Disciple List

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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 Assault
16
Invisible Hand (Lesser)
Bend Energy
Crystalline Manifestations
Kinetic Manipulation
Photokinesis
Telekinetics
Touch of the Void
Invisible Hand (Greater)
Acrikinesis
Cryokinesis
Electrokinesis
Legacy of the Void
Metacreativity
Psychokinesis
Psychoportation
Pyrokinesis
Shape Matter
Knife (Lesser)
Alacrity
Displacement
Mental Veil
Psionic Throw
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
Greaterdiscipline (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 Intelligence modifier to that damage.
In addition, acid damage that you take is reduced
by 3.
Corrode (2).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 1d6 acid damage
immediately, and 1d6 acid damage at the end of its
next two turns.
Corrosive Aura (9,C,T).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, T).As an action, your mouth
spews forth vitriolic acid in a line of 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 11d8 acid damage on a
failed save, or half as much damage on a
successful one.
ADAPTIVE BODY
Greaterdiscipline (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.

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