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INTRODUCTION

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.

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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

QUICK BUILD EQUIPMENT


You can make a mystic quickly by following You start with the following equipment, in
these suggestions. First, make Intelligence your addition to the equipment granted by your
highest ability score, followed by Constitution. background:
Second, choose the hermit background. • (a) a quarterstaff or (b) a mace
• (a) a light crossbow and 20 bolts or (b) any
CLASS FEATURES simple weapon
• (a) a scholar’s pack or (b) an explorer’s pack
As a mystic, you gain the following class
features.
Alternatively, you can ignore the equipment
HIT POINTS here and in your background, and buy 5d4 × 10
Hit Dice: 1d8 per mystic level gp worth of equipment from chapter 5 in the
Player’s Handbook
Hit Points at 1st Level: 8 + your Constitution
modifier
Psionics
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per mystic level after 1st As a student of psionics, you can master and
use psionic talents and disciplines, the rules for
which appear at the end of this document.
PROFICIENCIES Psionics is a special form of power, distinct from
Armor: Light armor spellcasting and magic althogether.
Weapons: Simple weapons
Tools: None BOUNDARIES OF PSIONICS
Psionics draw power directly of your
Saving Throws: Intelligence, Wisdom
conscious mind, so your mind has to be sharp
Skills: Choose two skills from Arcana, and sound to use them. You can’t use any of
History, Insight, Medicine, Nature, Perception, your psionic powers if you have some condition
and Religion that prevents you to think clearly, such as
charmed, frightened, incapacitated, poisoned or and stablish your Psi Points Maximum. Your psi
stunned or traversing a lot of physical pain. point total returns to its maximum when you
You also have to expend an extra Psi Point to finish a long rest. The number of psi points you
use an effect for each level of exhaustion you have can’t go below 0 or over your maximum.
have.
Nevertheless, physical bounds that normally
PSYCHIC LIMIT
restrict other casters, such as paralyzed or Your mind, powerful as it is, isn’t
restrained, don’t impede a psionic character to omnipotent… yet. You have a hard limit in
which you can warp the reality consensus,
use its powers. Of course, you can’t use also
effects that require sight if you are blinded. reflected on the maximum number of psi points
you can spend to activate a psionic discipline.
This limit is based on your mystic level, as
PSIONIC TALENTS shown in the Psi Limit column of the Mystic
A psionic talent is a minor psionic effect you table. For example, as a 3rd-level mystic, you
have mastered. At 1st level, you know one can spend no more than 3 psi points on a
psionic talent of your choice. You learn discipline each time you use it, independently
additional talents of your choice at higher of how many psi points you have.
levels. The Talents Known column of the Mystic
table shows the total number of talents you This limit has a soft cap at 7 for each
know at each level; when that number goes up discipline not tied to your Order. Members of
for you, choose a new talent. other order’s can’t spend Psi Points in your
Order’s discipline.
PSIONIC DISCIPLINES
A psionic discipline is a rigid set of mental PSYCHIC FOCUS
exercises that allows a mystic to manifest You can focus your subconscious mind into
psionic power. A mystic masters only a few one discipline you know to draw passive
disciplines at any time, but you can learn more benefits from it. These benefits vary from
as you gain levels. discipline to discipline, and you can only focus
on one discipline at a time, unless you have the
At 1st level, you know one psionic discipline Psionic Mastery feature. Your psychic focus
of your choice., plus any disciplines you gain ends when you are incapacitated, frightened,
from your order. The Disciplines Known column charmed or stunned or when you change your
of the Mystic table shows the total number of focus for another discipline’s one. You choose
disciplines you know at each level; when that your psychic focus when you finish a long rest,
number goes up for you, choose a new and shift it later as an action. You can only shift
discipline. your focus once per short rest, to a maximum
Disciplines are tagged as minor or major. of three shifts each day.
In addition, whenever you gain a level in this When you reach 5th level, you also can
class, you can replace one discipline you know voluntarily end your focus for the day to gain
with a different one of your choice. You need Psi Points equal to half your level (rounded up).
some time for investigation and focused training
to replace one discipline with another. PSIONIC ABILITY
Intelligence is your psionic ability for your
PSI POINTS psionic disciplines. You use your Intelligence
You have an internal pool of mental energy modifier when setting the saving throw DC for a
that can be used to fuel effects. This energy is psionic discipline or when making an attack roll
represented by psi points. Each psionic with one.
discipline describes several effects you can Discipline save DC = 8 + your proficiency bonus +
create by spending a certain number of psi your Intelligence modifier
points on them. A psionic talent doesn’t require
any expenditure of psi points, and you can use Discipline attack modifier = your proficiency
them without any limit besides normal bonus + your Intelligence modifier
exhaustion.
You gain Psi Points each level equal to your Mystic Order
Psi Dice plus your Intelligence modifier. The Psi At 1st level, you choose a Mystic Order: the
Point Dice column indicates which dice you use, Order of the Avatar, the Order of the Awakened,
the Order of the Immortal, the Order of the
Nomad, the Order of the Hand, or the Order of
the Wu Jen, each of which is detailed at the end
of the class description. Each order specializes
in a specific approach to psionics, so each one
has associated disciplines, and they gain
benefits when they use them beginning in the
middle levels.
Your order gives you features when you
choose it at 1st level and additional features at
3rd, 6th, and 14th level.

Mystical Recovery
Starting at 2nd level, you can draw vigor
from the psi energy you use to power your
psionic disciplines. Immediately after you spend
psi points on a psionic discipline 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.

Psionic Body AVATAR OF BATTLE


At 20th level, your mastery of psionic power Starting at 3rd level, you project an inspiring
causes your mind to transcend the body. Your aura. While you aren’t incapacitated, each ally
physical form is infused with psionic energy. within 30 feet of you who can see you gains a
You gain the following benefits: +2 bonus to initiative rolls.
• You gain resistance to bludgeoning,
piercing, and slashing damage.
• You no longer age.
AVATAR OF HEALING Additionally, you can embed an intangible
Beginning at 6th level, you project an aura of psionic sensor within the object. For the next 24
resilience. While you aren’t incapacitated, each hours, you can use an action to learn the
ally within 30 feet of you who can see you object’s location relative to you (its distance and
regains additional hit points equal to your direction) and to look at the object’s
Intelligence modifier (minimum of 0) whenever surroundings from its point of view as if you
they regain hit points from a psionic discipline. were there. This perception lasts until the start
of your next turn.
AVATAR OF SPEED Once you use this feature, you can’t use it
Starting at 14th level, you project an aura of again until you finish a short or long rest.
speed. While you aren’t incapacitated, any ally
within 30 feet of you who can see you can take PSIONIC SURGE
the Dash action as a bonus action. Starting at 6th level, you can overload your
psychic focus to batter down an opponent’s
Order of the Awakened defenses. You can impose disadvantage on a
target’s saving throw against a discipline or
Mystics dedicated to the Order of the talent you use, but at the cost of using your
Awakened seek to unlock the full potential of psychic focus. Your psychic focus immediately
the mind. By transcending the physical, the ends if it’s active, and you can’t use it until you
Awakened hope to attain a state of being finish a short or long rest.
focused on pure intellect and mental energy.
You can’t use this feature if you can’t use
The Awakened are skilled at bending minds your
and unleashing devastating psionic attacks,
and they can read the secrets of the world psychic focus.
through psionic energy. Awakened mystics who
take to adventuring excel at unraveling SPECTRAL FORM
mysteries, solving puzzles, and defeating At 14th level, you gain the ability to become
monsters by turning them into unwilling a ghostly figure of psionic energy. As an action,
pawns. you can transform into a transparent, ghostly
version of yourself. While in this form, you have
BONUS DISCIPLINES resistance to all damage, move at half speed,
At 1st level, you learn two additional psionic and can pass through objects and creatures
disciplines of your choice. They must be chosen while moving but can’t willingly end your
from among the Awakened disciplines. movement in their spaces. The form lasts for 10
minutes or until you use an action to end it.
AWAKENED TALENT Once you use this feature, you can’t use it
At 1st level, you gain proficiency with two of again until you finish a long rest.
the following skills of your choice: Animal
Handling, Deception, Insight, Intimidation, Order of the Far Hand
Investigation, Perception, and Persuasion.
Mystics dedicated to the Order of the Hand
seek to unlock the full potential of the mind over
PSIONIC INVESTIGATION matter. They try to unlock the powers that avail
Starting at 3rd level, you can focus your to move matter without physically engage with
mind to read the psionic imprint left on an it.
object. If you hold an object and concentrate on
it for 10 minutes (as if concentrating on a The Farhanded excel at dungeoning and
psionic discipline), you learn a few basic facts manipulate objects at distance, and excel at
about it. creating fields of protection and aggression in
combat.
You gain a mental image from the object’s
point of view, showing the last creature to hold
BONUS DISCIPLINES
the object within the past 24 hours. You also
At 1st level, you learn two additional psionic
learn of any events that have occurred within
discipline of your choice. They must be chosen
20 feet of the object within the past hour. The
from among the Far Hand disciplines.
events you perceive unfold from the object’s
perspective. You see and hear such events as if
you were there, but can’t use other senses.
PSYCHOKINESIS form. Followers of this order are known as
At 1st level, you gain mastery over your Immortals. They use psionic energy to modify
talent of moving objects at distance. You gain their bodies, strengthening them against attack
the Far Hand talent if you already hadn’t take it and turning themselves into living weapons.
(in which case you can choose another talent). Their mastery of the physical form grants them
You can move twice as much weight with the their name, for Immortals are notoriously
talent, and you can leave objects suspended in difficult to kill.
mid air from one round to another without them
falling to the ground. BONUS DISCIPLINES
You can also use skills or tools in which you At 1st level, you learn two additional psionic
have proficiency with your telekinesis instead of disciplines of your choice. They must be chosen
your hands, changing Dexterity for Intelligence from among the Immortal disciplines.
and making the skill checks at disadvantage.
You still need the proper tools. IMMORTAL DURABILITY
The disadvantage is lost at 6th level, and you Starting at 1st level, your hit point maximum
gain Advantage with them at 14th level. increases by 1 per mystic level. In addition,
while you aren’t wearing armor or wielding a
shield, your base AC equals 10 + your Dexterity
BLESS OF THE UNWEIGHT modifier + your Constitution modifier.
When you reach level 3, gravity is optional to
you. As an action, you can levitate up to 20 feet
from the ground and remain here until you end
PSIONIC RESILIENCE
your concentration. You can only move by Starting at 3rd level, your psionic energy
pushing or pulling against a surface or fixed grants you extraordinary fortitude. At the start
object, but you can end your levitation any time of each of your turns, you gain temporary hit
you want, and fall softly to the ground. points equal to your Intelligence modifier
(minimum of 0) if you have at least 1 hit point.
INSTANT FORCE FIELD
Starting at 6th level, you can overload your
SURGE OF HEALTH
psychic focus to create a protective barrier. As Starting at 6th level, you can draw on your
a reaction against an incoming attack (even if psychic focus to escape death’s grasp. As a
you are surprised), you create an invisible globe reaction when you take damage, you can halve
with a radius of 15 feet centered on you. that damage against you. Your psychic focus
immediately ends if it’s active, and you can’t use
Nothing can pass the barrier until your next it until you finish a short or long rest. You can’t
turn, nor physical attacks or creatures, nor use this feature if you can’t use your psychic
energy of any type. Any projectile stops in the focus.
middle of the air and falls to the ground, and
any creatures captured crossing the barrier are
IMMORTAL WILL
pushed back and knocked prone. Your focus
Starting at 14th level, you can draw on your
immediately ends and you can’t use it again
reserves of psionic power to survive beyond
until your next long rest.
death. At the end of your turn while at 0 hit
You can’t use this feature if you can’t use points, you can spend 5 psi points to
your psychic focus. immediately regain a number of hit points equal
to your mystic level + your Constitution
PROJECT YOURSELF modifier.
At 14th level, you gain the ability to affect
your own body with your telekinesis at will. You Order of the Nomad
can use your concentration to gain a flying
speed of 50 feet, you can dash as a bonus Mystics of the Order of the Nomad keep their
action, and the Bless of the Unweight no longer minds in a strange, rarified state. They seek to
uses your concentration. accumulate as much knowledge as possible, as
they quest to unravel the mysteries of the
multiverse and seek the underlying structure of
Order of the Immortal all things. At the same time, they perceive a
The Order of the Immortal uses psionic bizarre, living web of knowledge they call the
energy to augment and modify the physical noosphere.
Nomads, as their name indicates, delight in Order of the Wu Jen
travel, exploration, and discovery. They desire
to accumulate as much knowledge as possible, The Order of the Wu Jen features some of the
and the pursuit of secrets and hidden lore can most devoted mystics. These mystics seek to
become an obsession for them. lock themselves away from the world, denying
the limits of the physical world and replacing it
with a reality that they create for themselves.
BONUS DISCIPLINES Known as wu jens, these mystics link arcane
At 1st level, you learn two additional psionic
power and psionics to cast their minds into the
disciplines of your choice. They must be chosen
world and seize control of its energy.
from among the Nomad disciplines.
In practical terms, wu jens excel at
BREADTH OF KNOWLEDGE harnessing and manipulate energy. They can
control most types of energy, and even the
At 1st level, you gain the ability to extend
weave of magic.
your knowledge. When you finish a long rest,
you gain half your proficiency bonus on two
skills of your choice: two tools, two skills, or one BONUS DISCIPLINES
of each. You can replace both of these selections At 1st level, you learn two additional psionic
with one language. This benefit lasts until you disciplines of your choice. They must be chosen
finish a long rest. from among the Wu Jen disciplines.

MEMORY OF ONE THOUSAND STEPS HERMIT’S STUDY


At 3rd level, you gain the ability to use At 1st level, you gain proficiency with one of
psionics to recall your steps. As a reaction when the following skills of your choice: Animal
you are hit by an attack, you can teleport to an Handling, Arcana, History, Insight, Medicine,
unoccupied space that you occupied since the Nature, Perception, Religion, or Survival.
start of your last turn, and the attack misses
you. ENERGY TRANSMUTATION
Once you use this feature, you can’t use it Starting at 3rd level, when a creature’s
again until you finish a short or long rest. resistance reduces the damage dealt by a
psionic discipline of yours, you can spend 1 psi
point to cause that use of the discipline to
SUPERIOR TELEPORTATION ignore the creature’s resistance. You can’t
At 6th level, you gain a superior talent for
spend this point if doing so would increase the
teleportation. When you use a psionic discipline
discipline’s cost above your psi limit.
to teleport any distance, you can increase that
distance by up to 10 feet.
ARCANE DABBLER
At 6th level, you learn three wizard spells of
EFFORTLESS JOURNEY your choice and always have them prepared.
Starting at 14th level, your mind can
The spells must be of 1st through 3rd level. As
Spell Slot Level Psi Cost a bonus action, you can spend psi points to
1st 2 create spell slots that you can use to cast these
spells, as well as other spells you are capable of
nd
2 3 casting. The psi-point cost of each spell slot is
3 rd
5 detailed on the table below.
4 th
6 The spell slot remains until you use it or
finish a long rest. You must observe your psi
5th 7 limit when spending psi points to create a spell
mystically move your body. Once on each of slot. Whenever you gain a level in this class, you
your turns, you can forfeit up to 30 feet of your can replace one of the chosen wizard spells with
movement to teleport the distance you forfeited. a different wizard spell of 1st through 3rd level.
You must teleport to an unoccupied space you
can see. ENERGY MASTERY
Starting at 14th level, if you have resistance
to a type of damage, you can spend 2 psi points
as a reaction when you take damage of that type
to ignore that damage; you gain immunity to convert 3 psi points in 1 ki point. This difference
that damage type until the end of your next reflects the relative lack of spirituality of
turn. psionics in contrast to ki.

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.

EFFECT OPTIONS AND PSI POINTS TARGETS AND AREAS OF EFFECT


A discipline provides different options for Psionic disciplines use the same rules as
how to use it with your psi points. Each effect spells for determining targets and areas of
option has a name, and the psi point cost of that effect, as presented in chapter 10,
option appears in parentheses after its name. “Spellcasting,” of the Player’s Handbook.
You must spend that number of psi points to
use that option, while abiding by your psi limit. SAVING THROWS AND ATTACK ROLLS
If you don’t have enough psi points left, or the If a discipline requires a saving throw, it
cost is above your psi limit, you can’t use the specifies the type of save and the results of a
option. successful or failed saving throw. The DC is
Some options show a range of psi points, determined by your psionic ability. Some
rather than a specific cost. To use that option, disciplines require you to make an attack roll to
you must spend a number of points within that
determine whether the discipline’s effect hits its 27. Telemacheia (p. 38)
target. The attack roll uses your psionic ability.
IMMORTAL DISCIPLINES
28. Adaptive Body (p. 13)
COMBINING PSIONIC EFFECTS 29. Bestial Form (p. 17)
The effects of different psionic disciplines 30. Brute Force (p. 17)
add together while the durations of the 31. Celerity (p. 17)
disciplines overlap. Likewise, different options 32. Corrosive Metabolism (p. 18)
from a psionic discipline combine if they are 33. Diminution (p. 20)
active at the same time. However, a specific
34. Giant Growth (p. 24)
option from a psionic discipline doesn’t combine
35. Iron Durability (p. 27)
with itself if the option is used multiple times.
36. Psionic Weapon (p. 34)
Instead, the most potent effect—usually
dependent on how many psi points were used 37. Rebalancing the Chakras (p. 38)
to create the effect— applies while the durations 38. Venomous Metabolism (p. 40)
of the effects overlap. NOMAD DISCIPLINES
Psionics and spells are separate effects, and 39. Anchoring (p. 14)
therefore their benefits and drawbacks overlap. 40. Continuum manipulation (p. 18)
A psionic effect that reproduces a spell is an 41. Eye of the mystic (p.22)
exception to this rule. 42. Intelligent Arrow (p. 26)
43. Karma Chameleon (p. 27)
Psionic Disciplines by Order 44. Nomadic Mind (p. 32)
45. Nomadic Step (p. 33)
Each psionic discipline is associated with a 46. Walker of the Mist (p. 41)
Mystic Order. The following lists organize the
disciplines by those orders. WU JEN DISCIPLINES
47. Aerokynesis (p. 14)
AVATAR DISCIPLINES 48. Galvanogenesis (p. 23)
1. Aura of Command (p 14) 49. Geokinesis (p. 23)
2. Aura of Fury (p 14) 50. Hydrokinesis (p. 25)
3. Beacon of Courage (p 14) 51. Mastery of Darkness (p. 30)
4. Crown of Despair (p. 16) 52. Mastery of Ice (p. 30)
5. Crown of Rage (p. 17) 53. Mastery of Light (p. 31)
6. Disgust (p .18) 54. Mastery of Wood (p. 32)
7. Mantle of Fear (p. 25) 55. Pyrogenesis (p. 37)
8. Mantle of Joy (p. 25) 56. Sonogenesis (p. 38)
AWAKENED DISCIPLINES
9. Aura Sight (p.13) Discipline Descriptions
10. Dogma
The psionic disciplines are presented here in
11. Intellect Fortress (p. 23)
alphabetical order.
12. Mantle of Awe (p. 24)
13. Precognition (p. 28)
14. Psychic Assault (p. 29)
ADAPTIVE BODY
Immortal Discipline
15. Psychic Disruption (p.35)
16. Psychic Inquisition (p. 35) You can alter your body to match your
17. Psychic Phantoms (p. 36) surroundings, allowing you to withstand
18. Telepathic Contact (p. 39) punishing environments. With greater psi
19. Third eye (p. 40) energy, you can extend this protection to others.

FAR HAND DISCIPLINES Psychic Focus. While focused on this


discipline, you don’t suffer any penalties for
20. Enhanced Force (p. 21)
sustaining with half rations, you can hold your
21. Force Fields (p. 22)
breath twice its normal time, and you need half
22. Hunger of the Void (p. 24)
the normal sleeping time (you have still to
23. Illumination (p. 25)
perform only light activity for the rest of your
24. Living Knifes (p. 27)
long rest).
25. Mass Manipulation (p. 30)
26. Psychokinesis (p. 37) Environmental Adaptation (2 psi). As an
action, you or a creature you touch ignores the
effects of extreme heat or cold (but not cold or have disadvantage, and when a creature you
fire damage) for the next hour. can see misses you with a melee attack, you can
Adaptive Shield (3 psi). When you take use your reaction to force the creature to repeat
acid, cold, fire, lightning, or thunder damage, the attack roll against itself.
you can use your reaction to gain resistance to Gale (6 psi; conc., 1 min.). As an action,
damage of that type—including the triggering you start a fiery wind on a 120 feet radius. The
damage— until the end of your next turn. area has strong wind, and every creature with
Energy Adaptation (5 psi; conc., 1 hr.). As flying speed must land or be knocked prone.
an action, you can touch one creature and give Every creature in the area loses 10 feet of
it resistance to acid, cold, fire, lightning, or walking speed. In addition, the gale carries
thunder damage (your choice), which lasts until small debris and give Disadvantage to any
your concentration ends. Wisdom (Perception) check that relies on hear,
smell or sight.
Energy Immunity (7 psi; conc., 1 hr.). As
an action, you can touch one creature and give Choke (Mastery, 9 psi, concentration, up
it immunity to acid, cold, fire, lightning, or to 10 minutes). You can deprive a creature
thunder damage (your choice), which lasts until from the air it needs to breath- choking it
your concentration ends. immediately. While choked, the creature is
incapacitated, as it tries to breath, unless it
Perfect Health (Mastery). If you choose this succeeds an Intelligence check to cool down and
discipline as your mastery, you become immune hold its breath. Until then, the creature can still
to disease and gain proficiency on Constitution act normally during its turn, although it still
saves. can’t breath and eventually die as per the
suffocation rules.
AEROKYNESIS Hurricane (Mastery, 12 psi, 1d12 hours).
Wu Jen Discipline You unleash a hurricane in the area, of which
You harness your psychic power to control you have no control. Any creature not firmly
the motion energy suspended in the air around attached to a fixed object must succeed on a
you. Strength saving throw every minute until the
Psychic Focus. While focused on this storm is over, receiving 1d10 of bludgeoning
discipline, you take no falling damage. damage and being knocked prone in a failure.
Anyone trying to stand up in a hurricane must
Wind Step (1-12 psi). As part of your move succeed on a Strength (athletics) check both to
on your turn, you can fly up to 20 feet for each stand and not to be knocked prone again. A
psi point spent. If you end this flight in the air, failure has the same effect of the Strength save.
you fall unless something else holds you aloft. Structures also receive structural damage, and
Wind Stream (1-12 psi). As an action, you most precarious structures (such as tents,
create a line of focused air that is 30 feet long hamlets or granaries) are destroyed by the
and 5 feet wide. Each creature in that area must winds, and so are trees. Only castles or other
make a Strength saving throw, taking 1d6 sturdy stone buildings stand up after a
bludgeoning damage per psi point spent and hurricane.
being knocked prone on a failed save, or half as
much damage on a successful one. ANCHORING
Whirlwind (2 psi). As an action, choose a Nomad Discipline
point you can see within 60 feet of you. Winds You wield psionic energy to exert control over
howl in a 20-foot-radius sphere centered on the teleportation sphere.
that point. Each creature in the sphere must
succeed on a Strength saving throw or take 1d6 Psychic Focus. While focused on this
bludgeoning damage and be moved to an discipline, you can read the traces that
unoccupied space of your choice in the sphere. teleportation leaves behind, and making an
Any loose object in the sphere is moved to an Intelligence (Arcana) check to know how many
unoccupied space of your choice within it if the entities were moving, and pinpoint the
object weighs no more than 100 pounds. approximate direction or plane to which they
were teleported.
Cloak of Air (3 psi; conc., 10 min.). As a
bonus action, you seize control of the air around Nomadic Anchor (1 psi). As an action, you
you to create a protective veil. Until your create an invisible, intangible teleportation
concentration ends, attack rolls against you anchor in a 5-foot cube you can see within 120
feet of you. For the next 8 hours, whenever you effect lasts, you have advantage on Wisdom
use any psionic discipline to teleport, you can (Insight) and Charisma checks you make
instead teleport to the anchor, even if you can’t against it.
see it, but it must be within range of the Perceive the Unseen (5 psi; conc., 1 min.).
teleportation ability. As a bonus action, you gain the ability to see
Dimensional Anchor (3 psi, 24 hours). You auras even of invisible or hidden creatures.
create an anchor in a space that you can see Until your concentration ends, you can see all
that last for the duration. This anchor impedes creatures, including hidden and invisible ones,
any teleportation, summoning or non-physical regardless of lighting conditions.
movement in a 120 feet radius. Hide Power (Mastery, 8 Psi, 24 hours). As
Baleful anchor (5 psi, 1 hour). You can an action, you can hide yourself and up to five
make teleportation possible but difficult allies from any scrying or divination power,
creating an invisible, disruptive anchor with a such as aura readings or spells. Insight checks
specific path in a 120 feet radius. Any creature against you also have disadvantage.
that teleports without your “key” must succeed
on an Intelligence save or take 1d10 plus your AURA OF COMMAND
Intelligence modifier force damage by every 5- Avatar Discipline
feet teleported, and end in a random location
You exert an aura of trust and authority,
instead.
enhancing the coordination among your allies.
Anchor of Banishment (Mastery, 11 psi, Your aura is strongly blue.
Conc., 1 hour). You designate an area with a
Psychic Focus. While focused on this
radius up to 50 feet. That area is shielded
against planar intrusion of any kind. Any power discipline, when you end your turn and didn’t
dependent of extraplanar sources (such as move during it, you can use your reaction to
allow one ally you can see within 30 feet of you
arcane or divine magic) require to succeed on a
to move up to half their speed, following a path
Charisma save first, and extraplanar entities
of your choice. To move in this way, the ally
are blinded and banished from this spot, being
pushed if physically present to the border of the mustn’t be incapacitated.
area. Internal power sources, such as ki, rages Coordinated Movement (2 psi). As a bonus
and psionics, work normally. action, choose up to five allies you can see
within 60 feet of you. Each of those allies can
AURA SIGHT use their reaction to move up to half their speed,
Awakened Discipline following a path of your choice.
You refocus your sight to see the energy that Commander’s Sight (2 psi; conc., 1 rnd.).
surrounds all creatures. You perceive auras, As an action, choose one creature you can see
energy signatures that can reveal key elements within 60 feet of you. Until the start of your next
of a creature’s nature. turn, your allies have advantage on attack rolls
against that target.
Psychic Focus. While focused on this
discipline, you have advantage on Wisdom Command to Strike (3 psi). As an action,
(Insight) checks. choose one ally you can see within 60 feet of
you. That ally can use their reaction to
Assess Foe (2 psi). As a bonus action, you immediately take the Attack action. You choose
analyze the aura of one creature you see. You the targets.
learn its current hit point total and all its
immunities, resistances, and vulnerabilities. Strategic Mind (5 psi; conc., 1 min.). As an
action, you exert an aura of trust and command
Read Moods (2 psi). As a bonus action, you that unites your allies into a cohesive unit. Until
learn a one-word summary of the emotional your concentration ends, any ally within 60 feet
state of up to six creatures you can see, such as of you on their turn can, as a bonus action, take
happy, confused, afraid, or violent. the Dash or Disengage action or roll a d4 and
View Aura (3 psi; conc., 1 hr.). As an add the number rolled to each attack roll they
action, you study one creature’s aura. Until make that turn.
your concentration ends, while you can see the Overwhelming Attack (7 psi). As an action,
target, you learn if it’s under the effect of any choose up to five allies you can see within 60
magical or psionic effects, its current hit point feet of you. Each of those allies can use their
total, and its basic emotional state. While this
reaction to take the Attack action. You choose Psychic Focus. While focused on this
the targets of the attacks. discipline, you and your allied creatures within
Tactical Acumen (Mastery, 9 psi). As an 10 feet of you who can see you have advantage
action, you can use the Strategic Mind benefit on saving throws against being frightened.
to up to 5d10 creatures, without concentration Incite Courage (2 psi). As a bonus action,
required. choose up to six creatures you can see within
60 feet of you. If any of those creatures is
AURA OF FURY frightened, that condition ends on that
Avatar Discipline creature.
You allow the primal fury lurking deep within Aura of Victory (1–12 psi; conc., 10 min.).
your mind to burst forth, catching you and your As a bonus action, you project psionic energy
allies in an implacable bloodthirst. until your concentration ends. The energy
fortifies you and your allies when your enemies
Psychic Focus. While focused on this
are felled; whenever an enemy you can see is
discipline in combat, you and any ally who reduced to 0 hit points, you and each of your
starts their turn within 10 feet of you gains a 5- allies within 30 feet of you gain temporary hit
foot increase to their walking speed during that points equal to double the psi points spent to
turn. activate this effect.
Incite Fury (2 psi; conc., 1 min.). As a
Pillar of Confidence (6 psi; conc., 1 rnd.).
bonus action, choose up to three allies you can
As an action, you and up to five creatures you
see within 60 feet of you (you can choose
can see within 60 feet of you each gain one extra
yourself in place of one of the allies). Until your
action to use on your individual turns. The
concentration ends, each target can roll a d4 action goes away if not used before the end of
when rolling damage for a melee weapon attack your next turn. the action can be used only to
and add the number rolled to the damage roll. make one weapon attack or to take the Dash or
Mindless Charge (2 psi). As a bonus action, Disengage action.
choose up to three creatures you can see within
Talisman of Courage (Mastery; 8 psi). You
60 feet of you. Each target can immediately use
expend an action to touch a trinket (see trinkets
its reaction to move up to its speed in a straight
in PHB) and charge it with psionic power. This
line toward its nearest enemy. item cannot be used by you, and isn’t
Aura of Bloodletting (3 psi; conc., 1 min.). considered magical. The object remains charged
As a bonus action, you unleash an aura of rage. until all their properties are used, or until the
Until your concentration ends, you and any creature for whom you made it lose it. A
creature within 60 feet of you has advantage on creature can attune to the item in an action,
melee attack rolls. instead of a short rest, but it costs one
Overwhelming Fury (5 psi; conc., 1 min.). attunement slot. The talisman has the following
As an action, you flood rage into one creature powers:
you can see within 60 feet of you. The target a) While the talisman is charged, the creature has
must succeed on a Charisma saving throw, or it advantage on all saving throws against fear.
can use its actions only to make melee attacks b) A creature can repeat one failed saving throw with
until your concentration ends. It can repeat the advantage against an effect that will impose the fear,
saving throw at the end of each of its turns, charmed or any madness condition.
ending the effect on itself on a success. c) A creature can calm down a condition that is currently
Righteous Fury (Mastery, 10 Psi, 1 min.). affecting its mind, ending it with an action.
d) A creature can use it to push against its normal limits,
You emit an aura of disciplined fury in a 15-feet
and ignore 1 level of exhaustion for one hour.
cone of you. For the duration, all melee attacks
e) Lastly, a creature reduced to 0 HP isn’t unconscious,
made by your allies add 2d8 + their proficiency
and can still fight until it’s dead or recovers. It still must
bonus damage of the same type than the attack.
succeed on Death Saving Throws once per turn to
They also can’t be charmed for the duration.
stabilize.

BEACON OF COURAGE BESTIAL FORM


Avatar Discipline
Immortal Discipline
You focus your mind on courage, radiating
You transform your body, gaining several
confidence and bravado to your allies.
new biological traits.
Psychic Focus. While focused on this Psychic Focus. While focused on this
discipline, you have advantage on Wisdom discipline, you have advantage on Strength
(Animal Handling) checks. (Athletics) checks.
Bestial Claws (1-12 psi). You manifest long Brute Strike (1-12 psi). As a bonus action,
claws for an instant and make a melee weapon you gain a bonus to your next damage roll
attack against one creature within 5 feet of you. against a target you hit with a melee attack
On a hit, this attack deals 1d8 slashing damage during the current turn. The bonus equals +1d8
per psi point spent. per psi point spent, and the bonus damage is
Bestial Transformation. As a bonus the same type as the attack. If the attack has
action, you alter your physical form to gain more than one damage type, you choose which
different characteristics. When you use this one to use for the bonus damage.
ability, you can choose one or more of the Knock Back (1-12 psi). When you hit a
following effects. Each effect has its own psi target with a melee attack, you can activate this
point cost. Add them together to determine the ability as a bonus action. The target must
total cost. This transformation lasts for 1 hour, succeed on a Strength saving throw or be
until you die, or until you end it as a bonus knocked 10 feet away from you per psi point
action. spent. The target moves in a straight line. If it
Amphibious (2 psi). You gain gills; you can hits an object, this movement immediately ends
breathe air and water. and the target takes 1d6 bludgeoning damage
per psi point spent.
Climbing (2 psi). You grow tiny hooked
claws that give you gain a climbing speed equal Mighty Leap (1-12 psi). As part of your
to your walking speed. movement, you jump in any direction up to 20
feet per psi point spent.
Flight (5 psi). Wings sprout from your back.
You gain a flying speed equal to your walking Feat of Strength (2 psi). As a bonus action,
speed. you gain a +5 bonus to Strength checks until
the end of your next turn.
Keen Senses (2 psi). Your eyes and ears
become more sensitive. You gain advantage on Toguro’s Strength (Mastery, 10 psi, up to
Wisdom (Perception) checks that rely on them. 10 minutes). You increase your muscle mass to
an incredible degree. Your size increases in one
Perfect Senses (3 psi). You gain a keen level, and you have a Strength score of 22. This
sense of smell and an instinct to detect prey. feat is physically taxing. After this effect is over,
You can see invisible creatures and objects you gain 1 level of exhaustion.
within 10 feet of you, even if you are blinded.
Swimming (2 psi). You gain fins and CELERITY
webbing between your fingers and toes; you Immortal Discipline
gain a swimming speed equal to your walking
You channel psionic power into your body,
speed.
honing your reflexes and agility to an incredible
Tough Hide (2 psi). Your skin becomes as degree. The world seems to slow down while you
tough as leather; your natural armor is 12 continue to move as normal.
instead of 10.
Psychic Focus. While focused on this
Mutation (Mastery). You gain 1 trait from discipline, your walking speed increases by 10
the Bestial transformation effect. This trait feet.
leaves a rather obvious stigma on yourself, and
Rapid Step (1-12 psi). As a bonus action,
anyone seeing it may treat it as unnatural. If
you increase your walking speed by 10 feet per
you choose to master this discipline again, you
psi point spent until the end of the current turn.
gain 2 new traits, and the stigmas are more
If you have a climbing or swimming speed, this
prevalent and hideous.
increase applies to that speed as well.
BRUTE FORCE Agile Defense (2 psi). As a bonus action,
Immortal Discipline you take the Dodge action.
You augment your natural strength with Blur of Motion (2 psi). As an action, you
psionic energy, granting you the ability to cause yourself to be invisible during any of your
achieve incredible feats of might. movement during the current turn.
Surge of Speed (2 psi). As a bonus action, Your control over your body allows you to
you gain two benefits until the end of the deliver acid attacks.
current turn: you don’t provoke opportunity Psychic Focus. While focused on this
attacks, and you have a climbing speed equal to discipline, you have resistance to acid damage.
your walking speed.
Acid Spray (2 psi). As a reaction when you
Surge of Action (5 psi). As a bonus action, take piercing or slashing damage, you cause
you can Dash or make one weapon attack. acid to spray from your wound; each creature
Speed Force (Mastery, 8 Psi, conc). Your within 5 feet of you takes 2d6 acid damage.
mastery over your own body creates an 15 feet Corrosive Touch (1-12 psi). As an action,
radius aura around you that allows your allies you deliver a touch of acid to one creature
to also benefit from any Celerity effect that you within your reach. The target must make a
trigger. Dexterity saving throw, taking 1d10 acid
damage per psi point spent on a failed save, or
CONTINUUM MANIPULATION half as much damage on a successful one.
Nomad Discipline
Breath of the Black Dragon (5 psi). You
You manipulate space and time with the exhale a wave of acid in a 60-foot line that is 5
power of your mind, moving creatures around feet wide. Each creature in the line must make
them. a Constitution saving throw, taking 6d6 acid
Psychic Focus. While focused on this damage on a failed save, or half as much on a
discipline, you have advantage on Initiative successful one. You can increase the damage by
rolls. 1d6 per additional psi point spent on it.
Transposition (3 psi). If you haven’t moved Corrosive spit (mastery). If you have this
yet on your turn, choose an ally you can see discipline as your mastery focus, you can use a
within 60 feet of you. As a bonus action, you bonus action to spit acid saliva as a ranged
and that creature teleport, swapping places, weapon attack with 30 feet reach, dealing 2d10
and your speed is reduced to 0 until the end of acid damage on a hit.
the turn. This ability fails and is wasted if either
of you can’t fit in the destination space. CROWN OF DESPAIR
Interruption (4 psi). You send one creature Avatar Discipline
to a near future. The creature disappears from You have learned to harvest seeds of despair
reality and reappears 1 round later. in a creature’s psyche, wracking it with self-
Baleful Transposition (5 psi). As an action, doubt and inaction.
choose one creature you can see within 120 feet Psychic Focus. While focused on this
of you. That creature must make a Wisdom discipline, you have advantage on Charisma
saving throw. On a failed save, you and that (Intimidation) checks.
creature teleport, swapping places. This ability Crowned in Sorrow (1-12 psi). As an action,
fails and is wasted if either of you can’t fit in the one creature you can see within 60 feet of you
destination space. must make a Charisma saving throw. On a
Discontinuity (7 psi, conc., 1 minute). failed save, it takes 1d6 psychic damage per psi
Choose a target. The target must succeed on a point spent, and it can’t take reactions until the
Charisma saving throw. If it fails, it is in a time start of its next turn. On a successful save, it
discontinuity, and disappears and reappears takes half as much damage.
from reality intermittently. The target can only Call to Inaction (2 psi; conc., 10 min.). If
take 1 turn and skip one for the duration. No you spend 1 minute conversing with a creature,
one can make the target a target of any ability you can attempt to seed it with overwhelming
during the skipped rounds, as it is not there. ennui. At the end of the minute, you can use an
Time loop (Mastery, 8 psi). You can repeat action to force the creature to make a Charisma
the last round taken, changing the actions and saving throw. The save automatically succeeds
rerolling all the dice. Everyone but you must if the target is immune to being charmed. On a
repeat their actions, unless you speak to them failed save, it sits and is incapacitated until
to warn them of the results. your concentration ends. This effect
immediately ends if the target or any ally it can
CORROSIVE METABOLISM see is attacked or takes damage. On a
Immortal Discipline
successful save, the creature is unaffected and spent on this ability and immediately use its
has no inkling of your attempt to bend its will. reaction to move its speed in a straight line
Visions of Despair (3 psi). As an action, you toward its nearest enemy. The save
force one creature you can see within 60 feet of automatically succeeds if the target is immune
you to make a Charisma saving throw. On a to being charmed.
failed save, it takes 3d6 psychic damage, and its Fighting Words (2 psi; conc., 10 min.). If
speed is reduced to 0 until the end of its next you spend 1 minute conversing with a creature,
turn. On a successful save, it takes half as you can attempt to leave a simmering violence
much damage. You can increase the damage by in its mind. At the end of the minute, you can
1d6 per additional psi point spent on it. use an action to force the creature to make a
Dolorous Mind (5 psi; conc., 1 min.). As an Wisdom saving throw to resist feeling violent
action, you choose one creature you can see urges against one creature you describe to it or
within 60 feet of you. It must succeed on a name. The save automatically succeeds if the
Charisma saving throw, or it is incapacitated target is immune to being charmed. On a failed
and has a speed of 0 until your concentration save, the target attacks the chosen creature if it
ends. It can repeat this saving throw at the end sees that creature before your concentration
of each of its turns, ending the effect on itself on ends, using weapons or spells against a
a success. creature it was already hostile toward or
unarmed strikes against an ally or a creature it
Mastery of Despair (Mastery). When you was neutral toward. Once the fight starts, it
choose Psionic Mastery on this discipline, you continues to attack for 5 rounds before this
can talk with a creature during a short rest effect ends. This effect immediately ends if the
using a collection of fallacies, then make a target or any ally it can see is attacked or takes
Deception check. The creature must succeed on damage from any creature other than the one it
an Intelligence Saving Throw or gain one has been incited against. On a successful save,
indefinite madness, such as alcoholism, the creature is unaffected and has no inkling of
apathy, or depression. Alternatively, you can your attempt to bend its will.
aid one creature to recover from one indefinite
madness, using your Intelligence modifier to aid Mindless Courage (2 psi). You cause a
to a new saving throw. creature's bloodlust to overcome its sense of
preservation. As a bonus action, choose one
The sound of silence (Mastery, 12 psi). As creature you can see within 60 feet of you. The
an action, choose up to 5 intelligent creatures target must succeed on a Wisdom saving throw
and you talk to them, filling their minds with or, until the end of your next turn, it can’t
despair. That creatures must succeed on a willingly move unless its movement brings it
Charisma save or their Charisma is reduced to closer to its nearest enemy that it can see. The
1, being rendered incapacitated permanently. save automatically succeeds if the target is
The creatures remain autistic until a Greater immune to being charmed.
Restoration, a Wish or long counseling
treatment (such as the Mastery of Despair). The Punishing Fury (5 psi; conc., 1 min.). You
creatures are immune to this effect if they can’t cause a creature's rage to grow so hot that it
hear you or understand your language. attacks without heeding its own safety. As a
bonus action, choose one creature you can see
within 60 feet of you. The target must succeed
CROWN OF RAGE on a Wisdom saving throw or, until your
Avatar Discipline
concentration ends, any creature within 5 feet
You place a mote of pure fury within a of it can use a reaction to make a melee attack
creature’s mind, causing its bloodlust to against it whenever the target makes a melee
overcome its senses and for it to act as you wish attack. The save automatically succeeds if the
it to. target is immune to being charmed.
Psychic Focus. While you are focused on Blood Fury (Mastery, 11 psi, 10 minutes).
this discipline, any enemy within 5 feet of you As an action, you unleash a powerful, irrational
that makes a melee attack roll against creatures aura in a 30 feet radius. Any creature in the
other than you does so with disadvantage. area must succeed in a Charisma saving throw,
Primal Fury (1-12 psi). As an action, choose or being affected by it.
one creature you can see within 60 feet of you. A creature affected by blood fury is hostile
The target must succeed on a Charisma saving against every other creature, and attacks
throw or take 1d6 psychic damage per psi point without strategy or reason, with its fists, claws,
kicks and bites. It no longer benefits from any attacking with a melee weapon, you deal an
Dexterity modifier, every attack against it is extra 9d10 damage of the same type of the
made with advantage and doesn’t stop fighting weapon attack.
when it reaches 0 hp. A creature can repeat the
save every round, ending the effect with a DISGUST
success. The mystic can shield a number Avatar Discipline
creatures from this effect up to its Intelligence
You cause a creature to be flooded with
modifier.
emotions of disgust.
Creatures are immune to this effect if they
Psychic Focus. While you are focused on
can’t be charmed.
this discipline, the area in a 5-foot radius
around you is difficult terrain for any enemy
DIMINUTION that isn’t immune to being frightened.
Immortal Discipline
Eye of Horror (1-12 psi). As an action,
You manipulate the matter that composes choose one creature you can see within 60 feet
your body, drastically reducing your size of you. The target must make a Charisma
without surrendering any of your might. saving throw. On a failed save, it takes 1d6
Psychic Focus. While focused on this psychic damage per psi point spent and can’t
discipline, you have advantage on Dexterity move closer to you until the end of its next turn.
(Stealth) checks. On a successful save, it takes half as much
Miniature Form (2 psi; conc., 10 min.). As damage.
a bonus action, you become Tiny until your Wall of Repulsion (3 psi; conc., 10 min.).
concentration ends. While this size, you gain a As an action, you create an invisible,
+5 bonus to Dexterity (Stealth) checks and can insubstantial wall of energy within 60 feet of
move through gaps up to 6 inches across you that is up to 30 feet long, 10 feet high, and
without squeezing. You gain vulnerability to 1 foot thick. The wall lasts until your
bludgeoning damage. concentration ends. Any creature attempting to
Toppling Shift (2 psi). As a bonus action, move through it must make a Wisdom saving
you shift to an incredibly small size and then throw. On a failed save, a creature can’t move
suddenly return to normal, sending an through the wall until the start of its next turn.
opponent flying backward. Choose one creature On a successful save, the creature can pass
you can see within 5 feet of you. It must succeed through it. A creature must make this save
on a Strength saving throw or be knocked whenever it attempts to pass through the wall,
prone. whether willingly or unwillingly.

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.

DOGMA ENHANCED FORCE


Awakened Discipline (Telepathy) Far Hand Discipline
You create an intense belief and convincing You have the power of manipulate energy in
aura. Your words always seem truth. a harmful way.
Psychic Focus. You replace Charisma for Psychic Focus. While focused on this
Intelligence whenever you make a Deception or discipline, you have resistance to force damage.
Persuasion check.
Force Blast (2 psi). As an action, you can
Convincing (2 psi, Conc., up to 10 make a psionic ranged attack against a
minutes). You gain Advantage in Deception and creature. On a hit, you make 2d10 force damage
Persuasion checks. Creatures immune to and push the creature 5 feet if it is medium or
charm are immune to this effect, but they are smaller.
unaware of your manipulations.
Force Wave (3 psi). As an action, you project
False Belief (5 psi) You can implant a short an invisible, harmful wave of energy. Each
false belief in another’s one mind. Said belief creature in a 15-foot cone must make a
can’t directly contradict the target’s strong Strength saving throw. A creature takes 4d6
memories or identity. A false memory can be force damage on a failed save and is knocked
something that innocuous as having shared a prone, or half as much damage on a successful
few beers in a bar with a guy that, or as strong one and no other effect.
as believing that their son is being kept
kidnapped by looters. The target must succeed Unlimited Power! (5 psi, conc., up to 1
on an Intelligence saving throw to avoid being minute): As an action, you create several bolts
affected, but it doesn’t leave any trail, and the of purple lightning with your hands. Choose a
victim is unaware of the meddilng. target. Your target makes a Constitution save,
or receives 4d10 lightning damage by turn and
You can only affect a creature once with this its stunned. The creature can repeat the save
power. Successive attempts to control beliefs of each round, ending the condition on a success.
the same creature replace the prior belief, On a successful save, the creature only receives
endangering the success, since the creatures half damage. You can change the target with a
have advantage on their saves, and they bonus action.
became aware of the meddling.
Power Arcs (6 psi, 1 minute): As an action,
False Memory (7 psi). You can implant a you create several 6 balls of thunderous energy
false memory in another’s one mind. The that orbit around you. You can make a ranged
memory may be anything you want, and may psionic attack up to 120 feet with them ignoring
replace a real memory. The target must succeed shields and cover. Each ball does 1d10 thunder
on an Intelligence saving throw to avoid this damage and pushes the target 5 feet. You can
effect, and every time the creature comes with use one, several or all of them at a time, making
evidence that contradicts said memory, may separate rolls if they target different subjects,
repeat the save. If the target succeeds, becames but only 1 if they attack at the same time the
aware of the memory. same creature. Alternatively, whenever a
creature tries to make a melee attack against FORCE FIELDS
you, it must succeed on a Dexterity save first, Far Hand Discipline
or being affected by 1d4 balls at the time, prior
By channeling your psychic powers, you can
to make the attack. Ending the turn in less than
create barriers and fields of energy that can
10 feet of you also triggers this effect.
hinder enemies and protect you and your
Sínsumi’s Psionic Wave (mastery, 10 psi). comrades in combat.
As a reaction of being surrounded or attacked,
Psychic Focus. While focused on this
you can unleash a powerful detonation around
discipline, you create a myriad of small barriers
you. All creatures in radius of 15 feet of you
that deflect projectiles. Ranged attacks have
must succeed a Strength save or suffer 12d6
disadvantage against you.
force damage and are pushed 10 feet and
knocked prone. In a successful save, the Inertial Armor (2 psi). As an action, you
creatures are pushed and receive half damage, sheathe yourself in an intangible field of mental
but aren’t knocked prone. You gain 1 level of force. For 8 hours, your base AC is equal to your
exhaustion. Intelligence modifier + your Dexterity modifier,
and you gain resistance to force damage. This
EYE OF THE MYSTICS effect ends if you are wearing or don armor.
Nomad discipline Telekinetic Barrier (3 psi; conc., 10 min.).
Through the power of your mind you can As an action, you create a transparent wall of
scry an area leaving a psionic sensor. telekinetic energy, at least one portion of which
must be within 60 feet of you. The wall is 40 feet
Psychic Focus: While focused on this long, 10 feet high, and 1 inch thick. The wall
discipline, you can add your Intelligence lasts until your concentration ends. Each 10-
modifier instead of your Wisdom to Perception foot section of the wall has an AC of 10 and 10
checks that rely on sight. If you have Psionic hit points.
Mastery, you can add both, instead.
Chaotic Fields (5 psi; conc., 1 min): While
Wandering Eye (6 psi; conc., 1 hr.). As an you concentrate on this effect, you can create a
action, you create a psychic sensor within 60 myriad of small, soft barriers coming from every
feet of you. The sensor lasts until your direction that prevent enemies to move near
concentration ends. The sensor is invisible and you. You can choose any number of areas that
hovers in the air. You mentally receive visual you want in a 30 feet radius sphere centered in
information from it, which has normal vision you and transform it on difficult terrain. As a
and darkvision with a range of 60 feet. The bonus action, you can generate a new pattern,
sensor can look in all directions. As an action, and also open one “side” of the field: creatures
you can move the sensor up to 30 feet in any entering the area from that direction aren’t
direction. There is no limit to how far away from affected by the field, and doesn’t consider
you the eye can move, but it can’t enter another terrain as difficult.
plane of existence. A solid barrier blocks the
eye’s movement, but the eye can pass through Force Prison (Mastery, 9 psi; conc., 1
an opening as small as 1 inch in diameter. min): Using this effect, you create as an action
up to 5 force barriers with an area of 100 square
Phasing Eye (7 psi; conc., 1 hr.). As foot in a place that you can see within 100 feet
Wandering Eye above, except the eye can move of you. You can shape the barriers in any form
through solid objects but can’t end its you want, but they must be interconnected to
movement in one. If it does so, the effect each other. This way, you can form a box of 10
immediately ends. feet on a side, or a continuous, 5 ft. high wall of
Psionic Eye (Mastery, 9 psi). As Phasing eye up to 100 feet long.
above, except that lasts for 24 hours and don’t The barriers are solid to the tact, but they
require concentration. You can also use your aren’t destructible as they regenerate all the
psychic powers through the sensor, although at time. Creatures trapped inside the barriers can
disadvantage if they require a ranged psionic pass through them with a successful Strength
attack and granting advantage to the saving saving throw, but it is considered difficult
throws. You can only focus your sight on 1 terrain and they also lose automatically 20 feet
sensor at a time, although you can place as of their movement. Teleporting functions
many as you want to. normally in each side of the area, but ethereal
and astral creatures cannot pass by the barriers
if they don’t teleport. Big objects such as
boulders thrown by giants still pass by, but they Psychic Focus. While focused on this
have disadvantage to strike, and the walls discipline, any attempt of knock you prone or
absorb half their damage. Small objects, such shove you is made at disadvantage.
as arrows, small rocks and certain spell attacks Animate Weapon (1-12 psi). As an action,
(such as Firebolts) cannot trespass the barriers. your mind seizes control of a one-handed melee
weapon you’re holding. The weapon flies toward
GALVANOGENESIS one creature you can see within 30 feet of you
Wu Jen Discipline and makes a one-handed melee weapon attack
You discover a type of energy that pervades against it, using your discipline attack modifier
all things. You master the harnessing and for the attack and damage rolls. On a hit, the
manipulation of lightning. weapon deals its normal damage, plus an extra
1d10 force damage per psi point spent on this
Psychic Focus. While focused on this ability. The weapon returns to your grasp after
discipline, you have resistance to lightning it attacks.
damage.
Warp Weapon (2 psi). As an action, choose
Ozai’s Whip (1-12 psi). As an action, you one nonmagical metal weapon held by one
lash out at one creature you can see within 60 creature you can see within 60 feet of you. That
feet of you with tendrils of lightning. The target
creature must succeed on a Strength saving
must make a Dexterity saving throw, with
throw, or the chosen weapon can’t be used to
disadvantage if it’s wearing heavy armor. The
attack until the end of your next turn.
target takes 1d8 lightning damage per psi point
spent on a failed save, or half as much damage Warp Armor (3 psi). As an action, choose a
on a successful one. nonmagical suit of metal armor worn by one
creature you can see within 60 feet of you. That
Azula’s Wrath (5 psi). As an action, you let creature must succeed on a Strength saving
loose a line of lightning that is 60 feet long and
throw, or the creature is restrained until your
5 feet wide. Each creature in the line must make
next turn.
a Dexterity saving throw, taking 6d6 lightning
damage on a failed save, or half as much Animate Earth (7 psi; conc., 1 hr.). As an
damage on a successful one, and its stunned action, you cause an earth elemental to appear
until your next round. You can increase this in an unoccupied space you can see within 120
ability’s damage by 1d6 per additional psi point feet of you. The elemental lasts until your
spent on it. concentration ends, and it obeys your verbal
commands. In combat, roll for its initiative, and
Iroh’s Training (Mastery). If you choose
choose its behavior during its turns. When this
this discipline as mastery, you can forgo the
effect ends, the elemental disappears. See the
Dexterity save of any lightning bolt directed at Monster Manual for its stat block.
you and instead make a Dexterity (Acrobatics)
check with the same DC. If you succeed, you One with Earth (Mastery, 9 psi, Conc., 10
take no damage from it and you can redirect the min). As an action, you become 1 with earth.
attack or spell to any direction you want, even You gain burrowing speed of 30 feet and
pointing to their source. Any redirected tremorsense up to 120 feet. You also can control
lightning imposes disadvantage on their Saving blocks of earth to construct barriers and
Throws. protections. Each round you can create an
earthen wall 60 feet long, 5 feet wide, and you
Sozin’s Coat (Mastery. 8 psi, conc. 1 can shape it in any geometrical form you want
minute). You can make yourself a living (as a small fort, as a long trench, etc. You can
recipient of lightning power. Any creature that
also increase the height of a 5-feet square of
touches you or hits you in melee during the
land up to 30 feet, or six up to 5 feet, or any
coat’s duration takes 9d10 lightning damage
combination in between by round. All this walls
and is stunned until your next round. A
and elevated terrains last until you lost
Constitution save halves the damage and
concentration.
prevents the stunned condition.
GIANT GROWTH
GEOKINESIS Immortal Discipline
Wu Jen Discipline
You control your bodily flow to grow
You attune your mind to seize control of
tremendously, bolstering your strength and
metal and earth.
durability.
Psychic Focus. While focused on this Strength Saving Throw, it doesn’t benefit from
discipline your carrying capacity works as if you high dexterity.
were 1 size larger. Heavy Air (7 psi, conc, 1 min). As an action,
Ogre Form (2 psi; conc., 1 min.). As a you create a 30 feet radius area of heavy gravity.
bonus action, you gain 10 temporary hit points. That area has twice the normal gravity, and
In addition, until your concentration ends, your becomes difficult terrain if already isn’t. Also,
melee weapon attacks deal an extra 1d4 any creature that crosses that land must check
bludgeoning damage on a hit, and your reach its carrying capacity, all attack rolls are made
increases by 5 feet. If you’re smaller than Large, at disadvantage, and projectiles halve their
you also become Large for the duration. range.
Giant Form (7 psi; conc., 1 min.). As a Void of the Ceaseless Hunger (Mastery, 12
bonus action, you gain 30 temporary hit points. psi, Conc.). As an action, you fully concentrate
In addition, until your concentration ends, your to create a hole in reality, in which time and
melee weapon attacks deal an extra 2d6 matter don’t follow the normal rules. You
bludgeoning damage on a hit, and your reach choose a point in space that you can see, up to
increases by 10 feet. If you’re smaller than 120 feet of you. This point rapidly increases its
Huge, you also become Huge for the duration. mass and size. The first round, all creatures in
Metabolic Growth (Mastery). If you choose a 15 feet radius must succeed on a Strength
to make this discipline your Mastery, you grow save or being grappled. The second round that
one category size. You need twice as much food. you maintain, the area increases in another 15
feet, and the creatures trapped in the inner
Toughness (mastery, 10 psi, 1 min). For circle must succeed on another Strength save
the duration of the effect you flood your body or being restrained. The third round, the area
with hormones, you gain 5 Damage Resistance increases another 15 feet, and the restrained
to all types of damage. You also regenerate 5 hit creatures in the inner circle are pushed to the
points every turn, but you have disadvantage on center of mass, taking 5d10 force damage every
any psychic or spell attacks, as you are too round. From now on, every successive ring
unfocused by the unbalance. replicates one turn later the effects of the
adjacent ring nearest to the center.
HUNGER OF THE VOID In the fourth round, the area increases one
Far Hand Discipline more time in 15 feet, with the center effects
You use your psychic powers to manipulate replicating in the second ring. Creatures in the
weight and density around you. center take another 5d10 force damage, and are
Psychic Focus. While focused on this disrupted from time. Not even light can escape
discipline, your carrying capacity doubles. from it, and anything trapped in the event
horizon is considered in temporal stasis.
Invisible Grasp (2 psi; conc., 1 min.). As an
action, choose a point in space that you can see In the fifth round, the area increases one last
up to 60 feet from you. Any creature in a 10 feet time, but the center is stable, and the mystic
radius of this space must succeed on a Strength can end its concentration. In the successive
saving throw or being grappled. They can rounds, the stable event horizon increases to
escape with a successful Strength (Athletics) cover the entire area. Creatures and objects in
check against a DC equal to your Saving Throw, a 15 feet radius outside the hole are slowly
but they can’t escape via Acrobatics. pushed to it, and small pebbles and dust orbit
it, slowly falling to it.
Weight of the World (5 psi; conc., 1 min.).
As an action, you target one creature. That Until the hole is stable, the mystic cannot
creature’s personal and equipment weight move or take another action or reaction. If it
increases three times. Calculate the new weight does, even if it isn’t by his own will, the
and compare it with the carrying capacity of the concentration ends and the effect disrupts.
creature. Weapons increase also their weight,
losing the “Light” property if they are, and HYDROKINESIS
gaining the “heavy” property if already haven’t. Wu Jen Discipline
If they are already heavy, they are considered 1 Hydrokinesis is the psychic ability to
size larger for carrying and combat purposes. manipulate the properties of water and liquids,
Also, if the creature doesn’t succeed on a both in the air and in pools and containers.
Psychic Focus. While focused on this Waterborn (Mastery). If you choose this
discipline, you have a swimming speed equal to discipline as your psionic mastery you gain a
your walking speed. swimming speed of 50 feet and you can breathe
Desiccate (1-12 psi). As an action, choose underwater. You also learn the Shape Water
one creature you can see within 60 feet of you. cantrip.
You steal the water of a creature. The target Bubble Cage (9 psi, conc., 10 minutes).
must make a Constitution saving throw, taking You exert control over water to engulf up to
1d8 necrotic damage per psi point spent on this three creatures. The creatures must succeed on
ability, or half as much damage on a successful a Strength saving throw or they are paralyzed
one. and suffocating. They might repeat the save
Watery Grasp (2 psi). As an action, you each minute to break free.
unleash a wave that surges forth and then Water Portal (mastery, 11 psi). You have
retreats to you like the rising tide. You create a mastered the connection between normal water
wave in a 20-foot-by-20-foot square. At least and the Weave of Magiccan open a portal to the
some portion of the square’s border must be Water Plane from any natural body of water,
within 5 feet of you. Any creature in that square such as a lake, pond or pool.
must make a Strength saving throw. On a failed
save, a target takes 2d4 bludgeoning damage, is ILLUMINATION
knocked prone, and is pulled up to 10 feet Far Hand Discipline
closer to you. On a successful save, a target
takes half as much damage. You can increase Your years of study have granted you the
this ability’s damage by 1d6 per additional psi power of using psychokinesis on your own body.
point spent on it Psychic Focus. While focused on this
Water Whip (3 psi). As an action, you discipline, your weight reduces by half, and you
unleash a jet of water in a line that is 60 feet can’t be knocked prone.
long and 5 feet wide. Each creature in the line Levitation (2 psi, conc., 10 minutes). You
must make a Strength saving throw, taking 3d6 gain the power of levitate up to 120 feet of the
bludgeoning damage on a failed save, or half as ground, moving up or down at a speed of 15
much damage on a successful one. In addition, feet. If you lose concentration, you fall down
you can move each target that fails its saving promptly.
throw to any unoccupied space touching the Walking on Waters (3 psi; conc., 10 min.).
line. You can increase this ability’s damage by As an action, you can manipulate your body to
1d6 per additional psi point spent on it. If you compensate the effects of your body over liquid
have no liquid water near you, the creature has water. You gain the ability to walk over any body
Advantage on the save as you have to of liquid water.
condensate it from the air, and it doesn’t work
on deserts or dry places. Rising over the filth (5 psi, conc., 30
min.). You have learned to think high and
Water Breathing (5 psi). As an action, you elevate over the mundane. As a bonus action,
can create a mask of air for yourself and up to you gain a flying speed of 30 ft. Once you have
ten willing creatures within 60 feet that repels spent the initial 5 psi points, you can extend the
water of you the ability to breathe underwater initial duration by 10 minutes by expending 1
for the next 24 hours. additional Psi Point, which doesn’t count
Water Sphere (6 psi; conc., 1 min.). As an against your Psi Limit.
action, you cause a sphere of water to form Mystical Isolation (7 Psi, conc., up to 1
around a creature. Choose one creature you can hour.). You have learned to slowly isolate an
see within 60 feet of you. The target must make enemy and force it to meditate. You select a
a Dexterity saving throw. On a failed save, it medium or lower sized creature, and trap it
becomes trapped in the sphere of water until within a stasis field. The creature must succeed
your concentration ends. While the target is on a Strength save or is first grappled by an
trapped, its speed is halved, it suffers invisible force. The second round, the creature
disadvantage on attack rolls, and it can’t see can reroll a save, or become restrained. The
anything more than 10 feet away from it. third round, the creature has a third chance, or
However, attack rolls against it also suffer becomes paralyzed, blinded and deafened,
disadvantage. The target can repeat the saving although it still remains conscious for the rest
throw at the end of each of its turns, ending the of its duration. Once it’s trapped on the stasis
effect on itself on a successful one.
field, it can no longer repeat saves, and it has Psychic Redoubt (5 psi; conc., 10 min.). As
immunity to all damage except psychic, and it an action, you create a field of protective
is weightless and floats on the same spot that it psychic energy. Choose any number of
was trapped. It can be moved as a whole, but it creatures within 30 feet of you. Until your
cannot interact with the outside in any other concentration ends, each target has resistance
way. to psychic damage and advantage on
The mystic can move it as a bonus action Intelligence, Wisdom, and Charisma saving
with its mind by expending 1 psi point. throws.
Mastery over Matter (mastery, 8 Psi, Intellect Labyrinth (Mastery, 9 psi, 1
Conc, up to 10 minutes). You create a gravity minute). You master your mind beyond your
field in an area shaped as you want with a normal limits. You gain immunity against
maximum area of 300 square feet. Any creature psychic damage for the duration of the effect,
that enters on this field levitates uncontrollably and you are immune to mind-altering effects,
and cannot move except by pushing against a such as charm, fear, unconscious (if you fall
solid object. All attacks in this area are made at below 0 HP you still are incapacitated and your
disadvantage, and have the possibility of lose movement becomes 0), and stunned.
the weapon or object to the atmosphere.
Dark Illumination (mastery, 12 Psi). You
INTELLIGENT ARROW
Nomad Discipline
have learned the final destiny of the universe,
and can use that knowledge to your advantage. You imbue a ranged weapon with a strange
All creatures inside a gravity field (created by semblance of sentience, allowing it to unerringly
the Mastery over Matter power) must succeed find its mark.
on a Strength save or be ripped apart by dark Psychic Focus. While you are focused on
energy. Every the creature takes 5d6 force this discipline, any attack roll you make for a
damage by round and repeats the save up to the ranged weapon attack ignores disadvantage. If
third fail, when it is disintegrated to a disadvantage would normally apply to the roll,
subatomic degree. A successful save halves the that roll also can’t benefit from advantage.
damage and prevents further effects. The
creatures and objects are ripped to a point that Speed Dart (1-12 psi). As a bonus action,
even a god can’t reunite again. Not even the you imbue one ranged weapon you hold with
psionic power. The next attack you make with it
souls survive the annihilation. Any attempt of
resurrect the creatures fail, until a Wish is that hits before the end of the current turn deals
an extra 1d10 psychic damage per psi point
casted to reunite the souls first.
spent.
INTELLECT FORTRESS Seeking Missile (2 psi). As a reaction when
Awakened Discipline you miss with a ranged weapon attack, you can
repeat the attack roll against the same target.
You forge an indomitable wall of psionic
energy around your mind—one that allows you Faithful Archer (5 psi; conc., 1 min.). As a
to launch counterattacks against your bonus action, you imbue a ranged weapon with
opponents. a limited sentience. Until your concentration
ends, you can make an extra attack with the
Psychic Focus. While focused on this weapon at the start of each of your turns (no
discipline, you gain resistance to psychic action required). If it is a thrown weapon, it
damage. returns to your grasp each time you make any
Psychic Backlash (2 psi). As a reaction, you attack with it.
can impose disadvantage on an attack roll Arrow stream (mastery, 11 psi) You create
against you if you can see the attacker. If the an intelligent stream of arrows. As an action,
attack still hits you, the attacker takes 2d10 you create a 5-feet wide column with a
psychic damage. maximum range of 300 feet. The column moves
Psychic Parry (1-12 psi). As a reaction and attacks anyone in its trajectory as if it was
when you make an Intelligence, a Wisdom, or a a creature, and can dodge obstacles spending 5
Charisma saving throw, you gain a +1 bonus to feet and twist its direction at will in your line of
that saving throw for each psi point you spend sight, and the arrows can pluck out from the
on this ability. You can use this ability after bodies once they attacked.
rolling the die but before suffering the results.
Track a trajectory and make a ranged psionic Psychic Focus. While focused on this
attack against any number of creatures in said discipline, you have advantage on Dexterity
range. If you succeed, they take 13d6 piercing (Stealth) checks.
damage. Example: Chameleon (2 psi). As an action, you can
attempt to hide even if you fail to meet the
requirements needed to do so. At the end of the
current turn, you remain hidden only if you
then meet the normal requirements for hiding.
Step from Sight (3 -12 psi; conc., 1 min.).
As a bonus action, cloak yourself from sight.
You can target one additional creature for every
additional psi point you spend on this ability.
The added targets must be visible to you and
within 60 feet of you. Each target turns invisible
and remains so until your concentration ends
or until immediately after it targets, damages,
or otherwise affects any creature with an attack,
a spell, or another ability.
Enduring Invisibility (7 psi; conc., 1 min.).
As a bonus action, you turn invisible and
remain so until your concentration ends.
No witnesses (Mastery, 9 psi). You can
IRON DURABILITY make your presence unremarkable and hid
Immortal Discipline under plain sight. You can interact with any
creature without leaving any memory of this,
You transform your body to become a living slowly fading from memory itself. Whenever you
metal, allowing you to shrug off attacks that interact with a creature, you make it forget all
would cripple weaker creatures. about you, although you can’t implant new
Psychic Focus. While focused on this memories. The target makes an Intelligence
discipline, you gain a +1 bonus to AC. saving throw after you make your interaction. I
Iron Hide (1-12 psi). As a reaction when you it fails, your target doesn’t remember anything
are hit by an attack, you gain a +1 bonus to AC about you, and discard any interaction as
for each psi point you spend on this ability. The unimportant replacing it for any menial
bonus lasts until the end of your next turn. This phenomena involved in the interaction (such as
bonus applies against the triggering attack. going to the bathroom, drinking a beer, etc.),
but it can’t remember anything from you or your
Steel Hide (2 psi). As a bonus action, you actions. If you harm your target in any way
gain resistance to bludgeoning, piercing, and during the interaction, it has Advantage on the
slashing damage until the end of your next turn. save.
Iron Resistance (7 psi; conc., 1 hr.). As an
action, you gain resistance to bludgeoning, LIVING KNIVES
piercing, or slashing damage (your choice), hich Far Hand Discipline
lasts until your concentration ends.
You learn to use psionic energy to sense and
Adamantine Body (Mastery, 8 psi, 1 manipulate knives, swords and other small
minute). You gain immunity to bludgeoning, objects with your mind.
piercing or slashing damage for the duration.
You also gain resistance to the other two and Psychic Focus. While focused on this
thunder damage. discipline, you gain a +5 bonus to your Passive
Perception, and you can use Intelligence as your
Perception ability as you “feel” the land around
KARMA CHAMELEON you rather than use your actual senses.
Nomad Discipline
Disarm (2 psi, instantaneous): As an
You create a screen of psychic power that action, you can knock out a weapon from the
distorts your appearance, allowing you to blend hands of a foe that you can see up to 60 feet,
into the background or even turn invisible. and attract it to your hands. The foe must
succeed on a Strength Saving Throw to avoid it.
Project Shrapnel (1–9 psi). You levitate and checks. The bonus equals half your Intelligence
project any small objects around you, such as modifier (minimum of +1).
gravel, nails or metal or ceramic scraps against Charming Presence (1-12 psi). As an
any enemy in a 5-foot wide straight line up to action, you exert an aura of sympathetic power.
60 feet from you. All creatures in the area must Roll 2d8 per psi point spent on this ability; the
succeed in a Dexterity saving throw or receive total is how many hit points worth of creatures
1d10 piercing damage for each psi point you this option can affect. Creatures within 30 feet
spend + your Intelligence modifier and are of you are affected in ascending order of their
knocked prone. If they pass the save, they only hit point maximums, ignoring incapacitated
receive half damage. Creatures in heavy armor creatures, creatures immune to being charmed,
have advantage on the check, and a shield and creatures engaged in combat.
functions as half cover against the shrapnel
Starting with the creature that has the
Flying Knives (5 psi; conc., 1 min.). As an lowest hit point maximum, each creature
action, you can choose a creature that you can affected by this option is charmed by you for 10
see in a range of 100 feet. You direct a handful minutes, regarding you as a friendly
of knives, arrows, spears, swords or other acquaintance. Subtract each creature’s hit
pointy objects at the target, who must succeed point maximum from the total before moving on
on a Dexterity save or receive up to 8d6 piercing to the next creature. A creature’s hit point
damage each round. You must have enough maximum must be equal to or less than the
pointy objects to work with, or else the damage remaining total for that creature to be affected.
is reduced at the DMs discretion.
Center of Attention (2 psi; conc., 1 min.).
A creature in heavy armor has Advantage on As an action, you exert an aura of power that
the saving throw, and a creature with a shield grabs a creature's attention. Choose one
can use it to gain the benefits of half cover. creature you can see within 60 feet of you. It
Poltergeist (mastery, 8 psi, conc, 10 must make a Charisma saving throw. On a
minutes). You gain control of any non-held failed save, the creature is so thoroughly
object in a 30 feet radius around you for the distracted by you that all other creatures are
duration. The objects cannot weight more than invisible to it until your concentration ends.
10 pounds, but you can use them as follow: This effect ends if the creature can no longer see
Barrier: the objects fly around you up to a or hear you or if it takes damage.
maximum radius of 15 feet. Anyone trying to Invoke Awe (7 psi; conc., 10 min.). As an
pass the barrier receives 5d6+ Int modifier, and action, you exert an aura that inspires awe in
ranged attacks have disadvantage to reach others. Choose up to 5 creatures you can see
anyone inside the barrier. within 60 feet of you. Each target must succeed
Living Knives: You can use the objects to on an Intelligence saving throw or be charmed
attack any number of creatures inside the area by you until your concentration ends. While
of effect. You make a psychic attack against charmed, the target obeys all your verbal
them to make 10d4+Intelligence modifier commands to the best of its ability and without
damage of the appropiate size. doing anything obviously self-destructive. The
charmed target will attack only creatures that it
Mystic Pattern: You make all the objects, has seen attack you since it was charmed or
even those that enter the area for the first time that it was already hostile toward. At the end of
(such as arrows, bolts or rocks) float aloof and each of its turns, it can repeat the saving throw,
harmless. You can move all of them at your will, ending the effect on itself on a success.
and arrange them as you please at a speed of
30 feet. Popular leader (Mastery, 9 psi). You can
subtly alter your speech patterns with psionic
power. If you expend at least 10 minutes giving
MANTLE OF AWE a rousing speech, any non-hostile creature that
Awakened Discipline can hear and see you is charmed by you unless
You learn to use psionic energy to they succeed an Intelligence saving throw.
manipulate others with a subtle combination of While charmed this way, they gain 3d10+ your
psi and your own, natural charm. Intelligence modifier temporary hit points, and
Psychic Focus. While focused on this has Advantage against the fear condition until
discipline, you gain a bonus to Charisma they cease to be charmed or finish a long rest,
and you convince them of 1 statement you make
(auto-succeeding in 1 Persuasion or Deception displease you, and its only thought is to run
check). away or appease you in any way. The creature
Anyone that pass the save is now hostile to is permanently frightened of you, and it can only
you, but creatures that were affected by it rest if you aren’t near, gaining 1 exhaustion
become friendly until you made something that level per day. Once per long rest, the creature
will turn them hostile or suspicious. can repeat the save.

MANTLE OF FEAR MANTLE OF JOY


Avatar Discipline Avatar Discipline
You tap into a well of primal fear and turn You tap into the joy within you, radiating it
yourself into a beacon of terror to your enemies. outward in soothing, psychic energy that brings
hope and comfort to creatures around you.
Psychic Focus. While focused on this
discipline, you have advantage on Charisma Psychic Focus. While focused on this
(Intimidation) checks. discipline, you have advantage on Charisma
(Persuasion) checks.
Incite Fear (2 psi; conc., 1 min.). As an
action, choose one creature you can see within Soothing Presence (1-12 psi). As a bonus
60 feet of you. The target must succeed on a action, choose up to three creatures you can see
Wisdom saving throw or become frightened of within 60 feet of you. Each target gains 3
you until your concentration ends. Whenever temporary hit points per psi point spent on this
the frightened target ends its turn in a location effect.
where it can’t see you, it can repeat the saving Comforting Aura (2 psi; conc., 1 min.). As
throw, ending the effect on itself on a success. a bonus action, choose up to three allies you
Unsettling Aura (3 psi; conc., 1 hr.). As a can see (you can choose yourself in place of one
bonus action, you cloak yourself in unsettling of the allies). Until your concentration ends,
psychic energy. Until your concentration ends, each target can roll a d4 when making a saving
any enemy within 60 feet of you that can see throw and add the number rolled to the total.
you must spend 1 extra foot of movement for Aura of Jubilation (3 psi; conc., 1 min.).
every foot it moves toward you. A creature As a bonus action, you radiate a distracting
ignores this effect if immune to being mirth until your concentration ends. Each
frightened. creature within 60 feet of you that can see you
Incite Panic (5 psi; conc., 1 min.). As an suffers disadvantage on any checks using the
action, choose up to eight creatures you can see Perception and Investigation skills.
within 90 feet of you that can see you. At the Beacon of Recovery (5 psi). As a bonus
start of each of a target’s turns before your action, you and up to five allies you can see
concentration ends, the target must make a within 60 feet of you can immediately make
Wisdom saving throw. On a failed save, the saving throws against every effect they’re
target is frightened until the start of its next suffering that allows a save at the start or end
turn, and you roll a die. If you roll an odd of their turns.
number, the frightened target moves half its Arousal (10 psi, up to 1 hour). You emit a
speed in a random direction and takes no action strong aura of lust and passion for the duration.
on that turn, other than to scream in terror. If
you roll an even number, the frightened target Every living creature in a 15 feet area around
makes one melee attack against a random you must succeed on a Wisdom saving throw or
target within its reach. If there is no such target, is sexually aroused, although not necessarily
it moves half its speed in a random direction from you. The aroused creatures can still
and takes no action on that turn. This effect behave normally, and will not turn into
ends on a target if it succeeds on three saving mindless, in heat beasts, but are more prone to
throws against it. take the initiative, and they do want to be
engaged in sexual activity with their chosen
Absolute Terror (Mastery, 10 psi) Choose partners. All sexual dysfunctions stop to affect
one creature. You assault its inner fears and the creatures under this effect, and they have
take one by one all its mind barriers. The satisfactory, happy intercourse with their
creature must succeed on an Intelligence saving partners if they chose to do so.
throw to understand that it is a psionic attack,
or it is permanently terrified by you. The
creature is too afraid to do anything that will
After that experience, they will have MASTERY OF DARKNESS
advantage in Wisdom, Charisma and Wu Jen Discipline
Intelligence saves for 1 day.
You meddle with the Shadowfell energy that
resonates in the Prime Material plane. This
MASS MANIPULATION discipline is magical in nature.
Far Hand Discipline
Psychic Focus. While focused on this
You can finely interact with the world at discipline, natural and magical darkness within
distance. 30 feet of you has no effect on your vision.
Psychic Focus. While focused on this Darkness (1-12 psi). As an action, you
discipline, you have advantage on Strength create an area of magical darkness, which foils
saves. darkvision. Choose a spot you can see within 60
Increase density (2 psi, 1 hour). You can feet of you. Magical darkness radiates from that
make a piece of armor or a shield harder and point in a sphere with a 10-foot radius per psi
more resilient. For the duration, that object point spent on this ability. The light produced
increases its AC value by 1, but doubles its by spells of 2nd level or less is suppressed in
weight. this area.
Inertial punch (1-12 psi). You can project Shadow Beasts (3 psi; conc., 1 min.). As
kinetic energy in a powerful blow. As a reaction an action, you cause two shadows to appear in
against an attack, you make a melee psionic unoccupied spaces you can see within 60 feet of
attack. If the attack is successful, you make you. The shadows last until your concentration
1d10 bludgeoning damage for each psi point ends, and they obey your verbal commands. In
spended. combat, roll for their initiative, and choose their
Density decrease (6 psi, up to 1 minute). behavior during their turns. When this effect
As an action, make a melee psionic attack ends, the shadows disappear. See the Monster
against a creature. If the attack is successful, Manual for their stat block.
you rearrange its molecular density, giving it The Everdark (Mastery, 9 psi). You call
vulnerability against bludgeoning, force, forth the eternal darkness that lies beyond the
slashing and thunder damage and stars to fill the brain of a creature and shut off
disadvantage in any Strength or Constitution sight. The target must succeed on a Charisma
check. save or take 5d10 necrotic damage and being
Molecular Deconstruction (Mastery, 9 blinded and frightnened. The blindness is
psi). As an action, you can disassemble matter permanent, and only a Greater restoration or
on the molecular level. Make a melee psionic equivalent spell could restore the eyes, but the
attack. On a success, the target receives 5d10 frightened condition calls for a Charisma saving
necrotic damage and 5d10 force damage, throw each round, ending in a success.
rapidly decomposing until only a black, noxious This effect can be counterspelled as if it were
ooze remains. If the target isn’t destroyed, its a 7th level spell.
maximum Hit Points are reduced by the same Banish to the Shadowfell (Mastery, 12
number. psi). Choose a target. The target must succeed
Molecular Reconstruction (Mastery, 11 on a Charisma saving throw or pitch black
psi). You can fight entropy itself and reassemble tendrils cover it and forcefully transport it to a
matter on a molecular level. You have to expend random spot in the Shadowfell, most likely to a
at least a Short Rest for a short reconstruction, prison cell or pit on any of the many cities and
but you can reattach lost limbs, decreased ruined castles in the plane. The target must find
maximum hit points, and fully heal a creature its own way back.
from any injury, no matter how serious it is. You
can also restore inanimate matter, such as the MASTERY OF ICE
bones of a skeleton, a broken statue or magical Wu Jen Discipline
artifact such as a rusted magical sword,
You can use your psychic power to snuff off
reassembling it from almost nothing as long as
the fire energy present in the air. This allow him
an imprint of the object can be read. You can
to create cold effects.
also rearrange matter in new patterns, such as
creating a steel sword from an iron bar in an Psychic Focus. While focused on this
hour. discipline, you have resistance to cold damage.
Cold Bite (1-12 psi). As an action, you steal Steal Energy (mastery, 8 psi, conc. 1
the heath of a 5-feet area at up to 120 feet of minute). If you choose this discipline for your
you. The target must make a Constitution psychic focus, each time you deal cold damage
saving throw. On a failed save, the target takes to a creature with this discipline you gain
1d6 cold damage per psi point spent and has its temporary Psi points equal to one tenth of the
speed halved until the start of your next turn. damage done (rounded down). Those psi points
On a successful save, the target takes half as must be used before concentration ends, or they
much damage. are lost.
Ice Sheet (2 psi). As an action, choose a
point on the ground you can see within 60 feet MASTERY OF LIGHT
of you. The ground in a 20-foot radius centered You can use your psychic power to create
on that point becomes freezes for 10 minutes. It and control light energy.
is difficult terrain, and any creature that moves Psychic Focus. While you are focused on
more than 10 feet on it must succeed on a this discipline, you have resistance to radiant
Dexterity saving throw or fall prone. If the damage.
surface is sloped, a creature that falls prone in
the area immediately slides to the bottom of the Light (2 psi; conc., 1 min.). As an action,
slope. an object you touch radiates light in a 20-foot
radius and dim light for an additional 20 feet.
Slowdown (4 psi). Choose a point you can The light lasts until your concentration ends.
see within 60 feet range. The area is deprived Alternatively, a creature you touch radiates
from all heat and each creature must succeed light in the same manner if it fails a Dexterity
on a Constitution save or take 3d8 cold damage. saving throw. While lit in this manner, it can’t
An affected target's speed is halved, it takes a - hide, and attack rolls against it gain advantage.
1 penalty to AC and Dexterity saving throws,
and it can't use reactions. On its turn, it can Radiant Sword (4 psi, conc, 10 minutes).
use either an action or a bonus action, not both, As a bonus action, you create a magical sword
and it has disadvantage on Initiative rolls. This in your free hand. The sword is long and
effect lasts for five rounds, and at the beginning straight, similar to a wardless longsword, but it
of the round the creature can repeat the save, has no weight and lightly murmurs when you
ending the effect on a success. move it.

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

PHANTOM BLADE 10th 3 d4 + int 2 3


Starting at 15th level, you can make an 11th 3 d4 + int 3 4
attack that phases through most defenses. As a 12th 3 d4 + int 3 4
bonus action, you can make one attack with
your soul knife or kindred weapon. Treat the 13th 3 d4 + int 3 4
target’s AC as 10 against this attack, regardless 14th 4 d4 + int 3 4
of the target’s actual AC.
15th 4 d4 + int 4 5
PSYCHIC OVERLOAD 16th 4 d4 + int 4 5
Starting at 18th level, all your attacks with 17th 4 d4 + int 4 5
soul knives or kindred weapons do 2d6 extra 18th 5 d4 + int 4 5
psychic damage.
19th 5 d4 + int 5 6
20th 5 d4 + int 5 6
ROGUISH ARCHETYPES: SCOURGE
SCOURGE PSIONICS
Level Talent Psi Disciplines Psi
s dice limit
3rd 1 Int. 1 2
mod
4th 1 d4 + int 1 2
5th 1 d4 + int 1 2
6th 1 d4 + int 1 2
7th 2 d4 + int 2 3
8th 2 d4 + int 2 3
9th 2 d4 + int 2 3
10th 2 d4 + int 2 3
11th 2 d4 + int 3 4
12th 2 d4 + int 3 4
13th 3 d4 + int 3 4
14th 3 d4 + int 3 4
15th 3 d4 + int 4 5
16th 3 d4 + int 4 5
17th 3 d4 + int 4 5
18th 3 d4 + int 4 5
19th 4 d4 + int 5 6
20th 4 d4 + int 5 6
The Scourges are some of the most cunning concentration, and you can only change them 1
and dangerous foes anyone can find. They excel per short rest.
at espionage and sabotage, infiltrating behind
Psi Points. The Scourge Psionics table
enemy lines.
shows which dice you roll to increase your Psi
Soul knives vary widely in their approach to Points by level. The Psi Limit shows you how
this path. Some follow it out of a desire to much psi points you could use on any effect.
achieve martial perfection. Others are ruthless
Psionics Ability. Intelligence is your
assassins who seek to become the perfect killer.
psionics ability, since you learn your powers
through dedicated self-analysis and
PSIONICS experimentation. You use your Intelligence for
When you reach 3rd level you gain the ability your psionic attacks, and also you use your
to use psionic powers. As always, you can’t use Intelligence to determine your psionics saving
psionics if you are currently under the throws.
charmed, frightened, incapacitated, poisoned or
Psionics save DC = 8 + your proficiency bonus +
stunned conditions.
your Intelligence modifier
Talents known. You learn 1 talent, and you Psionic attack modifier = your proficiency bonus +
also gain the blind spot for free. your Intelligence modifier
Disciplines Known. The Scourge column
shows how many disciplines you know in a PSYCHIC SCYTHE
given level. You can use any powers listed under Starting at 3rd level, you can benefit from
this discipline, given that you met the psi point your Sneak Attack bonus to any psionic attack
requisites. You can’t use Psionic Mastery, and talent that deals psychic damage. The damage
the Psychic focus features cost you your of the sneak attack is psychic as well.
SLIPPERY MIND MIND VAULT
Starting at 3rd level, if you use a telepathic You have trained your brain to endure the
power to read the thoughts of an enemy, you most thorough mind assaults. You gain
don’t reveal yourself as an intruder, and the resistance to psychic damage, and any psionic
creature don’t know that its mind is being or spell attack against your mind is made at
assaulted. Even if the target can know that its disadvantage.
mind is being ransacked, you don’t reveal
yourself as the source of intrusion.

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.

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