Psionic mystic

Psionics is a source of power that originates from within a creature’s mind, allowing it to augment its physical abilities and affect the minds of others. Psionic abilities are called psionic disciplines, since each one consists of rigid mental exercises needed to place a creature in the correct mindset to wield psionic power.
A discipline offers a number of abilities, but some of them require additional energy and expertise to create their effects.
Psionic talents are akin to disciplines, but they require no psi energy and can be used at will. They are almost an innate part of the mystic.
Psionic talents and the effects offered by disciplines are collectively known as powers.
In addition, a creature skilled in the use of psionics can exert its psychic focus on a psionic discipline. This effect allows a creature to gain a constant benefit from the discipline.
A creature that wields psionic power is referred to as a psion, just as a creature that uses magic is referred to as a spellcaster.

OTHERWORLDLY POWER
Not every D&D world features psionic power to the same extent. Psionics indirectly originates from the Far Realm, a dimension outside the bounds of the known multiverse. The Far Realm has its own alien laws of physics and magic. When its influence extends to a world, the Far Realm invariably spawns horrific monsters and madness as it bends reality to its own rules.
As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that dictate the form and nature of reality. The tumult caused by the Far Realm creates echoes that can disturb and awaken minds that would otherwise slumber. Such awakened creatures look on the world in the same way that creatures existing in three dimensions might look on a two-dimensional realm. They see possibilities, options, and connections that are unfathomable to those with a more limited view of reality.
In worlds that are relatively stable and hew close to the archetypal D&D setting presented in the core rulebooks, psionics is rare – or might not exist at all. The cosmic bindings that define the multiverse are strong in such places, making it unlikely that an individual mind can perceive the possibilities offered by psionics. Mystics in such worlds might be so scarce that a mystic never meets another practitioner of the psionic arts. Characters might unlock their psionic potential by random chance, and ancient tomes, journals, and other accounts of mystics might serve as the only guide to mastering this form of power.
Psionics is more common in worlds where the bounds of reality have been twisted and warped. The realm of Athas in the Dark Sun campaign setting is the prime example of a world where psionics is common. The gods are absent, magic has been twisted into an ecological scourge, and the common threads that bind many worlds of D&D have been sundered. By contrast, the world of Eberron is a setting where the bounds of reality have been tested but not fully broken. Psionics is not as pervasive in Eberron as in Athas, but the influence of the otherworldly realm of Xoriat makes it a known and studied art.

PSIONICS AND MAGIC
Psionics and magic are two distinct forces. In general, an effect that affects a spell has no effect on a psionic effect. There is one important exception to this rule. A psionic effect that reproduces a spell is treated as magic. A psionic effect reproduces a spell when it allows a psionic creature or character to cast a spell. In this case, psionic energy taps into magic and manipulates it to cast the spell.
For example, the mind flayer as presented in the Monster Manual has the Innate Spellcasting (Psionics) feature. This feature allows the mind flayer to cast a set of spells using psionic energy. These spells can be countered with dispel magic and similar effects.

PSIONICS AND RAGE
Psionics, while not magic itself, is an extremely intricate and powerful force of the world. Due to this, it requires a vast amount of concentration and dedicated focus. Barbarians or creatures under a Rage effect cannot use a power or maintain psychic focus, regardless of mystic or psionic order features.

MYSTIC
The striking fist or flashing sword pales beside a mystic’s focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of self-scrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of psionic power.
Mystics depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds’ convoluted corridors. “Know thyself” is not just a saying for a mystic – it’s the road to power.

CREATING A MYSTIC
As you begin creating your mystic character, consider how he or she would be using their psionic power. Do you meditate every day doing complex thought processes to sharpen their mind, or do you tend to focus your mind and prowess during combat instead of in private? Perhaps you show your mental ability off to others to make a point of how powerful you truly are.
Is your character afraid of losing their psionic power? How often do you make displays of your abilities – if at all? Were you born with the abilities of a mystic? Or did you awaken to them in a time of great need and mental focus? Perhaps you are from another plane or realm of existence? What led you to the adventuring life? Were you already an adventurer when you became a mystic? Maybe you were always a mystic and you recently found yourself bored of your own mental prowess – seeking a role in a group of people to enlighten.

QUICK BUILD
You can make a mystic quickly by following these suggestions. First, Intelligence should be your highest ability score, as mystics tend to push the limits of mental ability. Make Constitution your next highest if you plan on being a part of the Order of the Awakened or Order of the Invisible Hand. Choose Strength as your next highest ability score if you plan on joining the Order of the Immortal. Select Dexterity as your next highest ability score if you plan on joining the Order of the
Knife. Secondly, choose the Sage or Hermit background.

CLASS FEATURES
As a mystic, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per mystic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per mystic level after 1st

PROFICIENCIES
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History,
Insight, Medicine, Nature, Perception, and
Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a spear, (b) a mace, or © greatsword (if proficient)
• (a) leather armor, (b) scale mail, or © chain mail (if proficient)
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a scholar’s pack or (b) an explorer’s pack

PSIONICS
As a student of psionics, you can master and use psionic disciplines and talents.

PSIONIC TALENTS
A psionic talent is a minor psionic effect you have mastered. 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.

The Mystic
Level Proficiency Bonus Features Talents Known Disciplines Known Psi PointsPsi Limit
1st +2 Psionics, Mystic Order 1 2 4 2
2nd +2 Mystical Recovery 1 3 6 2
3rd +2 Mystic Order feature 2 3 14 3
4th +2 Ability Score Improvement, Strength of Mind 2 3 1 7 3
5th +3 2 4 27 5
6th +3 Mystic Order feature 2 4 3 2 5
7th +3 2 5 38 6
8th +3 Ability Score Improvement, Mystic Order feature 2 5 4 4 6
9th +4 2 6 57 7
10th +4 Consumptive Power 3 6 6 4 7
11th +4 Power Surge (9 psi points) 3 6 73 7
12th +4 Ability Score Improvement 3 7 7 3 7
13th +5 Power Surge (10 psi points) 3 7 83 7
14th +5 Mystic Order feature 3 7 8 3 7
15th +5 Power Surge (11 psi points) 3 8 94 7
16th +5 Ability Score Improvement 3 8 9 47
17th +6 Power Surge (13 psi points) 4 8 107 7
18th +6 Mental Mastery 4 9 11 4 7
19th +6 Ability Score Improvement 4 9 123 7
20th +6 Ingrained Thought 4 9 1 3 3 7 6

PSIONIC DISCIPLINES
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. Such disciplines are divided into two categories: lesser disciplines and greater disciplines. A mystic masters only a few disciplines at a time.
At 1st level, you know two lesser disciplines of your choice (see the discipline options later in this class description). You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic table. discipline. You must be at least 5th level to learn a greater 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. You can replace a lesser discipline with a greater discipline, but only if you are at least 5th level.

PSI POINTS
You have an internal reservoir of energy that can be devoted to the 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 after you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

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

PSYCHIC FOCUS
You can focus psychic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a psychic focus benefit. You can have only one psychic focus benefit at a time.

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 Awakened, Order of the Knife, Order of the Immortal, order of the wilderor Order of the Invisible Hand, which are detailed at the end of the class description. Each order specializes in a particular approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, 8th, and 14th level.

MYSTICAL RECOVERY
Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order.
Once per turn when you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th 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 techniques require 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 either Wisdom, Dexterity, or Constitution saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, Wisdom, Intelligence, or Charisma. You gain proficiency in saves using that ability, instead of the first ability you chose. This change lasts until you finish your next short or long rest.

CONSUMPTIVE POWER
At 10th level, you gain the ability to sacrifice your health in exchange for psychic power. As a bonus action, you regain up to 1 psi points for each level you have in this class. For each point you choose to regain this way, your current hit points and hit point maximum are both reduced by 5. This reduction can’t be lessened in any way.
Once you use this feature, you can’t use it again until you finish a long rest, and the reduction to your hit point maximum lasts until you finish a long rest.

POWER SURGE
At 11th level, you unlock the ability to briefly push beyond your psi limit.
At any time, you can raise your psi limit, increasing it to 9 points. The next discipline effect you use consumes this effect, reducing your psi limit to its normal amount. You must finish a long rest before you can do so again.
At higher levels, you gain more uses of this feature, with an increased psi limit: 10 points at 13th level, 11 points at 15th level, and 13 points at 17th level. You regain all uses of your Power Sure when you finish a long rest.

MENTAL MASTERY
At 18th level, you have achieved such mastery over certain discipline effects that you can use them at will. Choose one effect option with a psi point cost of 2 or lower, and one effect option with a psi point cost of 3 or lower, from any discipline you know. You can use those effects at their lowest cost without expending psi points. If you want to augment them beyond their minimum costs, you must expend psi points as normal.
By spending 8 hours in meditation, you can exchange one or both of the effects you chose for different effects.

INGRAINED THOUGHT
By 20th level, you have gained absolute mastery over one of your disciplines. Choose one discipline that you know. You gain the psychic focus benefit of this discipline at all times.

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

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

USING A DISCIPLINE
Each discipline has a number of ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points needed to use its effect options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
You may only use each option from one of your disciplines once per turn, but may use different options normally.
The following sections go into more detail on using a discipline.

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

EFFECT OPTIONS AND PSI POINTS
A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option.
Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit.
Each option notes specific information about its effect, including the action required to use it (if any), its range, and whether it requires concentration. If an option doesn’t state that it is used as an action, a bonus action, or a reaction, using it requires no action.
Some effects, known as augments, bolster your attacks or other powers in various ways, such as adding additional psychic damage. You can only use one augment effect per turn. An augment effect is noted with an “A” after the option’s psi point cost.

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

DURATION
An option in a discipline specifies how long its effect lasts.
Instantaneous. If no duration is specified, the effect of an option is instantaneous.
Concentration. Some effect options require concentration. This requirement is noted with a “C” after the option’s psi point cost.
Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time.

TARGETS AND AREAS OF EFFECT
Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, “Spellcasting,” of the Player’s Handbook.

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

COMBINING PSIONIC EFFECTS
The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if that option is used multiple times. Instead, the most potent effect – usually dependent on how
many psi points were used to create the effect – applies while the durations of the effects overlap.
Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see “Psionics and Magic” earlier, as well as “Combining Magical Effects” in chapter 10, “Spellcasting,” of the Player’s Handbook).

CASTING SPELLS THROUGH PSIONICS
Some psionic effects allow you to cast a spell by using psionic energy to tap into magic and manipulate it to cast the spell. Unless otherwise stated, a spell cast in this way requires the normal material components, but not the verbal or somatic components. You must still concentrate on a spell cast this way, if the spell requires concentration.

DISCIPLINE LISTS
The following lists show which disciplines are attributed to each order.
Awakened (Lesser)
Conquering Mind
Deceive Senses
Intellect Fortress
Mind Vault
Psionic Restoration
Third Eye
Awakened (Greater)
Alter Perceptions
Astral Manipulation
Clairsentience
Metapsionics
Mindbender
Mind over Emotion
Psionic Assault
Telepathy
Immortal (Lesser)
Celerity
Force Bulwark
Iron Durability
Psionic Weapon
Immortal (Greater)
Adaptive Body
Body of Wind
Chronokinesis
Metamorphosis
Wrathful Guardian
Invisible Hand (Lesser)
Bend Energy
Crystalline Manifestations
Kinetic Manipulation
Photokinesis
Telekinetics
Touch of the Void
Invisible Hand (Greater)
Acrikinesis
Cryokinesis
Electrokinesis
Energy Mastery
Legacy of the Void
Metacreativity
Psychoportation
Pyrokinesis
Shape Matter
Knife (Lesser)
Alacrity
Displacement
Mental Veil
Psionic Throw
Will of Blades
Knife (Greater)
Aspect of the Beast
Elemental Weapon
Few against Many
Predation
Soul Affinity

DISCIPLINE DESCRIPTIONS
The following disciplines are presented in alphabetical order.

ACRIKINESIS
Greater discipline (Invisible Hand)
Using your psionic power, you manifest and manipulate acid, using it to melt your enemies.
Psychic Focus. While focused on this discipline, whenever you deal acid damage to an object, you can add your psionic ability modifier to that damage. In addition, acid damage that you take is reduced by 3.
Corrode (2, A). When you deal acid damage with a discipline effect or talent, you can cause one creature damaged by the power to slowly melt. The target takes an additional 2d4 acid damage immediately, and 1d4 acid damage at the end of its next turn.
Corrosive Aura (9, C). As an action, you surround yourself with a corrosive aura, damaging all who come near. When the aura appears, each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 4d8 acid damage, or half as much damage on a successful save.
The aura persists for 1 minute, and deals 4d8 acid damage to each creature that ends its turn within 5 feet of you. A creature takes the same damage when it enters the aura for the first time on its turn.
Acid Breath (11). As an action, your mouth spews forth vitriolic acid in a line 100 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 12d8 acid damage on a failed save, or half as much damage on a successful one.

ADAPTIVE BODY
Greater discipline (Immortal)
You can alter your body to withstand punishing environments.
Psychic Focus. While focused on this discipline, you don’t need to eat, sleep, or breathe.
Energy Adaptation (5, C). As an action, you touch a creature and give it resistance to acid, cold, fire, lightning, or thunder damage for up to 1 hour.
Energy Immunity (7, C). As an action, you touch a creature and give it immunity to acid, cold, fire, lightning, or thunder damage for up to 1 hour.

ALACRITY
Lesser discipline (Knife)
You channel psionic power into your body, pushing beyond your limits. You strike your enemies with deadly agility, bringing swift death while you dance around the battlefield.
Psychic Focus. While focused on this discipline, you can use a reaction when you are missed by a melee attack to move up to 10 feet. This movement doesn’t provoke opportunity attacks.
Dazzling Speed (1-6, A). When you hit a target with a melee weapon attack, you can use your incredible speed to distract them from future attacks. The target takes an extra 1d8 damage per psi point you spend of the same type dealt by the weapon, and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
The amount of points spent on this effect cannot exceed your proficiency modifier.
Death from Above (5). As an action, you whirl around, striking each creature within 5 feet of you with one of your weapons. Creatures within thearea must succeed on a Dexterity saving throw or take 3d6 damage. On a successful save, a creature takes half as much damage. Then, choose a creature that you can see within 60 feet. You leap to an unoccupied space adjacent to the target. Make a melee weapon attack against the target. On a hit, the target takes 3d8 damage in place of the attack’s normal effect. The damage type is the same as that of the weapon
Honed Reflexes (7). As a reaction, you can reroll a Dexterity saving throw that you fail. If you do so, you must use the new roll.

ALTER PERCEPTIONS
Greater discipline (Awakened)
By channeling psionic power, you gain the ability to substitute a creature’s perceptions of the world with images you choose.
Psychic Focus. While focusing on this discipline, you can use your action to touch a willing humanoid and allow it to perceive through your senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
While perceiving through your senses, the other creature benefits from any special senses possessed by you, and they are blinded and deafened to their own surroundings.
Psychosis (6, C). As an action, you cast the confusion spell.
Vision of Death (10, C). You force your enemies to perceive their own death. As an action, choose any number of creatures you can see within 30 feet. Each creature must make a Wisdom saving throw. On a failed save, a creature becomes frightened for 1 minute. At the start of each affected creatures’ turn before the effect ends, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the effect ends.
Microcosm (13). You warp the consciousness and senses of a creature, sending it into a catatonic state, where its senses are all completely fabricated from within its own mind.
As an action, choose a creature within 60 feet. The target must make a Wisdom saving throw. On a failure, it permanently falls unconscious, unable to perceive anything beyond its own delusions.
A creature with more than 100 hit points is immune to this effect.
Using this effect on a creature again turns its sensory pathways outward once more, freeing it from the effect. Otherwise, only very potent effects such as greater restoration, heal, or wish can restore the creature to normal.

ASPECT OF THE BEAST
Greater discipline (Knife)
You call forth the aggressive nature of the beast inherent in yourself, enhancing your combat prowess and your ability to hunt your foes.
Psychic Focus. While focused on this discipline, you gain a bonus to Strength (Athletics) and Dexterity (Acrobatics) checks. The bonus equals half your psionic ability modifier (minimum bonus of +1).
Expansion (3). As an action, you cast the enlarge spell on yourself.
Thicken Skin (5, C). As an action, you cause your skin to thicken into armor. For 1 hour, your AC can’t be less than 13 + your Constitution modifier, regardless of what kind of armor you are wearing.
Avatar of Doom (13, C). As an action, you wrench from your subconscious a terrifying visage of deadly hunger and become one with it.
You transform into an Avatar of Doom for 1 minute, or until you drop to 0 hit points or die. See the Psionic Monsters and NPCs section for the creature’s statistics.
Your game statistics are replaced by the statistics of the creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours.
You assume the hit points of your new form. When you reverts to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
While in this form, you can’t speak, cast spells, or use powers, but you can still use your psychic focus normally.

ASTRAL MANIPULATION
Greater discipline (Awakened)
Through this discipline, you deliver messages, travel, and even avoid death by manipulating the Astral Plane.
Psychic Focus. While focused on this discipline, you can use your reaction when you are hit by an attack to slip partially into the Astral Plane for a moment. Nonmagical bludgeoning, piercing, and slashing damage that you take from the attack is reduced by 3.
Dream (7). By spending 1 minute in uninterrupted meditation, you cast the dream spell.
Astral Seed (11). By spending 8 hours in uninterrupted meditation, you weave strands of astral ectoplasm and diamond dust worth at least 1,000 gp into a crystal containing the seed of your living mind. The crystal remains inert and endures indefinitely, as long as it remains undisturbed.
At any time thereafter, if you die, your soul transfers to the crystal, provided that your soul is free and you are willing to return, and your physical remains become inert and can’t thereafter be restored to life, since your soul is elsewhere. While your soul resides in the crystal, you can use powers and perform any other purely mental actions.
You have thirty days to grow a new organic body, after which time your sentience fades and your soul passes on if it hasn’t entered a new body.
To grow a body, you (in the storage crystal) must spend ten days in uninterrupted solitude. The body’s constituent parts are pulled as ectoplasm from the Astral Plane, then slowly molded and transformed into a living, breathing body that is physically identical to your original. Optionally, you can also choose to have the new body be a younger version of your own. The crystal itself breaks down and becomes part of the new organic body when the tenth day ends, at which point you completely and totally inhabit the new body.
Your new self is identical to the original and has the same personality, memories, and abilities, but none of your original self’s equipment.
Astral Projection (13). By spending 1 hour in uninterrupted meditation, you cast the astral projection spell.

BEND ENERGY
Lesser discipline (Invisible Hand)
You exert your mind over the pure energy that makes up the universe, using it to assault your foes.
Psychic Focus. While focused on this discipline, you can use your reaction when you take acid, cold, fire, lightning, or thunder damage to reduce the damage taken by 3. Also, the first time you deal damage of that type before the end of your next turn, the target takes an extra 3 damage of that type.
Energy Missile (1+). As an action, you can spend up to your psi limit to unleash a guided missile of either acid, cold, fire, lightning, or thunder, which flies unerringly toward a creature that you can see within 120 feet. The target takes 1d6 damage of the chosen type for each psi point you spend.
Energy Blast (1+). As an action, you can spend up to your psi limit to unleash a 15-foot cone of either acid, cold, fire, lightning, or thunder. Creatures within the cone must succeed on a Dexterity saving throw or take 1d6 damage of the chosen type for each psi point you spend. On a successful save, a creature takes half as much damage.
Energy Ball (5). As an action, you fire a sphere of either acid, cold, fire, lightning, or thunder to a point within 120 feet that you can see. Creatures within a 30-foot sphere centered on the point must succeed on a Dexterity saving throw or take 5d8 damage of the chosen type. On a successful save, a creature takes half as much damage.

BODY OF WIND
Greater discipline (Immortal)
You and your possessions take on a gaseous quality, allowing you to move like a howling gale, squeeze through small spaces, and escape danger. You move with the lightest steps using this discipline.
Psychic Focus. While focused on this discipline, you take no falling damage and ignore difficult terrain.
Wind Step (1–7). As your move, you can fly up to 20 feet for each psi point you spend. You must land at the end of this movement, otherwise you fall, unless you have some means of staying aloft.
Wind Form (5, C). As an action, you gain a flying speed of 60 feet for 10 minutes.
Misty Form (7, C). As an action, your body becomes mist-like. In this form, you gain resistance to bludgeoning, piercing, and slashing damage. You can pass through openings that are no more than an inch wide. The only actions you can take in this form are the Dash action, or to revert to your normal form. This benefit lasts for up to 1 hour.

CELERITY
Lesser discipline (Immortal)
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. In your eyes, the world seems to slow down while you continue to move as normal.
Psychic Focus. While focused on this discipline, your speed increases by 5 feet, and you have advantage on initiative checks. If you are surprised, you can spend 1 psi point to no longer be surprised.
Seize the Initiative (1–5). When you roll initiative, you can use your reaction to give yourself or one creature you can see within 60 feet of you a +2 bonus to initiative for each psi point you spend.
Surge of Speed (2). As a bonus action, you increase your speed by 30 feet until the end of your turn. In addition, you don’t provoke opportunity attacks this turn.
Surge of Action (5). As a bonus action, you can gain an additional action this turn. That action can be used only to take the Attack (one attack only),
Dash, Disengage, Hide, or Use an Object action.

CHRONOKINESIS
Greater discipline (Immortal)
Using this discipline, you use time itself to assault your foes and avoid harm.
Psychic Focus. While focused on this discipline, you can use your reaction when you are attacked by a creature within 30 feet of you that you can see to impose disadvantage on the attack roll, shifting several moments into the future. The first attack roll against you before the end of your next turn has advantage, as you reel from the shift in time.
Temporal Deceleration (5, C). As an action, you cast the slow spell.
Borrow Time (10). You gain a second turn immediately after this one. At the end of that turn, you become stunned until the start of your next turn. You cannot move or act in any way during this time. This effect cannot be avoided in any way.
Timeless Body (13). As an action, you remove yourself from time. Until the start of your next turn, you are invulnerable to all damage and effects. You cannot move or act in any way during this time.

CLAIRSENTIENCE
Greater discipline (Awakened)
This discipline grants you the ability to push your senses beyond their former limits, viewing things that are remote in both space and time.
Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
Sensory Anchor (5, C). As an action, you create an invisible, magical sensor within your space that hovers in the air for 1 hour. You mentally receive visual and auditory information from the sensor, which has normal vision and darkvision out to 30 feet. The sensor can look in every direction.
There is no limit to the sensor’s range, but it cannot send information from another plane of existence.
Effects that would allow a creature to see invisible creatures or objects, such as truesight, reveal the sensor as a floating, glass-like sphere.
Hypercognition (7). After 10 minutes of uninterrupted meditation, you cast the legend lore spell.
Remote Viewing (7). After 10 minutes of uninterrupted meditation, you cast the scrying spell.
Precognition (13). As an action, you bestow upon yourself a limited ability to see into the immediate future. For 8 hours, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

CONQUERING MIND
Lesser discipline (Awakened)
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 proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline.
Exacting Query (2). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. On a successful save, the target is
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unaffected, and you can’t use this ability on it again until you finish a long rest.
Occluded Mind (2). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. If the statement is unreasonable (such as “bathing in lava will heal you”), the creature has advantage on the saving throw. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.
Broken Will (5). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can’t use this ability on that creature again until you finish a long rest.
Psychic Grip (7, C). As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence 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, despite being paralyzed.
CRYOKINESIS
Greater discipline (Invisible Hand)
You have mastered the art of manipulating the element of cold, creating frigid blasts and shrugging off freezing temperatures without a second thought.
Psychic Focus. While focused on this discipline, you can tolerate temperatures as low as -100 degrees Fahrenheit without any additional protection. In addition, cold damage that you take is reduced by 3.
Ice Lance (2, A). When you deal cold damage with a discipline effect or talent, you can hurl a massive icicle at one creature damaged by the power. The target takes an additional 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
Frigid Ray (9). As an action, you channel a beam of bone-chilling cold at a creature within 120 feet that you can see. Make a ranged discipline
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attack. On a hit, the target takes 10d10 cold damage, and its speed is reduced by half until the start of your next turn. On a miss, the target takes half as much damage and its speed is not reduced.
Thermal Void (11). As an action, you drastically reduce the heat in 30-foot-radius sphere centered on a point you can see within 120 feet. Each creature in the area must make a Constitution saving throw. A target takes 11d8 cold damage on a failed save, or half as much damage on a successful one. Any flames within the area are immediately snuffed out.
CRYSTALLINE MANIFESTATIONS
Lesser discipline (Invisible Hand)
Using this discipline, you create psionically charged crystals out of thin air, using them to assault your foes.
Psychic Focus. While focused on this discipline, you deal 1 additional damage with the crystal burst talent and effects from this discipline.
Crystal Shard (1+). As an action, you target a creature that you can see within 120 feet of you. Make a ranged discipline attack against the target. On a hit, the target takes 1d10 piercing damage for each psi point spent.
Baleful Crystal (1+, C). As an action, you create a floating crystal charged with psychic energy in an unoccupied space of your choice within 60 feet, which lasts for 1 minute. Any creature that ends its turn within 5 feet of the crystal must make a Wisdom saving throw. The creature takes 1d6 psychic damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the crystal up to 30 feet. If you ram the crystal into a creature, that creature must make the saving throw against the crystal’s damage, and the crystal stops moving this turn.
When you move the crystal, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The crystal sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
The damage increases by 1d6 for each additional psi point spent.
Crystalline Bonds (3, C). As an action, you cause crystals to grow on a creature that you can see within 90 feet. The target must succeed on a Strength saving throw or be restrained by the crystalline growths for 1 minute. The target can use its action to make a Strength check against your discipline save DC. On a success, it frees itself.
At the start of each of its turns, the target takes 2d4 slashing damage from the crystals’ razor-sharp edges.
When the effect ends, the crystals erode away into dust.
Hail of Crystals (7). As an action, you cause razor-sharp crystals to rain down upon a point you can see within 300 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 10d4 damage on a failed save, or half as much damage on a successful one.
Crystal shards turn the effect’s area into difficult terrain until the end of your next turn.
DECEIVE SENSES
Lesser discipline (Awakened)
Using psychic energy, you create illusions of objects, creatures, sounds, and other phenomena.
Psychic Focus. While focusing on this discipline, you can use your action to throw your voice. Choose a point within 90 feet that you can see. For 1 minute, or until you dismiss this effect as a bonus action on your turn, your voice seems to originate from that point.
Silent Image (2). As an action, you cast the silent image spell.
Cloud Mind (3, C). As an action, you cloak your presence from the minds of other creatures. You become invisible for 1 hour.
This effect ends immediately if you attack, use a power, or cast a spell.
Major Image (5, C). As an action, you cast the major image spell.
DISPLACEMENT
Lesser discipline (Knife)
Using your psionic power to subtly influence time and space, you make yourself into a harder target.
Psychic Focus. While focusing on this discipline, ranged attacks against you have disadvantage.
Dimension Slide (1+). As a bonus action, you teleport up to 10 feet to an unoccupied space that you can see.
For each additional psi point spent, the distance increases by 10 feet.
Blink (5). As an action, you cast the blink spell.
Vanishing Strike (7). As an action, make a melee weapon attack against a creature, dealing an extra 4d8 damage. After the attack, you bend the light around you, becoming invisible, and teleport up to 30 feet to a point you can see. You remain
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invisible for up to 1 minute, or until you attack, cast a spell, or use a discipline.
DISRUPTIVE STRIKES
Greater discipline (Knife)
You’ve learned to unleash your psionic energy into chaotic blasts that disable your enemies.
Psychic Focus. While focusing on this discipline, targets hit by your melee weapon attacks have disadvantage on any Constitution saving throws made to maintain concentration.
Stygian Strike (3, A). When you hit a creature with a melee weapon attack, you cloud the creature’s mind. The target takes an extra 2d6 damage of the same type dealt by the weapon, and has disadvantage on the next attack roll it makes before the beginning of your next turn.
Disorienting Blow (5, A). When you hit a creature with a melee weapon attack, you cloud the creature’s mind. The target takes an extra 3d6 damage of the same type dealt by the weapon, and it must make a Wisdom saving throw. On a failed save, the target is confused, as per the confusion spell until the beginning of your next turn.
Stunning Assault (7, A). When you hit a creature with a melee weapon attack, you cloud the creature’s mind. The target takes an extra 5d6 damage of the same type dealt by the weapon, and it must make a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn.
ELECTROKINESIS
Greater discipline (Invisible Hand)
Through the use of psionic energy, you create and control deadly surges of lightning and massive blasts of thunder.
Psychic Focus. While focused on this discipline, lightning and thunder damage that you take is reduced by 3.
Aftershock (2, A). When you deal lightning or thunder damage with a discipline effect or talent, you can shock one creature damaged by the power. The target takes an additional 1d8 lightning damage and it can’t take reactions until the start of your next turn.
Arc Lightning (9). As an action, you unleash a 30-foot cone of lightning. Creatures within the cone must succeed on a Dexterity saving throw or take 7d10 lightning damage. On a successful save, a creature takes half as much damage.
Fulmination (11). As an action, you call down a powerful bolt of lightning at a point you can see
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within 120 feet. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one.
A mere moment later, a painfully intense boom of thunder erupts from that point. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d10 thunder damage and is knocked prone on a failed save, or half as much damage on a successful one.
ELEMENTAL WEAPON
Greater discipline (Knife)
You channel psionic energy to imbue your weapons with the elements.
Psychic Focus. While focused on this discipline, you charge one weapon you carry, or one of your fists, with elemental energy. While you hold this weapon, it deals 1d4 additional acid, cold, fire, lightning, or thunder (your choice) damage, and is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Empowered Strike (1–6, A). When you hit a target with a melee weapon attack, you can charge your weapon with elemental energy. Choose acid, cold, fire, lightning, or thunder. The weapon deals damage of the chosen type instead of its normal type for the attack. The target takes an extra 1d8 damage per psi point you spend of the same type dealt by the weapon, and suffers an additional effect depending on the chosen damage type.
Acid: The target takes 1d4 acid damage at the end of its next turn.
Cold: The target’s speed is reduced by half until the end of your next turn.
Fire: Each creature of your choice within 5 feet of the target takes fire damage equal to your psionic ability modifier.
Lightning: The target can’t take reactions until the start of your next turn.
Thunder: The target is pushed 5 feet away from you.
The amount of points spent on this effect cannot exceed your proficiency modifier.
Energy Weapon (5). As an action, choose acid, cold, fire, lightning, or thunder. For 8 hours, one or more weapons you are wielding deal damage of the chosen type instead of their normal type. You can change your selection as an action.
ENERGY MASTERY
Greater discipline (Invisible Hand)
This discipline grants you unmatched control over energy, which you can use to devastating effect.
Psychic Focus. While focused on this discipline, you deal an additional 1 damage whenever you deal acid, cold, fire, lightning, and thunder damage.
Unmake (9+). As an action, a thin ray of destructive energy springs from your pointing finger to a target that you can see within 60 feet. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this effect must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is unmade.
An unmade creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This effect automatically unmakes a Large or smaller nonmagical object or creation of magical force. If the target is a Huge or larger object or creation of force, this effect unmakes a 10-foot-cube portion of it. A magic item is unaffected by this power.
The damage increases by 2d6 for each additional psi point spent.
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Ultrablast (10). As an action, you unleash a blast of pure force. Each creature within 15 feet, other than you, must succeed on a Dexterity saving throw or take 6d12 force damage. On a successful save, a creature takes half as much damage.
Unleash Energy (13). As an action, unleash the raw energy in an area, annihilating your foes. Creatures within a 30-foot sphere centered on a point you can see within 120 feet must succeed on a Dexterity saving throw or take 8d6 each of acid, cold, fire, lightning, and thunder damage. On a successful save, a creature takes half as much damage.
FEW AGAINST MANY
Greater discipline (Knife)
Through discipline and training, you have developed powerful psionic techniques to help you fight against large numbers of creatures.
Psychic Focus. While focusing on this discipline, opportunity attacks against you are made with disadvantage.
Blade Slash (2+). As an action, you swipe your weapon toward your foes, unleashing enough force to batter creatures in a 15-foot cone. Creatures within the cone must succeed on a Dexterity
saving throw or take 3d6 damage. On a successful save, a creature takes half as much damage. The damage type is the same as that of the weapon
The damage increases by 1d6 for each additional psi point spent.
Ravager (9, C). As an action, you throw your weapon to a point that you can see within 60 feet, causing it to fly around and assault your enemies for 1 minute. Any creature that ends its turn within 5 feet of the ravager must make a Dexterity saving throw. The creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon.
As an action, you can move the ravager up to 30 feet. If you ram the ravager into a creature, that creature must make the saving throw against the ravager’s damage, and the ravager stops moving this turn.
When you move the ravager, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.
Shockwave (13). As an action, you slam your weapon into the ground, causing a shockwave to extend outward from you in a 30-foot cone. Creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 8d8 thunder damage and is stunned until the start of your next turn. On a successful save, it takes half as much damage.
FORCE BULWARK
Lesser discipline (Immortal)
Through sheer force of will, you create a shield of psionic energy, or imbue a shield that you are currently using, allowing psychic energy to course through the shield and enhance your combat prowess.
Psychic Focus. While focusing on this discipline, you create shield made of pure psionic energy. It has the same stats as a normal shield, and you are proficient with it.
Telekinetic Push (1). Whenever you are missed by a melee attack, you can use your reaction to attempt to shove the creature.
Shield Slam (1-5). As a bonus action, you can spend up to 5 psi points to make a melee discipline attack with your shield that deals 1d4 + psi points spent as bludgeoning damage.
Psionic Protection (5). Whenever an ally within 30 feet of you is attacked and you are wearing a shield, you can throw your shield as a reaction to impose disadvantage on the attack roll before it hits or misses.
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Absorb Magic (10). As a reaction to being affected by a spell of 7th level or lower, you can activate this effect as a reaction to suffer no effects from the spell.
INTELLECT FORTRESS
Lesser discipline (Awakened)
You forge an indomitable wall of psionic energy around your mind – one that allows you to launch reflexive counterattacks against your opponents.
Psychic Focus. While focused on this discipline, you gain resistance to psychic damage.
Psychic Backlash (1). As a reaction, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes 1d6 psychic damage.
Psychic Parry (1–3). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a 2 bonus to that saving throw for each psi point you spend. You can use this ability after rolling the die but before applying the result.
Psychic Redoubt (5, C). As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain resistance to psychic damage and advantage on
Intelligence, Wisdom, and Charisma saving throws while within 30 feet of you.
Indomitable Will (7). As a reaction, you can reroll a Wisdom saving throw that you fail. If you do so, you must use the new roll.
IRON DURABILITY
Lesser discipline (Immortal)
This discipline grants you unmatched toughness and resilience on the battlefield.
Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.
Psionic Recovery (2). As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total.
Iron Hide (1–3). As a reaction when you are attacked, you gain a +2 bonus to AC for each psi point you spend. You spend these points after learning the attack’s result but before applying its effects.
Shrug Off (7). As a reaction, you can reroll a Constitution saving throw that you fail. If you do so, you must use the new roll.
Body of Iron (11, C). As an action, you transform your body into living iron for 10 minutes. For the duration, you gain the following benefits:
• You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
• You are immune to the blinded, deafened, poisoned, and stunned conditions.
• You cannot drown.
• You gain resistance to acid and fire damage.
• Your weight is multiplied by 10, causing you to sink in water like a stone.
• You gain advantage on melee weapon attack rolls using Strength, and your attacks deal an additional 1d4 damage.
KINETIC MANIPULATION
Lesser discipline (Invisible Hand)
You learn to manipulate the kinetic energy behind objects around you, accelerating and decelerating them as you see fit.
Psychic Focus. While focused on this discipline, your jump distance is tripled.
Inertial Armor (2). As an action, you create a protective shell of energy around yourself for 8 hours. As long as you aren’t wearing armor, your AC becomes 13 + your Dexterity modifier. This effect ends if you don armor or if you dismiss it as an action.
Kinetic Buffer (5). As an action, you form a buffer of kinetic energy around yourself. You gain 20 temporary hit points for 1 hour. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 psychic damage.
Inertial Barrier (7, C). As an action, you create a skin-tight barrier of psionic energy around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. For 1 hour, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage, and any damage you would suffer from falling is reduced by half.
LEGACY OF THE VOID
Greater discipline (Immortal)
You have embraced the otherworldly influence that fuels your power, using it to devastating effect.
Psychic Focus. While focused on this discipline, necrotic and psychic damage that you take is reduced by 3.
Psi Lance (7
). As an action, you unleash a deadly line of psychic energy 100 feet long and 5 feet wide, originating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d10
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psychic damage on a failed save, or half as much damage on a successful one.
The damage increases by 1d10 for each additional psi point spent.
Void Rift (11, C). As an action, you create a 20-foot-radius sphere tear in reality centered on a point within 150 feet. The void rift spreads around corners and is heavily obscured. It lasts for 1 minute.
When the void rift appears, each creature in it must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the effect’s area for the first time on a turn or ends its turn there.
The rift moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Surrender to Madness (13, C). As an action, you infuse your body with powers from the Far Realm, transforming into a Faceless One.
The transformation lasts for 1 minute, or until you drop to 0 hit points or die. See the Psionic Monsters and NPCs section for the creature’s statistics.
Your game statistics are replaced by the statistics of the creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours.
You assume the hit points of your new form. When you reverts to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
While in this form, you can’t speak, cast spells, or use powers, but you can still use your psychic focus normally.
MENTAL VEIL
Lesser discipline (Knife)
You have a special knack for hiding your thoughts, making you difficult to read, detect, and influence.
Psychic Focus. While focused on this discipline, other creatures have disadvantage on Wisdom (Insight) checks against you.
Thought Shield (2). As a reaction, you gain advantage on saving throws against being charmed, and magic or psionic effects can’t read your thoughts. This effect lasts until the end of your next turn.
Escape Detection (5). As an action, you hide yourself from divination magic. For 8 hours, you can’t be targeted by any divination magic or perceived through magical scrying sensors.
Mind Trap (7). As an action, you create a mental trap for any who would attempt to detect, influence, or read your mind with magic. For 8 hours, you are aware of any attempts to view you, detect your thoughts, or charm you, but not the source. As a reaction when you become aware of an attempt, you can spring the mind trap on the source of the effect. The target must succeed on a Wisdom saving throw or take 10d10 psychic damage and be stunned until the end of its next turn. On a successful save, the target takes half as much damage.
METACREATIVITY
Greater discipline (Awakened)
Your mental prowess allows you to shape and alter reality.
Psychic Focus. While focused on this discipline, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this effect again, when you stop focusing on this discipline, or if it takes any damage.
Astral Construct (2-13, C). As an action, you create an astral construct made of solidified ectoplasm that attacks your enemies. The construct appears in a space you can see within 30 feet, and must remain within 120 feet of you.
The astral construct’s statistics are identical to any beast that whose maximum challenge rating is determined by the amount of psi points spent on this effect.
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Astral Construct
Psi Points
Max CR 2 1/4
3
1/2 5 1
6
2 7 3
9
4 10 5
11
6 13 7
It is considered a construct instead of a beast, although its appearance is up to you.
You can cast spells as though you were in the construct’s space, but you must use your own senses.
The construct obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can mentally command the construct to move (no action required by you). You can use your action to mentally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
The astral construct lasts for 8 hours, or until you dismiss it as an action. If dismissed, you may use your action again to call the construct back into existence.
Genesis (11). As an action, you cast the demiplane spell.
Reality Revision (13). As an action, you duplicate any spell of 8th level or lower, or any discipline effect with a cost of 11 or lower. You don’t need to meet any requirements of the spell or effect, including costly components. The spell or effect simply takes effect.
METAMORPHOSIS
Greater discipline (Immortal)
You cannel your psionic power, snapping bones and twisting flesh, transforming yourself.
Psychic Focus. You can make yourself look different as an action, as long as you remain focused on this discipline. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the transformation is up to you.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your discipline save DC.
Minor Shapeshifting (2, C). As an action, you gain one of the following benefits for 1 hour, or until you use any effect from this discipline again.
• You gain 5 temporary hit points.
• You gain a natural weapon of some sort (battering horns, fangs, claws, etc.) that deals 1d6 damage of an appropriate type (bludgeoning for battering horns, for example).
• You gain a swim speed of 20 feet.
• You gain a climb speed of 20 feet.
• You gain a burrow speed of 10 feet.
Shapeshifting (5, C). As an action, you gain one of the following benefits for 1 hour, or until you use any effect from this discipline again.
• You gain 20 temporary hit points.
• You gain the ability to spit acid. For the duration, you may make a ranged discipline attack against a creature within 30 feet. If you hit, you deal 3d8 acid damage to the target.
• You gain a natural weapon of some sort (battering horns, fangs, claws, etc.) that deals 1d8 damage of an appropriate type (bludgeoning for battering horns, for example).
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• You gain a swim speed of 40 feet.
• You gain a climb speed of 40 feet.
• You gain a burrow speed of 20 feet.
• You gain a flying speed of 20 feet.
• You gain two benefits from the minor shapeshifting effect above.
Major Shapeshifting (9, C). As an action, you gain one of the following benefits for 1 hour, or until you use any effect from this discipline again.
• You gain 40 temporary hit points.
• You gain the ability to exhale a cloud of poison. For the duration, you may exhale a 15-foot cone of poison. Creatures within the cone must make a Constitution saving throw. A creature takes 4d10 poison damage on a failed save, or half as much damage on a successful one.
• You gain a natural weapon of some sort (battering horns, fangs, claws, etc.) that deals 1d10 damage of an appropriate type (bludgeoning for battering horns, for example).
• You gain a swim speed of 60 feet.
• You gain a climb speed of 60 feet.
• You gain a burrow speed of 40 feet.
• You gain a flying speed of 40 feet.
• You gain two benefits from the shapeshifting effect above.
True Shapeshifting (13, C). As an action, you gain two benefits from the major shapeshifting effect above for 1 hour, or until you use any effect from this discipline again. For the duration, you can change the benefits granted by this effect as a bonus action on your turn.
METAPSIONICS
Greater discipline (Awakened)
Your mastery over psionic abilities allows you to easily detect and manipulate the psionic forces of others.
Psychic Focus. While focused on this discipline, you sense the presence of psionics within 30 feet of you. If you sense psionics in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears psionic energy. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Dispel Psionics (5+). As an action, choose any creature, object, or psionic effect within 120 feet. Any psionic effect with a psi point cost of 5 or lower on the target ends. For each effect of a higher cost on the target, make an ability check using your psionic ability. Consult the table below to determine the DC.
Dispel Psionics
Cost
DC 6 14
7
15 8-9 16
10
17 11 18
12-13
19
Psionic Contingency (10). Meditating for 10 minutes, you choose a discipline effect with a psi point cost of 7 or lower that has an activation time of 1 action, and that can target you. You use that effect – called the contingent effect – as part of using psionic contingency, expending psi points for both, but the contingent effect doesn’t come into effect. Instead, it takes effect when a certain when a certain circumstance occurs. You describe that circumstance when you use the two effects. For example, a psionic contingency used with wind form might stipulate that wind form comes into effect when you jump.
The contingent effect takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then psionic contingency ends.
The contingent effect takes effect only on you, even if it can normally target others. You can use only one psionic contingency at a time. If you use this effect again, the effect of another psionic contingency effect on you ends. Until it is triggered or otherwise ended, contingency remains for 10 days.
MINDBENDER
Greater discipline (Awakened)
Wielding powerful psionic energy, you mold the minds of others as you see fit.
Psychic Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks.
Alter Memory (7+, C). As an action, you attempt to reshape another creature’s memories. One creature that you can see within 30 feet must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for 1 minute. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell or power, this effect ends, and none of the target’s memories are modified.
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While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the effect ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature’s true memory, as does a restore health effect from the psionic restoration discipline.
You may spend additional psi points to alter memories further within the creature’s past: 7 days ago (9 psi points total), 30 days ago (10 psi points total), 1 year ago (11 psi points total), or any time in the creature’s past (13 psi points total).
Enthrall (10). As an action, you touch an incapacitated humanoid. The subject must succeed on a Wisdom saving throw or be charmed by you for 24 hours, or until a remove curse spell is cast on it, a restore health effect from the psionic restoration discipline is used on it, the charmed condition is removed from it, or you use this power again. On a success, the creature resists your attempts to control it, and you cannot use this effect on that creature again until you finish a long rest.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Mindkiller (13). You snuff out the very mind of a foe, slaying it with overwhelming will. As an action, choose a creature within 60 feet. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, this power has no effect.
MIND OVER EMOTION
Greater discipline (Awakened)
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 psionic ability modifier (minimum bonus of 1).
Charming Presence (1–7). As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point you spend on this ability; the total is how many hit points worth of creatures this spell can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximum, ignoring unconscious creatures or creatures immune to this effect. Each creature affected by this ability is charmed by you for 10 minutes. While charmed, it regards you as a friendly acquaintance. A creature engaged in combat is immune to this effect.
Telempathic Projection (3). As an action, you cast the calm emotions spell.
Revolting Presence (5, C). As an action, you exert an aura of repulsive power. Up to five creatures of your choice that you can see within 30 feet of you must each make an Intelligence saving throw. On a failed save, a target is frightened of you for 10 minutes. While frightened, it takes 3d8 psychic damage if it doesn’t end its turn at least 10 feet farther away from you than it was at the start of that turn. It can then make another Intelligence saving throw at the end of the turn. On a success, this effect ends.
Invoke Awe (7, C). As an action, you exert an aura that inspires awe and adulation in others. Up to five creatures of your choice that you can see within 60 feet of you must each make an Intelligence saving throw. On a failed save, the target is charmed by you for 10 minutes. While charmed, it obeys all your orders to the best of its ability and without risking its life. The target will only harm creatures that it has seen harm you since it first came under the effect of this ability. At the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends.
MIND VAULT
Lesser discipline (Awakened)
Your mind forms a light but useful link to other living things within hundreds of miles. This link
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allows you to draw on the knowledge of others in the following ways.
Psychic Focus. While focused on this discipline, you can meditate for 1 minute to gain proficiency with one skill or tool of your choice for 10 minutes. You cannot use this ability to gain multiple proficiencies at the same time, and each time you meditate with this discipline you can choose a different skill or tool to gain proficiency with.
Borrow Expertise (2). As a bonus action, you gain advantage on one skill check or saving throw of your choice that you make before the end of your next turn. You must opt to gain the advantage before rolling.
Borrow Language (5). As an action, you gain the ability to speak, read, and understand one language for 8 hours. You can use this ability multiple times to gain its benefits with several languages.
Borrow Lore (7). As an action, name one specific location in your mind. You learn a summary of the important lore regarding that place. At the DM’s option, you also learn up to three secrets about it, such as the location of traps, passwords, or where treasure is hidden within it.
PHOTOKINESIS
Lesser discipline (Invisible Hand)
Using this discipline, you bend and manipulate light, blinding your foes, cloaking your allies in darkness, or even focusing it into a blast of energy.
Psychic Focus. While focusing on this discipline, as a bonus action on your turn, you can remove the light from one non-magical light source for 1 minute, or until you use a bonus action to cancel the effect.
Darkness (3). As an action, you cast the darkness spell.
Blinding Flash (5). As an action, you create a brilliant flash of light to momentarily blind creatures within 20 feet of you. Each creature within range other than you must make a Constitution saving throw. On a failed save, a creature is blinded for 1 minute.
A creature that is blinded by this effect makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
PREDATION
Greater discipline (Knife)
You learn to use psionic energy to assist you in stalking and taking down your foes.
Psychic Focus. While focusing on this discipline, you cause your skin and equipment to take on the color and texture of nearby objects, including floors and walls. You gain a bonus to Dexterity (Stealth) checks. The bonus equals half your psionic ability modifier (minimum bonus of +1).
Mindhunter (2, C). As a bonus action, you designate a target you can see within 90 feet as your quarry. For 1 hour, you deal an extra 1d6 psychic damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find it. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Vanish (5). As an action, you turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Nightblade (6). As an action, you throw a shadowy blade that travels in a line 100 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. A creature takes 8d6 necrotic damage and its speed is reduced by 10 feet on a failed save, or half as much damage and no additional effect on a successful one.
Mark for Death (9). As an action, you study the target, making note of weak points. The next hit you score against the target before the end of your next turn is a critical hit.
PSIONIC ASSAULT
Greater discipline (Awakened)
You wield psionic energy to batter your foes with devastating attacks.
Psychic Focus. While focused on this discipline, the range on your mind thrust and thought spear talents is doubled, and you deal an additional 1 damage whenever you deal psychic damage.
Psychic Wave (3). As an action, you unleash a semi-solid wave of psychic energy in a 15-foot cone in front of you. Each creature in the cone must make a Strength saving throw. A target takes 2d6 psychic damage and is knocked prone on a failed save, or half as much damage and isn’t knocked prone on a successful one.
Mind Blast (6
). As an action, you emit psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw. A target takes 6d6 psychic damage and is stunned for 1
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minute on a failed save, or half as much damage on a successful one.
A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The damage increases by 1d6 for each additional psi point spent.
Psychic Crush (11). As an action, batter the mind of a creature within 120 feet. The target must make an Intelligence saving throw. The target takes 12d10 psychic damage on a failed save, and the next attack roll made against the target before the end of your next turn has advantage, as the target reels from the experience. On a successful save, the target takes half as much damage and no additional effect.
PSIONIC RESTORATION
Lesser discipline (Awakened)
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 living creature that has 0 hit points and automatically stabilize it.
Mend Wounds (1–7). As an action, you can restore hit points to a creature you touch. The creature regains 3 hit points per psi point you spend.
Restore Health (3-5). As an action, you can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned.
If you spend 2 additional psi points, you can instead remove either the frightened or charmed condition, or one effect that causes confusion or madness.
Restore Vigor (7). As an action, you can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum.
PSIONIC THROW
Lesser discipline (Knife)
Through the use of psychic energy, you empower your throwing weapons.
Psychic Focus. While focused on this discipline, when you throw a weapon, you may have it return to your hand after the attack is resolved.
Forceful Throw (1). When you hit a creature with a thrown weapon, you can push the creature up to 5 feet away from you in a straight line.
Engaging Throw (3). As an action, make a thrown weapon attack against one creature within the weapon’s range. On a hit, the target suffers the attack’s normal effects, and you teleport to an unoccupied space adjacent to the target.
Bladefall (7). As an action, you throw your weapon into the air and choose a point within 120 feet. Hundreds of spectral duplicates of your weapon fall like rain from above and then vanish. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon, and the weapon immediately returns to your hand.
PSIONIC WEAPON
Lesser discipline (Immortal)
You channel psionic energy to lend devastating power to your attacks.
Psychic Focus. While focused on this discipline, you charge one weapon you carry, or one of your fists, with psionic energy. While you hold this weapon, it gains a 1 bonus to attack rolls and damage rolls, but is not considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you use this option on a magic weapon, use the weapon’s bonuses or the discipline’s bonuses, whichever are higher.
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Ethereal Weapon (1). As a bonus action, you can momentarily transform a weapon you hold into psionic energy. The next attack you make with this weapon requires no attack roll. Instead, the target must make a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers any 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.
If an effect would grant a penalty to your attack roll, it instead reduces your discipline save DC by that amount.
Lethal Strike (1–6, A). When you hit a target with a melee weapon attack, you can increase the damage to that target. The target takes an extra 1d10 psychic damage for each psi point you spend.
The amount of points spent on this effect cannot exceed your proficiency modifier.
Augmented Weapon (5-7, C). As a bonus action, you strengthen the energy that you have infused into your psionic weapon, increasing its bonus to attack rolls and damage rolls to +2 for 5 psi points or +3 for 7 psi points for 1 minute.
PSYCHOPORTATION
Greater discipline (Invisible Hand)
You bend space to your will, moving creatures from one location to another with a mere thought.
Psychic Focus. While focused on this discipline, you can teleport up to 10 feet to an unoccupied space that you can see a bonus action.
Baleful Teleport (5). As an action, you teleport up to 150 feet to an unoccupied space that you can see, releasing a blast of energy. Each creature in a 20-foot-radius sphere centered on that point (other than you) must make a Constitution saving throw. A target takes 6d6 thunder damage on a failed save, or half as much damage on a successful one.
Reposition (7-9). As an action, you may teleport up to 8 willing creatures within 90 feet to other locations within range.
If you spend an additional 2 psi points, you may target unwilling creatures as well. Each unwilling creature must succeed on a Wisdom saving throw or be teleported.
Psychoport (10). As an action, you cast the teleport spell.
Plane Hop (10). As an action, you cast the plane shift spell.
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PYROKINESIS
Greater discipline (Invisible Hand)
You have grown adept at creating and manipulating fire using you willpower alone.
Psychic Focus. While focused on this discipline, your vision is no longer obscured by smoke or fire. In addition, fire damage that you take is reduced by 3.
Ignite (2, A). When you deal fire damage with a discipline effect or talent, you can cause one creature damaged by the power to burn. The target takes an additional 2d6 fire damage.
Cinderstorm (9). As an action, you throw a barrage of 6 burning cinders from your hand at targets within 120 feet. You can throw them at one target or several. Make a ranged discipline attack for each cinder. On a hit, the target takes 4d6 fire damage.
Living Bomb (11). As an action, ignite a creature that you can see within 120 feet. Make a ranged discipline attack against the target. On a hit, the target takes 10d6 fire damage immediately, and at the end of its next turn, the flames explode outward. Each creature within 15 feet of the target must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The initial living bomb target automatically fails this save.
SHAPE MATTER
Greater discipline (Invisible Hand)
Using psychic energy, you reshape matter to better suit your needs.
Psychic Focus. While focused on this discipline, as an action, you can temporarily reshape one nonmagical object – no larger than 1–foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. This effect lasts for 1 minute, and the object glows with a faint purple light.
Reconstruction (1-7). As an action, you can touch a construct or object and reknit its structure to repair damage it has taken. The construct or object regains 5 hit points per psi point you spend.
Modify Matter (5). Over the course of 1 hour, you convert up to 10 cubic feet of material of one sort into a product that is composed of the same material. If working with a mineral, you convert 1 cubic feet of material instead.
Creation (7). As an action, you cast the creation spell, shaping raw ectoplasm rather than pulling wisps of shadow material from the Shadowfell.
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SOUL AFFINITY
Greater discipline (Knife)
You have developed a limited knack for manipulating the lifeforce of creatures by using psionic energy.
Psychic Focus. While focusing on this discipline, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your power ability modifier.
Death Ward (6). As an action, you cast the death ward spell.
Spirit Wrack (10). As an action, you assault the lifeforce from creatures around you. Each creature of your choice within 15 feet must make a Constitution saving throw. A target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Strike the Soul (13). As an action, make a melee weapon attack against a creature within reach, striking the target’s lifeforce directly. On a hit, the target takes 15d10 psychic in place of the attack’s normal effect. If a creature is slain in this way, it cannot be restored to life by any means.
TELEKINETICS
Lesser discipline (Invisible Hand)
Using your mind, you manipulate objects from afar.
Psychic Focus. While focused on this discipline, one object you are holding up to 5 pounds begins to float, following you as you move. You can use a bonus action to cause another object to float, ending the effect on the other object. The object floats until you stop focusing on this discipline, or until you use a bonus action to dismiss the effect.
Force Push (1
). As an action, you unleash a solid blast of force from your outstretched hand in a line 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw. A creature takes 1d10 force damage for each psi point you spend on a failed save and is knocked prone, or half as much damage and isn’t knocked prone on a successful one.
Psychokinetic Charge (6). As an action, you telekinetically hurl a willing creature across the battlefield to a point you can see within 50 feet. Upon landing, the creature can make a melee weapon attack against a creature within reach as a reaction.
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Telekinesis (7). As an action, you cast the telekinesis spell.
Upheaval (11). Rending earth and stone, you hurl chunks of the floor, ceiling, wall, or other terrain at your foes. As an action, choose a point you can see within 120 feet. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 7d12 bludgeoning damage on a failed save, or half as much damage on a successful one.
TELEPATHY
Greater discipline (Awakened)
You have mastered the art of telepathic communication, using it for both hostile and benign means.
Psychic Focus. When you begin focusing on this discipline, you create a mindlink between yourself and up to 8 willing creatures. While focused on this discipline, you and any mindlinked creatures can communicate telepathically through the bond with any other member even if they do not share a common language.
Detect Thoughts, Psionic (3, C). As an action, you can read the thoughts of certain creatures for 1 minute. When you use this effect and as your action on each turn until the effect ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature – what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the effect ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the effect ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this effect is particularly effective as part of an interrogation.
You can also use this effect to detect the presence of thinking creatures you can’t see. When you cast the effect or as your action during the duration, you can search for thoughts within 30 feet of you. The effect can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Psychic Scream (5, C). As an action, you unleash a terrifying shriek in the minds of your enemies. Each hostile creature within 15 feet must succeed on a Wisdom saving throw or become frightened for the 1 minute.
While frightened by this effect, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Crisis of Life (11). As an action, you attempt to overload the nervous system of a creature within 60 feet. If the target has 150 hit points or fewer, it is stunned until the end of your next turn. When the stunning effect ends, the target takes 6d10 psychic damage.
THIRD EYE
Lesser discipline (Awakened)
This discipline can open a third eye within your mind, opening your doors of perception.
Psychic Focus. While focused on this discipline, you have blindsight with a radius of 30 feet.
Tremorsense (1, C). As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute.
Unwavering Eye (1, C). As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.
Truesight (5, C). As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute.
TOUCH OF THE VOID
Lesser discipline (Invisible Hand)
You embrace the alien influence that powers psionics, using it to create strange and powerful effects.
Psychic Focus. While focused on this discipline, as an action, you can spend 1 psi point to learn the location of any aberration within 60 feet of you that
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is not behind total cover. This effect lasts until the end of your next turn.
Voices from Beyond (2). As an action, you cast the dissonant whispers spell.
Void Spikes (3+). As an action, you create three lances of pitch black negative energy. Each lance hits a creature of your choice that you can see within 120 feet. A lance deals 1d4+1 necrotic damage to its target, and you regain hit points equal to half the amount of necrotic damage dealt. The lances all strike simultaneously and you can direct them to hit one creature or several.
You create one more lance for each additional psi point spent.
Void Tendrils (6). As an action, you cast the Evard’s black tentacles spell.
WILL OF BLADES
Lesser discipline (Knife)
You are adept at bolstering your attacks with psychic energy, disabling your foes and bypassing their defenses.
Psychic Focus. While focused on this discipline, whenever you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you gain advantage on the next melee weapon attack you make before the end of your next turn.
Maiming Strike (1-6, A). When you hit a creature with a melee weapon attack, you can maim the target. The target takes an extra 1d8 damage per psi point you spend of the same type dealt by the weapon, and its speed is reduced by 10 feet until the start of your next turn.
The amount of points spent on this effect cannot exceed your proficiency modifier.
Manifested Will (1). When you would deal psychic damage as part of a melee weapon attack, or as part of a discipline effect that includes a melee weapon attack, you can deal force damage instead.
Piercing Strike (3). As a bonus action, you gain advantage on the next melee weapon attack you make before the end of your turn.
Shattering Strike (5, A). When you hit a creature with a melee weapon attack, you can shatter the target’s defense against a damage type. The target loses its resistance to one damage type of your choice until the end of your next turn.
WRATHFUL GUARDIAN
Greater discipline (Immortal)
You channel your anger into something more useful, delivering drawing in your foes’ attacks and retaliating with deadly brutality.
Psychic Focus. While focused on this discipline, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to take the attack instead.
Hammer (2+). You channel your anger into your touch, delivering the force of a sledgehammer with your fist. As an action, make a melee discipline attack against a creature you can reach. If the target damaged you since the end of your last turn, you have advantage on the attack roll. On a hit, the creature takes 2d8 force damage.
The damage increases by 1d8 for each additional psi point spent.
Wrathful Attacks (6, C). As a bonus action, you enter state of deadly calm for 1 minute, retaliating to enemies with brutal vengeance. For the duration, when you make a melee weapon attack, you have advantage on the attack roll and gain a bonus to the damage roll equal to your psionic ability modifier, but only against creatures that have damage you since the end of your last turn.
Bide (9). As an action, you enter a meditative state, focusing your anger and wrath into a destructive blast. This meditative state lasts until the end of your next turn. For the duration, whenever a creature within 15 feet damages you with an attack, the attacker takes psychic damage equal to the damage dealt by the attack.
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PSIONIC TALENTS
A psionic talent is a psychic ability that requires psionic aptitude but doesn’t drain a mystic’s psionic energy. Talents are similar to disciplines and use the same rules, but with three important exceptions:
• You can never use your psychic focus on a talent.
• Talents don’t require you to spend psi points to use them.
• Talents aren’t linked to psionic orders.
BALLISTIC ATTACK
Psionic talent
As an action, choose an object weighing up to 5 pounds within 150 feet that isn’t being worn or carried by another creature. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 1d8 damage. The damage type is either bludgeoning, piercing, or slashing, depending on the type of object thrown.
The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The weight limit increases by 5 pounds when you reach 5th level (10 pounds), 11th level (15 pounds), and 17th level (20 pounds).
BEACON
Psionic Talent
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as a bonus action.
BLADE MELD
Psionic talent
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.
CRYSTAL BURST
Psionic talent
As an action, you launch razor-sharp shards of crystal at creatures around you. Each creature within 5 feet, other than you, must succeed on a Dexterity saving throw or take 1d6 slashing damage.
This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
DISTRACT
Psionic talent
As an action, cause a creature’s thoughts to wander, distracting it. One creature of your choice within 30 feet has disadvantage on the next Wisdom (Perception) or Wisdom (Insight) check it makes before the start of your next turn.
ENERGY RAY
Psionic talent
As an action, you fire a ray of pure energy at a creature within 120 feet. Make a ranged discipline attack against a creature that you can see within range. You choose acid, cold, fire, lightning, or thunder for the type of beam you create. If the attack hits, the creature takes 1d10 damage of the type you chose.
This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
FAR HAND
Psionic talent
As an action, you draw ectoplasm from the Astral Plane, creating a spectral hand at a point you choose within 30 feet. The hand lasts for 1 minute or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you use this talent again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.
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LIGHT STEP
Psionic talent
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so.
MIND MELD
Psionic talent
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 THRUST
Psionic talent
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).
THOUGHT SPEAR
Psionic talent
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).
NIGHT EYES
Psionic talent
As an action, you grant yourself darkvision with a range of 30 feet. This benefit lasts for 1 hour.
UNEARTHLY TERROR
Psionic talent
As an action, you bombard a creature within 60 feet with horrifying images, causing them to be shaken. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. A creature that is immune to being frightened is unaffected.
This talent’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
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CUSTOMIZATION OPTIONS
MULTICLASSING
To qualify for multiclassing into the Mystic class, you must have an Intelligence score of 13 or higher.
PSIONICS AND MULTICLASSING
Your capacity for psionics depends partly on your combined levels in all your psionic classes and partly on your individual levels in those classes. Once you have the Psionics feature from more than one class, use the rules below. If you multiclass but have the Psionics feature from only one class, you follow the rules as described in that class.
Disciplines and Talents Known. You determine what disciplines and talents you know for each class individually, as if you were a single-classed member of that class. If you are a mystic 4/fighter (Psychic Warrior) 3, for example, you know 5 disciplines, two of which must be from the Immortal and Awakened Mind discipline lists.
Each discipline you know is associated with one of your classes, and you use the psionics ability of that class when you use the discipline.
Psi Points and Psi Limit. You determine your available psi points by adding together all your levels in the mystic class, and a third of your fighter or rogue levels (rounded down) if you have the Psychic Warrior or the Lurk feature. Use this total to determine your psi points and psi limit by consulting the Multiclass Psion table.
For example, if you are the aforementioned mystic 4/fighter (Psychic Warrior) 3, you count as a 5th level character when determining your psi points: you have 27 psi points and a psi limit of 5.
Power Surge. You determine your access to the Power Surge feature by adding together all your level sin the mystic class, and a third of your fighter or rogue levels (rounded down) if you have the Psychic Warrior or the Lurk feature. Use this total to determine your available uses of Power Surge, if any.
For example, if you are a mystic 8/fighter (Psychic Warrior) 12, you count as a 12th level character when determining your Power Surge uses: you have one use of the Power Surge feature, which can increase your psi limit to 9 points.
See the mystic’s Power Surge description for more details about this feature.
FEATS
The following psionic-themed feats are available.
WAR PSION
Prerequisite: The ability to use at least one power
You have practiced using psionics in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to use a power on the creature, rather than making an opportunity attack. The power must have an activation time of 1 action and must target only that creature.
PSION SLAYER
You have practiced techniques useful in melee combat against psions, gaining the following benefits:
Multiclass Psion:
Psi Points and Psi Limit
Level
Power Surge
Psi Points
Psi Limit 1st 4 2
2nd
6
2 3rd 14 3
4th
17
3 5th 27 5
6th
32
5 7th 38 6
8th
44
6 9th 57 7
10th
64
7 11th Power Surge (9 psi points) 73 7
12th
73
7 13th Power Surge (10 psi points) 83 7
14th
83
7 15th Power Surge (11 psi points) 94 7
16th
94
7 17th Power Surge (13 psi points) 107 7
18th
114
7 19th 123 7
20th
133
7
40
• When a creature within 5 feet of you uses a power, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a power, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against powers used by creatures within 5 feet of you.
WILD TALENT
You learn two psionic talents of your choice.
In addition, choose one lesser discipline. You learn that discipline and gain 2 psi points, which may only be used on the chosen discipline.
If you do not have the Psionics class feature, you can’t gain the psychic focus benefit of the discipline.
Your psionic ability for these powers is Intelligence.
Classes

Psionic mystic

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