Professional Documents
Culture Documents
988671-Psionics and The Mystic v2
988671-Psionics and The Mystic v2
By Esteban Ruquet
Psionics have a long history, backing to the days of
DISCLAIMER AD&D First Edition, and it has spawned versions in all
the iterations of the game. Although 5th Edition has
I’m not the author of the core psionic some time under its wing, there isn’t any official version
class, nor I intend to steal in way from this of it, and it has only be presented as a few Unearthed
file, although contributions will be Arcana articles. The version presented here is an
welcomed in my other works. This is a alternate take on the mystic class presented in the
derivative work of a free document latest Unearthed Arcana, dabbling with some of its
belonging to Wizards of the Coast, made inconsistencies and problems, as I see them. There are
by Jeremy Crawford and Mike Mearls. also some other classes’ archetypes and a few feats.
This is a free document, and, if Wizards
don’t avail it anymore on their site, I will The main problems I see on the Unearthed Arcana
not claim otherwise. I don’t claim any are the following:
rights on this work, nor I will claim them - Psionics working exactly the same as magic, thus negating preexisting
in the future. My only intention is to “fix” Dark Suns general and Forgotten Realms illithid’s lore.
some problems I see with the Mystic class, - Raw power issues of the Psionic effects regarding to the DMGs
as well as add some flavor to psionics. I guidelines equivalent level of power of spells.
release any rights I could claim if Wizards - Overextension of discipline’s powers and effects. Now they have more
decide to take these modifications and or less the same options, but some of them are linked to higher levels. The
use them as their own. I’m only a shard of ones that still have more than three pre 10th effects have slightly toned
down
noosphere.their offensive capacity (lesser size of damage dice).
- Lack of any meaningful impact of the Order’s disciplines.
- Lack of any balancing issue that prevents psionics to work.
- Lack of any interesting choice or power past 10th level.
- Lack of an archetype dedicated to telekinesis.
- Although there isn’t any meaningful effect that costs more than 7 psi, Psionic Mastery is a problem by itself, as it allows to ignore
Concentration, thus leading to stupid stacking. There is also the issue that it’s only more psi points.
- Lack of multiclassing.
- Non-intuitive psi point progression.
- Soulblade seeming off in the psionic orders, and also forced to Dexterity.
- Wu jen masteries working exactly like spells, but then open to every other order. Also, the issue that it is another blaster caster,
- Fluff impact on the disciplines,
There are many more little issues, but most of them are minimal in effect. In this document, my intend is to rebalance and rework the
mystic into a playable, interesting class, although this is in a draft form too. It’s necessary to balance a little more the final Mastery
powers, although many of their effects have damage equal to the DMGs Guidelines. I hope that many people comment and review this,
as it is free. I hope too that Crawford and Mearls read this and use my work as a draft for the final release of the mystic class.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos
are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of
Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the
Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont,
CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Psionics Awakening
PSIONICS Psionics believe that reality isn’t fixed nor
Psionics, in its simplest form, is harnessing objective, but phenomenical and
the power of the mind and using it to perform a intersubjective, and that a powerful mind can
wide number of tasks, without mundane or battle the current consensus of reality and
magical intervention. It is the act of harnessing impose its own. This requires a lot of training
the innate power of the mind to perform actions and mental prowess, as the will and intelligence
that others deem impossible. needed to do so are rare. Even more, not any
intelligent nor strong-willed person can achieve
While all creatures have the capacity to use the mental state of illumination and
the power of the mind to a certain degree, a comprehension needed to do so. The Awakening
psionic character is a master of it. Being nature is the precise moment in which a person
or training, even the most simple talents require comprehends the core of reality, and struggles
a vast degree of training and experimentation. A to impose its will. When you create a mystic,
psionic character has learned to tap into and you should think when and how you receive
utilize this internal energy, using it to expand your illumination. Many Mystics came to being
their abilities or even to learn more about by witnessing the endless horrors of the Far
themselves. Once a mind has learned this Realm, others through careful investigation in
pathway of psionics, it often becomes a path ancient tomes, many by strict discipline and
they cannot help themselves from further testing of the reality, some by sheer ambition
exploring. Once awakened, a mind can not be and stubbornness, and some achieve it by
put to rest easily. profound meditation at a mountaintop- anyone
of these options is plausible to you, but some of
Magic and Psionics them are more adequate to certain archetypes
Psionics work very differently to magic, as than others.
they are two separate forces. The psionics don’t Psionics are the powers of the awakened
usually cast spells (with some exceptions, as the mind, a transcendental state of being in which
wu-jen Arcane Dabbler feature) Effects that awesome feats that defy the physical and
have a magic tag descriptor, such as counter magical rules are possible. The power of the
spells and antimagic fields have not any effect mind alters the reality in its core, imposing its
on psionics, and vice-versa, although certain will to change the laws of reality and shaping it
psionic effects still can be avoided by magical to their whims. But changing objective reality to
means or racial features. The exception to this subjective desires is complicated and difficult.
is when a psionic power is used to cast spells. Only the most experienced mystic adepts can do
All spells are magical, no matter how they are so, and start slowly, mimicking magical effects
casted, and psionics delve into the magic weave to “deceit” reality. When they progress in their
when they are used to cast them. illumination, they can achieve more daunting
effects effortlessly, shaping reality at their
whim.
THE MYSTIC
A human clad in simple robes walks along a mindless fear clings to the orcs’ minds and they,
forest path. A gang of goblins emerges from the despite facing a far inferior foe, turn and run,
brush, arrows trained on him, their smiles wide never noticing the calm half-elf standing amid
at their good fortune of finding such easy prey the militia and directing its efforts.
for the legion’s slave pens. Their smiles turn to Baron von Ludwig was always proud of his
shrieks of terror as the traveler grows to giant grand library. Little did he know that each
size and leaps at them, his staff now a deadly evening, a gnome laden with blank scrolls
cudgel. slipped past his guards each night and dutifully
The militia forms in ranks to prepare for the copied his most heavily guarded archives. When
orcs’ charge. The growling brutes howl their the duke’s men arrived to arrest him for dealing
battle cries and surge forward. To their with demons, he never guessed that the gnome
surprise, the human rabble holds its ground scribe traveling with them had spent more time
and fights with surprising ferocity. Suddenly, in his keep than he had over the past year.
1
These heroes are all mystics, followers of a SELECTING QUIRKS
strange and mysterious form of power. Mystics To add some texture to your mystic, consider
shun the world to turn their eyes inward, the quirks your character has acquired. These
mastering the full potential of their minds and behaviors have no game effect, but your
exploring their psyches before turning to face character might become irritated or upset if
the world. Mystics are incredibly rare, and most forced to break them. They’re a great roleplaying
prefer to keep the nature of their abilities secret. tool to add character to the game. You can roll
Using their inner, psychic strength, they can on or pick from the table below, or create your
read minds, fade into invisibility, transform own quirks. Aim to create two quirks, to give
their bodies into living iron, and seize control of them more of a chance to come into play.
the physical world and bend it to their will. Finally, consider why your character chose
these behaviors. What do they say about your
character’s personality or background? Are they
Hermits and Outcasts based on a specific incident or a belief?
Mystics are loners. Most discover the secrets
of their power through vague references in
tomes of lore or by ingratiating themselves to a
Creating a Mystic
master of the power. When creating a mystic, consider your
character’s background. How did you become a
In order to master their power, mystics must
mystic? What first drew you to this practice?
first master themselves. They spend months
Are you self-taught, or did you have a master?
and years in quiet contemplation, exploring
If you had a master, what is that relationship
their minds and leaving
like?
nothing uncovered. During this time, they
Consider also why you returned to the world
shun society and typically live as hermits at the
from your hermitage. Did you leave someone or
edge of society. A mystic who studied under a
something behind when you took up your
master worked as a virtual slave, toiling away at
studies? Are you driven by revenge or some
mundane tasks in return for the occasional
other motivation?
lesson or cryptic insight.
When mystics finally master their power,
MYSTIC QUIRKS
they return to the world to broaden their d20 Quirk
horizons and practice their craft. Some mystics 1 You never cut your hair.
prefer to remain isolated, but those who become 2 You refuse to wear clothes of a specific color.
adventurers aren’t content to remain on the 3 You never say your name.
fringe of the world. 4 You never wear footwear.
5 You always wear a mask.
Odd Minds 6 You dye your hair bright blue or green.
In order to maintain the strict discipline and 7 You pick a new name each day.
intense self-knowledge needed to tap into their 8 You never immerse yourself in water.
power, the mystic develop a variety of practices 9 You sleep on bare earth.
to keep their focus sharp. 10 You never consume alcohol.
11 You wear a veil to conceal your face.
These practices are reflected in taboos and
12 You always wear a specific piece of clothing.
quirks, strange little behaviors that govern a
13 You refuse to light fires.
mystic’s actions. These quirks are oaths or
14 You refuse to write things down, instead using
behavioral tics that help keep mystics in the
pictograms.
proper frame of mind while maintaining perfect
control over their minds and bodies. 15 You never sit on a chair, preferring to stand or sit
on the floor.
While these taboos are harmless, they help 16 You never answer to any name but your own.
cast mystics as outsiders. Few feel accepted by 17 You write down the name of each creature you
society, and fewer still care to become
slay, and name ones that are unnamed.
integrated with it. To mystics, the life of the
18 You consume only water and raw vegetables.
mind is where they feel most at home.
19 You spend any money you earn within 1 week of
gaining it.
20 You often speak to an imaginary companion, and
act only with its blessing.
The Mystic
Proficiency Talents Discipline Psi Point Psi
Level Bonus Features Known s Known Dice Limit
1st +2 Psionics, Mystic Order 1 1 d4+int 2
2nd +2 Mystical Recovery, Telepathy 1 1 d4+int 2
3rd +2 Mystic Order feature 2 2 d4+int 3
4th +2 Ability Score Improvement, Strength of Mind 2 2 d4+int 4
5th +3 — 2 3 d6+int 5
6th +3 Mystic Order feature 2 3 d6+int 5
7th +3 — 2 4 d6+int 6
8th +3 Ability Score Improvement, Potent Psionics 2 4 d6+int 6
9th +4 2 5 d8+int 7
10th +4 Consumptive Power 3 5 d8+int 7
11th +4 Psionic Mastery 3 5 d8+int 8
12th +4 Ability Score Improvement 3 6 d8+int 8
13th +5 Psionic Mastery (2) 3 6 d10+int 9
14th +5 Mystic Order feature, 3 6 d10+int 9
15th +5 Psionic Mastery (3) 3 7 d10+int 10
16th +5 Ability Score Improvement 3 7 d10+int 10
17th +6 — 4 7 d12+int 11
18th +6 Psionic Mastery (4) 4 8 d12+int 11
19th +6 Ability Score Improvement 4 8 d12+int 12
20th +6 Psionic Body 4 8 d12+int 12
Mystical Recovery
Starting at 2nd level, you can draw vigor
from the psi energy you use to power your
psionic disciplines. Immediately after you spend
psi points on a psionic discipline of you order,
you can take a bonus action to recover hit
points equal to the number of psi points you
spent.
You must finish a short rest to use this
feature again.
Telepathy
At 2nd level, your mind awakens to the
ability to communicate via telepathy. You can
telepathically speak to any creature you can see
within 120 feet of you in this manner. You don’t
creature, subject to any skill check your DM
need to share a language with the creature for
adjudicate.
it to understand your telepathic messages, but
the creature must be able to understand at least
one language or be telepathic itself. Most Ability Score Improvement
intelligent creatures are horrified to find out When you reach 4th level, and again at 8th,
that you can “read their minds”, as they 12th, 16th, and 19th level, you can increase one
consider it a mind rape, and so they can choose ability score of your choice by 2, or you can
to close their minds making an Intelligence increase two ability scores of your choice by 1.
saving throw. Further attempts of persuasion or You can also choose one feat if your DM agrees
communication are at disadvantage, as they are to. As always, you can’t increase an ability score
hostile to you, but Intimidation checks have above 20 using this feature.
advantage.
You can still conceal your true identity by Strength of Mind
making an Intelligence (Deception) check, and
you can even “whisper” or imitate voices if you Even the simplest psionic technique requires
want to, to further confuse or annoy the a deep understanding of how psionic energy can
augment mind and body. This understanding
allows you to alter your defenses to better deal
with threats.
Starting at 4th level, you can replace your
proficiency in Wisdom saving throws whenever
you finish a short or long rest. To do so, choose
Strength, Dexterity, Constitution, or Charisma.
You gain proficiency in saves using that ability,
instead of Wisdom. This change lasts until you
finish your next short or long rest.
Potent Psionics • You are immune to disease, poison damage,
and the poisoned condition.
At 8th level, you are more competent with
psionics, and infuse it with your mind power. • If you die, roll a d20. On a 10 or higher, you
You add your Intelligence modifier to any discorporate with 0 hit points, instead of dying,
damage roll you make for a psionic talent. and you fall unconscious. You and your gear
disappear. You appear at a spot of your choice
1d3 days later on the plane of existence where
Consumptive Power you died, having gained the benefits of one long
At 10th level, you gain the ability to sacrifice rest.
your physical durability in exchange for psionic
power. When activating a psionic discipline, you
can pay its psi point cost with your hit points, MYSTIC ORDERS
instead of using any psi points. Your current hit
Psionics is a mysterious form of power within
points and hit point maximum are both reduced
most D&D worlds. Secretive orders study its
by the number of hit points you spend. This
origins and applications, while pushing the
reduction can’t be lessened in any way, and the
boundaries of what psionic power can achieve.
reduction to your hit point maximum lasts until
Each of these orders pursues a specific goal for
you finish a long rest.
psionic power, . That goal shapes how the
Once you use this feature, you can’t use it members of an order understand psionics.
again until you finish a long rest.
Order of the Avatar
Psionic Mastery Mystics of the Order of the Avatar delve into
Beginning at 11th level, your mastery over the world of emotion, mastering their inner life
your of psionic energy allows you to push your to such an extent that they can manipulate and
mind beyond its normal limits. Choose a amplify the emotions of others with the same
discipline from your order. You gain the Mastery ease that an artist shapes clay. Known as
Focus: all the benefits of its psychic focus are Avatars, these mystics vary from tyrants to
permanent to you and don’t count against your inspiring leaders who are loved by their
psychic focus limits, so you can choose another followers.
discipline to have as your psychic focus and still
Avatars can bring out extreme emotions in
gain its benefits. You also gain that discipline’s
the people around them. For their allies, they
Mastery effects, described in each discipline.
can lend hope, ferocity, and courage,
Mastery effects with a given cost can’t be used
transforming a fighting band into a deadly,
more than once per short rest, although you
unified force. For their enemies, they bring fear,
gain new uses of it as you level up.
disgust, and trepidation that can make even the
As normal, Mastery Focus still ends while most hardened veteran act like a shaky rookie.
you are incapacitated, frightened, charmed or
stunned. BONUS DISCIPLINES
You gain new Masteries when you reach the At 1st level, you learn two additional psionic
13th 15th and 18th levels. You can use your new disciplines of your choice. They must be chosen
mastery feature both for the new power gained from among the Avatar disciplines.
or to reuse an expended power in your Psychic
Mastery. When you reach 18th level, all your ARMOR TRAINING
Mastery Disciplines’ effects lose the At 1st level, you gain proficiency with light
Concentration tag. and medium armor and shields.
MULTICLASSING
Proficiencies: simple weapons.
Hit Dice: d8
CLASS FEATURES
You gain the class features appropriate to
your level in each class. There is a few special
rules.
UNARMORED DEFENSE
If you have already the Unarmored Defense
feature, you cannot gain it again from another
class, although you use the better of the two.
PSIONICS AND SPELLCASTING
Psionics and spellcasting do not overlap. Psi
points are not sorcery points, and thus cannot
be used to gain new spell slots, nor can a
psionic power be used spending psi points
except by the Wu Jen Arcane Dabbler feature.
PSIONICS AND KI
Psionics and Ki come from the same source,
although they work differently. For all purposes,
ki is considered psionics, not exactly magic.
Each ki point can be used as psi points, and
it is equivalent to 2 psi points, and you can
PSIONIC DISCIPLINES AND TALENTS
Psionic talents and disciplines are the heart point range, still abiding by your psi limit. Some
of a mystic’s craft. They are the mental exercises options let you spend additional psi points to
and psionic formulae used to forge will into increase a discipline’s potency. Again, you must
tangible effects. abide by your psi limit, and you must spend all
Psionic disciplines were each discovered by the points when you first use the discipline; you
different orders and tend to reflect their can’t decide to spend additional points once you
creators’ specialties. However, a mystic can see the discipline in action.
learn any discipline regardless of its associated Each option notes specific information about
order, although most psionics will benefit from its effect, including any action required to use it
using their order’s disciplines at further levels. and its range.
Psionics draw power directly of your
conscious mind, so your mind has to be sharp COMPONENTS
and sound to use them. You can’t use any of Disciplines don’t require the components
your psionic disciplines or talents if you have that many spells require. Using a discipline
some condition that alters your mind such as requires no spoken words, gestures, or
charmed, frightened, incapacitated, poisoned or materials. The power of psionics comes from the
stunned. Being under mental stress, such as mind.
with a temporary madness, can also weirdly
interact with your psionics, provoking strange DURATION
effects, and for each Exhaustion level you have, An effect option in a discipline specifies how
your talent’s Psi Points cost increases in 1 long its effect lasts.
Instantaneous. If no duration is specified, the
USING A DISCIPLINE effect of the option is instantaneous.
Each psionic discipline has several ways you
can use it, all contained in its description. The Concentration. Some options require
discipline specifies the type of action and concentration to maintain their effects. This
number of psi points it requires. It also details requirement is noted with “conc.” after the
whether you must concentrate on its effects, option’s psi point cost. The “conc.” notation is
how many targets it affects, what saving throws followed by the maximum duration of the
it requires, and so on. concentration. For example, if an option says
“conc., 1 min.,” you can concentrate on its effect
The following sections go into more detail on for up to 1 minute. Concentrating on a
using a discipline. Psionic disciplines are not discipline follows the same rules as
magical, although they work similarly to spells. concentrating on a spell. This rule means you
can’t concentrate on a spell and a discipline at
PSYCHIC FOCUS the same time, nor can you concentrate on two
The Psychic Focus section of a discipline disciplines at the same time. See chapter 10,
describes the benefit you gain when you choose “Spellcasting,” in the Player’s Handbook for how
that discipline for your psychic focus. concentration works.
Sudden Shift (5 psi). As a reaction when Visions of Disgust (5 psi; conc., 1 min.).
you are hit by an attack, you shift down to You cause a creature to regard all other beings
minute size to avoid the attack. The attack as horrid, alien entities. As an action, choose
misses, and you move up to 5 feet without one creature you can see within 60 feet of you.
provoking opportunity attacks before returning The target must make a Wisdom saving throw.
to normal size. On a failed save, it takes 5d6 psychic damage,
and until your concentration ends, it takes 1d6
Microscopic Form (7 psi; conc., 10 min.). psychic damage per creature within 5 feet of it
As a bonus action, you become smaller than at the end of each of its turns. On a successful
Tiny until your concentration ends. While this save, the target takes only half the initial
size, you gain a +10 bonus to Dexterity (Stealth) damage and suffers none of the other effects.
checks and a +5 bonus to AC, you can move
through gaps up to 1 inch across without World of Horror (7 psi; conc., 1 min.). As
squeezing, you can’t make weapon attacks, you an action, choose up to six creatures within 60
have vulnerability against all damage and you feet of you. Each target must make a Charisma
only have 1 hit point. Small breeze counts as saving throw. On a failed save, a target takes
strong winds for you, and any significant wind 8d4 psychic damage, and it is frightened until
carries you. your concentration ends. On a successful save,
a target takes half as much damage. While
Mass shift (mastery, 8 psi). If you choose frightened by this effect, a target’s speed is
this discipline as your mastery, you can reduced to 0, and the target can use its action,
increase and concentrate all mass of your body and any bonus action it might have, only to
in a single point. As a reaction when you are make melee attacks. The frightened target can
repeat the saving throw at the end of each of its Indoctrination (Mastery, 12 psi). You can
turns, ending the effect on itself on a success. infect another’s one mind to believe that you are
Scapegoat (Mastery, 9 psi, Conc., 1 its rightful master, and obeys you at his best
minute ). Choose a creature. That must capability, even ignoring its alignment or prior
succeed on a Charisma save or emit a strong, allegiances.
unsettling aura that makes of him the target of The creature must be conscious and the
all hate and disgust. Every creature aside from process takes at least 1 hour of mind washing
you that could perceive the target must succeed to be affected. The creature ignores the effect if
on an Intelligence saving throw to realize that it succeeds on an Intelligence saving throw, and
something odd is happening. If the save fails, can’t be affected again once it has succeeded.
the other creatures turn hostile to the target, to Being freed of this effect is a lengthy process,
the point of prioritize as target of attacks. If the that needs the creature to be retained far away
save is successful, the creatures realize that it from you, and being exposed once and again to
is under a condition, but still feel the disgust their links and ideals. A week of this treatment
and repulsion. allows a new Intelligence save.
Frozen Rain (5 psi; conc., 1 min.). As an You can use your action to make a melee
action, choose a point you can see within 120 psionic attack with the sword. On a hit, the
feet of you. The air in a 20-foot-radius sphere target takes 2d10 radiant damage. You can
centered on that point becomes deathly cold concentrate on up to 2 radiant swords at a time,
and saturated with moisture. Each creature in but each time you have to spend the main cost.
that area must make a Constitution saving The blade is from the color of your aura, and
throw. On a failed save, a target takes 5d6 cold sheds bright light in a 15 feet radius, and dim
damage, and its speed is reduced to 0 until your light for additional 15 feet.
concentration ends. On a successful save, a Radiant Beam (5 psi; conc., 1 min.). As an
target takes half as much damage. As an action, action, you project a beam of light at one
a target that has its speed reduced can end the creature you can see within 60 feet of you. The
effect early if it succeeds on a Strength target must make a Dexterity saving throw. On
(Athletics) check with a DC equal to this effect’s a failed save, it takes 6d6 radiant damage and
save DC. You can increase this effect’s damage is blinded until your concentration ends. On a
by 1d6 per each additional psi point spent on it. successful save, it takes half as much damage.
Ice Barrier (6 psi; conc., 10 min.). As an A blinded target can repeat the saving throw at
action, you create a wall of ice, at least one the end of each of its turns, ending the effect on
portion of which must be within 60 feet of you. itself on a success. You can increase this effect’s
The wall is 60 feet long, 15 feet high, and 1 foot damage by 1d6 per each additional psi point
thick. The wall lasts until your concentration spent on it.
ends. Each 10-foot section of the wall has AC Bless of the Sunlight (Mastery, 8 psi). As
12 and 30 hit points. A creature that damages an action, you shed bright light in a 15 feet
the wall with a melee attack takes cold damage radius. Every creature reached by the light
equal to the damage the creature dealt to the must succeed on a Constitution save or suffer
wall. 6d12 radiant damage and being blinded for 1d4
rounds. If the save is successful, the creature NOMADIC MIND
only suffers half damage. Nomad Discipline
You dispatch part of your psyche into the
MASTERY OF WOOD noosphere, the collective vista of minds and
Wu-jen Discipline knowledge possessed by living things.
Your mastery and understanding over the Psychic Focus. Whenever you focus on this
living matter is enough to allow you to control discipline, you choose one skill or tool and have
mentally the wood, without needing to deal with proficiency with it until your focus ends.
the spirits. Alternatively, you gain the ability to read and
Psychic Focus. While focused on this write one language of your choice until your
discipline, you have advantage in any use of focus ends.
Carpenter’s or Woodcarver’s tools. You also can Wandering Mind (2–6 psi; conc., 10 min.).
use the mending cantrip on any wooden object.
You enter a deep contemplation. If you
Snap! (1-12 psi) As an action, you make one concentrate for this option’s full duration, you
wooden weapon (such as a polearm, bow or then gain proficiency with up to three of the
club) by psi point spent snap. The weapon has following skills (one skill for every 2 psi points
right to a Constitution Saving Throw (base spent): Animal Handling, Arcana, History,
modifier: 0). If you choose to, you may target a Medicine, Nature, Performance, Religion, and
shield for twice the psi point spent, and the Survival. The benefit lasts for 1 hour, no
shield has advantage. concentration required.
Wall of Wood (3 psi; conc., 1 hr.). As an Find Creature (2 psi; conc., 1 hr.). You cast
action, you create a wall of wood at least one your mind about for information about a
portion of which must be within 60 feet of you. specific creature. If you concentrate for this
The wall is 60 feet long, 15 feet high, and 1 foot option’s full duration, you then gain a general
thick. The wall lasts until your concentration understanding of the creature’s current
ends. Each 5-foot wide section of the wall has location. You learn the region, city, town,
AC 12 and 100 hit points. Breaking one section village, or district where it is, pinpointing an
creates a 5-foot by 5-foot hole in it, but the wall area between 1 and 3 miles on a side (DM’s
otherwise remains intact. choice). If the creature is on another plane of
Armored Form (6 psi; conc., 1 min.). As a existence, you instead learn which plane.
bonus action, you cover yourself of small wood Item Lore (3 psi; conc., 1 hr.). You carefully
shards that float around you, gaining resistance study an item. If you concentrate for this
to bludgeoning, piercing, and slashing damage, option’s full duration while remaining within 5
which lasts until your concentration ends. feet of the item, you then gain the benefits of an
Mastery of Wood (Mastery Focus). When identify spell cast on that item.
you make this discipline your mastery, your Psychic Speech (5 psi). As an action, you
reach with wooden weapons doubles, as you attune your mind to the psychic imprint of all
can extend the shaft at will, and the dice of the language. For 1 hour, you gain the ability to
weapon damage increases in 1 category (a club, understand any language you hear or attempt
E.G. makes 1d6 damage instead of 1d4 and has to read. In addition, when you speak, all
a reach of 10 feet, and a longbow fires at 600 creatures that can understand a language
feet and does 1d10 damage). understand what you say, regardless of what
Path of a thousand stakes (Mastery, 8 language you use.
psi). You make the roots of near plants to crack Connection to the Noosphere (Mastery, 9
de ground and grow as powerful stakes in a 20- psi). You learn how to connect yourself to the
feet square or a 60 feet line. The creatures in summum of the sentience knowledge. You can
the area must succeed on a Dexterity save or research any topic, and spend 1 hour in careful
take 8d10 piercing damage. The area is now meditation. You must succeed on a DC 20
difficult terrain, and the stakes are permanent. Intelligence saving throw or receive 4d6 psychic
Passing through the area requires a Dexterity damage and being stunned 10 minutes.
(acrobatics) check with a DC equal to your
Psionic save If someone know or knew the answer, you
receive a truthful, unambiguous answer. If no
one has a clear answer, the psionic can pinpoint
the most logical and educated guess available.
Once a Saving throw is failed, the mystic other one, appearing in an unoccupied space
cannot access to the noosphere until he next to it. The teleportation fails if there is no
finished a long rest. space for the creature to appear in.
Severing (mastery, 12 psi). An adept mystic Astral Gate (Mastery, 11 psi, conc.). You
can sever the connection of a creature with the open a portal to the Astral plane that last until
noosphere. The creature must succeed on an you lose concentration.
Intelligence save or its Intelligence score is
reduced to 0 and it is unconscious until PRECOGNITION
regaining at least 1 point of intelligence. Awakened Discipline
By analyzing information around you, from
NOMADIC STEP subtle hints to seemingly disconnected facts,
Nomad Discipline you learn to weave a string of probabilities in an
You exert your mind on the area around you, instant that gives you extraordinary insights.
twisting the intraplanar pathways you perceive Psychic Focus. While focused on this
to allow instantaneous travel. discipline, you have advantage on initiative
Psychic Focus. After you teleport on your rolls.
turn while focused on this discipline, your Precognitive Hunch (2 psi; conc., 1 min.).
walking speed increases by 10 feet until the end As a bonus action, you open yourself to receive
of the turn, as you are propelled by your momentary insights that improve your odds of
teleportation. You can receive this increase only success; until your concentration ends,
once per turn. whenever you make an attack roll, a saving
Step of a Dozen Paces (1-12 psi). If you throw, or an ability check, you roll a d4 and add
haven’t moved yet on your turn, you take a it to the total.
bonus action to teleport up to 20 feet per psi All-Around Sight (3 psi). In response to an
point spent to an unoccupied space you can attack hitting you, you use your reaction to
see, and your speed is reduced to 0 until the impose disadvantage on that attack roll,
end of the turn. possibly causing it to miss.
Defensive Step (2 psi). When you are hit by Danger Sense (5 psi; conc., 8 hr.). As an
an attack, you can use your reaction to gain action, you create a psychic model of reality in
your proficiency bonus to AC against that your mind and set it to show you a few seconds
attack, possibly turning it into a miss. You then into the future. Until your concentration ends,
teleport up to 10 feet to an unoccupied space you can’t be surprised, attack rolls against you
you can see. can’t gain advantage, and you gain a +10 bonus
There and Back Again (2 psi). As a bonus to initiative.
action, you teleport up to 20 feet to an Victory Before Battle (7 psi). When you roll
unoccupied space you can see and then move initiative, you can use this ability to grant
up to half your speed. At the end of your turn, yourself and up to five creatures of your choice
you can teleport back to the spot you occupied within 60 feet of you a +10 bonus to initiative.
before teleporting, unless it is now occupied or
on a different plane of existence. Alertness (Mastery). I you choose this
discipline as your Psionic Mastery, you can’t be
Phantom Caravan (6 psi). As an action, you surprised and you can use a reaction to force
and up to six willing creatures of your choice your allies to re-roll surpise.
that you can see within 60 feet of you teleport
up to 1 mile to a spot you can see or to an Cognitive superiority (Mastery, 10 psi,
anchor you know where is. If there isn’t an open conc. 1 minute). You can read the future paths
space for all the targets to occupy at the arrival of attack avoiding them completely. Any
point, this ability fails and is wasted. creature with lower or equal Initiative
automatically fails any attack if it is beaten in
Nomad’s Gate (7 psi; conc., 1 hr.). As an an Intelligence (Deception) confronted check
action, you create a 5-foot cube of dim, gray against your Intelligence (Insight) control. Even
light within 5 feet of you. You create an identical if they can attack you, they do it with
cube at any point of your choice within 1 mile disadvantage.
that you have viewed within the past 24 hours.
Until your concentration ends, anyone entering
one of the cubes immediately teleports to the
PSIONIC WEAPON
Immortal Discipline
You have learned how to channel psionic Psionic Blast (1-12 psi). As an action,
energy into your attacks, lending them choose one creature you can see within 60 feet
devastating power. of you. The target takes 1d4 psychic damage per
Psychic Focus. Whenever you focus on this psi point spent on this ability. Undead and
discipline, choose one weapon you’re holding or constructs are immune to this feature.
your unarmed strike. When you attack with it Ego Whip (3 psi). As an action, choose one
while focused on this discipline, its damage is creature you can see within 60 feet of you. The
psychic, rather than its normal damage type. target must make an Charisma saving throw.
Until you reach 6th level as a mystic, you don’t On a failed save, the creature takes 3d8 psychic
add your Strength or Dexterity modifier to the damage, and it is filled with self-doubt, leaving
psychic attack’s damage rolls. it able to use its action on its next turn only to
Ethereal Weapon (1 psi). As a bonus action, take the Dodge, Disengage, or Hide action. On a
you temporarily transform one weapon you’re successful saving throw, it takes half as much
holding or your unarmed strike into pure damage.
psionic energy. The next attack you make with Id Insinuation (5 psi). As an action, choose
it before the end of your turn ignores the target’s one creature you can see within 60 feet of you.
armor, requiring no attack roll. Instead, the The target must make an Intelligence saving
target makes a Dexterity saving throw against throw. On a failed save, the creature takes 5d8
this discipline. On a failed save, the target takes psychic damage, and it goes into a fury, as its
the attack’s normal damage and suffers its id runs rampant. On its next turn, it can use its
additional effects. On a successful save, the action only to take the Dodge or Attack action.
target takes half damage from the attack but On a successful save, it takes half as much
suffers no additional effects that would damage.
normally be imposed on a hit. Psychic Blast (6 psi). As an action, you
Lethal Strike (1-12 psi). As a bonus action, unleash devastating psychic energy in a 60-foot
you imbue a weapon you’re holding or your cone. Each creature in that area must make an
unarmed strike with psychic energy. The next Intelligence saving throw, taking 6d8 psychic
time you hit with it before the end of your turn, damage on a failed save, or half as much
it deals an extra 1d10 psychic damage per psi damage on a successful one. You can increase
point spent. the damage by 1d8 for each additional psi point
Augmented Weapon (5 psi; conc., 10 you spend when you use this ability.
min.). As a bonus action, touch one simple or Psychic Crush (7 psi). As an action, you
martial weapon. Until your concentration ends, create a 20-foot cube of psychic energy within
that weapon adds 1d8 Psychic damage 120 feet of you. Each creature in that area must
whenever you hit with it. make an Intelligence saving throw. On a failed
Intelligent Blade (Mastery): If you choose save, a target takes 8d8 psychic damage and is
this discipline as your Psionic Mastery, you can stunned until the end of your next turn. On a
use your Intelligence modifier instead of the successful save, a target takes half as much
normal one with the psionic weapon. damage.
Ethereal Lance (mastery, 8 Psi, Conc.) Pain (mastery, 11 psi, conc, 10 min). You
Your psionic weapon emits a psychic blade that assault the mind of a creature with
extends its reach 20 feet, and can attack up to overwhelming pain. Your target must succeed
5 creatures at the same time. on an Intelligence saving throw or takes 12d10
psychic damage, and it is stunned in pain for
the duration of the effect. You can interrupt the
PSYCHIC ASSAULT pain in any time during the effect, stopping the
Awakened Discipline
count of the minutes, and resume where you
You wield your mind like a weapon, left. After 10 minutes have past, your target
unleashing salvos of psionic energy. A creature receives 1 level of exhaustion. If the target
is immune to this power if it is immune to succeeds on the Intelligence save, it only takes
psychic damage. half damage and no other effect.
Psychic Focus. While focused on this
discipline, you add your proficiency bonus to PSYCHIC DISRUPTION
damage rolls with psionic talents that deal Awakened Discipline
psychic damage.
You create psychic static that disrupts other At the end of each of its turns, an affected
creatures’ ability to think clearly. A creature is target can make an Intelligence saving throw. If
immune to this power if it is immune to psychic it succeeds, this effect ends for that target.
damage.
Psychic Focus. While focused on this PSYCHIC INQUISITION
discipline, you have advantage on Charisma Awakened Discipline
(Deception) checks. You reach into a creature’s mind to uncover
Distracting Haze (1-12 psi; conc., 1 min.). information or plant ideas within it. A creature
As an action, choose one creature you can see is immune to this ability if it is immune to being
within 60 feet of you. That creature must make charmed or to psychic damage.
an Intelligence saving throw. On a failed save, it Psychic Focus. While focused on this
takes 1d10 psychic damage per psi point spent discipline, you know when a creature
and can’t see anything more than 10 feet from communicating with you via telepathy is lying.
it until your concentration ends. On a
Hammer of Inquisition (1-12 psi). As an
successful save, it takes half as much damage.
action, choose one creature you can see within
Daze (3 psi). As an action, choose one 60 feet of you. The target must make an
creature you can see within 60 feet of you. That Intelligence saving throw. On a failed save, it
creature must make an Intelligence saving takes 1d8 psychic damage per psi point spent
throw. On a failed save, the target is and suffers disadvantage on its next Wisdom
incapacitated until the end of your next turn or saving throw before the end of your next turn.
until it takes any damage. On a successful save, it takes half as much
Mind Storm (5 psi). As an action, choose a damage.
point you can see within 60 feet of you. Each Forceful Query (2 psi). As an action, you
creature in a 20-foot-radius sphere centered on ask a question of one creature that can see and
that point must make a Wisdom saving throw. hear you within 30 feet of you. The question
On a failed save, a target takes 6d8 psychic must be phrased so that it can be answered
damage and suffers disadvantage on all saving with a yes or no, otherwise this ability fails. The
throws until the end of your next turn. On a target must succeed on a Wisdom saving throw,
successful save, a creature takes half as much or it replies with a truthful answer.
damage. You can increase the damage by 1d6
per additional psi point spent on this ability. Ransack Mind (5 psi; conc., 1 hr.). While
you concentrate on this ability, you probe one
Chaotic Blast (mastery, 9 psi, 1 minute). creature’s mind. The creature must remain
You emit a powerful overwhelming stream of within 30 feet of you, and you must be able to
contradictory information in a 60-feet cone. see it. If you reach the ability’s full duration, the
Each creature within range must succeed target must make three Intelligence saving
on a Intelligence saving throw when you cast throws, and you learn information from it based
this spell or be affected by it. on the number of saving throws it fails. With
one failed saving throw, you learn its key
An affected target can’t take reactions and
memories from the past 12 hours. With two
must roll a d10 at the start of each of its turns
failed saving throws, you learn its key memories
to determine its behavior for that turn.
from the past 24 hours. With three failed saving
1. The creature uses all its movement to move throws, you learn its key memories from the
in a random direction. To determine the past 48 hours.
direction, roll a d8 and assign a direction to
Phantom Idea (6 psi; conc., 1 hr.). While
each die face. The creature doesn’t take an
you concentrate on this ability, you probe one
action this turn.
creature’s mind. The creature must remain
2-6. The creature doesn’t move or take actions within 30 feet of you, and you must be able to
this turn. see it. If you reach the ability’s full duration, the
7-8 The creature uses its action to make a melee target must make three Intelligence saving
attack against a randomly determined creature throws, and you plant a memory or an idea in
within its reach. If there is no creature within it, which lasts for a number of hours based on
its reach, the creature does nothing this turn. the number of saving throws it fails. You choose
whether the idea or memory is trivial (such as “I
9-10 The creature can act and move normally.
had porridge for breakfast” or “Ale is the worst”)
or personality-defining (“I failed to save my
village from orc marauders and am therefore a other mental stats are left at 10, and loses all
coward” or “Magic is a scourge, so I renounce class features.
it”). Aberrations are immune to this, as their
With one failed saving throw, the idea or minds are too alien to be understood. The
memory lasts for the next 4 hours. With two mystic gains 1 level of exhaustion for every 2
failed saving throws, it lasts for 24 hours. With layers erased.
three failed saving throws, it lasts for 48 hours.
Hypnotic Recall (mastery). If the mystic PSYCHIC PHANTOMS
chooses this discipline as its Psionic Mastery, Awakened Discipline
he may host a session of hypnosis to recall Your power reaches into a creature’s mind
hidden memories. During a session of hypnosis and causes it false perceptions.
of at least 1 hour, a creature may remember 1
Psychic Focus. While focused on this
repressed memory, and has the opportunity to
discipline, you have advantage on Charisma
get rid of an Indefinite madness via Wisdom (or
(Deception) checks.
Sanity) saving throw.
Distracting Figment (1-12 psi). As an
Memory Shards (8 psi). You can create a
backup memory. You store one hub of action, choose one creature you can see within
memories from any creature in a psionically 60 feet of you. The target must make an
Intelligence saving throw. On a failed save, it
charged trinket. The memories can be accessed
takes 1d8 psychic damage per psi point spent
by meditating at least 1 hour on the trinket. The
and thinks it perceives a threatening creature
original owner of the memories may trigger an
just out of its sight; until the end of your next
intelligence saving throw that allows him to
remember an entire layer of memories (see turn, it can’t use reactions, and melee attack
below). rolls against it have advantage. On a successful
save, it takes half as much damage.
Waters of Lethe (Mastery, 12 psi). You
forcefully erase the brain of a creature to a Phantom Foe (4 psi; conc., 1 min.). As an
action, choose one creature you can see within
blank state during a long session, making it
60 feet of you. The target must make an
easy to manipulate. Choose a restrained target
Intelligence saving throw. On a failed save, it
and contact it telepathically. During the course
of five hours, the creature must succeed on 5 perceives a horrid creature adjacent to it until
Intelligence saving throws, in each of one the your concentration ends. During this time, the
target can’t take reactions, and it takes 1d8
creature loses a layer of memory. Each layer
psychic damage at the start of each of its turns.
erased spends the cost, and the character must
The target can repeat the saving throw at the
maintain concentration for 1 full hour to work.
end of each of its turns, ending the effect on
The first layer contains recent memory. All itself on a success. You can increase the
superficial, unprotected, and recent memories damage by 1d8 for each additional psi point
are erased. spent on the ability.
The second layer contains most non- Phantom Betrayal (5 psi; conc., 1 min.).
significative memories of people. As an action, you plant delusional paranoia in
The third layer contains all skills not linked a creature’s mind. Choose one creature you can
to body memory (such as history, arcana and see within 60 feet of you. The target must
such). succeed on an Intelligence saving throw, or
until your concentration ends, it must target its
The fourth layer contains self consciousness,
allies with attacks and other damaging effects.
the own identity of the character, such as flaws
The target can repeat the saving throw at the
and personality traits.
end of each of its turns, ending the effect on
The fifth layer contains the last shards of itself on a success. A creature is immune to this
personality. To erase this layer, the mystic must ability if it is immune to being charmed.
succeed on a Psionic Attack against an AC equal
Phantom Riches (7 psi; conc., 1 min.). As
to the Intelligence, Wisdom and Charisma
an action, you plant the phantom of a greatly
modifiers combined, besides of the Saving
desired object in a creature’s mind. Choose one
Throw. If the mystic succeeds, the character is
creature you can see within 60 feet of you. The
left blank-state, without any memory, nor even
target must make an Intelligence saving throw.
language. Charisma is reduced to 1, and the
On a failed save, you gain partial control over
the target’s behavior until your concentration
ends; the target moves as you wish on each of would fall on a creature, the creature must
its turns, as it thinks it pursues the phantom succeed on a DC 10 Dexterity saving throw or
object it desires. If it hasn’t taken damage since take damage as listed on the table below.
its last turn, it can use its action only to admire Psi Spent Maximum Bludgeoning
the object you created in its perception. The Weight Damage
target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a 2 25 lbs. 2d6
success. 3 50 lbs. 4d6
Illusory Quest (mastery, 9 psi, Conc., 1 5 250 lbs. 6d6
hour). As an action, choose one creature you 6 500 lbs. 7d6
can see within 60 feet of you. The target must
make an Intelligence saving throw. On a failed 7 1,000 lbs. 8d6
save, its mind is trapped in an illusory world Grasp (3 psi; conc., 1 min.). You attempt to
that should make sense for it, and it is grasp a creature in telekinetic energy and hold
unconscious. Describe that world, and describe it captive. As an action, choose one creature you
the conditions of liberation that the creature can see within 60 feet of you. The target must
must fulfill to get rid of the illusion. If you don’t succeed on a Strength saving throw or be
create any type of objective to fulfill in the dream grappled by you until your concentration ends
world (and that could possibly release him), the or until the target leaves your reach, which is
creature has advantage on the save, and can 60 feet for this grapple. The grappled target can
repeat it every turn. The target is immune to escape by succeeding on a Strength (Athletics)
this effect if it can’t see you. check contested by your psionic ability plus
Banish to the Dream World (mastery, 11 your proficiency bonus. When a target attempts
psi). As Illusory Quest above, except the effect to escape in this way, you can spend psi points
is permanent. The target is immune to this to boost your check, abiding by your psi limit.
effect if it can’t see you. You gain a +1 bonus per psi point spent.
While a target is grappled in this manner,
PSYCHOKINESIS you create one of the following effects as an
Far Hand Discipline action:
As a student of psionic power, you perceive Crush (1-12 psi). The target takes 1d6
the potential energy that flows through all bludgeoning damage per psi point spent.
things. You reach out with your mind, Move (1-12 psi). You move the target up to 5
transforming the potential into the actual. feet per psi point spent. You can move it in the
Objects and creatures move at your command. air and hold it there. It falls if the grapple ends.
Psychic Focus. While focused on this Telekinetic Mastery (Mastery). You gain
discipline, you have advantage on untrained Proficiency on Strength saving throws.
Strength checks.
Push (1-12 psi). As an action, choose one PYROGENESIS
creature you can see within 60 feet of you. The Wu Jen Discipline
target must make a Strength saving throw. On You can meddle with the fire energy that
a failed save, it takes 1d8 force damage per psi surrounds everything, and manipulate it to
point spent and is pushed up to 5 feet per point create flames.
spent in a straight line away from you. On a
successful save, it takes half as much damage Psychic Focus. While focused on this
and isn’t pushed. discipline, you gain resistance to fire damage,
as you cool down your surrounding area.
Telekinesis (2–12 psi). Choose one object
you can see within 60 feet of you that isn’t being Combustion (1-12 psi; conc., 1 min.). As an
worn or carried by another creature and that action, choose one creature or object you can
isn’t secured in place. It can’t be larger than 20 see within 120 feet of you. You burn the area
feet on a side, and its maximum weight depends around him. The target must make a
on the psi points spent on this ability, as shown Constitution save. On a failed save, the target
below. As an action, you move the object up to takes 1d8 fire damage per psi point spent, and
60 feet, and you must keep the object within it catches on fire, taking 1d6 fire damage at the
sight during this movement. If the object ends end of each of its turns until your concentration
this movement in the air, it falls. If the object ends or until it or a creature adjacent to it
extinguishes the flames with an action. On a Align Chakras (3 psi). As an action, you
successful save, the target takes half as much touch one creature and remove one of the
damage and doesn’t catch on fire. following conditions from it: blinded, deafened,
Coat of the Crimson King (4 psi; conc., 1 paralyzed, or stunned spending one Hit Dice
min.). As a bonus action, the area around you from the creature. Alternatively, you give a
ignites in flames until your concentration ends. creature a new Saving Throw against a disease,
Any creature that end its turn within 5 feet of healing it on a success.
you takes 3d6 fire damage, but if you move Restore Vigor (7 psi). As an action, you can
more than 15 feet in your turn you catch fire touch one creature and choose one of the
too. following: remove any reductions to one of its
Detonation (5 psi). As an action, you create ability scores, remove one effect that reduces its
a fiery explosion at a point you can see within hit point maximum, or reduce its exhaustion
120 feet of you. Each creature in a 15-foot- level by one. The creature spends 1 hit dice.
radius sphere centered on that point must Medic (Mastery). If you choose this
make a Strength saving throw, taking 6d6 fire discipline as your mastery, you gain proficiency
damage and being knocked prone on a failed in Medicine. Also, you can add your Intelligence
save, or half as much damage on a successful modifier to any medicine check.
one. Restoration (Mastery, 9 psi) As an action,
Control Fire (Mastery). If you choose this you can touch a creature and spend half its hit
discipline as your Psionic Mastery, you learn dice. You cure a permanent ailment, and you
the control flames and create bonfire cantrips. also restore any limbs or lumps it has, even
They are magical and they are casted normally. birth ones. If you spend half your maximum Hit
Arson (mastery, 9 psi). You start a fiery fire Dice, you can also remove all the exhaustion
that affects any combustible surface in a 30-feet levels of a creature
radius. Roll 3d10. That’s the number of 5-foot
areas that ignite randomly. The fire is non SONOGENESIS
magical and spreads in the wind’s direction. Wu Jen Discipline
You have not control over it. You discover a type of energy that pervades
Every fire area burns hot, and any creature all things. You master the harnessing and
that begins or ends its turn on them takes 3d10 manipulation of lightning.
fire damage and catches fire. Once per round, Psychic Focus. While focused on this
every 5-feet area covered in fire spreads in the discipline, you have resistance to thunder
wind direction, covering a new area. If no wind damage and advantage on any musical
is present, all surrounding areas catch fire. The instrument tool check.
arson also causes heavy smoke to spread,
Rebel Yell (1-12 psi). You scream loudly and
causing the area to be heavily obscured, and
powerfully, making fragile compounds such as
choking creatures in twice the normal time.
Every column of fire has 5d10 “Hit Points”, and glass or ceramic break in a 60 feet radius. Each
1 gallon of water douses 1d10 fire points. The creature in a 20 foot cone must succeed on a
Constitution save or take 1d6 thunder damage
fire extinguish itself when there isn’t anything
per psi point spent and be deafened for 1
else to consume, or if a strong rain douses it.
minute. Succeeding on the save halves the
damage and prevents deafening.
REBALANCING THE CHAKRAS
Immortal Discipline Wall of Thunder (6 psi; conc., 10 min.). As
an action, you create a wall of thunder, at least
You wield psionic energy to cure wounds and one portion of which must be within 60 feet of
restore health to yourself and others. you. The wall is 60 feet long, 15 feet high, and
Psychic Focus. While focused on this 1 foot thick. The wall lasts until your
discipline, you can use a bonus action to touch concentration ends. Every foot moved through
a creature that has 0 hit points and stabilize it. the wall costs 1 extra foot of movement. When a
Mend Wounds (1-12 psi). As an action, you creature moves into the wall’s space for the first
can spend psi points to restore hit points to one time on a turn or starts its turn there, that
creature you touch. The creature regains 1d4 creature must succeed on a Strength saving
hit points per psi point spent. throw, or it takes 6d6 thunder damage, is
pushed in a straight line up to 30 feet away from
the wall, and is knocked prone.
Thunder Clap (7 psi). As an action, choose the armor will stablish the AC (EG: an animated
a point you can see within 60 feet of you. leather armor will have AC 11). The suit of
Thunder energy erupts in a 20-foot-radius armor must be available to this effect to work,
sphere centered on that point. Each creature in and it will not work if its worn by an unwilling
that area must make Constitution saving throw. creature.
On a failed save, a target takes 8d6 thunder Far Shield (2 psi, Conc., 1 minute). As an
damage, and it is stunned until the end of your action, you target one shield, table or any other
next turn. On a successful save, a target takes plank of wood or metal weighting no more than
half as much damage. 10 pounds and lift it with the power of your
Black Canary (mastery, 10 psi, conc. 1 mind. For the duration, the object hovers
minute). Your voice is trained to a millimetric around you and give you half cover.
precision. During your concentration, you can Telemacheia (Mastery, 9 psi, Conc, 1
choose to make an sound attack as a bonus minute). Your psionic power allows you to
action. You can project your voice in a 60-foot command several weapons at once. You choose
cone and make 8d6 thunder damage, or reduce 7 weapons, and make an attack with advantage
the cone final edge in 5-feet steps increasing with all of them as if they were one, or move
1d6 damage for each decrease in area. them independently and make one normal
attack with each one in any combination
TELEMACHEIA against of targets. These attacks use your
Far Hand Discipline psionics ability instead of strength or dexterity.
The Order of Far Hand excels on ranged
combat, and the Telemacheia discipline reflects TELEPATHIC CONTACT
that in an unusual way. Telemacheia implies a Awakened Discipline
great degree of control over weapons, extending By channeling psionic power, you gain the
the range of melee combat with the psychic ability to control other creatures by substituting
prowess. your will for their own.
Psychic Focus. While focused on this Psychic Focus. While focused on this
discipline, you gain reach with every weapon. If discipline, you gain the ability to use your
the weapon already has reach, it increases in 5 Telepathy class feature with up to six creatures
feet. at once. If you don’t have that feature from the
Psychic Command (2 psi, conc., 10 mystic class, you instead gain it while focused
minutes). As an action, you target one weapon on this discipline.
at hand. You make it levitate, and use it as a Occluded Mind (2 psi). As an action, you
melee weapon attack with a range of 60 feet. target one creature you can communicate with
You use your Intelligence score instead of your via telepathy. The target must make an
strength or dexterity score when using your Intelligence saving throw. On a failed save, the
weapon this way, and you are considered target believes one statement of your choice for
proficient with it. the next 5 minutes that you communicate to it
Blade Whirlwind (3 psi points, up to 1 via telepathy. The statement can be up to ten
minute), As a bonus action, you can command words long, and it must describe you or a
a light weapon in which you have proficiency creature or an object the target can see. On a
that isn’t worn or grabbed by other person. The successful save, the target is unaffected, and
weapon floats and you can make a melee you can’t use this ability on it again until you
weapon attack as a bonus action every round to finish a long rest. A creature is immune to this
any creature up to 30 feet of you. This attack ability if it is immune to being charmed.
uses your Psionic ability instead of your Broken Will (5 psi). As an action, you target
strength or dexterity modifier. one creature you can communicate with via
Hoplomacheia (4 psi, conc, 1 minute). As telepathy. The target must make an Intelligence
an action, you control a suit of armor that fights saving throw. On a failed save, you choose the
within 100 feet of you. You control its actions target’s movement and action on its next turn.
with a bonus action, or it remains motionless. On a successful save, the target is unaffected,
The animated armor hasn’t any reactions, but and you can’t use this ability on it again until
you can use your own to make Opportunity you finish a long rest. A creature is immune to
Attacks through the armor. See the Animated this ability if it is immune to being charmed.
Armor in the MM for its stats, but the nature of
Psychic Grip (6 psi; conc., 1 min.). As an through the Ethereal and Astral plane
action, you target one creature you can see conections to they plane in which you are.
within 60 feet of you. The target must succeed
on an Intelligence saving throw, or it is VENOMOUS METABOLISM
paralyzed until your concentration ends. At the Immortal Discipline
end of each of its turns, it can repeat the saving
throw. On a success, this effect ends. On a Your control over your body allows you to
failure, you can use your reaction to force the deliver venomous attacks.
target to move up to half its speed, even though Psychic Focus. While focused on this
it’s paralyzed. discipline, you have resistance poison damage.
Psychic Domination (7 psi; conc., 1 min.). Venom Strike (1-12 psi). As an action, you
As an action, you target one creature you can create a poison spray that targets one creature
see within 60 feet of you. The target must you can see within 30 feet of you. The target
succeed on an Intelligence saving throw, or you must make a Constitution saving throw. On a
choose the creature’s actions and movement on failed save, it takes 1d8 poison damage per psi
its turns until your concentration ends. At the point spent and is poisoned until the end of
end of each of its turns, it can repeat the saving your next turn. On a successful save, the target
throw, ending the effect on itself on a success. takes half as much damage and isn’t poisoned.
A creature is immune to this ability if it is Assassin’s Friend (4 psi, 1 minute). You
immune to being charmed. exude poisonous sweat. As a bonus action, you
Telepath (Mastery). If you choose this can coat a weapon with poison. For the
discipline as your Psionic Mastery, you have no duration, all attacks with the weapon deal 1d8
number limits on creatures that you can use extra poison damage, and your targets must
your Telepathy feature. succeed on a Constitution save or being
poisoned for a minute. They can repeat the save
THIRD EYE each round, ending the effect on a success.
Awakened Discipline Breath of the Green Dragon (7 psi). You
You create a third, psychic eye in your mind, exhale a cloud of poison in a 90-foot cone. Each
which you cast out into the world. It channels creature in the line must make a Constitution
thoughts and knowledge back to you, greatly saving throw, taking 8d6 poison damage on a
enhancing your senses. failed save, or half as much damage on a
successful one.
Psychic Focus. While focused on this
discipline, you have darkvision with a range of Venomous (mastery). If you choose this
60 feet. If you already have darkvision with that discipline as your Psionic Mastery, you become
range or greater, increase its range by 10 feet. immune to poison damage.
Tremorsense (2 psi; conc., 1 min.). As a Exotic Venom (mastery, 9 psi, conc. 1
bonus action, you gain tremorsense with a minute,). For the duration, all your poisonous
radius of 30 feet, which lasts until your attacks are improved. Your poison ignores
concentration ends. poison resistance and creatures have
disadvantage on their saving throws, and any
Unwavering Eye (2 psi). As a bonus action, magical healing attempts (such as an use of the
you gain advantage on Wisdom checks for 1 paladin’s Lay on hands) only trigger a new
minute. Saving throw without disadvantage, but not
Piercing Sight (3 psi; conc., 1 min.). As a cure them outright.
bonus action, you gain the ability to see through
objects that are up to 1 foot thick within 30 feet WALKER OF THE MIST
of you. This sight lasts until your concentration Nomad Discipline
ends.
You can alter your body and immobile
Truesight (5 psi; conc., 1 min.). As a bonus objects to change them of phase.
action, you gain truesight with a radius of 30
Psychic Focus. You vibrate and look fuzzy
feet, which lasts until your concentration ends.
in the distance. While focused on this discipline,
Far Sight (Mastery, 9 psi, Conc, 10 ranged attacks coming from more than 50 feet
minutes), As a bonus action, you gain truesight have disadvantage.
with a radius of 120 feet, which lasts until your
concentration ends, and you also can see
Phasing (2 psi). As a bonus action, you can Range: self
phase out one single, immobile physical Duration: 1 hour
obstacle, such as a wall. This count as difficult
terrain for you, As a bonus action, you cause bright light to
radiate from your body in a 20-foot radius and
Ethereal Weapon (4 psi; conc., 1 min.). As dim light for an additional 20 feet. The light can
a bonus action, your next weapon or unarmed be colored as you like. The light lasts for 1 hour,
attack ignore cover and any bonus granted by and you can extinguish it earlier as a bonus
physical armor not made of mithril or action.
adamantine.
Intangibility (7 psi, conc., 1 minute). For BLADE MELD
1 minute you gain the power of traversing Psionic Talent
physical obstacles as if they were difficult
Range: self
terrain, and you can touch any one creature
and share that intangibility while you are Duration: 1 minute
touching it. A creature that ends or begins its As a bonus action, a one-handed melee
turn in a solid obstacle is restrained by it and weapon you hold becomes one with your hand.
suffers 8d10 force damage, but they may use For the next minute, you can’t let go of the
their reaction to succeed on a Dexterity save weapon nor can it be forced from your grasp.
and move to the next unoccupied space.
Phantom Hands (mastery). If you choose to BLIND SPOT
make this discipline your Psionic Mastery, you Psionic Talent
can use a Bonus action to attack or interact
Range: 120 feet
with the Ethereal plane if you are in the Material
Plane, and vice versa. Duration: 1 round
Etherealness (Mastery, 10 psi, Conc, 10 As an action, you erase your image from the
minutes), As an action you can gain the traits mind of one creature you can see within 120 feet
of an ethereal creature. You can enter as a of you; the target must succeed on a Wisdom
bonus action to the border Ethereal Plane from saving throw, or you are invisible to it until the
the Material Plane, or vice versa. You are visible, end of your next turn.
although blurry and immaterial, on the Material
Plane while in the Border Ethereal, and vice DELUSION
versa, yet you can't affect or be affected by Psionic Talent
anything on the other plane except for force or Range: 60 feet
psychic energy. You can also phase out any
physical object in both planes as if they were Duration: 1 minute
difficult terrain, but you receive 1d10 force As an action, you plant a false belief in the
damage if you end its turn inside an object. mind of one creature that you can see within 60
feet of you. You can create a sound or an image.
Psionic Talents Only the target of this talent perceives the
sound or image you create.
Psionic talents are minor abilities that
require psionic aptitude but don’t drain a If you create a sound, its volume can range
mystic’s reservoir of psionic power. Talents are from a whisper to a scream. It can be your voice,
similar to disciplines and use the same rules, someone else's voice, a creature's roar, a
but with three important exceptions: musical instrument, or any other sound you
pick. It lasts for 1 minute.
• You can never use your psychic focus on a
talent. If you create an object, it must fit within a 5-
foot cube and can’t move or be reflective. The
• Talents don’t require you to spend psi image can't create any effect that influences a
points to use them. sense other than sight. The image lasts for 1
• Talents aren’t linked to Mystic Orders. minute, and it disappears if the creature
The talents are presented below in touches it.
alphabetical order.
ENERGY BEAM
BEACON Psionic Talent
Psionic Talent Range: up to 90 feet
Duration: instantaneous language with the target for it to understand
As an action, you target one creature you can your telepathic utterances, and it understands
see within 90 feet of you. The target must you even if it lacks a language. You also gain
succeed on a Dexterity saving throw or take 1d8 access to one memory of the target’s choice,
acid, cold, fire, lightning, or thunder damage gaining perfect recall of one thing it saw or did.
(your choice). The talent’s damage increases by
1d8 when you reach 5th level (2d8), 11th level MIND SLAM
(3d8), and 17th level (4d8). Psionic Talent
Range: 60 feet
FAR HAND Duration: instantaneous
Psionic Talent
As an action, you target one creature you can
Range: up to 30 feet see within range. The target must succeed on a
Duration: Concentration, up to 1 minute Constitution saving throw or take 1d6 force
You can use your action to manipulate or damage. If it takes any of this damage and is
move one object within 30 feet of you. The object Large or smaller, it is knocked prone.
can’t weigh more than 10 pounds, and you can’t The talent’s damage increases by 1d6 when
affect an object being worn or carried by another you reach 5th level (2d6), 11th level (3d6), and
creature. If the object is loose, you can move it 17th level (4d6).
up to 30 feet in any direction. The object falls to
the ground at the end of your turn if you leave MIND THRUST
it suspended in midair. Psionic Talent
When you advance to 5th level, you can lift an Range: 60 feet
object that weights up to 20 pounds and move
Duration: instantaneous
it 30 extra feet; this increases again in 10
pounds and 30 feet at levels 11th (up to 30 As an action, you target one creature you can
pounds and move it up to 90 feet) and 17th (40 see within range. The target must succeed on
pounds up to 120 feet); you also can affect one an Intelligence saving throw or take 1d10
more object per level increase, that counts psychic damage.
against the total weight and distance you can The talent’s damage increases by 1d10 when
manipulate. you reach 5th level (2d10), 11th level (3d10),
and 17th level (4d10).
LIGHT STEP
Psionic Talent MYSTIC CHARM
Range: self Psionic Talent
Duration: 1 turn Range: 120 feet
As a bonus action, you alter your density and Duration: instantaneous
weight to improve your mobility. For the rest of As an action, you beguile one humanoid you
your turn, your walking speed increases by 10 can see within range. The target must succeed
feet, and the first time you stand up this turn, on a Charisma saving throw or be charmed by
you do so without expending any of your you until the end of your next turn.
movement if your speed is greater than 0.
PSIONIC GRASP
MIND MELD Psionic Talent
Psionic Talent
Range: 120 feet
Range: 120 feet
Duration: instantaneous
Duration: instantaneous
As an action, you try to grab one creature
As a bonus action, you can communicate you can see within range, with an invisible hand
telepathically with one willing creature you can crafted from telekinetic energy. The target must
see within range. The target must have an succeed on a Strength saving throw or take 1d6
Intelligence of at least 2, otherwise this talent force damage. If it takes any of this damage and
fails and the action is wasted. is Large or smaller, you can move it up to 10
This communication can occur until the end feet in a straight line in a direction of your
of the current turn. You don’t need to share a
choice. You can’t lift the target off the ground As an action, you make a psionic attack
unless it is already airborne or underwater. against a creature you can see. You make 1d8
The talent’s damage increases by 1d6 when psychic damage on a hit, and the target doesn’t
you reach 5th level (2d6), 11th level (3d6), and know from where the attack came.
17th level (4d6). The talent’s damage increases by 1d8 a when
you reach 5th level (2d8), 11th level (3d8), and
THOUGHT BOLT 17th level (4d8).
Psionic Talent
Range: 120 feet
Duration: instantaneous
FIGHTER ARCHETYPES: SOULBLADE
The Order of the Soul Blade sacrifices some Intelligence to determine your
of the versatility of the fighter to learn specific
psionic powers These mystics learn to manifest
a deadly weapon of pure psychic energy that
they can use to cleave through foes.
Soul knives vary widely in their approach to
this path. Some follow it out of a desire to
achieve martial perfection. Others are ruthless
assassins who seek to become the perfect killer.
PSIONICS
When you reach 3rd level you gain the ability
to use psionic powers. As always, you can’t use
psionics if you are currently under the
charmed, frightened, incapacitated, poisoned or
stunned conditions.
Talents known. You learn 1 talent when
you choose this archetype at level three. You
learn other talents as you advance in levels, as
the Soulblade Psionics table shows.
Disciplines Known. The Scourge column
shows how many disciplines you know in a
given level. You can use any powers listed under
this discipline, given that you met the psi point
requisites, and you can learn new disciplines
with training in your downtime if you have a psionics saving throws.
teacher with that discipline. Psionics save DC = 8 + your proficiency
bonus + your Intelligence modifier
You need first to find a teacher wanting to
train you, and learning a discipline this way Psionic attack modifier = your proficiency
count as hiring a sage. You spend 1 gold per day bonus + your Intelligence modifier
of downtime for 100 days of downtime to train,
at the end of which you need to make a .
successful DC 15 Arcana Check. If you fail this
check, you have to repeat the process all over
SOUL KNIFE
again. You can also train the discipline by
Starting at 3rd level, you gain the ability to
yourself, with the aid of a book or tome of
manifest a blade of psychic energy. As a bonus
psionic lore. Doing it that way increases the DC
action, you create scintillating knives of energy
to 20, and take twice as much time.
that project from both of your fists. You can
Psychic Focus. The Soulblade can benefit dismiss them as a bonus action.
from the Psychic focus of any discipline he
Alternatively, you may use a weapon and
knows, but it must use its concentration to
modify it for 100 gold. Modifying a weapon
maintain it. You can’t use Psionic Mastery
needs a day, one DC 15 Intelligence (Arcana)
powers.
and one DC 10 Intelligence (Smith’s Tools)
Psi Points. The Scourge Psionics table checks. This allows you to charge it of psychic
shows which dice you roll to increase your Psi energy (your Kindred Weapon) while you are
Points by level. The Psi Limit shows you how attuned to it.
much psi points you could use on any effect.
For you, a soul knife is a martial melee
Psionics Ability. Intelligence is your weapon with the light and finesse properties. It
psionics ability, since you learn your powers deals 1d8 psychic damage on a hit. As a bonus
through dedicated self-analysis and action, you can prepare to use the blades to
experimentation. You use your Intelligence for parry; you gain a +2 bonus to AC until the start
your psionic attacks, and also you use your
of your next turn or until you are incapacitated.
A kindred weapon makes its normal damage,
and you can add 1d6 psychic damage spending
1 psi point.
You can also spend psi points to augment
your soul blade’s attack rolls and damage. You
gain a bonus to attack and damage rolls with
your soul knives or kindred weapons depending
on the number of psi
points spent, as shown on the table below.
SOULBLADE PSIONICS
This bonus lasts for 10 minutes.
Psi Points Attack and Damage Bonus Level Talent Psi Disciplines Psi
s dice limit
2 +1
3rd 1 Int. 1 2
5 +2 mod
7 +3 4th 1 d4 + int 1 2
5th 1 d4 + int 1 2
CONSUMPTIVE BLADE 6th 2 d4 + int 1 2
Starting at 7th level, whenever you slay an
enemy creature with a soul knife attack, you 7th 2 d4 + int 2 3
immediately regain hit points as if you were 8th 2 d4 + int 2 3
using a hit dice.
9th 2 d4 + int 2 3
INTERROGATOR
Starting at 9th level, you gain proficiency on
Intimidation or Insight if you already haven’t.
You can use your Intelligence instead of the
appropriate score for it, and you gain also
expertise if you already haven’t.
You also know automatically when someone
is lying if you control the environment (such as
winning an Intimidation check, or interrogating
it in a closed room). This doesn’t mean that you
know what is hiding, or the exact nature of the
lie, but you can read the small, nervous
expressions.
INVIOLABLE MIND
Starting at 13th level, you can close your
mind to further intrusion, gaining resistance
against psychic damage, and immunity to
charm effects.
SUPREME INSIGHTS
Starting at 17th level, you can learn
information from any enemy. You can read the
attack pattern of any creature just by observing
it as a interaction with an object. Make an
Insight check against its Intelligence score. If
you succeed, all its attacks against you have
disadvantage, and each time the character
attacks or casts a spell, you have an
Opportunity Attack. Such Opportunity attacks
spend your reaction, but benefit from your
Sneak attack.
NEW FEATS
WILD TALENT
You discover a psionic talent latent in
yourself. You learn a Psionic Discipline and a
Psionic Talent. Your also gain psi points equal
to your Proficiency bonus and they scale with it.
Your proficiency bonus is also your Psi Limit for
this discipline.