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The

Mystic Class (1.1)


Contents
Introduc)on 1
Mys)c 1
Hermits and Outcasts 1
Eccentric Minds 1
Crea)ng a Mys)c 2
Class Features 2
Psionics 3
Mys)c Order 4
Telepathy 4
Psychic Focus 4
Ability Score Improvement 4
Potent Psionics 4
Order Mastery 4
Psionic Mastery 4
Grandmastery 5
Mys)c Orders 5
Order of the Avatar 5
Order of the Awakened 5
Order of the Immortal 6
Order of the Nomad 7
Order of the Soul Knife 7
Order of the Wu Jen 8
Psionic Disciplines and Talents 9
Using a Discipline 9
Psionic Disciplines by Order 10
Discipline Descrip)ons 11
Psionic Talents 29
Order Mastery 30
Order Mastery Op)ons 30
Order Mastery Descrip)ons 31
Customiza)on Op)ons 33
Mul)classing 33
Feats 34
Materials 34
Cognallum 34
Design Philosophy 34
Changes in the 1.1 Edit 34
Possibili)es for a 1.2 Edit 35

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Introduction full potential of their minds and exploring their
psyches before turning to face the world. Mystics
The mystic is an entire class to try out in your D&D are incredibly rare, and most prefer to keep the
games. This version of the class is based upon the nature of their abilities secret. Using their inner,
Unearthed Arcana playtest, and has been further psychic strength, they can read minds, fade into
edited and revised with the intention of improving invisibility, transform their bodies into living iron,
balance and playability through all 20 levels. and seize control of the physical world and bend it
A more in-depth explanation of these changes and to their will.
the balance logic behind them can be found in the
Design Philosophy section at the end of this Hermits and Outcasts
document.
Mystics are loners. Most discover the secrets of
This Is Playtest Material their power through vague references in tomes of
Like the Unearthed Arcana version this edit is based upon, lore or by ingratiating themselves to a master of the
the material here is presented for playtes)ng and to spark power.
your imagina)on. These game mechanics are in draY form, In order to master their power, mystics must Jirst
usable in your campaign but not rened by design itera)ons master themselves. They spend months and years in
or broad playtes)ng. They arent ocially part of the game quiet contemplation, exploring their minds and
and arent permi]ed in D&D Adventurers League events. leaving nothing uncovered. During this time, they
Unlike the Unearthed Arcana version, these op)ons have shun society and typically live as hermits at the
received some tuning for mul)classing. See the edge of society. A mystic who studied under a
Customiza)on Op)ons sec)on near the end of this master worked as a virtual slave, toiling away at
document. mundane tasks in return for the occasional lesson
or cryptic insight.
Mystic When mystics Jinally master their power, they
return to the world to broaden their horizons and
A human clad in simple robes walks along a forest
practice their craft. Some mystics prefer to remain
path. A gang of goblins emerges from the brush,
isolated, but those who become adventurers arent
arrows trained on him, their smiles wide at their
content to remain on the fringe of the world.
good fortune of Jinding such easy prey for the
legions slave pens. Their smiles turn to shrieks of
terror as the traveler grows to giant size and leaps Eccentric Minds
at them, his staff now a deadly cudgel. In order to maintain the strict discipline and intense
The militia forms in ranks to prepare for the orcs self-knowledge needed to tap into their power,
charge. The growling brutes howl their battle cries mystics develop a variety of practices to keep their
and surge forward. To their surprise, the human focus sharp.
rabble holds its ground and Jights with surprising These practices are reJlected in taboos and quirks,
ferocity. Suddenly, mindless fear clings to the orcs strange little behaviors that govern a mystics
minds and they, despite facing a far inferior foe, turn actions. These quirks are oaths or behavioral tics
and run, never noticing the calm half-elf standing that help keep mystics in the proper frame of mind
amid the militia and directing its efforts. while maintaining perfect control over their minds
Baron von Ludwig was always proud of his grand and bodies.
library. Little did he know that each evening, a While these taboos are harmless, they help cast
gnome laden with blank scrolls slipped past his mystics as outsiders. Few feel accepted by society,
guards each night and dutifully copied his most and fewer still care to become integrated with it. To
heavily guarded archives. When the dukes men mystics, the life of the mind is where they feel most
arrived to arrest him for dealing with demons, he at home.
never guessed that the gnome scribe traveling with
them had spent more time in his keep than he had Selecting Quirks
over the past year. To add some texture to your mystic, consider the
These heroes are all mystics, followers of a quirks your character has acquired. These
strange and mysterious form of power. Mystics shun behaviors have no game effect, but your character
the world to turn their eyes inward, mastering the might become irritated or upset if forced to break

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them. Theyre a great roleplaying tool to add Quick Build
character to the game. You can roll on or pick from You can make a mystic quickly by following these
the table below, or create your own quirks. Aim to suggestions. First, make Intelligence your highest
create two quirks, to give them more of a chance to ability score, followed by Dexterity or Constitution.
come into play. Finally, consider why your character Second, choose the hermit background.
chose these behaviors. What do they say about your
characters personality or background? Are they
based on a speciJic incident or a belief? Class Features
As a mystic, you gain the following class features.
Mys$c Quirks
d20 Quirk Hit Points
1 You never cut your hair. Hit Dice: 1d8 per mystic level
2 You refuse to wear clothing of a specic color. Hit Points at 1st Level: 8 + your Constitution
modiJier
3 You never say your name.
Hit Points at Higher Levels: 1d8 (or 5) + your
4 You never wear footwear.
Constitution modiJier per mystic level after 1st
5 You always wear a mask.
6 You dye your hair bright blue or green. ProJiciencies
7 You pick a new name each day. Armor: Light armor Weapons: Simple weapons
8 You never immerse yourself in water. Tools: None
9 You sleep on bare earth. Saving Throws: Intelligence
10 You never consume alcohol. Skills: Choose two skills from Arcana, History,
11 You wear a veil to conceal your face. Insight, Medicine, Nature, Perception, and Religion
12 You always wear a specic piece of clothing.
13 You refuse to light res.
Equipment
You start with the following equipment, in addition
14 You refuse to write things down, instead using
pictograms. to the equipment granted by your background:
15 You never sit on a chair, preferring to stand or
sit on the oor. (a) a spear or (b) a mace
16 You never answer to any name but your own. (a) leather armor or (b) studded leather armor
17 You write down the name of each creature you (a) a light crossbow and 20 bolts or (b) any
slay, and name ones that are unnamed. simple weapon
18 You consume only water and raw vegetables. (a) a scholars pack or (b) an explorers pack
19 You spend any money you earn within 1 week
of gaining it. Alternatively, you can ignore the equipment here
20 You oYen speak to any imaginary companion, and in your background, and buy 5d4 10 gp worth
and act only with its blessing.
of equipment from chapter 5 in the Players
Handbook.
Creating a Mystic
When creating a mystic, consider your characters
background. How did you become a mystic? What
Jirst drew you to this practice? Are you self-taught,
or did you have a master? If you had a master, what
is that relationship like?
Consider also why you returned to the world from
your hermitage. Did you leave someone or
something behind when you took up your studies?
Are you driven by revenge or some other
motivation?

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The Mys$c
Prociency Talents Disciplines
Level Bonus Features Known Known Psi Points Psi Limit
1st +2 Psionics, Mys)c Order, Telepathy 2 1 4 2
2nd +2 Psionic Focus 2 1 6 2
3rd +2 Mys)c Order feature 2 2 12 3
4th +2 Ability Score Improvement 3 2 15 3
5th +3 3 3 25 5
6th +3 Mys)c Order feature 3 3 30 5
7th +3 3 4 35 6
8th +3 Ability Score Improvement, Potent Psionics 3 4 40 6
(1d8)
9th +4 3 5 45 7
10th +4 Order Mastery 4 5 50 7
11th +4 Psionic Mastery (limit 2) 4 5 60 7
12th +4 Ability Score Improvement, Order Mastery 4 6 65 7
13th +5 Psionic Mastery (limit 3) 4 6 70 7
14th +5 Mys)c Order feature, Potent Psionics (2d8) 4 6 75 7
15th +5 Psionic Mastery (limit 4) 4 7 80 7
16th +5 Ability Score Improvement, Order Mastery 4 7 85 7
17th +6 Psionic Mastery (limit 6) 4 7 95 7
18th +6 Order Mastery 4 8 105 7
19th +6 Ability Score Improvement, Psionic Mastery 4 8 110 7
(limit 7)
20th +6 Grandmastery 4 8 115 7

Psionics In addition, whenever you gain a level in this class,


you can replace one discipline you know with a
As a student of psionics, you can master and different one of your choice. If the discipline
manifest psionic talents and disciplines, the rules replaced was originally required to be from your
for which appear later in this document. Psionics is order, the replacement must be too.
a special form of magic use, distinct from
spellcasting. Psi Points
You have an internal reservoir of energy that can be
Psionic Talents devoted to psionic disciplines you know. This
A psionic talent is a minor psionic power you have energy is represented by psi points. Each psionic
mastered. At 1st level, you know two psionic talents discipline describes effects you can create with it by
of your choice. You learn additional talents of your spending a certain number of psi points. A psionic
choice at higher levels. The Talents Known column talent requires no psi points.
of the Mystic table shows the total number of The number of psi points you have is based on
talents you know at each level; when that number your mystic level, as shown in the Psi Points column
goes up for you, choose a new talent. of the Mystic table. The number shown for your
level is your psi point maximum. Your psi point total
Psionic Disciplines returns to its maximum when you Jinish a long rest.
A psionic discipline is a rigid set of mental exercises The number of psi points you have cant go below 0
that allows a mystic access to multiple psionic or over your maximum.
powers. A mystic masters only a few disciplines at a
time. Psi Limit
At 1st level, you know one psionic discipline of Though you have access to a potent amount of
your choice. The Disciplines Known column of the psionic energy, it takes training and practice to
Mystic table shows the total number of disciplines channel that energy. There is a limit on the number
you know at each level; when that number goes up of psi points you can spend to activate a psionic
for you, choose a new discipline. discipline. The limit is based on your mystic level, as

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shown in the Psi Limit column of the Mystic table. You can have only one psychic focus beneJit at a
For example, as a 3rd-level mystic, you can spend no time, and using the psychic focus of one discipline
more than 3 psi points on a discipline each time you doesnt limit your ability to use other disciplines.
use it, no matter how many psi points you have.
Ability Score Improvement
Psionic Ability
Intelligence is your manifesting ability for your When you reach 4th level, and again at 8th, 12th,
psionic powers. You use your Intelligence modiJier 16th, and 19th level, you can increase one ability
when setting the saving throw DC for a psionic score of your choice by 2, or you can increase two
ability or when making an attack roll with one. ability scores of your choice by 1. As normal, you
cant increase an ability score above 20 using this
Psionic save DC = 8 + your prociency bonus + your feature.
Intelligence modier

Psionic aCack modier = your prociency bonus + your Potent Psionics


Intelligence modier
At 8th level, once per turn, you may add your
Intelligence modiJier to the damage roll you make
Mystic Order for any psionic talent that does not make a weapon
attack.
At 1st level, you choose a Mystic Order: the Order of
the Avatar, the Order of the Awakened, the Order of
the Immortal, the Order of the Nomad, the Order of Order Mastery
the Soul Knife, or the Order of the Wu Jen, each of At 10th level, you begin to master some of the more
which is detailed at the end of the class description. advanced secrets of the Mystic Orders. Choose one
Each order specializes in a speciJic approach to of the Order Mastery options associated with your
psionics. Mystic Order. When you gain this feature again at
Your order gives you features when you choose it 12th, 16th and 18th level, you may choose one
at 1st level and additional features at 3rd, 6th, and additional Order Mastery option, which may be
14th level. associated with any Mystic Order. Order Mastery
options appear near the end of this document.
Telepathy
At 1st level, your mind awakens to the ability to
Psionic Mastery
communicate via telepathy. You can telepathically At 11th level, your mastery of psionic energy allows
speak to any creature you can see within 120 feet of you to push your mind beyond its normal limits.
you in this manner. You dont need to share a You use Psionic Mastery at the same time you use
language with the creature for it to understand your psionic discipline. You may increase the amount of
telepathic messages, but the creature must be able damage done by rolling Mastery Dice and adding
to understand at least one language or be telepathic the amount rolled to the disciplines total. If the
itself. This telepathic communication is one-way; discipline deals more than one damage type, you
you do not gain the ability to hear the thoughts of a choose which type is increased.
non-telepathic creature. You must spend psi points equal to the number of
Mastery Dice you wish to roll. These psi points are
Psychic Focus spent separately from the disciplines and do not
count toward the same psi limit. You spend psi
At 2nd level, you can focus psionic energy on one of points on Psionic Mastery at the same time you
your psionic disciplines to draw ongoing beneJits spend psi points on the disciplines power, but
from it. As a bonus action, you can choose one of before any attack roll or saving throw is made. The
your psionic disciplines and gain its psychic focus maximum number of Mastery Dice you may roll is 2.
beneJit, which is detailed in that disciplines This maximum increases with your mystic level,
description. The beneJit lasts until you are reaching 3 dice at 13th level, 4 at 15th level, 6 at
incapacitated or until you use another bonus action 17th level, and 7 at 19th level.
to choose a different focus beneJit.

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If the triggering discipline targeted a single Bonus Disciplines
creature for damage after a hit or saving throw, the At 1st level, you learn two additional psionic
Mastery Dice are d10s. disciplines of your choice. They must be chosen
If the triggering discipline could damage multiple from among the Avatar disciplines.
creatures, or if it dealt damage without requiring a
hit or saving throw, the Mastery Dice are d6s. Order Gift: Armor Training
Once you successfully cause damage with this At 1st level, you gain the following proJiciencies:
feature, you cannot use it again until you Jinish a medium armor, and shields. You also gain
short or long rest. proJiciency in Charisma saving throws.

Grandmastery Avatar of Presence


At 1st level, you project an aura of conJidence 30
At 20th level, your mastery of psionic power
feet around you while you arent incapacitated. Each
reaches its pinnacle. Your physical form is infused
ally within the aura who can see you may use your
with psionic energy and your mind opens to the
Charisma bonus (minimum 1) in place of their own
universe. You gain the following beneJits:
when making a Charisma check or Charisma saving
When using your Psionic Mastery feature, roll
throw.
d12s instead of d10s, and d8s instead of d6s.
Each of your chosen Order Mastery features Avatar of Battle
gains its Grandmastery beneJit. Starting at 3rd level, you project an aura of
If you die, roll a d20. On a 10 or higher, you inspiration 30 feet around you while you arent
discorporate with 0 hit points, instead of dying, and incapacitated. Each ally within the aura who can see
you fall unconscious. You and your gear disappear. you gains a +2 bonus to initiative rolls.
You appear at a spot of your choice 1d3 days later
on the plane of existence where you died, having Avatar of Healing
gained the beneJits of one long rest. Beginning at 6th level, you project an aura of
resilience 30 feet around you while you arent
Mystic Orders incapacitated. Whenever an ally within the aura
Psionics is a mysterious form of power within most who can see you rolls dice to regain hit points, they
D&D worlds. Secretive orders study its origins and regain additional hit points equal to your
applications, while pushing the boundaries of what Intelligence modiJier (minimum of 0) if the healing
psionic power can achieve. is from a psionic discipline, or half your Intelligence
Each of these orders pursues a speciJic goal for modiJier (minimum of 0) for non-psionic sources of
psionic power. That goal shapes how the members healing.
of an order understand psionics.
Avatar of Speed
Order of the Avatar Starting at 14th level, you project an aura of speed.
While you arent incapacitated, any ally within 30
Mystics of the Order of the Avatar delve into the feet of you who can see you can take the Dash action
world of emotion, mastering their inner life to such as a bonus action.
an extent that they can manipulate and amplify the
emotions of others with the same ease that an artist Order of the Awakened
shapes clay. Known as Avatars, these mystics vary
from tyrants to inspiring leaders who are loved by Mystics dedicated to the Order of the Awakened
their followers. seek to unlock the full potential of the mind. By
Avatars can bring out extreme emotions in the transcending the physical, the Awakened hope to
attain a state of being focused on pure intellect and
people around them. For their allies, they can lend
mental energy.
hope, ferocity, and courage, transforming a Jighting
band into a deadly, uniJied force. For their enemies, The Awakened are skilled at bending minds and
they bring fear, disgust, and trepidation that can unleashing devastating psionic attacks, and they can
make even the most hardened veteran act like a read the secrets of the world through psionic
shaky rookie. energy. Awakened mystics who take to adventuring
excel at unraveling mysteries, solving puzzles, and

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defeating monsters by turning them into unwilling Once you use this feature, you cant use it again
pawns. until you Jinish a short or long rest.

Bonus Disciplines Psionic Surge


At 1st level, you learn two additional psionic Starting at 6th level, you can overload your psychic
disciplines of your choice. They must be chosen focus to batter down an opponents defenses. You
from among the Awakened disciplines. can impose disadvantage on a targets saving throw
against a discipline or talent you use, but at the cost
Order Gift: Awakened Talent of using your psychic focus. Your psychic focus
At 1st level, you gain proJiciency with one of the immediately ends if its active, and you cant use it
following skills of your choice: Animal Handling, until you Jinish a short or long rest.
Deception, Insight, Intimidation, Investigation, You cant use this feature if you cant use your
Perception, and Persuasion. You also gain psychic focus.
proJiciency in saving throw of your choice, besides
Intelligence. Spectral Form
At 14th level, you gain the ability to become a
Strength of Mind ghostly Jigure of psionic energy. As an action, you
Even the simplest psionic technique requires a deep can transform into a transparent, ghostly version of
understanding of how psionic energy can augment yourself. While in this form, you have resistance to
mind and body. This understanding allows you to all damage, move at half speed, and can pass
alter your defenses to better deal with threats. through objects and creatures while moving but
Starting at 1st level, you can replace your cant willingly end your movement in their spaces.
proJiciency in certain saving throws whenever you The form lasts for 10 minutes or until you use an
Jinish a short or long rest. To do so, choose a saving action to end it.
throw you are proJicient in that is not Intelligence. Once you use this feature, you cant use it again
You lose proJiciency in that saving throw, and gain until you Jinish a long rest.
proJiciency in one of your choice of Strength,
Dexterity, Constitution, Wisdom, or Charisma saving
throws. This change lasts until you Jinish your next
Order of the Immortal
short or long rest. The Order of the Immortal uses psionic energy to
augment and modify the physical form. Followers of
Psionic Investigation this order are known as Immortals. They use
Starting at 3rd level, you can focus your mind to psionic energy to modify their bodies,
read the psionic imprint left on an object. If you strengthening them against attack and turning
hold an object and concentrate on it for 10 minutes themselves into living weapons.
(as if concentrating on a psionic discipline), you Their mastery of the physical form grants them
learn a few basic facts about it. You gain a mental their name, for Immortals are notoriously difJicult
image from the objects point of view, showing the to kill.
last creature to hold the object within the past 24
hours. Bonus Disciplines
You also learn of any events that have occurred At 1st level, you learn two additional psionic
within 20 feet of the object within the past hour. disciplines of your choice. They must be chosen
The events you perceive unfold from the objects from among the Immortal disciplines.
perspective. You see and hear such events as if you
were there, but cant use other senses. Order Gift: Immortal Durability
Additionally, you can embed an intangible psionic Starting at 1st level, your hit point maximum
sensor within the object. For the next 24 hours, you increases by 1 per mystic level. You also gain
can use an action to learn the objects location proJiciency in Constitution saving throws.
relative to you (its distance and direction) and to
look at the objects surroundings from its point of Psionic Hardening
view as if you were there. This perception lasts until At 1st level, as an action, you can gain a base AC of
the start of your next turn. 13 + your Constitution modiJier if you arent
wearing armor. While in effect, you also have

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disadvantage on Dexterity checks and Dexterity one of the following beneJits of your choice:
saving throws. This effect lasts until you end it as a proJiciency in a skill, proJiciency in a tool, or an
bonus action, you become unconscious, or you don additional language. This beneJit lasts until you
armor other than a shield. Jinish a long rest.
Additionally, you gain proJiciency in Wisdom
Psionic Resilience saving throws.
Starting at 3rd level, your psionic energy grants you
extraordinary fortitude. At the start of each of your Travelers Experience
turns, you gain temporary hit points equal to your At 1st level, if you must make saving throws from
Intelligence modiJier (minimum of 0) if you have at being in an hot or cold environment, you make
least 1 hit point. those saving throws with advantage (but not saving
throws against Jire or cold damage).
Surge of Health Additionally, on each turn when you move, you
Starting at 6th level, you can draw on your psychic may ignore up to 5 feet of difJicult terrain for every
focus to escape deaths grasp. As a reaction when point of your Wisdom modiJier (minimum 5 feet).
you take damage, you can halve that damage against
you. Your psychic focus immediately ends if its Memory of One Thousand Steps
active, and you cant use it until you Jinish a short or At 3rd level, you gain the ability to use psionics to
long rest. recall your steps. As a reaction when you are hit by
You cant use this feature if you cant use your an attack, you can teleport to an unoccupied space
psychic focus. that you occupied since the start of your last turn,
and the attack misses you.
Immortal Will Once you use this feature, you cant use it again
Starting at 14th level, you can draw on your until you Jinish a short or long rest.
reserves of psionic power to survive beyond death.
At the end of your turn while at 0 hit points, you can Teleportation Echo
spend 5 psi points to immediately regain a number At 6th level, you gain a talent for recurrent
of hit points equal to your mystic level + your teleportation. Whenever you teleport any distance,
Constitution modiJier. you may immediately perform a second teleport of
up to 10 feet. You must teleport to an unoccupied
Order of the Nomad space you can see. This beneJit includes when you
teleport yourself, teleportation granted to you by
Mystics of the Order of the Nomad keep their minds allies, and teleportation made against your will.
in a strange, rariJied state. They seek to accumulate Once you use this feature, you cant use it again
as much knowledge as possible, as they quest to until the start of your next turn.
unravel the mysteries of the multiverse and seek the
underlying structure of all things. At the same time, Effortless Journey
they perceive a bizarre, living web of knowledge Starting at 14th level, your mind can mystically
they call the noosphere. move your body. Once on each of your turns, you
Nomads, as their name indicates, delight in travel, can forfeit up to 30 feet of your movement to
exploration, and discovery. They desire to teleport the distance you forfeited. You must
accumulate as much knowledge as possible, and the teleport to an unoccupied space you can see.
pursuit of secrets and hidden lore can become an
obsession for them. Order of the Soul Knife
Bonus Disciplines The Order of the Soul Knife sacriJices the breadth of
At 1st level, you learn two additional psionic knowledge other mystics gain to focus on a speciJic
disciplines of your choice. They must be chosen psionic technique. These mystics learn to manifest a
from among the Nomad disciplines. deadly weapon of pure psychic energy that they can
use to cleave through foes.
Order Gift: Breadth of Knowledge Soul knives vary widely in their approach to this
At 1st level, you gain the ability to extend your path. Some follow it out of a desire to achieve
knowledge. When you Jinish a long rest, you gain martial perfection. Others are ruthless assassins
who seek to become the perfect killer.

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Order Gift: Martial Training Phantom Knife
At 1st level, you gain proJiciency with medium Starting at 14th level, you can make an attack that
armor and martial weapons. You also gain phases through most defenses. As an action, you can
proJiciency in Dexterity saving throws. make one attack with your soul knife. Instead of
making an attack roll, the target must make a
Soul Step Dexterity saving throw against your Phantom Knife
At 1st level, you may spend an action to perform a DC. On a failed save, treat the attack as a hit.
jump. Instead of using your Strength score or
Phantom Knife save DC = 8 + your prociency bonus + your
modiJier, calculate this jump using double your
Dexterity or Strength modier + Hone the Blade bonus
Strength or Dexterity score or modiJier. This jump
does not cost feet from your movement, although a
running start beforehand still helps for long jump Order of the Wu Jen
distance. The Order of the Wu Jen features some of the most
devoted mystics. These mystics seek to lock
Soul Knife themselves away from the world, denying the limits
Starting at 1st level, you gain the ability to manifest of the physical world and replacing it with a reality
a blade of psychic energy. In the same amount of that they create for themselves. Known as wu jens,
time it takes a normal person to draw one weapon, these mystics cast their minds into the world, seize
you may create up to two scintillating knives of control of its fundamental principles, and rebuild it.
energy that project from your Jists. You cant hold In practical terms, wu jens excel at controlling the
anything in your hands while manifesting these forces of the natural world. They can hurl objects
blades. If you drop them, or if you become with their minds, control the four elements, and
incapacitated, they quickly dissipate. alter reality to Jit their desires.
For you, a soul knife is a martial melee weapon
with the light and Jinesse properties. It deals 1d8 Bonus Disciplines
psychic damage on a hit. If thrown, it has a range of At 1st level, you learn two additional psionic
20/60, deal 1d6 psychic damage, and dissipate after disciplines of your choice. They must be chosen
hitting or missing their target. from among the Wu Jen disciplines.
As a bonus action, you can prepare to use the
blades to parry; you gain a +2 bonus to AC until the Order Gift: Hermits Study
start of your next turn or until you are At 1st level, you gain proJiciency with one of the
incapacitated. following skills of your choice: Animal Handling,
Arcana, History, Insight, Medicine, Nature,
Hone the Blade Perception, Religion, or Survival. You also gain
Starting at 3rd level, you can spend psi points to proJiciency in Wisdom saving throws.
augment your soul knifes attack rolls and damage.
You gain a bonus to attack and damage rolls with Kinetic Reserve
your soul knives depending on the number of psi At 1st level, you learn to create kinetic energy with
points spent, as shown on the table below. This your body and psionically store it for later use. You
bonus lasts for 10 minutes. may expend this kinetic energy in one of the
following ways:
ACack and Damage When you are attacked by a weapon, you may
Psi Points Bonus
add your Strength modiJier to your AC against the
2 +1
attack. You may use this after the roll, but most use
5 +2
it before you know whether the attacks hits or
7 +3 misses.
You may grant yourself advantage when making
Consumptive Knife a Strength saving throw.
Starting at 6th level, whenever you slay an enemy While moving, you may grant yourself 10
creature with a soul knife attack, you immediately additional feet of moment.
regain 2 psi points. Once you use this feature, you can't use it again
until you use an action to replenish your kinetic
reserve.

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Elemental Attunement Psychic Focus
Starting at 3rd level, when a creatures resistance The Psychic Focus section of a discipline describes
reduces the damage dealt by a psionic discipline of the beneJit you gain when you choose that
yours, you can spend 1 psi point to cause that use of discipline for your psychic focus. You cannot focus
the discipline to ignore the creatures resistance. on a discipline until you gain the Psychic Focus class
You cant spend this point if doing so would increase feature.
the disciplines cost above your psi limit.
Effect Options and Psi Points
Elemental Mastery A discipline provides different options for how to
Starting at 6th level, if you have resistance to a type use it with your psi points. Each effect option has a
of damage, you can spend 2 psi points as a reaction name, and the psi point cost of that option appears
when you take damage of that type to ignore that in parentheses after its name. You must spend that
damage; you gain immunity to that damage type number of psi points to use that option, while
until the end of your next turn. abiding by your psi limit. If you dont have enough
psi points left, or the cost is above your psi limit,
Personal Kinesis you cant use the option.
Starting at 14th level, gain the ability telekinetically Some options show a range of psi points, rather
push yourself up to 15 feet away from the ground, than a speciJic cost. To use that option, you must
effectively gaining a Jly speed of 45 so long as youre spend a number of points within that point range,
not incapacitated and you stay within 15 feet of the still abiding by your psi limit. Some options let you
ground, a wall, ceiling, or other solid surface or spend additional psi points to increase a disciplines
immobile object to telekinetically anchor yourself potency. Again, you must abide by your psi limit,
against. If you become incapacitated, you and you must spend all the points when you Jirst
immediately descend gently to the ground. If you use the discipline; you cant decide to spend
are ever not within 15 feet of an anchor surface, you additional points once you see the discipline in
immediately descend until you are within 15 feet of action.
such a surface. Each option notes speciJic information about its
effect, including any action required to use it and its
Psionic Disciplines and range.

Talents Components and Perceiving Psionics


Psionic talents and disciplines are the heart of a Disciplines dont require the components that many
mystics craft. They are the mental exercises and spells require. Using a discipline requires no spoken
psionic formulae used to forge will into tangible, words, gestures, or materials. The power of psionics
magical effects. comes from the mind.
Psionic disciplines were each discovered by As such it can be difJicult for an outside observer
different orders and tend to reJlect their creators to know when psionic powers are being manifested.
specialties. However, a mystic can learn any Some powers are obvious, such as a beam of frost
discipline regardless of its associated order. streaming from a mystic towards a target. Others
may be more subtle, such as a mystic turning their
Using a Discipline head to look at someone before they collapse in
agony.
Each psionic discipline has several ways you can use Its considerably easier for the victim of a psionic
it, all contained in its description. The discipline power to discern the powers origin. The subject of
speciJies the type of action and number of psi points a psionic power immediately knows who their
it requires. It also details whether you must psionic attacker is if visible, and senses their
concentrate on its effects, how many targets it direction if not visible. A mystic who is hiding and
affects, what saving throws it requires, and so on. uses a power gives away their position to their
The following sections go into more detail on target. Exceptions to this rule are mind-effecting
using a discipline. Psionic disciplines are magical powers which alter a targets beliefs or perceptions;
and function similarly to spells. a target only realizes their understanding has been
inJluenced after the effect ends.

9
Duration Psionic Disciplines by Order
An effect option in a discipline speciJies how long its
effect lasts. Each psionic discipline is associated with a Mystic
Instantaneous. If no duration is speciJied, the Order. The following lists organize the disciplines by
those orders.
effect of the option is instantaneous.
Concentration. Some options require Avatar Disciplines
concentration to maintain their effects. This Crown of Despair
requirement is noted with conc. after the options Crown of Disgust
psi point cost. The conc. notation is followed by Crown of Rage
the maximum duration of the concentration. For Mantle of Command
example, if an option says conc., 1 min., you can Mantle of Courage
concentrate on its effect for up to 1 minute. Mantle of Fear
Concentrating on a discipline follows the same Mantle of Fury
Mantle of Joy
rules as concentrating on a spell. This rule means
you cant concentrate on a spell and a discipline at Awakened Disciplines
the same time, nor can you concentrate on two Aura Sight
disciplines at the same time. See chapter 10, Intellect Fortress
Spellcasting, in the Players Handbook for how Mantle of Awe
concentration works. Precogni)on
Psychic Assault
Targets and Areas of Effect Psychic Disrup)on
Psionic disciplines use the same rules as spells for Psychic Inquisi)on
determining targets and areas of effect, as Psychic Phantoms
presented in chapter 10, Spellcasting, of the Telepathic Contact
Players Handbook.
Immortal Disciplines
Adap)ve Body
Saving Throws and Attack Rolls Bes)al Form
If a discipline requires a saving throw, it speciJies Brute Force
the type of save and the results of a successful or Celerity
failed saving throw. The DC is determined by your Corrosive Metabolism
psionic ability. Diminu)on
Some disciplines require you to make an attack Giant Growth
roll to determine whether the disciplines effect hits Iron Durability
its target. The attack roll uses your psionic ability. Psionic Restora)on
Psionic Weapon
Combining Psionic Effects Nomad Disciplines
The effects of different psionic disciplines add Nomadic Arrow
together while the durations of the disciplines Nomadic Chameleon
overlap. Likewise, different options from a psionic Nomadic Mind
discipline combine if they are active at the same Nomadic Step
time. However, a speciJic option from a psionic Third Eye
discipline doesnt combine with itself if the option is
used multiple times. Instead, the most potent effect Wu Jen Disciplines
usually dependent on how many psi points were Mastery of Air
used to create the effect applies while the Mastery of Fire
durations of the effects overlap. Mastery of Force
Mastery of Ice
Psionics and spells are separate effects, and Mastery of Light and Darkness
therefore their beneJits and drawbacks overlap. A Mastery of Water
psionic effect that reproduces a spell is an exception Mastery of Weather
to this rule. Mastery of Wood and Earth

10
Discipline Descriptions Read Moods (2 psi). As a bonus action, you learn
a one-word summary of the emotional state of up to
The psionic disciplines are presented here in six creatures you can see, such as happy, confused,
alphabetical order. afraid, or violent.
View Aura (3 psi; conc., 1 hr.). As an action, you
Adaptive Body study one creatures aura. Until your concentration
Immortal Discipline ends, while you can see the target, you learn if its
You can alter your body to match your under the effect of any magical or psionic effects,
surroundings, allowing you to withstand punishing whether its current hit point total is more than 50%
environments. With greater psi energy, you can greater or 50% lesser than your own, and its basic
extend this protection to others. emotional state. While this effect lasts, you have
Psychic Focus. While focused on this discipline, advantage on Wisdom (Insight) and Charisma
checks you make against it.
you need 1/10th the normal amount of foot and
water and, if you normally require sleep, you only Perceive the Unseen (5 psi; conc., 1 min.). As a
need 1 hour of sleep during a long rest to gain the bonus action, you gain the ability to see auras even
beneJits (this does not reduce the total time needed of invisible or hidden creatures. Until your
for a long rest). concentration ends, you can see all living creatures
Environmental Adaptation (2 psi). As an action, within range, including hidden and invisible ones,
regardless of lighting conditions. This does not
you or a creature you touch ignores the effects of
apply to magical constructs, elementals, undead, or
extreme heat or cold (but not cold or Jire damage)
similar creatures which are not alive.
for the next 8 hours.
Adaptive Shield (2 psi). When you take acid, cold, Bestial Form
Jire, lightning, or thunder damage, you can use your Immortal Discipline
reaction to gain resistance to damage of that type
including the triggering damage until the end of You transform your body, gaining traits of different
your next turn. beasts.
Energy Adaptation (5 psi; conc., 1 hr.). As an Psychic Focus. While focused on this discipline,
action, you can touch one creature and give it you have advantage on Wisdom (Animal Handling)
resistance to acid, cold, Jire, lightning, or thunder checks.
damage (your choice), which lasts until your Bestial Razors (17 psi). As a bonus action, you
concentration ends. brieJly manifest long, supernaturally sharp claws.
Energy Immunity (7 psi; conc., 1 min.). As an The next time you hit with an unarmed strike before
action, you can touch one creature and give it the end of your turn, the attack deals 1d12 slashing
immunity to acid, cold, Jire, lightning, or thunder damage per psi point spent instead of the normal
damage (your choice), which lasts until your damage. If spending 5 psi points or more, this strike
concentration ends. counts as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
Aura Sight damage.
Awakened Discipline Bestial Transformation. As a bonus action, you
alter your physical form to gain different
You refocus your sight to see the energy that
characteristics. When you use this ability, you can
surrounds all creatures. You perceive auras, energy
choose one or more of the following effects. Each
signatures that can reveal key elements of a
effect has its own psi point cost. Add them together
creatures nature.
to determine the total cost. This transformation
Psychic Focus. While focused on this discipline, lasts for 1 hour, until you die, or until you end it as a
you have advantage on Wisdom (Insight) checks. bonus action.
Assess Foe (2 psi). As a bonus action, you analyze
the aura of one creature you see. You learn whether Amphibious (2 psi). You gain gills; you can breathe
its current hit point total is more than 50% greater air and water.
or 50% lesser than your own, and all its immunities, Claws (1 psi). You grow sharp claws; your unarmed
resistances, and vulnerabilities. strikes count as simple weapons that may deal

11
1d4 + Strength modiJier slashing damage instead Celerity
of their normal bludgeoning damage. Immortal Discipline
Climbing (3 psi). You grow tiny hooked claws that
give you gain a climbing speed equal to your You channel psionic power into your body, honing
walking speed. your reJlexes and agility to an incredible degree.
Flight (5 psi). Wings sprout from your back. You The world seems to slow down while you continue
gain a Jlying speed equal to your walking speed. to move as normal.
Keen Senses (2 psi). Your eyes and ears become Psychic Focus. While focused on this discipline,
more sensitive. You gain advantage on Wisdom your walking speed increases by 10 feet.
(Perception) checks. Rapid Step (17 psi). As a bonus action, you
Perfect Senses (3 psi). You gain a keen sense of increase your walking speed by 10 feet per psi point
smell and an instinct to detect prey. You can see spent until the end of the current turn. If you have a
invisible creatures and objects within 10 feet of climbing or swimming speed, this increase applies
you, even if you are blinded. to that speed as well.
Swimming (1 psi). You gain Jins and webbing Agile Defense (1 psi). As a reaction, when you are
between your Jingers and toes; you gain a targeted by an attack you are aware of, you can
swimming speed equal to your walking speed. impose disadvantage on the attack before its rolled.
Tough Hide (2 psi). Your skin becomes as tough as For 1 additional psi point, gain advantage on a
leather; you gain a +2 bonus to AC. Dexterity saving throw you are about to make.
Blur of Motion (2 psi). As an action, you cause
Brute Force yourself to be invisible during any of your
Immortal Discipline
movement during the current turn.
You augment your natural strength with psionic Surge of Speed (3 psi). As a bonus action, you
energy, granting you the ability to achieve incredible gain two beneJits until the end of the current turn:
feats of might. you dont provoke opportunity attacks, and you
Psychic Focus. While focused on this discipline, have a climbing speed equal to your walking speed.
you have advantage on Strength (Athletics) checks. Surge of Action (5 psi; conc., 1 min.). As a bonus
Knock Back (17 psi). When you hit a target no action, until your concentration ends, you gain an
more than one size category larger than you with a additional action on each of your turns. That action
melee attack, you can activate this ability to knock can be used only to take the Attack (one weapon
the target 10 feet away from you per psi point attack only) or Dash action.
spent. The target moves in a straight line. If it hits a
wall or solid object, this movement immediately Corrosive Metabolism
ends and the target must succeed on a Strength Immortal Discipline
saving throw or be knocked prone.
Your control over your body allows you to deliver
Mighty Leap (17 psi). As part of your movement, acid or poison attacks.
you jump in any direction up to 20 feet per psi point Psychic Focus. While focused on this discipline,
spent. The distance jumped does not cost feet of
you have resistance to either acid or poison damage
normal movement. You may not use this power if
(your choice each time you focus).
your speed has been reduced to zero.
Corrosive Touch (17 psi). As an action, you
Feat of Strength (2 psi). As a bonus action, you
deliver a touch of acid to one creature within your
gain a +5 bonus to Strength checks until the end of
reach. The target must make a Dexterity saving
your next turn.
throw, taking 1d10 acid damage per psi point spent
Brute Strike (3 psi). As an action, you take the on a failed save, or half as much damage on a
Attack action. The Jirst time you hit with a melee successful one.
attack before the end of your turn, gain a 3d8 bonus Venom Strike (17 psi). As an action, you create a
to the damage roll. The bonus damage is the same
poison spray that targets one creature you can see
type as the attack. If the attack has more than one
within 30 feet of you. The target must make a
damage type, you choose which one to use for the
Constitution saving throw. On a failed save, it takes
bonus damage. You can increase the damage by 1d8
1d6 poison damage per psi point spent and is
per additional psi point spent.
poisoned until the end of your next turn. On a

12
successful save, the target takes half as much Dolorous Mind (5 psi; conc., 1 min.). As an action,
damage and isnt poisoned. you choose one creature you can see within 60 feet
Acid Spray (2 psi). As a reaction when you take of you. It must succeed on a Charisma saving throw,
piercing or slashing damage, you cause acid to spray or it is incapacitated and has a speed of 0 until your
from your wound; each creature within 5 feet of you concentration ends. It can repeat this saving throw
takes 2d6 acid damage. at the end of each of its turns, ending the effect on
Breath of the Black Dragon (5 psi). You exhale a itself on a success.
wave of acid in a 60-foot line that is 5 feet wide.
Each creature in the line must make a Dexterity Crown of Disgust
saving throw, taking 5d8 acid damage on a failed Avatar Discipline
save, or half as much on a successful one. You can You cause a creature to be Jlooded with emotions of
increase the damage by 1d8 per additional psi point disgust.
spent. Psychic Focus. While you are focused on this
Breath of the Green Dragon (7 psi). You exhale a discipline, you project a 5-foot radius aura around
cloud of poison in a 90-foot cone. Each creature in you. Movement through this aura costs twice the
the cone must make a Constitution saving throw, normal movement for any enemy that isnt immune
taking 8d6 poison damage on a failed save, or half to being frightened.
as much damage on a successful one. Eye of Horror (17 psi). As an action, choose one
creature you can see within 60 feet of you. The
Crown of Despair target must make a Charisma saving throw. On a
Avatar Discipline
failed save, it takes 1d6 psychic damage per psi
You have learned to harvest seeds of despair in a point spent and cant willingly move closer to you
creatures psyche, wracking it with self-doubt and until the end of its next turn. On a successful save, it
inaction. takes half as much damage. The save automatically
Psychic Focus. While focused on this discipline, succeeds if the target is immune to being frightened.
you have advantage on Charisma (Intimidation) Wall of Repulsion (3 psi; conc., 10 min.). As an
checks. action, you create an invisible, insubstantial wall of
Crowned in Sorrow (17 psi). As an action, one energy within 60 feet of you that is up to 30 feet
creature you can see within 60 feet of you must long, 10 feet high, and 1 foot thick. The wall lasts
make a Charisma saving throw. On a failed save, it until your concentration ends. Any creature
takes 1d8 psychic damage per psi point spent, and it attempting to move through it must make a Wisdom
cant take reactions until the start of its next turn. saving throw. On a failed save, a creature cant move
On a successful save, it takes half as much damage. through the wall until the start of its next turn. On a
Call to Inaction (2 psi; conc., 10 min.). If you successful save, the creature can pass through it. A
spend 1 minute conversing with a creature, you can creature must make this save whenever it attempts
attempt to seed it with overwhelming ennui. At the to pass through the wall, whether willingly or
end of the minute, you can use an action to force the unwillingly.
creature to make a Wisdom saving throw. The save Visions of Disgust (5 psi; conc., 1 min.). You
automatically succeeds if the target is immune to cause a creature to regard all other beings as horrid,
being charmed. On a failed save, it sits and is alien entities. As an action, choose one creature you
incapacitated until your concentration ends. This can see within 60 feet of you. The target must make
effect immediately ends if the target or any ally it a Wisdom saving throw. On a failed save, it takes
can see is attacked or takes damage. On a successful 5d6 psychic damage, and until your concentration
save, the creature is unaffected and has no inkling of ends, it takes 1d6 psychic damage per creature
your attempt to bend its will. within 5 feet of it at the end of each of its turns. On a
Visions of Despair (3 psi). As an action, you force successful save, the target takes only half the initial
one creature you can see within 60 feet of you to damage and suffers none of the other effects.
make a Charisma saving throw. On a failed save, it World of Horror (7 psi; conc., 1 min.). As an
takes 3d6 psychic damage, and its speed is reduced action, choose up to six creatures within 60 feet of
to 0 until the end of its next turn. On a successful you and cause them to be overwhelmed with
save, it takes half as much damage. You can increase uncertainty, paranoia and revulsion. Each target
the damage by 1d6 per additional psi point spent. must make a Charisma saving throw. On a failed

13
save, a target takes 4d6 psychic damage, and is toward. Once the Jight starts, it continues to attack
frightened of the creature visibly closest to it at any for 5 rounds before this effect ends. This effect
given time until your concentration ends. On a immediately ends if the target or any ally it can see
successful save, a target takes half as much damage is attacked or takes damage from any creature other
and suffers none of the other effects. The save than the one it has been incited against. On a
automatically succeeds if the target is immune to successful save, the creature is unaffected and has
being frightened. no inkling of your attempt to bend its will.
While frightened by this effect, a targets speed is Mindless Courage (2 psi). You cause a creature's
reduced to a maximum of 15, and the target can use bloodlust to overcome its sense of preservation. As
its action, and any bonus action it might have, only a bonus action, choose one creature you can see
to make melee attacks and must attack any creature within 60 feet of you. The target must succeed on a
they are frightened of if they start their turn next Wisdom saving throw or, until the end of your next
them. The frightened target can repeat the saving turn, it cant willingly move unless its movement
throw at the end of each of its turns, ending the brings it closer to its nearest enemy that it can see.
effect on itself on a success. Its movement is unrestricted if no enemies are
visible. The save automatically succeeds if the target
Crown of Rage is immune to being charmed.
Avatar Discipline Punishing Fury (5 psi; conc., 1 min.). You cause a
You place a mote of pure fury within a creatures creature's rage to grow so hot that it attacks
mind, causing its bloodlust to overcome its senses without heeding its own safety. As a bonus action,
and for it to act as you wish it to. choose one creature you can see within 60 feet of
you. The target must succeed on a Wisdom saving
Psychic Focus. While you are focused on this
throw or, until your concentration ends, any
discipline, any enemy within 5 feet of you that
creature within 5 feet of it can use a reaction to
makes a melee attack roll that doesnt include you
make a melee attack against it whenever the target
as a target does so with disadvantage unless they
makes a melee attack. The save automatically
succeed at a Wisdom saving throw. The save
succeeds if the target is immune to being charmed.
automatically succeeds if the target is immune to
The target can repeat the saving throw at the end
being charmed.
of each of its turns, ending the effect on itself on a
Primal Fury (17 psi). As an action, choose one success, but if the target did not make an attack on
creature you can see within 60 feet of you. The its turn the saving throw is made with disadvantage.
target must succeed on a Charisma saving throw or
take 1d6 psychic damage per psi point spent on this Diminution
ability and immediately use its reaction to move its Immortal Discipline
speed toward its nearest enemy. Each step of
movement must bring the creature closer to its You manipulate the matter that composes your
enemy, but it may stop rather than move into body, drastically reducing your size without
obviously dangerous ground, such as a Jire or a pit. surrendering any of your might.
The save automatically succeeds if the target is Psychic Focus. While focused on this discipline,
immune to being charmed. you may spend an action to shrink a touched object
Fighting Words (2 psi; conc., 10 min.). If you that is either unattended or held by you to 1/4 its
spend 1 minute conversing with a creature, you can normal size and 1/8 its weight. The object must
attempt to leave a simmering violence in its mind. weigh 20 pounds or less. It remains shrunken until
At the end of the minute, you can use an action to it is no longer within 15 feet of you, you shrink
force the creature to make a Wisdom saving throw another object using this ability, you change your
to resist feeling violent urges against one creature psychic focus, or you become unconscious.
you describe to it or name. The save automatically Miniature Form (2 psi; conc., 10 min.). As a
succeeds if the target is immune to being charmed. bonus action, you become Tiny until your
On a failed save, the target attacks the chosen concentration ends. Your worn possessions shrink
creature if it sees that creature before your with you. While this size, you gain a +5 bonus to
concentration ends, using weapons or spells against Dexterity (Stealth) checks and can move through
a creature it was already hostile toward or unarmed gaps up to 6 inches across without squeezing.
strikes against an ally or a creature it was neutral

14
Toppling Shift (2 psi). As a bonus action, you shift succeed at a Strength saving throw or be pushed 5
to an incredibly small size and then suddenly return feet directly away from you. If this push leaves you
to normal, sending an opponent Jlying backward. beyond their reach, their attack or shove fails. You
Choose one creature you can see within 5 feet of may use this power after they roll, but before you
you. It must succeed on a Strength saving throw or know whether their attack or shove attempt would
be knocked prone. be successful. This power automatically fails if the
Sudden Shift (5 psi). As a reaction when you are enemy is more than one size category larger than
hit by an attack, you shift down to minute size to you are.
avoid the attack. The attack misses, and you move Ogre Form (3 psi; conc., 1 min.). As a bonus
up to 5 feet without provoking opportunity attacks action, you gain 5 temporary hit points, which are
before returning to normal size. lost when the power ends. In addition, until your
Microscopic Form (7 psi; conc., 10 min.). As a concentration ends, your melee weapon attacks
bonus action, you become smaller than Tiny until deal an extra 1d4 bludgeoning damage on a hit, and
your concentration ends. Your worn possessions your reach increases by 5 feet. If youre smaller than
shrink with you. While this size, you gain a +10 Large, you also become Large for the duration.
bonus to Dexterity (Stealth) checks and a +5 bonus Giant Form (7 psi; conc., 1 min.). As a bonus
to AC, you can move through gaps up to 1 inch action, you gain 20 temporary hit points. In
across without squeezing, and you cant make addition, until your concentration ends, your melee
weapon attacks. weapon attacks deal an extra 2d6 bludgeoning
damage on a hit, and your reach increases by 10
Giant Growth feet. If youre smaller than Huge, you also become
Immortal Discipline Huge for the duration.

You infuse yourself with psionic energy to grow to Intellect Fortress


tremendous size, bolstering your strength and Awakened Discipline
durability.
Psychic Focus. While focused on this discipline, You forge an indomitable wall of psionic energy
once on each of your turns, you may suddenly around your mindone that allows you to launch
increase your reach by 5 feet for a single attack or counterattacks against your opponents.
touch power. Psychic Focus. While focused on this discipline,
Minor Snap Growth (1 psi). When you hit a you gain either resistance to psychic damage or
creature with a melee attack, you abruptly grow advantage on Constitution saving throws to
slightly larger for a fraction of second to push them maintain your concentration (your choice each time
5 feet directly away from you. This is in addition to you focus).
the normal effects of the attack. This power fails if Psychic Backlash (2 psi). As a reaction, you can
they are more than one size category larger than impose disadvantage on an attack roll about to be
you. made if you can see the attacker. If the attack was
Greater Snap Growth (2 psi). As a bonus action, against you and it still hits you, the attacker takes
you instantaneously grow one size category larger 2d10 psychic damage.
in a direction of your choice. Each creature within 5 Psychic Parry (17 psi). As a reaction when you
feet of you in the direction of your growth must make an Intelligence, a Wisdom, or a Charisma
make a Strength saving throw with disadvantage. If saving throw, you gain a +1 bonus to that saving
any succeeds, or if any of them dont have an open throw for each psi point you spend on this ability.
space to be pushed into, this power fails. If they all You can use this ability after rolling the die but
fail their saving throws, theyre each pushed 5 feet before suffering the results.
directly away from you. You then shrink back down Aura of Psychic Redoubt (5 psi; conc., 10 min.).
to your previous size category. When shrinking, you As an action, you create a 30-foot aura of protective
choose which space you now occupy. psychic energy. Until your concentration ends, each
Reactive Snap Growth (2 psi). As a reaction, creature of your choice within the aura has
when an an enemy within 5 feet of you is resistance to psychic damage and advantage on
attempting to attack you or shove you, you Intelligence, Wisdom, and Charisma saving throws.
instantaneously grow slightly larger just long
enough to attempt to displace them. They must

15
Iron Durability that creature to be affected. A creature does not
Immortal Discipline know it was charmed by you until the effect ends on
it.
You transform your body to become a living metal, Center of Attention (2 psi; conc., 1 min.). As an
allowing you to shrug off attacks that would cripple action, you exert an Jield of power that grabs a
weaker creatures. creature's attention. Choose one creature you can
Psychic Focus. While focused on this discipline, see within 60 feet of you. It must make a Charisma
you gain a +1 bonus to AC. saving throw. On a failed save, the creature is so
Iron Hide (17 psi). As a reaction when you are thoroughly distracted by you that all other
hit by an attack, you gain a +2 bonus to AC for each creatures are invisible to it until your concentration
psi point you spend on this ability. This bonus ends. This effect ends if the creature can no longer
applies against the triggering attack. Half this bonus see or hear you or if it takes damage.
lasts until the start of your next turn. Major Attractor (3 psi). As an action, you exert an
Adamantine Resilience (2 psi). You gain Jield that draws others to you in admiration. Choose
advantage on a Constitution saving throw you are up to 3 creatures you can see within 30 feet of you,
about to make. Using this power is not an action and and who can see you. Each target must succeed on a
you may perform it subconsciously even while Charisma saving throw or it must use its reaction to
unconscious. move half its speed toward you, if able. The creature
Steel Hide (2 psi). As a bonus action, you gain doesnt move into obviously dangerous ground,
resistance to bludgeoning, piercing, and slashing such as a Jire or a pit. Additionally, on its next turn
damage until the end of your next turn. it has disadvantage on any attack rolls it makes
Iron Resistance (7 psi; conc., 1 hr.). As an action, against you, and every foot of movement costs 1
you gain resistance to bludgeoning, piercing, or extra foot if moving away from you.
slashing damage (your choice), which lasts until Invoke Awe (7 psi; conc., 10 min.). As an action,
your concentration ends. You may spend an action you exert a Jield that inspires awe in others. Choose
to switch your choice of resistance. up to 5 creatures you can see within 60 feet of you.
Each target must succeed on an Intelligence saving
Mantle of Awe throw or be charmed by you until your
Awakened Discipline concentration ends. While charmed, the target
obeys all your verbal commands to the best of its
You learn to use psionic energy to manipulate ability and without doing anything obviously self-
others with a subtle combination of psi and your destructive. The charmed target will attack only
own, natural charm. creatures that it has seen attack you since it was
Psychic Focus. While focused on this discipline, charmed or that it was already hostile toward. At
you gain a bonus to Charisma checks. The bonus the end of each of its turns, it can repeat the saving
equals half your Intelligence modiJier (minimum of throw, ending the effect on itself on a success. If you
+1). have attacked or damaged it since it became
Charming Presence (17 psi). As an action, you charmed, this saving throw automatically succeeds.
exert an Jield of sympathetic power. Roll 2d8 per psi
point spent on this ability; the total is how many hit Mantle of Command
points worth of creatures this option can affect. Avatar Discipline
Creatures within 30 feet of you are affected in
You exert an aura of trust and authority, enhancing
ascending order of their hit point maximums,
the coordination among your allies.
ignoring incapacitated creatures, creatures immune
to being charmed, and creatures engaged in combat. Psychic Focus. While focused on this discipline,
Starting with the creature that has the lowest hit when you end your turn and didnt move during it,
point maximum, each creature affected by this you can use your reaction to allow one ally you can
option is charmed by you and regards you as a see within 30 feet of you to move up to half their
friendly acquaintance for 10 minutes or until you do speed, following a path of your choice. To move in
anything harmful to it. Subtract each creatures hit this way, the ally mustnt be incapacitated.
point maximum from the total before moving on to Coordinated Movement (2 psi). As a bonus
the next creature. A creatures hit point maximum action, choose up to Jive allies you can see within 60
must be equal to or less than the remaining total for feet of you. Each of those allies can use their

16
reaction to move up to half their speed, following a equal to double the psi points spent to activate this
path of your choice. effect. When this power ends, you and your allies
Commanders Sight (2 psi; conc., 1 rnd.). As a lose any remaining temporary hit points from this
bonus action, choose one creature you can see power.
within 60 feet of you. Until the start of your next Brave Charge (2 psi). When you roll initiative,
turn, any of your allies who can see or hear you you and up to Jive allies you can see within 60 feet
have advantage on attack rolls against that target. of you gain an extra 15 feet of special movement.
The effect ends if the target is hit or you lose your You and your allies can only this movement on each
concentration. of your individual turns, and it can only be used to
Command to Strike (3 psi). As an action, choose move closer to enemies. Any unused movement
one ally you can see within 60 feet of you. That ally goes away if not used before the start of your next
can use their reaction to immediately take the turn. Anyone whose speed is reduced to zero cannot
Attack action. If they have a feature that grants them use this movement.
additional attacks when they take the Attack action Incite Courage (3 psi). As a bonus action, choose
on their turn, such as a Jighters Extra Attack feature up to three creatures you can see within 60 feet of
or warlocks Thirsting Blade, they may make their you. If any of those creatures is frightened, that
extra attacks even if it isnt their turn. You choose condition ends on that creature. You may choose
the targets. one extra creature for each additional psi point
Aura of the Strategic Mind (5 psi; conc., 1 min.). spent.
As an action, you exert an aura of trust and Pillar of Con[idence (7 psi; conc., 1 rnd.). As an
command that unites your allies into a cohesive action, you and up to Jive creatures you can see
unit. This aura extends 60 feet around you. Until within 60 feet of you each gain one extra action to
your concentration ends, any ally within this aura use on your individual turns. The action goes away
on their turn can, as a bonus action, take the Dash if not used before the end of your next turn. The
or Disengage action or roll a d4 and add the number action can be used only to make one weapon attack
rolled to each attack roll they make that turn. or to take the Dash or Disengage action.
Overwhelming Attack (7 psi). As an action,
choose up to three allies you can see within 60 feet Mantle of Fear
of you. Each of those allies can use their reaction to Avatar Discipline
take the Attack action. If they have a feature that You tap into a well of primal fear and turn yourself
grants them additional attacks if they take the into a beacon of terror to your enemies.
Attack action on their turn, such as a Jighters Extra Psychic Focus. While focused on this discipline,
Attack feature or warlocks Thirsting Blade, they you have advantage on Charisma (Intimidation)
may make the extra attacks even if it isnt their turn. checks.
You choose the targets of the attacks. Incite Fear (2 psi; conc., 1 min.). As an action,
choose one creature you can see within 60 feet of
Mantle of Courage you. The target must succeed on a Wisdom saving
Avatar Discipline
throw or become frightened of you until your
You focus your mind on courage, radiating concentration ends. Whenever the frightened target
conJidence and bravado to your allies. ends its turn in a location where it cant see you, it
Psychic Focus. While focused on this discipline, can repeat the saving throw, ending the effect on
you radiate an aura of courage 10 feet around you. itself on a success.
You and allies within this aura who can see you have Unsettling Aura (3 psi; conc., 1 hr.). As a bonus
advantage on saving throws against being action, you cloak yourself in an aura of unsettling
frightened. psychic energy that extends 60 feet around you.
Aura of Victory (17 psi; conc., 10 min.). As a Until your concentration ends, any enemy within
bonus action, you project an aura of psionic energy the aura that can see you must spend 1 extra foot of
30 feet around you until your concentration ends. movement for every foot it moves toward you. A
The energy fortiJies you and your allies when your creature ignores this effect if immune to being
enemies are felled; whenever an enemy you can see frightened.
is reduced to 0 hit points, you and each of your Object of Terror (5 psi; conc., 1 min.). As an
allies within your aura gain temporary hit points action, choose a target spot or unattended object

17
within 60 feet of you. Until your concentration ends, concentration ends, you and any creature within the
any creature besides yourself that begins its turn aura has advantage on melee attack rolls.
within 30 feet of the target must make a Wisdom Incite Fury (3 psi; conc., 1 min.). As a bonus
saving throw. On a failed save, the creature becomes action, choose up to three allies you can see within
frightened of the target. A creature frightened by 60 feet of you (you can choose yourself in place of
this power must take the Dash action and move one of the allies). Until your concentration ends,
away from the target by the safest available route each ally can roll an additional d4 when rolling
on its turn until it is at least 30 feet away from the damage for melee weapon attacks once on their
target, if possible. A creature may stop rather than turn. You may spend 2 additional psi points to
move into obviously dangerous ground, such as a increase the die type to d6, or 4 additional psi
Jire or a pit. A frightened creature may repeat the points to increase the die type to d8.
saving throw at the end of each of its turns. Once a Overwhelming Fury (5 psi; conc., 1 min.). As an
creature successfully saves against this effect, it is action, you Jlood rage into one creature you can see
immune to it for the next hour. within 60 feet of you. The target must succeed on a
Incite Panic (7 psi; conc., 1 min.). As an action, Charisma saving throw, or it can use its actions only
choose up to Jive creatures you can see within 90 to make melee attacks until your concentration
feet of you. Each creature must make a Wisdom ends. It can repeat the saving throw at the end of
saving throw. On a failed save, at the start of each of each of its turns, ending the effect on itself on a
a targets turns before your concentration ends, roll success.
a die. If you roll an odd number, the target moves
half its speed in a random direction and takes no Mantle of Joy
action on that turn, other than to scream in terror. If Avatar Discipline
you roll an even number, the target makes one
melee attack against a random target within its You tap into the joy within you, radiating it outward
reach. If there is no such target, it moves half its in soothing, psychic energy that brings hope and
speed in a random direction and takes no action on comfort to creatures around you.
that turn. At the end of each of the targets turns, it Psychic Focus. While focused on this discipline,
makes a Wisdom saving throw. This effect ends on a you have advantage on Charisma (Persuasion)
target if it successfully saves against it. A creature checks.
ignores this effect if immune to being frightened. Soothing Presence (17 psi). As a bonus action,
choose up to three creatures you can see within 60
Mantle of Fury feet of you. Each target gains 3 temporary hit points
Avatar Discipline per psi point spent on this effect. These temporary
hit points last for 1 minute.
You allow the primal fury lurking deep within your
mind to burst forth, catching you and your allies in Comforting Gaze (2 psi; conc., 1 min.). As a
an implacable bloodthirst. bonus action, choose up to three allies you can see
(you can choose yourself in place of one of the
Psychic Focus. While focused on this discipline in
allies). Until your concentration ends, each target
combat, you extend an aura of fury 10 feet around
can roll a d4 when making a saving throw and add
you. You and any ally who starts their turn within
the number rolled to the total.
this aura gains a 5-foot increase to their walking
speed during that turn. If there is more than one of Aura of Jubilation (3 psi; conc., 1 min.). As a
this aura present, you and your allies only beneJit bonus action, you radiate an aura of distracting
from one at a time. mirth 60 feet around you until your concentration
ends. Each creature within the aura that can see you
Mindless Charge (2 psi). As a bonus action,
suffers disadvantage on any checks using the
choose up to three creatures you can see within 60
Perception and Investigation skills. Creatures are
feet of you. Each target can immediately use its
unaware they are being inJluenced by a psionic
reaction to move up to its speed in a straight line
ability while under its effect.
toward its nearest enemy.
Beacon of Recovery (5 psi). As a bonus action,
Aura of Bloodletting (3 psi; conc., 1 min.). As a
you and up to Jive allies you can see within 60 feet
bonus action, you unleash an aura of rage that
of you can immediately make saving throws against
extends 60 feet around you. Until your
every effect theyre suffering that allows a save at

18
the start or end of their turns or if they may use an Mastery of Fire
action to make a save. Wu Jen Discipline
Mastery of Air You align your mind with the energy of elemental
Wu Jen Discipline Jire.
Psychic Focus. While focused on this discipline,
You become one with the power of elemental air.
you gain either resistance to Jire damage or you
Psychic Focus. While focused on this
gain a bonus to rolls for Jire damage (your choice
discipline, you take no falling damage, and you
each time you focus). The bonus to rolls for Jire
ignore difJicult terrain when walking.
damage is +2, and increases to +3 at 8th level and
Wind Step (17 psi). As part of your move on +4 at 14th.
your turn, you can Jly up to 20 feet for each psi point Combustion (17 psi; conc., 1 min.). As an action,
spent. If you end this Jlight in the air, you fall unless
choose one creature or object you can see within
something else holds you aloft.
120 feet of you. The target must make a
Wind Stream (17 psi). As an action, you create a Constitution save. On a failed save, the target takes
line of focused air that is 30 feet long and 5 feet 1d10 Jire damage per psi point spent, and it catches
wide. Each creature in that area must make a on Jire, taking 1d6 Jire damage at the end of each of
Strength saving throw, taking 1d8 its turns until your concentration ends or until it or
bludgeoning damage per psi point spent and being a creature adjacent to it extinguishes the Jlames
knocked prone on a failed save, or half as much with an action. On a successful save, the target takes
damage on a successful one. half as much damage and doesnt catch on Jire.
Cloak of Air (3 psi; conc., 10 min.). As a bonus Rolling Flame (3 psi; conc., 1 min.). As an action,
action, you seize control of the air around you to you create Jire in a 20-foot-by-20-foot cube within 5
create a protective veil. Until your concentration feet of you. The Jire lasts until your concentration
ends, attack rolls dealing slashing, piercing or ends. Any creature in that area when you use this
bludgeoning damage have disadvantage against you. ability and any creature that ends its turn there
If you spend 2 additional psi points, when a takes 5 Jire damage.
creature you can see misses you with a slashing, Detonation (5 psi). As an action, you create a
piercing or bludgeoning melee attack, you can use
Jiery explosion at a point you can see within 120
your reaction to force the creature to repeat the
feet of you. Each creature in a 20-foot-radius sphere
attack roll against itself.
centered on that point must make a Constitution
Wind Form (5 psi; conc., 10 min.). As a bonus saving throw, taking 6d6 Jire damage and is pushed
action, you gain a Jlying speed of 60 feet, which lasts 5 feet from the center of the radius on a failed save,
until your concentration ends. or half as much damage on a successful one. If this
Misty Form (6 psi; conc., 1 min.). As an action, power is centered on an existing source of Jire at
your body becomes like a misty cloud until your least as large as a torch, it deals an extra 1d6 Jire
concentration ends. In this form, you gain resistance damage and knocks creatures prone on a failed
to bludgeoning, piercing, and slashing damage, and save.
you cant take actions other than the Dash action. Fire Form (5 psi; conc., 1 min.). As a bonus
You can pass through openings that are no more action, you become wreathed in Jlames until your
than 1 inch wide without squeezing. concentration ends. Any creature that end its turn
Animate Air (7 psi; conc., 1 hr.). As an action, you within 5 feet of you takes 3d6 Jire damage.
cause an air elemental to appear in an unoccupied Animate Fire (7 psi; conc., 1 hr.). As an action,
space you can see within 120 feet of you. The you cause a Jire elemental to appear in an
elemental lasts until your concentration ends, and it unoccupied space you can see within 120 feet of
obeys your verbal commands. In combat, roll for its you. The elemental lasts until your concentration
initiative, and choose its behavior during its turns. ends, and it obeys your verbal commands. In
When this effect ends, the elemental disappears. See combat, roll for its initiative, and choose its
the Monster Manual for its stat block. behavior during its turns. When this effect ends, the
elemental disappears. See the Monster Manual for
its stat block.

19
Mastery of Force As an action, choose one creature you can see
Wu Jen Discipline within 60 feet of you. The target must succeed on a
Strength saving throw or be grappled by you until
As a student of psionic power, you perceive the your concentration ends or until the target leaves
potential energy that Jlows through all things. You your reach, which is 60 feet for this grapple.
reach out with your mind, transforming the The grappled target can escape by succeeding on a
potential into the actual. Objects and creatures Strength (Athletics) or Dexterity (Acrobatics) check
move at your command. contested by your psionic ability plus your
Psychic Focus. While focused on this discipline, proJiciency bonus. When a target attempts to
you have advantage on Strength checks. escape in this way, you can spend psi points to boost
Push (17 psi). As an action, choose one creature your check, abiding by your psi limit. You gain a +1
you can see within 60 feet of you. The target must bonus per psi point spent, and you must decide how
make a Strength saving throw. On a failed save, it much to spend before you know your opponents
takes 1d8 bludgeoning damage per psi point spent result.
and is pushed up to 5 feet per point spent in a While a target is grappled in this manner, you
straight line away from you. On a successful save, it create one of the following effects as an action:
takes half as much damage.
Move (27 psi). Choose one object you can see Crush (17 psi). The target takes 1d6 bludgeoning
within 60 feet of you that isnt being worn or damage per psi point spent.
carried by another creature and that isnt secured in Move (17 psi). You move the target up to 5 feet
place. It cant be larger than 20 feet on a side, and its per psi point spent. You can move it in the air and
maximum weight depends on the psi points spent hold it there. It falls if the grapple ends.
on this ability, as shown below.
As an action, you move the object up to 60 feet, Mastery of Ice
and you must keep the object within sight during Wu Jen Discipline
this movement. If the object ends this movement in
You master the power of ice, shaping it to meet you
the air, it falls. If the object would fall on a creature,
demands.
the creature must succeed on a DC 10 Dexterity
saving throw or take damage as listed on the table Psychic Focus. While focused on this discipline,
below. you have resistance to cold damage.
Bludgeoning Ice Spike (17 psi). As an action, you hurl a mote
Psi Spent Maximum Weight Damage of ice at one creature you can see within 120 feet of
2 50 lbs. 2d6 you. The target must make a Dexterity saving throw.
3 100 lbs. 4d6 On a failed save, the target takes 1d8 cold damage
5 250 lbs. 6d6 per psi point spent and has its speed halved until
the start of your next turn. On a successful save, the
6 500 lbs. 7d6
target takes half as much damage.
7 1,000 lbs. 8d6
Ice Sheet (2 psi). As an action, choose a point on
the ground you can see within 60 feet of you. The
Inertial Armor (2 psi). As an action, you sheathe ground in a 30-foot radius centered on that point
yourself in an intangible Jield of magical force. For 8 becomes covered in ice for 10 minutes. It is difJicult
hours, your base AC is 14 + your Dexterity modiJier, terrain, and any creature that moves more than 10
and you gain resistance to force damage. This effect feet on it must succeed on a Dexterity saving throw
ends if you are wearing or don armor. or fall prone. If the surface is sloped, a creature that
Telekinetic Barrier (3 psi; conc., 10 min.). As an falls prone in the area immediately slides to the
action, you create a transparent wall of telekinetic bottom of the slope. If an attacker hits a creature on
energy, at least one portion of which must be within the ice with a melee attack, and that creature is the
60 feet of you. The wall is 40 feet long, 10 feet high, attackers size or smaller, the attack may push that
and 1 inch thick. The wall lasts until your creature 5 feet in addition to any damage dealt.
concentration ends. Each 10-foot section of the wall Frozen Sanctuary (3 psi). As a bonus action, you
has an AC of 10 and 10 hit points. sheathe yourself with icy resilience. You gain 15
Grasp (3 psi; conc., 1 min.). You attempt to grasp temporary hit points. These temporary hit points
a creature in telekinetic energy and hold it captive. last for 10 minutes.

20
Frozen Rain (5 psi; conc., 1 min.). As an action, combat, roll for their initiative, and choose their
choose a point you can see within 120 feet of you. behavior during their turns. When this effect ends,
The air in a 20-foot-radius sphere centered on that the shadows disappear. See the Monster Manual for
point becomes deathly cold and saturated with their stat block. If these shadows kill, new shadows
moisture. Each creature in that area must make a do not rise from the corpses.
Constitution saving throw. On a failed save, a target Radiant Beam (5 psi; conc., 1 min.). As an action,
takes 6d6 cold damage, and its speed is reduced to 0 you project a beam of light at one creature you can
until your concentration ends. On a successful save, see within 60 feet of you. The target must make a
a target takes half as much damage. Dexterity saving throw. On a failed save, it takes 6d6
As an action, a target that has its speed reduced radiant damage and is blinded until your
can end the effect early if it succeeds on a Strength concentration ends. On a successful save, it takes
(Athletics) check with a DC equal to this effects half as much damage. A blinded target can repeat
save DC. the saving throw at the end of each of its turns,
You can increase this effects damage by 1d6 per ending the effect on itself on a success.
each additional psi point spent on it. You can increase this effects damage by 1d6 per
Ice Barrier (6 psi; conc., 10 min.). As an action, each additional psi point spent on it.
you create a wall of ice, at least one portion of which
must be within 60 feet of you. The wall is 60 feet Mastery of Water
long, 15 feet high, and 1 foot thick. The wall lasts Wu Jen Discipline
until your concentration ends. Each 10-foot section Your mind becomes one with elemental water,
of the wall has AC 12 and 30 hit points. A creature attuning your thoughts to its ebb and Jlow.
that damages the wall with a melee attack takes Psychic Focus. While focused on this discipline,
cold damage equal to the damage the creature dealt you have a swimming speed equal to your walking
to the wall. speed, and you can breathe underwater.
Desiccate (17 psi). As an action, choose one
Mastery of Light and Darkness creature you can see within 60 feet of you. The
Wu Jen Discipline
target must make a Constitution saving throw,
You claim dominion over light and darkness with taking 1d10 necrotic damage per psi point spent on
your mind. this ability, or half as much damage on a successful
Psychic Focus. While focused on this discipline, one.
you treat natural and magical darkness within 30 Watery Grasp (2 psi). As an action, you unleash a
feet of you as dim light. wave that surges forth and then retreats to you like
Darkness (17 psi). As an action, you create an the rising tide. You create a wave in a 20-foot-by-20-
area of magical darkness, which foils darkvision. foot square. At least some portion of the squares
Choose a spot you can see within 60 feet of you. border must be within 5 feet of you. Any creature in
Magical darkness radiates from that point in a that square must make a Strength saving throw. On
sphere with a 10-foot radius per psi point spent on a failed save, a target takes 2d6 bludgeoning
this ability. The light produced by spells of 2nd level damage, is knocked prone, and is pulled up to 10
or less is suppressed in this area. feet closer to you. On a successful save, a target
Light (2 psi; conc., 1 min.). As an action, an object takes half as much damage. You can increase this
you touch radiates light in a 20-foot radius and dim abilitys damage by 1d6 per additional psi point
light for an additional 20 feet. The light lasts until spent on it.
your concentration ends. Alternatively, a creature Water Whip (3 psi). As an action, you unleash a
you touch radiates light in the same manner if it jet of water in a line that is 60 feet long and 5 feet
fails a Dexterity saving throw. While lit in this wide. Each creature in the line must make a
manner, it cant hide, and attack rolls against it gain Strength saving throw, taking 3d6 bludgeoning
advantage if the attacker can see it. damage on a failed save, or half as much damage on
Shadow Beasts (3 psi; conc., 1 min.). As an a successful one. In addition, you can move each
action, you cause two shadows to appear in target that fails its saving throw to any unoccupied
unoccupied spaces you can see within 60 feet of space touching the line. You can increase this
you. The shadows last until your concentration abilitys damage by 1d6 per additional psi point
ends, and they obey your verbal commands. In spent on it.

21
Water Breathing (5 psi). As an action, you grant Creatures can pass through it without hindrance,
yourself and up to ten willing creatures you can see but the wall blocks vision.
within 30 feet of you the ability to breathe Whirlwind (2 psi). As an action, choose a point
underwater for the next 24 hours. you can see within 60 feet of you. Winds howl in a
Water Sphere (6 psi; conc., 1 min.). As an action, 20-foot-radius sphere centered on that point. Each
you cause a sphere of water to form around a creature in the sphere must succeed on a Strength
creature. Choose one creature you can see within 60 saving throw or take 1d6 bludgeoning damage and
feet of you. The target must make a Dexterity saving be moved to an unoccupied space on the ground of
throw. On a failed save, it becomes trapped in the your choice in the sphere. Any loose object in the
sphere of water until your concentration ends. sphere is moved to an unoccupied space on the
While the target is trapped, its speed is halved, it ground of your choice within it if the object weighs
suffers disadvantage on attack rolls, and it cant see no more than 100 pounds.
anything more than 10 feet away from it. However, Lightning Leap (5 psi). As an action, you let loose
attack rolls against it also suffer disadvantage. The a line of lightning that is 60 feet long and 5 feet
target can repeat the saving throw at the end of wide. Each creature in the line must make a
each of its turns, ending the effect on itself on a Dexterity saving throw, taking 6d6 lightning
successful one. damage on a failed save, or half as much damage on
Animate Water (7 psi; conc., 1 hr.). As an action, a successful one. You can then teleport to an
you cause a water elemental to appear in an unoccupied space touched by the line.
unoccupied space you can see within 120 feet of You can increase this abilitys damage by 1d6 per
you. The elemental lasts until your concentration additional psi point spent on it.
ends, and it obeys your verbal commands. In Wall of Thunder (6 psi; conc., 10 min.). As an
combat, roll for its initiative, and choose its action, you create a wall of thunder, at least one
behavior during its turns. When this effect ends, the portion of which must be within 60 feet of you. The
elemental disappears. See the Monster Manual for wall is 60 feet long, 15 feet high, and 1 foot thick.
its stat block. The wall lasts until your concentration ends. Every
foot moved through the wall costs 1 extra foot of
Mastery of Weather movement. When a creature moves into the walls
Wu Jen Discipline space for the Jirst time on a turn or starts its turn
there, that creature must succeed on a Strength
Your mind reaches into the sky, reshaping the stuff
saving throw, or it takes 6d6 thunder damage, is
of storms to serve your needs.
pushed in a straight line up to 30 feet away from the
Psychic Focus. While focused on this discipline, wall, and is knocked prone.
you have resistance to either lightning or thunder Thunder Clap (7 psi). As an action, choose a point
damage (your choice each time you focus).
you can see within 60 feet of you. Thunder energy
Cloud Steps (17 psi; conc., 10 min.). As an erupts in a 20-foot-radius sphere centered on that
action, you conjure forth clouds to create a solid, point. Each creature in that area must make
translucent staircase that lasts until your Constitution saving throw. On a failed save, a target
concentration ends. The stairs form a spiral that Jills takes 7d6 thunder damage, is deafened,
a 10-foot-by-10-foot area and reaches upward 20 incapacitated and moves at half speed until the end
feet per psi point spent. of your next turn. On a successful save, a target
Hungry Lightning (17 psi). As an action, you takes half as much damage.
lash out at one creature you can see within 60 feet
of you with tendrils of lightning. The target must Mastery of Wood and Earth
make a Dexterity saving throw, with disadvantage if Wu Jen Discipline
its wearing heavy armor. The target takes 1d8
lightning damage per psi point spent on a failed You attune your mind to seize control of wood and
save, or half as much damage on a successful one. earth.
Wall of Clouds (2 psi; conc., 10 min.). As an Psychic Focus. While focused on this discipline,
action, you create a wall of clouds, at least one you have a +1 bonus to AC.
portion of which must be within 60 feet of you. The Warp Weapon (2 psi). As an action, choose one
wall is 60 feet long, 15 feet high, and 1 foot thick. nonmagical weapon held by one creature you can
The wall lasts until your concentration ends. see within 60 feet of you. That creature must

22
succeed on a Strength saving throw, or the chosen Speed Dart (3 psi). As an action, you imbue one
weapon cant be used to attack until the end of your ranged weapon you hold with psionic power and
next turn. then take the attack action. The next time you hit
Animate Weapon (3 psi). As an action, your mind with it before the end of your turn, it deals an extra
seizes control of a one-handed melee weapon youre 3d8 psychic damage.
holding. The weapon Jlies toward one creature you You can increase this abilitys damage by 1d8 per
can see within 30 feet of you and makes a one- additional psi point spent on it.
handed melee weapon attack against it, using your Seeking Missile (2 psi). As a reaction when you
discipline attack modiJier for the attack and damage miss with a ranged weapon attack, you can repeat
rolls. On a hit, the weapon deals its normal damage, the attack roll against the same target.
plus an extra 3d8 damage and the bonus damage is Faithful Archer (5 psi; conc., 1 min.). As a bonus
the same type as the attack. The weapon returns to action, you imbue a ranged weapon with a limited
your grasp after it attacks. sentience. Until your concentration ends, you gain
You can increase this abilitys damage by 1d8 per an additional action on each of your turns. That
additional psi point spent on it. action can be used only to take the Attack (one
Warp Armor (3 psi). As an action, choose a ranged weapon attack only) with the chosen ranged
nonmagical suit of armor worn by one creature you weapon. If it is a thrown weapon, after it hits or
can see within 60 feet of you. That creature must misses, it teleports back to your grasp each time you
succeed on a Constitution saving throw, or the make any attack with it.
creatures AC becomes 10 + its Dexterity modiJier
until the end of your next turn. Nomadic Chameleon
Wall of Wood (3 psi; conc., 1 hr.). As an action, Nomad Discipline
you create a wall of wood at least one portion of
You create a screen of psychic power that distorts
which must be within 60 feet of you. The wall is 60
your appearance, allowing you to blend into the
feet long, 15 feet high, and 1 foot thick. The wall
background or even turn invisible.
lasts until your concentration ends. Each 5-foot
wide section of the wall has AC 12 and 100 hit Psychic Focus. While focused on this discipline,
points. Breaking one section creates a 5-foot by 5- you have advantage on Dexterity (Stealth) checks.
foot hole in it, but the wall otherwise remains intact. Flicker (1 psi). You distort your apparent location
Armored Form (6 psi; conc., 1 min.). As a bonus for an instant. As a reaction when you are targeted
action, you gain resistance to bludgeoning, piercing, by an attack, you impose disadvantage on the attack
and slashing damage, which lasts until your roll before its rolled. You must be aware of the
concentration ends. attack. This ability has no effect on an attacker that
doesnt rely on sight to attack.
Animate Earth (7 psi; conc., 1 hr.). As an action,
you cause an earth elemental to appear in an Chameleon (2 psi). As an action, you can attempt
unoccupied space you can see within 120 feet of to hide even if you fail to meet the requirements
you. The elemental lasts until your concentration needed to do so. At the end of the current turn, you
ends, and it obeys your verbal commands. In remain hidden only if you then meet the normal
combat, roll for its initiative, and choose its requirements for hiding.
behavior during its turns. When this effect ends, the Step from Sight (3 psi; conc., 1 min.). As a bonus
elemental disappears. See the Monster Manual for action, cloak yourself from sight. You can target one
its stat block. additional creature for every additional psi point
you spend on this ability. The added targets must be
Nomadic Arrow visible to you and within 60 feet of you.
Nomad Discipline Each target turns invisible and remains so until
your concentration ends or until immediately after
You imbue a ranged weapon with a strange
it targets, damages, or otherwise affects any
semblance of sentience, allowing it to unerringly
creature with an attack, a spell, or another ability.
Jind its mark.
Enduring Invisibility (7 psi; conc., 1 min.). As a
Psychic Focus. While you are focused on this
bonus action, you turn invisible and remain so until
discipline, any attack roll you make for a ranged
your concentration ends.
weapon attack ignores disadvantage due to long
range.

23
Nomadic Mind plane of existence. A solid barrier blocks the eyes
Nomad Discipline movement, but the eye can pass through an opening
as small as 1 inch in diameter.
You dispatch part of your psyche into the Phasing Eye (7 psi; conc., 1 hr.). As Wandering
noosphere, the collective vista of minds and Eye above, except the eye can move through solid
knowledge possessed by living things. objects but cant end its movement in one. If it does
Psychic Focus. While you are focused on this so, the effect immediately ends.
discipline, you may silently contemplate for 1
minute. At the end of that minute, you choose one Nomadic Step
skill or tool and gain proJiciency with it, or you gain Nomad Discipline
the ability to read and write one language of your
choice. This beneJit lasts 10 minutes and ends early You exert your mind on the area around you,
if you change your focus or you silently contemplate twisting the intraplanar pathways you perceive to
for a different beneJit. allow instantaneous travel.
Wandering Mind (26 psi; conc., 10 min.). Psychic Focus. After you teleport on your turn
You enter a deep contemplation. If you concentrate while focused on this discipline, your walking speed
for this options full duration, you then gain increases by 10 feet until the end of the turn, as you
proJiciency with up to three of the following skills are propelled by the magic of your teleportation.
(one skill for every 2 psi points spent): Animal You can receive this increase only once per turn,
Handling, Arcana, History, Medicine, Nature, and it doesnt allow you to move if your speed was
Performance, Religion, and Survival. The beneJit reduced to 0.
lasts for 8 hours, no concentration required. Step of a Dozen Paces (17 psi). If you havent
Find Creature (2 psi; conc., 1 hr.). You cast your moved yet on your turn, you take a bonus action to
mind about for information about a speciJic teleport up to 20 feet per psi point spent to an
creature. If you concentrate for this options full unoccupied space you can see, and your speed is
duration, you then gain a general understanding reduced to 0 until the end of the turn.
of the creatures current location. You learn the Nomadic Anchor (1 psi). As an action, you create
region, city, town, village, or district where it is, an invisible, intangible teleportation anchor in a 5-
pinpointing an area between 1 and 3 miles on a side foot cube you can see within 120 feet of you. For the
(DMs choice). If the creature is on another plane of next 8 hours, whenever you use this psionic
existence, you instead learn which plane. discipline to teleport, you can instead teleport to the
Item Lore (3 psi; conc., 1 hr.). You carefully study anchor, even if you cant see it, but it must be within
an item. If you concentrate for this options full range of the teleportation ability.
duration while remaining within 5 feet of the item, Defensive Step (2 psi). When you are hit by an
you then gain the beneJits of an identify spell cast on attack, you can use your reaction to gain a +4 bonus
that item. to AC against that attack, possibly turning it into a
Psychic Speech (5 psi). As an action, you attune miss. You then teleport up to 10 feet to an
your mind to the psychic imprint of all language. For unoccupied space you can see.
1 hour, you gain the ability to understand any There and Back Again (2 psi). As a bonus action,
language you hear or attempt to read. In addition, you teleport up to 20 feet to an unoccupied space
when you speak, all creatures that can understand a you can see and then move up to half your speed. At
language understand what you say, regardless of the end of your turn, you can teleport back to the
what language you use. spot you occupied before teleporting, unless it is
Wandering Eye (6 psi; conc., 1 hr.). As an action, now occupied or on a different plane of existence.
you create a psychic sensor within 60 feet of you. Transposition (3 psi). If you havent moved yet on
The sensor lasts until your concentration ends. The your turn, choose an ally you can see within 60 feet
sensor is invisible and hovers in the air. You of you. As a bonus action, you and that creature
mentally receive visual information from it, which teleport, swapping places, and your speed is
has normal vision and darkvision with a range of 60 reduced to 0 until the end of the turn. This ability
feet. The sensor can look in all directions. As an fails and is wasted if either of you cant Jit in the
action, you can move the sensor up to 30 feet in any destination space.
direction. There is no limit to how far away from Baleful Transposition (5 psi). As an action,
you the eye can move, but it cant enter another choose one creature you can see within 120 feet of

24
you. That creature must make a Wisdom saving Psionic Restoration
throw. On a failed save, you and that creature Immortal Discipline
teleport, swapping places. This ability fails and is
wasted if either of you cant Jit in the destination You wield psionic energy to cure wounds and
space. restore health to yourself and others.
Phantom Caravan (6 psi). As an action, you and Psychic Focus. While focused on this discipline,
up to six willing creatures of your choice that you you can use a bonus action to touch a creature that
can see within 60 feet of you teleport up to 1 mile to has 0 hit points and stabilize it.
a spot you can see. If there isnt an open space for all Mend Wounds (17 psi). As an action, you can
the targets to occupy at the arrival point, this ability spend psi points to restore hit points to one
fails and is wasted. creature you touch. The creature regains 1d8 hit
Nomads Gate (7 psi; conc., 1 hr.). As an action, points per psi point spent.
you create a 5-foot cube of dim, gray light within 5 Restore Health (3 psi). As an action, you touch
feet of you. You create an identical cube at any point one creature and remove one of the following
of your choice within 1 mile that you have viewed conditions from it: blinded, deafened, paralyzed, or
within the past 24 hours. Until your concentration poisoned. Alternatively, you remove one disease
ends, anyone entering one of the cubes immediately from the creature.
teleports to the other one, appearing in an Restore Life (5 psi). As an action, you touch one
unoccupied space next to it. The teleportation fails creature that has died within the last minute. The
if there is no space for the creature to appear in. creature returns to life with 1 hit point, and you and
the creature each gain 1 level of exhaustion. This
Precognition ability cant return to life a creature that has died of
Awakened Discipline old age, nor can it restore a creature missing any
By analyzing information around you, from subtle vital body parts.
hints to seemingly disconnected facts, you learn to If you spend 2 additional psi points, the creature
weave a string of probabilities in an instant that can have been dead for as many as 5 days, and the
gives you extraordinary insights. number of exhaustion levels you and the creature
gain is equal to the number of days it was dead
Psychic Focus. While focused on this discipline,
(minimum 1).
you have advantage on initiative rolls.
Restore Vigor (7 psi). As an action, you can touch
Precognitive Hunch (2 psi; conc., 1 min.). As a
one creature and choose one of the following:
bonus action, you open yourself to receive
remove any reductions to one of its ability scores,
momentary insights that improve your odds of
remove one effect that reduces its hit point
success; until your concentration ends, whenever
maximum, or reduce its exhaustion level by one.
you make an attack roll, a saving throw, or an ability
check, you roll a d4 and add it to the total. Psionic Weapon
All-Around Sight (2 psi). In response to an attack Immortal Discipline
hitting you, you use your reaction to impose
disadvantage on that attack roll, possibly causing it You have learned how to channel psionic energy
to miss. You cannot use this ability if the attack roll into your attacks, lending them devastating power.
against you was made with advantage. Psychic Focus. Whenever you focus on this
Victory Before Battle (3 psi). When you roll discipline, choose one weapon youre holding or
initiative, you can use this ability to grant yourself your unarmed strike. When you attack with it while
and up to Jive creatures of your choice within 60 focused on this discipline, its damage is psychic
feet of you a +3 bonus to initiative. rather than its normal damage type. Until you reach
You can increase this abilitys initiative bonus by 6th level as a mystic, you dont add your Strength or
an extra +1 per additional psi point spent on it. Dexterity modiJier to the psychic attacks damage
Danger Sense (5 psi; conc., 8 hr.). As an action, rolls.
you create a psychic model of reality in your mind Ethereal Weapon (1 psi). As a bonus action, you
and set it to show you a few seconds into the future. temporarily transform one weapon youre holding
Until your concentration ends, you cant be or your unarmed strike into pure psionic energy.
surprised, attack rolls against you cant gain The next attack you make with it before the end of
advantage, and you gain a +10 bonus to initiative. your turn ignores the targets armor, requiring no

25
attack roll. Instead, the target makes a Dexterity saving throw, taking 8d6 psychic damage on a failed
saving throw against this discipline. On a failed save, or half as much damage on a successful one.
save, the target takes the attacks normal damage You can increase the damage by 2d6 if you spend 1
and suffers its additional effects. more psi point on this ability.
Lethal Strike (3 psi). As an action, you imbue a Psychic Crush (7 psi). As an action, you create a
weapon youre holding or your unarmed strike with 20-foot cube of psychic energy within 120 feet of
psychic energy, and then take the attack action. The you. Each creature in that area must make an
next time you hit with it before the end of your turn, Intelligence saving throw. On a failed save, a target
it deals an extra 3d8 psychic damage. takes 6d6 psychic damage and is stunned until the
You can increase this abilitys damage by 1d8 per end of your next turn. On a successful save, a target
additional psi point spent on it. takes half as much damage.
Augmented Weapon (5 psi; conc., 10 min.).
As a bonus action, touch one simple or martial Psychic Disruption
weapon. Until your concentration ends, that Awakened Discipline
weapon becomes a magic weapon with a +1 bonus You create psychic static that disrupts other
to its attack and damage rolls. creatures ability to think clearly.
You can increase this abilitys bonus to +2 if you Psychic Focus. While focused on this discipline,
spend 1 additional psi point spent on it, or to +3 if
you extend an aura of negative psychic feedback 30
you spend 2 additional psi points.
feet around you. Whenever an enemy within the
aura is dealt psychic damage while concentrating,
Psychic Assault that creature has disadvantage on the Constitution
Awakened Discipline
saving throw it makes to maintain concentration.
You wield your mind like a weapon, unleashing Distracting Haze (17 psi; conc., 1 min.). As an
salvos of psionic energy. action, choose one creature you can see within 60
Psychic Focus. While focused on this discipline, feet of you. That creature must make an Intelligence
you gain a bonus to damage rolls with psionic saving throw. On a failed save, it takes 1d8 psychic
talents that deal psychic damage. The bonus to damage per psi point spent and cant see anything
psionic talents psionic damage rolls is +2, and more than 10 feet from it until your concentration
increases to +3 at 8th level and +4 at 14th. ends. On a successful save, it takes half as much
Psionic Blast (17 psi). As an action, choose one damage. The creature may spend an action on its
creature you can see within 60 feet of you. The each of its turns to make an additional Intelligence
target takes 1d6 psychic damage per psi point spent saving throw, ending the effect on a successful save.
on this ability. Daze (3 psi). As an action, choose one creature
Ego Whip (3 psi). As an action, choose one you can see within 60 feet of you. That creature
creature you can see within 60 feet of you. The must make an Intelligence saving throw. On a failed
target must make an Intelligence saving throw. On a save, the target is incapacitated until the end of your
failed save, the creature takes 3d8 psychic damage, next turn or until it takes any damage.
and it is Jilled with self-doubt, leaving it able to use Mind Storm (5 psi). As an action, choose a point
its action on its next turn only to take the Dodge, you can see within 60 feet of you. Each creature in a
Disengage, or Hide action. On a successful saving 20-foot-radius sphere centered on that point must
throw, it takes half as much damage. make a Wisdom saving throw. On a failed save, a
Id Insinuation (5 psi). As an action, choose one target takes 6d6 psychic damage and suffers
creature you can see within 60 feet of you. The disadvantage on all saving throws until the end of
target must make an Intelligence saving throw. On a your next turn, or until it fails its next saving throw.
failed save, the creature takes 5d8 psychic damage, On a successful save, a creature takes half as much
and it goes into a fury, as its id runs rampant. On its damage. You can increase the damage by 1d6 per
next turn, it can use its action only to take the additional psi point spent on this ability.
Dodge or Attack action. On a successful save, it takes
half as much damage. Psychic Inquisition
Psychic Blast (6 psi). As an action, you unleash Awakened Discipline
devastating psychic energy in a 60-foot cone. Each You reach into a creatures mind to uncover
creature in that area must make an Intelligence information or plant ideas within it.

26
Psychic Focus. While focused on this discipline, With one failed saving throw, the idea or memory
you know when a creature communicating with you lasts for the next 4 hours. With two failed saving
via telepathy is lying. throws, it lasts for 24 hours. With three failed
Hammer of Inquisition (17 psi). As an action, saving throws, it lasts for 48 hours.
choose one creature you can see within 60 feet of If the idea or memory would lead the creature to
you. The target must make an Intelligence saving take action directly harmful to itself, such as
throw. On a failed save, it takes 1d10 psychic drinking poison because it wrongly believes itself
damage per psi point spent and suffers immune, or jumping from a cliff because it wrongly
disadvantage on its next Wisdom saving throw thinks it can Jly, the creature immediately makes an
before the end of your next turn. On a successful Intelligence saving throw with advantage before
save, it takes half as much damage. taking that action, ending the effect on a successful
If only spending 1 psi point, and if dealing at least save.
1 damage, you may choose to reduce any damage
dealt by this ability to zero. On a failed save, the Psychic Phantoms
target will still suffer disadvantage on its next Awakened Discipline
Wisdom saving throw. Your power reaches into a creatures mind and
Forceful Query (2 psi). As an action, you ask a causes it false perceptions.
question of one creature that can see and hear you Psychic Focus. While focused on this discipline,
within 30 feet of you. The question must be phrased you have advantage on Charisma (Deception)
so that it can be answered with a yes or no, checks.
otherwise this ability fails. The target must succeed Distracting Figment (17 psi). As an action,
on a Wisdom saving throw, or it replies with a
choose one creature you can see within 60 feet of
truthful answer. A creature is immune to this ability
you. The target must make an Intelligence saving
if it is immune to being charmed.
throw. On a failed save, it takes 1d8 psychic damage
Ransack Mind (5 psi; conc., 1 hr.). While you per psi point spent and thinks it perceives a
concentrate on this ability, you probe one creatures threatening creature just out of its sight; until the
mind. The creature must remain within 30 feet of end of your next turn, it cant use reactions, and
you, and you must be able to see it. If you reach the melee attack rolls against it have advantage. These
abilitys full duration, the target must make three effects end immediately if the creature takes
Intelligence saving throws, and you learn damage. On a successful save, it takes half as much
information from it based on the number of saving damage.
throws it fails. Phantom Foe (3 psi; conc., 1 min.). As an action,
With one failed saving throw, you learn its key choose one creature you can see within 60 feet of
memories from the past 12 hours. you. The target must make an Intelligence saving
With two failed saving throws, you learn its key throw. On a failed save, it perceives a horrid
memories from the past 24 hours. creature adjacent to it until your concentration
With three failed saving throws, you learn its key ends. During this time, the target cant take
memories from the past 48 hours. reactions, and it takes 1d8 psychic damage at the
Phantom Idea (6 psi; conc., 1 hr.). While you start of each of its turns. The target can repeat the
concentrate on this ability, you probe one creatures saving throw at the end of each of its turns, ending
mind. The creature must remain within 30 feet of the effect on itself on a success. You can increase the
you, and you must be able to see it. If you reach the damage by 1d8 for each additional psi point spent
abilitys full duration, the target must make three on the ability.
Intelligence saving throws, and you plant a memory Phantom Betrayal (5 psi; conc., 1 min.). As an
or an idea in it, which lasts for a number of hours action, you plant delusional paranoia in a creatures
based on the number of saving throws it fails. You mind. Choose one creature you can see within 60
choose whether the idea or memory is trivial (such feet of you. The target must succeed on an
as I had porridge for breakfast or Ale is the Intelligence saving throw, or until your
worst) or personality-deJining (I failed to save my concentration ends, it must target its allies with
village from orc marauders and am therefore a attacks and other damaging effects. The target can
coward or Magic is a scourge, so I renounce it). repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. A

27
creature is immune to this ability if it is immune to effect on a successful save. A creature is immune to
being charmed. this ability if it is immune to being charmed.
Phantom Riches (6 psi; conc., 1 min.). As an Broken Will (5 psi). As an action, you target one
action, you plant the phantom of a greatly desired creature you can communicate with via telepathy.
object in a creatures mind. Choose one creature you The target must make an Intelligence saving throw.
can see within 60 feet of you. The target must make On a failed save, you choose the targets movement
an Intelligence saving throw. On a failed save, you and action on its next turn. The target will not
gain partial control over the targets behavior until perform any action to directly harm itself, such as
your concentration ends; the target moves as you stabbing itself or walking into a Jire, but you may
wish on each of its turns, as it thinks it pursues the force it to take action which would lead indirectly to
phantom object it desires. If it hasnt taken damage harm, such as walking into a crowd of creatures
since its last turn, it can use its action only to hostile to it. On a successful save, the target is
admire the object you created in its perception. The unaffected, and you cant use this ability on it again
target can repeat the saving throw at the end of until you Jinish a long rest. A creature is immune to
each of its turns, ending the effect on itself on a this ability if it is immune to being charmed.
success. Psychic Grip (6 psi; conc., 1 min.). As an action,
you target one creature you can see within 60 feet
Telepathic Contact of you. The target must succeed on an Intelligence
Awakened Discipline saving throw, or it is paralyzed until your
By channeling psionic power, you gain the ability to concentration ends. At the end of each of its turns, it
control other creatures by substituting your will for can repeat the saving throw. On a success, this effect
their own. ends. On a failure, you can use your reaction to force
the target to move up to half its speed, even though
Psychic Focus. While focused on this discipline,
its paralyzed.
you gain the ability to use your Telepathy class
feature with up to six creatures at once. If you dont Psychic Domination (7 psi; conc., 1 min.). As an
have that feature from the mystic class, you instead action, you target one creature you can see within
gain it while focused on this discipline. 60 feet of you. The target must succeed on an
Intelligence saving throw, or you choose the
Exacting Query (2 psi). As an action, you target
creatures actions and movement on its turns until
one creature you can communicate with via
your concentration ends. At the end of each of its
telepathy. The target must make an Intelligence
turns, it can repeat the saving throw, ending the
saving throw. On a failed save, the target truthfully
effect on itself on a success. A creature is immune to
answers one question you ask it via telepathy. On a
this ability if it is immune to being charmed.
successful save, the target is unaffected, and you
cant use this ability on it again until you Jinish a Third Eye
long rest. A creature is immune to this ability if it is
Nomad Discipline
immune to being charmed.
Occluded Mind (2 psi). As an action, you target You create a third, psychic eye in your mind, which
one creature you can communicate with via you cast out into the world. It channels thoughts
telepathy. The target must make an Intelligence and knowledge back to you, greatly enhancing your
saving throw. On a failed save, the target believes senses.
one statement of your choice for the next 5 minutes Psychic Focus. While focused on this discipline,
that you communicate to it via telepathy. The you have darkvision with a range of 60 feet. If you
statement can be up to ten words long, and it must already have darkvision with that range or greater,
describe you or a creature or an object the target increase its range by 10 feet.
can see. On a successful save, the target is Tremorsense (2 psi; conc., 1 min.). As a bonus
unaffected, and you cant use this ability on it again action, you gain tremorsense with a radius of 30
until you Jinish a long rest. If the creature would feet, which lasts until your concentration ends.
take an action directly harmful to itself based upon Unwavering Eye (2 psi). As a bonus action, you
your statement, such as before drinking acid gain advantage on Wisdom checks for 1 minute.
because you stated that acid is just water, it gains Piercing Sight (3 psi; conc., 1 min.). As a bonus
an Intelligence saving throw with advantage
action, you gain the ability to see through or inside
immediately before taking that action, ending the
of objects that are up to 1 foot thick within 30 feet

28
of you. You still perceive them, but they appear of this talent perceives the sound or image you
mostly transparent to you. This sight lasts until your create.
concentration ends. If you create a sound, its volume can range from a
Truesight (6 psi; conc., 1 min.). As a bonus whisper to a scream. It can be your voice, someone
action, you gain truesight with a radius of 30 feet, else's voice, a creature's roar, a musical instrument,
which lasts until your concentration ends. or any other sound you pick. It lasts for 1 minute.
If you create an object, it must Jit within a 5- foot
Psionic Talents cube and cant move or be reJlective. The image
can't create any effect that inJluences a sense other
Psionic talents are minor abilities that require than sight. The image lasts for 1 minute, and it
psionic aptitude but dont drain a mystics reservoir disappears if the creature touches it.
of psionic power. Talents are similar to disciplines
and use the same rules, but with three important Energy Beam
exceptions: Psionic Talent
You can never use your psychic focus on a talent.
Talents dont require you to spend psi points to As an action, you target one creature you can see
use them. within 90 feet of you. The target must succeed on a
Talents arent linked to Mystic Orders. The Dexterity saving throw or take 1d8 acid, cold, Jire,
talents are presented below in alphabetical order. lightning, or thunder damage (your choice).
The talents damage increases by 1d8 when you
Beacon reach 5th level (2d8), 11th level (3d8), and 17th
Psionic Talent level (4d8).
As a bonus action, you cause bright light to radiate Forceful Strike
from your body in a 20-foot radius and dim light for Psionic Talent
an additional 20 feet. The light can be colored as
you like. The light lasts for 1 hour, and you can As an action, you infuse an attack with extra kinetic
extinguish it earlier as a bonus action. energy. Make one weapon attack. On a hit, if it
would normally use a smaller damage die, the
Blade Meld weapon instead deals 1d8 damage, or 1d10 if
Psionic Talent making a melee attack with a two-handed weapon.
This is in addition to the attacks normal effects.
As a bonus action, a one-handed melee weapon you This attack deals additional damage at higher
hold becomes one with your hand. For the next levels. When you reach 5th level, the attack deals an
minute, you cant let go of the weapon nor can it be extra 1d6 damage on a hit and the bonus damage is
forced from your grasp as it becomes part of you. the same type as the attack. This damage increases
For the duration, a melded weapon also has the to 2d6 at 11th level, and 3d6 at 17th level.
light property if has a damage die of 1d8 or less.
Light Step
Blind Spot Psionic Talent
Psionic Talent
As a bonus action, you alter your density and weight
As an action, you erase your image from the mind of to improve your mobility. For the rest of your turn,
one creature you can see within 120 feet of you; the your walking speed increases by 10 feet, and the
target must succeed on a Wisdom saving throw, or Jirst time you stand up this turn, you do so without
you are invisible to it until the end of your next turn. expending any of your movement if your speed is
A target that fails its save is not automatically aware greater than 0.
that it has been effected by a psionic power.
Mind Meld
Delusion Psionic Talent
Psionic Talent
As a bonus action, you can communicate
As an action, you plant a false belief in the mind of telepathically with one willing creature you can see
one creature that you can see within 60 feet of you. within 120 feet of you. The target must have an
You can create a sound or an image. Only the target

29
Intelligence of at least 2, otherwise this talent fails Psychic Hammer
and the action is wasted. Psionic Talent
This communication can occur until the end of the
current turn. You dont need to share a language As an action, you try to grasp one creature you can
with the target for it to understand your telepathic see within 120 feet of you, with a hand crafted from
utterances, and it understands you even if it lacks a telekinetic energy. The target must succeed on a
language. You also gain access to one memory of the Strength saving throw or take 1d6 force damage. If
targets choice, gaining perfect recall of one thing it it takes any of this damage and is Large or smaller,
saw or did. you can move it up to 10 feet in a straight line in a
direction of your choice. You cant lift the target off
Mind Thrust the ground unless it is already airborne or
Psionic Talent underwater.
The talents damage increases by 1d6 when you
As an action, you target one creature you can see reach 5th level (2d6), 11th level (3d6), and 17th
within 120 feet of you. The target must succeed on level (4d6).
an Intelligence saving throw or take 1d10 psychic
damage.
The talents damage increases by 1d10 when you Order Mastery
reach 5th level (2d10), 11th level (3d10), and 17th Each of the Mystic Orders has advanced secrets,
level (4d10). difJicult techniques they have honed and mastered
over a great period of time through intense practice
Mystic Charm and study. As each mystic slowly improves their
Psionic Talent understanding psionic power and their own mind,
eventually these secrets begin to unlock for them.
As an action, you beguile one humanoid you can see Order Mastery represents these advanced secrets.
within 120 feet of you. The target must succeed on a The Jirst time you gain the Order Mastery feature
Charisma saving throw or be charmed by you until at 10th level, you choose from one of the following
the end of your next turn. beneJits below which must be associated with your
Mystic Order.
Mystic Hand Every subsequent time you gain this feature, you
Psionic Talent may choose a beneJit associated with any Mystic
You can use your action to manipulate or move one Order.
object within 30 feet of you. The object cant weigh Each Order Mastery ability comes with an
more than 10 pounds, and you cant affect an object additional Grandmastery BeneJit which does not
being worn or carried by another creature. If the become active until you gain the Grandmastery
object is loose, you can move it up to 30 feet in any class feature.
direction.
This talent allows you to open an unlocked door, Order Mastery Options
pour out a beer stein, and so on. Each order mastery option is associated with a
The object falls to the ground at the end of your Mystic Order. This list organizes them by those
turn if you leave it suspended in midair. orders.

Preternatural Strike Avatar Order Mastery


Psionic Talent Aura of Focus Projec)on
Aura Expansion
As an action, you attack with supernatural
precision. Make one weapon attack, ignoring half Awakened Order Mastery
cover. Consump)ve Power
Additionally, if making a melee attack, your Hyperaware Mind
weapon gains the Jinesse property for this attack if
it has a damage die 1d8 damage or smaller. If Immortal Order Mastery
making a ranged attack, double the distance of short Focused Body
range. Mys)cal Recovery

30
Nomad Order Mastery location within 5 miles of the visualized destination.
Far Travel You may take up to 6 willing creatures with you, but
Superior Teleporta)on they must have been within the aura for the entire
minute you concentrated on this ability. You and
Soul Knife Order Mastery each willing creature teleported gain 1 level of
Accelerated Two-Weapon Figh)ng exhaustion.
Psychic Assassin If you use this ability to travel to a location on
another plane of existence, you must also expend
Wu Jen Order Mastery
your psychic focus.
Bend Elements
Personal Power Immunity Grandmastery Bene[it. As above, except you may
choose any number of willing creatures within the
Order Mastery Descriptions aura to bring with you, and you appear within 1
mile of the visualized destination.
The order mastery options are presented here in
alphabetical order. Aura of Focus Projection
Avatar Order Mastery
Accelerated Two-Weapon Fighting You project an aura of shared mental empowerment
Soul Knife Order Mastery
30 feet around you. While youre not incapacitated,
You gain the ability to Jight even faster with two whenever you activate your psychic focus, you may
weapons. choose one willing creature within this aura. A
Whenever youre armed for two-weapon Jighting chosen creature gains the same psychic focus
and use the Attack action to attack with one beneJit that you do. This lasts until you change your
weapon, you no longer use a bonus action to attack psychic focus or it otherwise ends, or the chosen
with the second weapon. Instead, you gain one extra creature becomes unconscious. If the chosen
attack with the second weapon as part of the Attack creature leaves the aura, it loses the beneJit of your
action itself. psychic focus at the end of the current turn.
Also, whenever you would normally be able to Grandmastery Bene[it. As above, except that you
draw or stow a weapon, you may instead draw two may choose any number of willing creatures within
weapons, or stow two weapons, or stow one the aura.
weapon and draw another.
Grandmastery Bene[it. Whenever youre armed Aura Expansion
for two-weapon Jighting and make an opportunity Avatar Order Mastery
attack with one weapon, you can also make an
You gain the ability to pour your mental energies
attack with the second weapon.
into your auras, greatly boosting their range.
At the beginning of each of your turns, if you're
Aura of Far Travel not incapacitated, you may choose one of your auras
Nomad Order Mastery
that you gained from a mystic class feature or
You gain an imprecise ability to travel great discipline. The range of that aura doubles until you
distances. become unconscious or you choose a different aura
You spend an action and 7 psi points and then using this ability.
concentrate for 1 minute on creating an aura of Grandmastery Bene[it. As above, except that you
translocation 15 feet around you. During this may choose any or all of your auras that youve
minute, you also visualize a target destination. The gained from mystic class features or disciplines.
destination may be any distance away, but must be a
location you remember (or the memory of another Bend Elements
creature you have access to), or a location with a Wu Jen Order Mastery
teleportation cycle with a sigil sequence that you
You gain the ability to reshape energies as you
know. Creatures within the aura during this minute
create them, bending them to your will.
intuitively understand, in a general sense, the
Whenever you use a discipline to create an area
destination youre visualizing. If you change the
that causes acid, cold, Jire, force, lightning, thunder
location youre visualizing during this minute, this
or poison damage, you may change the shape of the
ability fails. When the minute is up, you teleport to a
area of effect. For each psi point you spend, you may

31
add or subtract a 5-foot cube from the edge of the Hyperaware Mind
normal area of effect. If the effect has an origin Awakened Order Mastery
point, such as the tip of a line or cone, this origin
point may not be removed. You cant spend points Your ability to contact the minds of those around
on this ability if doing so would increase the you is greatly enhanced. The range of each of your
disciplines cost above your psi limit. psionic telepathy abilities increases by 30 feet. Any
Grandmastery Bene[it. You gain the ability to telepathy abilities you possess are now two-way;
reshape the energies of others. As a reaction, you when communicating with a creature telepathically,
may the shape of an area of effect that is naturally you can hear any thoughts it chooses to share with
occurring or created by someone else which causes you.
acid, cold, Jire, force, lightning, thunder or poison Additionally, as a minor action, you can
damage. For each 3 psi points you spend, you may concentrate on perceiving any creature with an
add or subtract a 5-foot cube from the edge of the intelligence of 8 or greater within 15 feet of you.
normal area of effect. If the effect has an origin You sense its location well enough to target it with
point, such as the tip of a line or cone, this origin powers that normally require sight, even if the
point may not be removed. If the effect is persistent, source of the intelligence is hidden from view. This
you alter the shape of the area of effect only until perception lasts for 1 minute or until you lose
the end of your next turn. concentration.
Grandmastery Bene[it. As above, except your
Consumptive Power telepathy abilities increase by 60 feet, and sensing
Awakened Order Mastery nearby intelligences now has a range of 30 feet and
no longer requires concentration.
You gain the ability to sacriJice your physical In addition, while sleeping, you are not unaware of
durability in exchange for psionic power. your surroundings and you may wake any time you
When activating a psionic discipline, you can pay choose.
its psi point cost with your hit points, instead of
using any psi points. Your current hit points and hit Mystical Recovery
point maximum are both reduced by the number of Immortal Order Mastery
hit points you spend. This reduction cant be
lessened in any way, and the reduction to your hit You can draw vigor from the psi energy you use to
point maximum lasts until you Jinish a long rest. power your psionic disciplines.
Once you use this feature, you cant use it again Immediately after you spend psi points on a
until you Jinish a long rest. psionic discipline or mystic feature, you may regain
hit points equal to the number of psi points you
Grandmastery Bene[it. As above, except once you
spent. Once you use this feature you cannot use it
use this feature, you cant use it again until you
again until the start of your next turn.
Jinish a short or long rest.
Grandmastery Bene[it. Whenever you use this
Focused Resistance feature, you no longer need to wait until the start of
Immortal Order Mastery your next turn before you can use it again.
In addition, you no longer age.
You learn how to turn your mental energies inward,
using your psychic focus to make yourself more Superior Teleportation
resistant to physical damage. Nomad Order Mastery
You may use your psychic focus to focus on this
feature instead of focusing on a psionic discipline. You gain a superior talent for teleportation. When
While focused on this feature, you gain resistance to you teleport any distance, you can increase that
non-magical piercing, slashing or bludgeoning distance by up to 10 feet. You must teleport to an
damage (your choice each time you focus). unoccupied space you can see. If teleporting to a
speciJic location instead of a distance, you may alter
Grandmastery Bene[it. Youre always resistant to
the destination space by up to 5 feet in any
non-magical slashing, piercing and bludgeoning
direction. This beneJits may be use whenever you
damage. While focused on this feature, that includes
teleport, including when you teleport yourself,
from magical sources.
teleportation granted to you by allies, and
In addition, you are immune to disease.
teleportation made against your will.

32
Grandmastery Bene[it. As above, except you may
increase the teleport distance by 20 feet. If Customization Options
teleporting to a speciJic space instead of a distance, This chapter builds upon the optional rules for
you may alter the destination space by up to 10 feet multiclassing and feats.
in any direction.
Multiclassing
Personal Power Immunity An effort has been made to balance the Mystic with
Wu Jen Order Mastery
other classes in such a way that characters who
You gain the ability to harmonize with the powers of multiclass with other classes will still be reasonably
any of your disciplines by focusing on them, balanced with other characters.
rendering yourself immune to any of their effects.
While focused on a discipline, you are immune to Prerequisites
any or all damage and effects you choose which are An character who multiclasses into the Mystic class
associated with being inside the area of effect of any must meet the following prerequisites.
of that disciplines powers.
For example, if you were psychically focused on Multiclassing Prerequisites
Mastery of Fire, you might including yourself in the Class Ability Score Prerequisites
area of a Detonation and choose to ignore the Jire Mys)c Intelligence 13 or Psionic Exposure*
damage and prone effects, while allowing yourself
to be pushed by the blast. *Psionic Exposure. Although it typically requires
Grandmastery Bene[it. As above, except that a reasonably intelligent person to deduce the steps
while focused on a discipline you may share your required to unlock the potential of the mind, some
immunity to its area effect powers with up to 5 rare individuals discover that being exposed to
willing creatures within 30 feet of you. Each psionic effects can awaken latent aptitudes.
creature decides for itself which of your powers
effects it ignores. ProJiciencies
When you gain a level in a class other than your
Psychic Assassin Jirst, you gain only some of that classs starting
Soul Knife Order Mastery proJiciencies, as shown in the Multiclassing
ProJiciencies table in the PHB. Consider the
Youve learned how to take advantage of following entry an extension of that table.
unprepared minds with your psychic attacks. When
any creature youre hidden from fails a saving throw Multiclassing Proficiencies
against psychic damage from one of your abilities, Class Prociencies Gained
you dont reveal your position or direction to the Mys)c Simple weapons
creature.
Additionally, when dealing psychic damage to a Class Features
creature that hasnt taken a turn in the combat yet, When you gain a new level in a class, you get its
you can force that creature to make a Constitution features for that level. A few features, however, have
saving throw. If the creature fails to save, it becomes additional rules when youre multiclassing: Psionics
incapacitated until the end of your next turn. Your and Order Gift join the list of features with
psychic focus immediately ends if its active, and additional rules outlined in the PHB.
you cant use it until you Jinish a short or long rest. Order Gift. Characters who multiclass into the
You cant use this feature to incapacitate a mystic class do not gain the Order Gift feature.
creature if you cant use your psychic focus. Psionics. If you gain the Psionics feature from
Grandmastery Bene[it. As above, except when more than one source, add Psi Points points from all
dealing psychic damage to a creature youre hidden sources together into a single pool. If you have
from, you may count any damage roll of a 1 as a 2. multiple Psi Limits, only the highest Psi Limit
Also, when dealing psychic damage to a creature applies.
that hasnt taken a turn in the combat yet, you may
cause it to become incapacitated without allowing it
a saving throw.

33
Feats Design Philosophy
The Wild Talent feat joins the list of feats available. When Unearthed Arcana released the mystic class
to playtest, I was Jloored. Unlike previous playtests,
Wild Talent it was not building upon previous classes or class
Latent psionic ability awakens within your mind, resources, not even leaning on spells available to
granting you the following beneJits: other classes. Instead, it was a whopping 28 pages
of entirely new material, practically constituting a
You gain one talent of your choice from the mystic new system onto itself. A clear labor of love.
list.
You gain 2 psi points. If you already have psi The class has such spectacular versatility that you
points, add these to your pool. could build a whole party of mystics and each one
You gain one discipline of your choice from the could have a radically different playstyle from the
mystic list. next. These possibilities include popular styles that
You gain a psi limit of 2. (If you have multiple psi some existing classes already specialize in, such
limits, use the higher limit.) inJlicting big area-effect damage to many enemies at
If you dont have it already, you gain the Psychic once, sometimes referred to as blasting, and also
Focus class feature, except that it takes an action include expending resources to inJlect tremendous
to focus on a discipline (instead of a bonus action) damage in a single turn with weapon attacks,
and it requires concentration to maintain. sometimes referred to as going nova.
Intelligence is your manifesting ability for your
psionic powers. When considering balance issues, I used the
following principles: If built as a blaster, we should
Materials not out-blast the wizard, due to our also having
superior hit dice, AC and defensive capabilities. If
built as a nova-style weapon user, we should not
Cognallum out-nova the paladin, due to our also having the
resources of a full caster equivalent.
A psionically reactive material, cognallum is rare
heavy metal sometimes forged into weapons. It has
a hardness of AC 19. Some psionic orders value Changes in the 1.1 Edit
cognallum weapons because they are useless to Keeping the above guiding principles mind, I made
non-psions, while others enjoy using them to the below changes:
impress the uneducated, but most regard them as Abusable Mechanics: My top priority was to
an unnecessary extravagance. Weapons forged from close all the mechanical loopholes I could Jind
cognallum cost twice the base price of standard which allowed overpowered combinations. Prime
weapons and can be enchanted as normal. example: Minor action activation powers that add
Unless wielded or carried on the person of huge damage to other actions.
someone who is psychically focused, a cognallum Multiclassing: I made a lot of changes out of
weapon weighs 5 times its normal weight. If it has multi-classing considerations. Generally speaking,
the light property, it can only be wielded with we dont want to it be a clearly better choice to
disadvantage, and if it also has the thrown property, switch from mystic to another class once we get to
it has a range of 5/15. If doesnt have the light high levels, and we dont want to give so much away
property, its impractical to use as a weapon. at Jirst level that its a go-to choice to dip into the
If used or carried on the person of someone who mystic class for just a level.
is psionically focused, it has a standard weight for a Psionic Mastery: I completely retooled Psionic
weapon of its type and can be used in combat as Mastery to keep the mystic competitive with the
normal. When a psychically focused person drops or damage output of other classes in levels 11-20, but
throws a cognallum weapon, it reverts to its heavy without multiple supernovas per combat.
state at the end of their turn. Order Mastery: Created the new Order
Mastery features to ensure levels 11-20 also saw
interesting growth in outside of raw damage output.
General Class Features: Moved many general
class feature outside of levels 1-10, where we were

34
already gaining lots of interesting powers. Many of Character Options: I added a psionic feat and
these abilities turned into Order Mastery options. multiclassing rules.
Order Features: I adjusted certain order
abilities. The biggest of which was to strip arcane Possibilities for a 1.2 Edit
casting from Wu-Jen. In addition to being a bit of an
odd Jit for the order, I found a potential for abuse. Here are some of the changes already under
Although the ability to cast arcane spells might consideration for the 1.2 revision, if this one is well
return as a new, separate order in a future update. received:
The second biggest change was probably changing Order Mastery: Add more options. I think Order
the Order of the Immortals powerful alternative AC of the Avatar could use a Thrallherd feature, and
mechanic so that it was balanced by some Awakened could probably use a variant of Cerebral
associated disadvantages. Blind, for starters.
Using A Discipline: I created a section called Disciplines: More rebalancing, as some
Components and Perceiving Psionics to clarify disciplines still offer a lot more than others. And
when and where psionics can be perceived, since maybe add a completely new discipline or two;
there are no obvious gestures or verbalizations to Order of the Nomad doesnt have quite the selection
make their originator obvious. of the other orders. Also, rename some of the
Disciplines: Adjusted the effectiveness and disciples? For example, Mastery of Fire might get
damage output of many disciplines, increasing them changed to Pyrokinesis, and similar, as we already
where they fell short of comparable PHB spells and have plenty of features with the word Mastery in
DMG guidelines, increasing them where they fell their names. Then again, maybe its better to keep
short. Also improved some of the less impressive the names straightforward? Ill think on it.
disciplines by giving them additional powers. Many Displays: Something I liked from 3e psionics
psychic focus options got rethought or powered were displays, ways to make the use of psionics
down, allowing access via feat to be reasonable. obvious to observers. This might make a return.
Talents: The rate talents are gained now Flavor: I might take a stab at altering some of
matches existing classes. Individual talents were the Jlavor text. While I mostly Jind the existing
also added, removed, or rewritten out of Jlavor text agreeable, the whole hermits and
consideration for balance, usefulness or fun. outcasts angle seems like an odd Jit for people who
Psi Points: Retooled psi point gain progression form orders, and an especially poor Jit for those of
to be easier to remember and progress (slightly) the Order of the Avatar, who seem based around
slower than other full casters in lower levels to working with others.
offset their superior Jlexibility. Balance: Im a bit of an amateur when it comes
Personal Satisfaction Changes: I made minor to character optimization. Hopefully those more
changes all over the document for no reason other expert than myself will reach out to me if I got the
than my own satisfaction. balance really wrong anywhere, so I can make
For example, while every mystic is proJicient in adjustments.
Intelligence saving throws, each order now has a Optional Rules: Add Psionics Are Different
different second saving throw ability, and each optional ruleset. I very much liked this optional rule
order gains a Jirst level feature which beneJits from in 3e psionics, but Ill have to think carefully about
an associated secondary ability. These changes are a how it might be implemented in 5e.
small nod toward 3e psionics. For example, the Psionic Gear: The idea of a handful of psionic
Order of the Avatar now receives a small beneJit for weapons, armor or wonderous items sound fun.
having a Charisma bonus. But each of these abilities
grant such a minor advantage that their associated Contact Info
ability scores can be ignored without suffering any Jeff Rebbeck
signiJicant consequence when building the mystic, if aka EasyT (from the old 4e forums)
the player so chooses. aka Ruinkind
The new cognallum material is another addition jeffrebbeck@yahoo.com
made simply because I enjoy the idea of it, but
offers no signiJicant advantages. I very much welcome and appreciate any
If people dont like these minor new features, they comments, corrections, questions, suggestions or
can discard them and revert to the original versions feedback, positive or critical. Please reach out!
easily enough, I Jigure.

35

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