |||
7 | You go by a new name each day. | |||
8 | You never willingly immerse yourself in water. | |||
9 | You sleep on bare earth. | |||
10 | You never drink alcohol. | |||
11 | You wear a veil to obscure your face. | |||
12 | You always wear the same outfit. | |||
13 | You refuse to light fires. | |||
14 | You don't write with words, instead you use pictographs. | |||
15 | You never use chairs 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 only consume water and uncooked vegetables. | |||
19 | You spend any money you in within 1 week of obtaining it. | |||
20 | You often speak to an imaginary companion, acting only with its blessing. |
Creating a Mystic, Mastery Variant
How did you come to realize you can do stuff with your mind? Did a hermit passing through town ignite the first spark in you without your knowledge? Were you full of ambition to conduct magic but lacked the arcane talent? How do your quirks tie into your background and how you got to where you start your adventure? Are you a balding man who runs a school from a wheelchair?
- Quick Build
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and Constitution. Second, choose the Psychic background. Third, choose the quarterstaff, crossbow and explorer's pack.
Class Features
As a Mystic, Mastery Variant you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Mystic, Mastery Variant level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Mystic, Mastery Variant level after 1st
- Proficiencies
Armor: Light
Weapons: Simple
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two 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 quarterstaff or (b) a dagger
- (a) a melee weapon you are proficient with or (b) a light crossbow and 20 bolts
- (a) a explorer's pack or (b) a scholar's pack
- leather armor
Level | Proficiency Bonus | Features | Talents Known | Disciplines Known | Psi Points | Psi Limit |
---|---|---|---|---|---|---|
1st | +2 | Psionics Mystic Order | 1 | 1 | 5 | 2 |
2nd | +2 | Mystical Recovery Telepathy | 1 | 1 | 9 | 2 |
3rd | +2 | Mystic Order Feature | 2 | 2 | 14 | 3 |
4th | +2 | Ability Score Improvement, Strength of Mind | 2 | 2 | 18 | 3 |
5th | +3 | — | 2 | 3 | 23 | 5 |
6th | +3 | Mystic Order Feature | 2 | 3 | 27 | 5 |
7th | +3 | — | 2 | 4 | 32 | 6 |
8th | +3 | Ability Score Improvement, Minds Edge | 2 | 4 | 36 | 6 |
9th | +4 | — | 3 | 5 | 41 | 7 |
10th | +4 | Consumptive Power | 3 | 5 | 45 | 7 |
11th | +4 | Psionic Mastery (1) | 3 | 6 | 50 | 8 |
12th | +4 | Ability Score Improvement | 3 | 6 | 54 | 8 |
13th | +5 | Psionic Mastery (2) | 4 | 7 | 59 | 9 |
14th | +5 | Mystic Order Feature Minds Edge Improvement | 4 | 7 | 63 | 9 |
15th | +5 | Psionic Mastery (3) | 4 | 8 | 68 | 10 |
16th | +5 | Ability Score Improvement | 4 | 8 | 72 | 10 |
17th | +6 | Psionic Mastery (4) | 5 | 9 | 77 | 11 |
18th | +6 | Psionic Mastery (5) | 5 | 9 | 81 | 11 |
19th | +6 | Ability Score Improvement | 5 | 10 | 86 | 12 |
20th | +6 | Psionic Body | 5 | 10 | 90 | 12 |
Psionics
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.
- Psionic Talents
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.
- Boundaries of Psionics
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.
- Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
- Psi Points
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
- Psi Limit
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.
- Psychic Focus
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.
- Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
Mystic Order
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
Mystical Recovery
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent up to two times per long rest.
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 Increase
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 Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
Mind's Edge
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.
Consumptive Power
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
Psionic Mastery
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.
Psionic Body
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
You gain resistance to bludgeoning, piercing, and slashing damage.
You no longer age.
You are immune to disease, poison damage, and the poisoned condition.
If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Order of the Avatar
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
Bonus Disciplines
At 1st level, you learn one additional psionic disciplines of your choice.
Martial Order
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.
Avatar of Battle
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.
Avatar of Healing
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.
Avatar of Speed
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.
Order of the Awakened
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
Bonus Disciplines
At 1st level, you learn one additional psionic disciplines of your choice.
Awakened Expertise
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.
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.
Psychic Surge
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
Spectral Form
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.
Order of the Immortal
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.
Bonus Disciplines
At 1st level, you learn one additional psionic disciplines of your choice.
Durable Flesh
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.
Psionic Resilience
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
Surge of Health
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
Immortal Will
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.
Order of the Nomad
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.
Bonus Disciplines
At 1st level, you learn one additional psionic disciplines of your choice.
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 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.
Superior Teleportation
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.
Effortless Journey
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
Order of the Soul Knife
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.
Battle Ready
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Soul Knife
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.
Hone the Blade
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.
Psi Points | Attack and Damage Bonus |
---|---|
3 | +1 |
6 | +2 |
9 | +3 |
12 | +4 |
Consumptive Knife
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.
Phantom Knife
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.
Order of the Wu Jen
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.
Bonus Disciplines
At 1st level, you learn one additional psionic disciplines of your choice.
Hermit's Studies
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.
Elemental Attunement
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.
Arcane Dabbler
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.
Spell Slot Level | Psi Cost |
---|---|
1st | 3 |
2nd | 4 |
3rd | 5 |
4th | 6 |
5th | 7 |
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.
Elemental Mastery
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.
Psionic Disciplines
Adaptive Body
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.
- Psychic Focus
While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
- Environmental Adaptation (2 psi)
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
- Adaptive Shield (3 psi)
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.
- Energy Adaptation (5 psi; conc., 1 hr.)
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
- Energy Immunity (7 psi; conc., 1 hr.)
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
- Perfect Health (Mastery)
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.
Aerokinesis
With your psychic ability air is yours to command.
- Psychic Focus
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.
- Wind Step (1-12 psi)
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.
- Wind Stream (1-12 psi)
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.
- Whirlwind (2 psi)
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.
- Cloak of Air (3 psi; conc., 10 min.)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
- Gale (6 psi; conc., 1 min.)
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.
- 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.
- Hurricane (Mastery, 12 psi, 1d12 hours)
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.
Aura Sight
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.
- Psychic Focus
While focused on this discipline, you have advantage on Wisdom (Insight) checks.
- Assess Foe (2 psi)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
- Read Moods (2 psi)
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
- View Aura (3 psi; conc., 1 hr.)
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
- Perceive the Unseen (5 psi; conc., 1 min.)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
- Hide Power (Mastery, 8 Psi, 24 hours)
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.
Mantle of Command
You exert an aura of trust and authority, enhancing the coordination among your allies.
- Psychic Focus
While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.
- Coordinated Movement (2 psi)
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.
- Commander’s Sight (2 psi; conc., 1 rnd.)
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.
- Command to Strike (3 psi)
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.
- Strategic Mind (5 psi; conc., 1 min.)
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.
- Overwhelming Attack (7 psi)
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.
- Tactical Acumen (Mastery, 9 psi)
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.
Mantle of Fury
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.
- Psychic Focus
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.
- Incite Fury (2 psi; conc., 1 min.)
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.
- Mindless Charge (2 psi)
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.
- Aura of Bloodletting (3 psi; conc., 1 min.)
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.
- Overwhelming Fury (5 psi; conc., 1 min.)
As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Righteous Fury (Mastery, 10 Psi, 1 min.)
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.
Mantle of Courage
You focus your mind on courage, radiating confidence and bravado to your allies.
- Psychic Focus
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.
- Incite Courage (2 psi)
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.
- Aura of Victory (1–12 psi; conc., 10 min.)
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.
- Pillar of Confidence (6 psi; conc., 1 round.)
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.
- Talisman of Courage (Mastery; 8 psi)
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers:
a) While the talisman is charged, the creature has advantage on all saving throws against fear.
b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.
c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.
d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.
e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.
Bestial Form
You transform your body, gaining several new biological traits.
- Psychic Focus
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.
- Bestial Claws (1-12 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 1d8 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 that rely on them.
- Perfect Senses (3 psi)
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
- Swimming (2 psi)
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
- Tough Hide (2 psi)
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)
- Mutation (Mastery)
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.
Brute Force
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.
- Psychic Focus
While focused on this discipline, you have advantage on Strength (Athletics) checks.
- Brute Strike (1-12 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 (1-12 psi)
When you hit a target with a melee attack, you can activate this ability as a bonus action. 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 (1-12 psi)
As part of your movement, you jump in any direction up to 20 feet per psi point spent.
- Feat of Strength (2 psi)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.
- Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.
Celerity
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.
- Psychic Focus
While focused on this discipline, your walking speed increases by 10 feet.
- Rapid Step (1-12 psi)
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
- Agile Defense (2 psi)
As a bonus action, you take the Dodge action.
- Blur of Motion (2 psi)
As an action, you cause yourself to be invisible during any of your movement during the current turn.
- Surge of Speed (2 psi)
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.
- Surge of Action (5 psi)
As a bonus action, you can Dash or make one weapon attack.
- Speed Force (Mastery, 8 Psi)
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.
Psionic Restoration
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 (1-12 psi)
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 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, stunned, or poisoned. Alternatively, you can heal one creature of a disease.
- Restore Vigor (5 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. The creature spends 1 hit dice.
- Restore Life (7 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. Creature must expend all available hit dice if it has any.
- Restoration (Mastery, 9 psi)
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature
Corrosive Metabolism
Your control over your body allows you to deliver acid attacks.
- Psychic Focus
While focused on this discipline, you have resistance to acid damage.
- 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.
- Corrosive Touch (1-12 psi)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.
- Corrosive Touch (1-12 psi)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.
- Corrosive spit (mastery)
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.
Crown of Despair
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.
- Psychic Focus
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.
- Crowned in Sorrow (1-12 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 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.
- Call to Inaction (2 psi; conc., 10 min.)
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
- Visions of Despair (3 psi)
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.
- Dolorous Mind (5 psi; conc., 1 min.)
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Mastery of Despair (Mastery)
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.
- The sound of silence (Mastery, 12 psi)
As an action, choose a intelligent creature and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.
Crown of Rage
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.
- Psychic Focus
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.
- Primal Fury (1-12 psi)
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.
- Fighting Words (2 psi; conc., 10 min.)
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
- Mindless Courage (2 psi)
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.
- Punishing Fury (5 psi; conc., 1 min.)
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.
- Blood Fury (Mastery, 11 psi, 10 minutes)
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.
Dimensional Blockade
You wield psionic energy to exert control over teleportation.
- Psychic Focus
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.
- Dimensional Anchor (1 psi, 24 hours)
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.
- Baleful anchor (3 psi, 1 hour)
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.
- Exclusion Zone (7psi, 24 hours)
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.
- Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour)
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.
Diminution
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.
- Psychic Focus
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
- Miniature Form (2 psi; conc., 10 min.)
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.
- Toppling Shift (2 psi)
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.
- Sudden Shift (5 psi)
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.
- Microscopic Form (7 psi; conc., 10 min.)
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.
- Mass shift (mastery, 8 psi)
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.
Crown of Disgust
You cause a creature to be flooded with emotions of disgust.
- Psychic Focus
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.
- Eye of Horror (1-12 psi)
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.
- Wall of Repulsion (3 psi; conc., 10 min.)
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to 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 Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Scapegoat (Mastery, 9 psi, Conc., 1 minute )
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.
Enhance Force
You manipulate force to hurt people.
- Psychic Focus
While focused on this discipline, you have resistance to force damage.
- Force Blast (2 psi)
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.
- Force Wave (3 psi)
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.
- Concuss (5 psi)
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.
- Force Bombs (6 psi, 1 minute)
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.
- Sínsumi’s Psionic Wave (mastery, 10 psi)
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.
Force Fields
You utilize force to defend yourself.
- Psychic Focus
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.
- Inertial Armor (2 psi)
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
- Telekinetic Barrier (3 psi; conc., 10 min.)
As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
- Chaotic Fields (5 psi; conc., 1 min)
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.
- Force Prison (Mastery, 9 psi; conc., 1 min)
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.
Electrokinesis
You snap and crackle with static, sparking and arcing electricity.
- Psychic Focus
While focused on this discipline, you have resistance to lightning damage.
- Ozai’s Whip (1-12 psi)
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.
- Azula’s Wrath (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, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
- Lighting Absorption (7 psi)
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.
- Iroh’s Training (Mastery)
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.
- Sozin’s Coat (Mastery. 8 psi, conc. 1 minute)
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.
Geokinesis
You attune your mind to seize control of metal and earth.
- Psychic Focus
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.
- Animate Weapon (1-12 psi)
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.
- Warp Weapon (2 psi)
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.
- Warp Armor (3 psi)
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.
- 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.
- One with Earth (Mastery, 9 psi, Conc., 10 min)
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.
Giant Growth
You control your bodily flow to grow tremendously, bolstering your strength and durability.
- Psychic Focus
While focused on this discipline your carrying capacity works as if you were 1 size larger.
- Ogre Form (2 psi; conc., 1 min.)
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.
- Giant Form (7 psi; conc., 1 min.)
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.
- Metabolic Growth (Mastery)
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.
- Toughness (mastery, 10 psi, 1 min)
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.
Gravity Manipulation
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.
- Psychic Focus
While focused on this discipline, your carrying capacity doubles.
- Invisible Grasp (2 psi; conc., 1 min.)
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.
- Weight of the World (5 psi; conc., 1 min.)
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.
- Heavy Air (7 psi, conc, 1 min)
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.
- Singularity (Mastery, 12 psi, Conc.)
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.
Hydrokinesis
You are attuned to the element of water, the ebb and flow.
- Psychic Focus
While focused on this discipline, you have a swimming speed equal to your walking speed.
- Desiccate (1-12 psi)
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.
- Watery Grasp (2 psi)
As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d4 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it
- Water Whip (3 psi)
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.
- Water Breathing (5 psi)
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.
- Water Sphere (6 psi; conc., 1 min.)
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.
- Animate Water (7 psi; conc., 1 hr.)
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
- Bubble Cage (9 psi, conc., 10 minutes)
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.
- Waterborn (Mastery)
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.
- Water Portal (mastery, 11 psi)
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.
Enlightenment
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.
- Psychic Focus
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.
- Levitation (2 psi, conc., 10 minutes)
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.
- Walking on Waters (3 psi; conc., 10 min.)
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.
- Rising over the filth (5 psi, conc., 30 min.)
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.
- Mystical Isolation (7 Psi, conc., up to 1 hour.)
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.
- Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes)
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.
Intellect Fortress
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.
- Psychic Focus
While focused on this discipline, you gain resistance to psychic damage.
- Psychic Backlash (2 psi)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.
- Psychic Parry (1-12 psi)
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.
- Psychic Redoubt (5 psi; conc., 10 min.)
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
- Intellect Labyrinth (Mastery, 9 psi, 1 minute)
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.
Nomadic Arrow
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.
- Psychic Focus
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.
- Speed Dart (1-12 psi)
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.
- Seeking Missile (2 psi)
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.
- Faithful Archer (5 psi; conc., 1 min.)
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.
- Arrow stream (mastery, 11 psi)
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.
Iron Durability
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.
- Psychic Focus
While focused on this discipline, you gain a +1 bonus to AC.
- Iron Hide (1-12 psi)
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
- Steel Hide (2 psi)
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
- Iron Resistance (7 psi; conc., 1 hr.)
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.
- Adamantine Body (Mastery, 8 psi, 1 minute)
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.
Living Knives
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.
- Psychic Focus
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.
- Disarm (2 psi)
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.
- Project Shrapnel (1–12 psi)
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel
- Flying Knives (5 psi; conc., 1 min.)
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.
- Poltergeist (mastery, 8 psi, conc, 1 min.)
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow:
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier.
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type.
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.
Mantle of Awe
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.
- Psychic Focus
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).
- Charming Presence (1-12 psi)
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.
- Center of Attention (2 psi; conc., 1 min.)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
- Invoke Awe (7 psi; conc., 10 min.)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
- Popular leader (Mastery, 9 psi)
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.
Mantle of Fear
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.
- Psychic Focus
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.
- Incite Fear (2 psi; conc., 1 min.)
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.
- Unsettling Aura (3 psi; conc., 1 hr.)
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.
- Incite Panic (5 psi; conc., 1 min.)
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.
- Absolute Terror (Mastery, 10 psi)
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.
Mantle of Joy
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.
- Psychic Focus
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.
- Soothing Presence (1-12 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.
- Beacon of Recovery (5 psi)
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.
- Arousal (Mastery, 10 psi, up to 1 hour)
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.
Mass Manipulation
You can interact with the density of things and the particles that compose them.
- Psychic Focus
While focused on this discipline, you have advantage on Strength saves.
- Increase density (2 psi, 1 hour)
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.
- Inertial punch (1-12 psi)
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.
- Density decrease (6 psi, 1 minute)
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.
- Molecular Deconstruction (Mastery, 9 psi)
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.
- Molecular Reconstruction (Mastery, 11 psi)
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.
Mastery of Darkness
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.
- Psychic Focus
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.
- Darkness (1-12 psi; conc., 1 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. The darkness lasts until your concentration ends.
- Shadow Beasts (5 psi; conc., 1 min.)
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.
- Shadow Clones (7 psi; conc., 1 min.)
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.
- The Everdark (Mastery, 9 psi)
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.
- Banish to the Shadowfell (Mastery, 12 psi)
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.
Mastery of Light
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.
- Psychic Focus
While focused on this discipline, you have advantage on effects that would render you blind.
- Light (2 psi; conc., 1 min.)
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.
- Radiant Sword (4 psi, conc, 10 minutes)
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.
- Radiant Beam (6-12 psi; conc., 1 min.)
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.
- Blessing of the Sunlight (Mastery, 8 psi)
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.
- Banish to The Feywild (Mastery, 12 psi)
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.
Cryokinesis
Like water, but harder. Ice, Ice, baby.
- Psychic Focus
While focused on this discipline, you have resistance to cold damage.
- Cold Bite (1-12 psi)
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 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.
- 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 frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.
- Slowdown (4 psi)
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.
- Frozen Rain (5 psi; conc., 1 min.)
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.
- Ice Barrier (7 psi; conc., 10 min.)
As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.
- Steal Energy (mastery, 8 psi, conc. 1 minute)
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.
Dendrokinesis
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.
- Psychic Focus
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.
- Snap, Crack, Shatter (1-12 psi)
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.
- 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.
- Woodchip Armor (6 psi; conc., 1 min.)
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.
- Mastery of Wood (Mastery)
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).
- Path of a thousand stakes (Mastery, 8 psi)
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.
Nomadic Chameleon
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.
- Psychic Focus
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
- Chameleon (2 psi)
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
- Step from Sight (3 -12 psi; conc., 1 min.)
As a bonus action, 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.
- No witnesses (Mastery, 9 psi)
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.
Nomadic Mind
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.
- Psychic Focus
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.
- Wandering Mind (2–6 psi; conc., 10 min.)
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.
- Find Creature (2 psi; conc., 1 hr.)
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, 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.
- Item Lore (3 psi; conc., 1 hr.)
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.
- Psychic Speech (5 psi)
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.
- Wandering Eye (6 psi; conc., 1 hr.)
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
- Phasing Eye (7 psi; conc., 1 hr.)
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.
- Psionic Eye (Mastery, 9 psi)
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.
- Connection to the Noosphere (Mastery, 9 psi)
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.
- Severing (mastery, 12 psi)
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.
Nomadic Step
You exert your mind on the area around you, twisting the interplanar 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 your teleportation. You can receive this increase only once per turn.
- Nomadic Anchor (1 psi, 8 Hours)
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.
- Step of a Dozen Paces (1-12 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.
- Defensive Step (2 psi)
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.
- There and Back Again (2 psi)
As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
- Transposition (3 psi)
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.
- Baleful Transposition (5 psi)
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.
- Phantom Caravan (6 psi)
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.
- Nomad’s Gate (7 psi; conc., 1 hr.)
As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.
- Astral Gate (Mastery, 11 psi, conc.)
You open a portal to the Astral plane that last until you lose concentration.
- Nomad’s Sanctuary (Mastery, 12 psi)
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.
Precognition
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.
- Psychic Focus
While focused on this discipline, you have advantage on initiative rolls.
- Precognitive Hunch (2 psi; conc., 1 min.)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
- All-Around Sight (3 psi)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
- Danger Sense (5 psi; conc., 8 hr.)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
- Victory Before Battle (7 psi)
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.
- Alertness (Mastery)
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.
- Cognitive superiority (Mastery, 10 psi, conc. 1 minute)
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.
Psionic Weapon
You have learned how to channel psionic energy into your attacks, lending them devastating power.
- Psychic Focus
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.
- Ethereal Weapon (1 psi)
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
- Lethal Strike (1-12 psi)
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.
- Augmented Weapon (5 psi; conc., 10 min.)
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.
- Intelligent Blade (Mastery)
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.
- Ethereal Lance (mastery, 8 Psi, Conc.)
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.
Psychic Assault
You wield your mind like a weapon, unleashing salvos of psionic energy.
- Psychic Focus
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.
- Psionic Blast (1-12 psi)
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.
- Ego Whip (3 psi)
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.
- Id Insinuation (5 psi)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.
- Psychic Blast (6 psi)
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.
- Psychic Crush (7 psi)
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
- Pain (mastery, 11 psi, conc, 10 min)
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.
Psychic Disruption
You create psychic static which disrupts other creature's ability to think.
- Psychic Focus
While focused on this discipline, you have advantage on Charisma (Deception) checks.
- Distracting Haze (1-12 psi; conc., 1 min.)
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.
- Daze (3 psi)
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.
- Mind Storm (5 psi)
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.
- Chaotic Blast (mastery, 9 psi, 1 minute)
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6. The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.
Psychic Inquisition
You reach into a creature’s mind to uncover information or plant ideas within it.
- Psychic Focus
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.
- Hammer of Inquisition (1-12 psi)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
- 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.
- Ransack Mind (5 psi; conc., 1 hr.)
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.
- Phantom Idea (7 psi; conc., 1 hr.)
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). 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.
- Hypnotic Recall (Mastery)
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.
- Memory Shards (8 psi)
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).
- Waters of Lethe (Mastery, 12 psi; conc.)
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.
Psychic Phantoms
Your power reaches into a creature’s mind and causes it false perceptions.
- Psychic Focus
While focused on this discipline, you have advantage on saving throws against charm effects.
- Distracting Figment (1-12 psi)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and 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, it takes half as much damage.
- Phantom Foe (4 psi; conc., 1 min.)
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, 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 every 2 additional psi points 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 an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
- Phantom Riches (7 psi; conc., 1 min.)
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make 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.
- Illusory Quest (mastery, 10 psi, Conc., 1 hour)
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, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.
- Banish to the Dream World (mastery, 12 psi)
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.
Psychokinesis
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 a bonus to Strength checks equal to you Intelligence modifier.
- Push (1-12 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 (2–12 psi)
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Psi Spent | Weight | Bludgeoning Damage |
---|---|---|
2 | 25 | 2d6 |
4 | 50 | 4d6 |
6 | 250 | 6d6 |
8 | 500 | 8d6 |
10 | 1000 | 10d6 |
- Grasp (3 psi; conc., 1 min.)
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. While a target is grappled in this manner, you create one of the following effects as an action:
Crush (1-12 psi) The target takes 1d6 bludgeoning damage per psi point spent.
Move (1-12 psi) You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.
- Telekinetic Mastery (Mastery)
You gain Proficiency in Strength saving throws and the proficiency bonus is double.
Pyrokinesis
You can use the elemental power of fire.
- Psychic Focus
While focused on this discipline, you gain resistance to fire damage.
- Combustion (1-12 psi; conc., 1 min.)
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.
- Rolling Flame (3 psi; conc., 1 min.)
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.
- Coat of the Crimson King (4 psi; conc., 1 min.)
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.
- 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 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.
- 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.
- Control Fire (Mastery)
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.
- Arson (mastery, 10 psi)
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.
Sonokenesis
You tune your mind and voice to the power of sound.
- Psychic Focus
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.
- Sonic Blast (1-12 psi)
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.
- Wall of Thunder (6 psi; conc., 10 min.)
As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
- Wall of Thunder (6 psi; conc., 10 min.)
As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
- Thunder Clap (7 psi)
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
- Black Canary (mastery, 10 psi, conc. 1 minute)
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.
Substitutiary Locomotion
A practice learned from and ancient British witch, great against armies.
- Psychic Focus
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.
- Psychic Command (2 psi, conc., 10 minutes)
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.
- Blade Whirlwind (3 psi points, conc., 1 minute)
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.
- Hoplomacheia (4 psi, conc., 1 minute)
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.
- Far Shield (2 psi, conc., 1 minute)
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.
- Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute)
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.
Telepathic Contact
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
- Psychic Focus
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.
- 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.
- Broken Will (5 psi)
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
- Psychic Grip (6 psi; conc., 1 min.)
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.
- Psychic Domination (7 psi; conc., 1 min.)
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
- Telepath (Mastery)
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.
Third Eye
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
- Psychic Focus
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
- Tremorsense (2 psi; conc., 1 min.)
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
- Unwavering Eye (2 psi)
As a bonus action, you gain advantage on Wisdom checks for 1 minute.
- Piercing Sight (3 psi; conc., 1 min.)
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.
- Truesight (5 psi; conc., 1 min.)
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
- Far Sight (Mastery, must be at least level 15 to gain this mastery)
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.
Venomous Metabolism
Your control over your body allows you to deliver venomous attacks.
- Psychic Focus
While focused on this discipline, you have resistance poison damage.
- Venom Strike (1-12 psi)
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.
- Assassin’s Friend (4 psi, 1 minute)
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.
- Breath of the Green Dragon (7 psi)
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.
- Venomous (Mastery)
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.
- Exotic Venom (mastery, 9 psi, conc., 1 minute)
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.
Walker of the Mist
You can change your body and objects near you to phase them.
- Psychic Focus
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.
- Phasing (2 psi)
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.
- Ethereal Weapon (4 psi; conc., 1 min.)
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.
- Intangibility (7 psi, conc., 1 minute)
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.
- Phantom Hands (Mastery)
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.
- Etherealness (Mastery, 10 psi, Conc, 10 minutes)
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.
Psionic Talents
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 bonus action.
Blade Meld
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.
Blind Spot
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
Delusion
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.
Energy Beam
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, 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).
Light Step
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .
Mind Meld
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.
Mind Slam
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
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mystic Charm
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute
Mystic Hand
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.
Psychic Hammer
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).
Thought Spear
As an action, you psychically strike one creature that 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 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Multiclassing
Prerequisites. To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.
Proficiencies. When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons
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