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Unearthed Arcana: Psionics & The Mystic, Take 2

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0% found this document useful (0 votes)
243 views10 pages

Unearthed Arcana: Psionics & The Mystic, Take 2

Uploaded by

Werley Takeda
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unearthed

Arcana:
Psionics & the Mystic, Take 2

These unofficial game mechanics are in draft form, needed to place a creature in the correct mindset
usable in your campaign but not fully tempered by to wield psionic power.
playtests and design iterations. They might be A discipline offers a number of abilities, but
unstable; if you use them, be ready to rule on any some of them require additional energy and
issues that come up. Theyre written in pencil, not expertise to create their effects.
ink. For these reasons, material in this column is Psionic talents are akin to disciplines, but they
not legal in D&D Adventurers League events. require no psi energy and can be used at will. They
This month, Unearthed Arcana returns to the are almost an innate part of the mystic.
mystic character class and the rules for psionics. In addition, a creature skilled in the use of
Based on the playtest feedback you sent us, there psionics can exert its psychic focus on a psionic
are a number of changes you can expect: discipline. This effect allows a creature to gain a
constant benefit from the discipline.
The class now goes to 10th level. The core
concepts had enough support that we feel Otherworldly Power
confident moving forward with them. Not every D&D world features psionic power to
Psionics is more flexible. You have a psychic the same extent. Psionics indirectly originates
focus, which allows you to pick one discipline from the Far Realm, a dimension outside the
and gain a constant, special benefit from it. bounds of the known multiverse. The Far Realm
Otherwise, you can expend points to use any has its own alien laws of physics and magic. When
discipline you know. its influence extends to a world, the Far Realm
Psionics now includes psionic talents, the invariably spawns horrific monsters and madness
equivalent of a spellcasters cantrips. as it bends reality to its own rules.
Psionic disciplines are now available to all As the laws of reality twist and turn, individual
mystics, regardless of mystic order. However, minds can be awakened to the cosmic
your order grants you a benefit for using its underpinnings that dictate the form and nature of
associated disciplines. reality. The tumult caused by the Far Realm
creates echoes that can disturb and awaken minds
You can expect a survey asking for feedback on that would otherwise slumber. Such awakened
these draft rules in a month or so. At this point, creatures look on the world in the same way that
were not necessarily tied to any of these options. creatures existing in three dimensions might look
This effort is merely a first draft to gauge where on a two-dimensional realm. They see possibilities,
we should start and what kind of approach to options, and connections that are unfathomable to
psionics in fifth edition will work best. Read on those with a more limited view of reality.
and enjoy. In worlds that are relatively stable and hew close
to the archetypal D&D setting presented in the

Psionics core rulebooks, psionics is rareor might not


exist at all. The cosmic bindings that define the
Psionics is a source of power that originates from multiverse are strong in such places, making it
within a creatures mind, allowing it to augment its unlikely that an individual mind can perceive the
physical abilities and affect the minds of others. possibilities offered by psionics. Mystics in such
Psionic abilities are called psionic disciplines, worlds might be so scarce that a mystic never
since each one consists of rigid mental exercises meets another practitioner of the psionic arts.
Characters might unlock their psionic potential by

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random chance, and ancient tomes, journals, and A mystic draws on the power of psionicsthe
other accounts of mystics might serve as the only energy of the mindto create powerful effects.
guide to mastering this form of power.
Psionics is more common in worlds where the
bounds of reality have been twisted and warped. Class Features
The realm of Athas in the Dark Sun campaign As a mystic, you gain the following class features.
setting is the prime example of a world where
psionics is common. The gods are absent, magic Hit Points
has been twisted into an ecological scourge, and Hit Dice: 1d8 per mystic level
the common threads that bind many worlds of Hit Points at 1st Level: 8 + your Constitution
D&D have been sundered. By contrast, the world of modifier
Eberron is a setting where the bounds of reality Hit Points at Higher Levels: 1d8 (or 5) + your
have been tested but not fully broken. Psionics is Constitution modifier per mystic level after 1st
not as pervasive in Eberron as in Athas, but the
influence of the otherworldly realm of Xoriat Proficiencies
makes it a known and studied art. Armor: Light armor, medium armor
Weapons: Simple weapons
Psionics and Magic Tools: None
Psionics and magic are two distinct forces. In
general, an effect that affects a spell has no effect Saving Throws: Intelligence, Wisdom
on a psionic effect. There is one important Skills: Choose two skills from Arcana, History,
exception to this rule. A psionic effect that Insight, Medicine, Nature, Perception, and
reproduces a spell is treated as magic. A psionic Religion
effect reproduces a spell when it allows a psionic
creature or character to cast a spell. In this case, Equipment
psionic energy taps into magic and manipulates it You start with the following equipment, in
to cast the spell. addition to the equipment granted by your
For example, the mind flayer as presented in the background:
Monster Manual has the Innate Spellcasting
(Psionics) feature. This feature allows the mind (a) a spear or (b) a mace
flayer to cast a set of spells using psionic energy. (a) leather armor or (b) scale mail
These spells can be countered with dispel magic (a) a light crossbow and 20 bolts or (b) any
and similar effects. simple weapon
(a) a scholars pack or (b) an explorers pack

Mystic
The Mystic
Proficiency Talents Disciplines Psi Psi
Level Bonus Features Known Known Points Limit
1st +2 Psionics, Mystic Order 1 2 4 2
2nd +2 Mystical Recovery 1 3 6 2
3rd +2 Mystic Order feature 2 3 14 3
4th +2 Ability Score Improvement, Strength of Mind 2 3 17 3
5th +3 2 4 27 5
6th +3 Mystic Order feature 2 4 32 5
7th +3 2 5 38 6
8th +3 Ability Score Improvement, Mystic Order feature 2 5 44 6
9th +4 2 6 57 7
10th +4 Consumptive Power 3 6 64 7

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Psionics channel that energy. There is a limit on the
number of psi points you can spend to activate a
As a student of psionics, you can master and use psionic discipline. The limit is based on your
psionic disciplines and talents. mystic level, as shown in the Psi Limit column of
the Mystic table. For example, as a 3rd-level mystic,
Psionic Talents you can spend no more than 3 psi points on a
A psionic talent is a minor psionic effect you have discipline each time you use it, no matter how
mastered. At 1st level, you know one psionic talent many psi points you have.
of your choice (see the talent options later in this
class description). You learn additional talents of Psychic Focus
your choice at higher levels, as shown in the You can focus psychic energy on one of your
Talents Known column of the Mystic table. psionic disciplines to draw ongoing benefits from
it. As a bonus action, you can choose one of your
Psionic Disciplines psionic disciplines and gain its psychic focus
A psionic discipline is a rigid set of mental benefit, which is detailed in that disciplines
exercises that allows a mystic to manifest psionic description. The benefit lasts until you are
power. Such disciplines are divided into two incapacitated or until you use another bonus
categories: lesser disciplines and greater action to choose a psychic focus benefit. You can
disciplines. A mystic masters only a few disciplines have only one psychic focus benefit at a time.
at a time.
At 1st level, you know two lesser disciplines of Psionic Ability
your choice (see the discipline options later in this Intelligence is your psionic ability for your psionic
class description). You learn additional disciplines disciplines. You use your Intelligence modifier
of your choice at higher levels, as shown in the when setting the saving throw DC for a psionic
Disciplines Known column of the Mystic table. You discipline or when making an attack roll with one.
must be at least 5th level to learn a greater
discipline. Discipline save DC = 8 + your proficiency bonus +
In addition, whenever you gain a level in this your Intelligence modifier
class, you can replace one discipline you know
with a different one of your choice. You can Discipline attack modifier = your proficiency
replace a lesser discipline with a greater discipline, bonus + your Intelligence modifier
but only if you are at least 5th level.
Mystic Order
Psi Points
You have an internal reservoir of energy that can At 1st level, you choose a Mystic Order: the Order
be devoted to the psionic disciplines you know. of the Awakened or the Order of the Immortal,
This energy is represented by psi points. Each both detailed at the end of the class description.
psionic discipline describes effects you can create Each order specializes in a particular approach to
with it by spending a certain number of psi points. psionics. Your order gives you features when you
A psionic talent requires no psi points. choose it at 1st level and additional features at 3rd,
The number of psi points you have is based on 6th, and 8th level.
your mystic level, as shown in the Psi Points
column of the Mystic table. The number shown for Mystical Recovery
your level is your psi point maximum. Your psi
point total returns to its maximum after you finish Starting at 2nd level, you draw vigor from the psi
a long rest. The number of psi points you have energy you use to power psionic disciplines
cant go below 0 or over your maximum. associated with your Mystic Order.
Whenever you spend psi points on a psionic
Psi Limit discipline of your order, you regain hit points
equal to your Intelligence modifier if your current
Though you have access to a potent amount of
hit point total equals half your hit point maximum
psionic energy, it takes training and practice to
or less.

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Ability Score Improvement transcending the physical, the Awakened hope to
attain a perfect state of beingfocused on pure
When you reach 4th level, and again at 8th level, intellect and mental energy.
you can increase one ability score of your choice The Awakened are skilled at bending minds and
by 2, or you can increase two ability scores of your unleashing devastating psychic attacks, and are
choice by 1. As normal, you cant increase an able to read the secrets of the world through
ability score above 20 using this feature. psionic energy. Awakened mystics who take to
adventuring excel at unraveling mysteries, solving
puzzles, and defeating monsters by turning them
Strength of Mind into unwilling pawns.
Even the simplest psionic techniques require a
deep understanding of how psionic energy can Mind Mastery
augment mind and body. This understanding At 1st level, you gain the mind meld and thought
allows you to alter your defenses to better deal spear psionic talents (these are in addition to the
with threats. talents you gain in the Mystic table). If you already
Starting at 4th level, you can replace your have either one, you can pick any other talent to
proficiency in Wisdom saving throws whenever replace it.
you finish a short or long rest. To do so, choose
Strength, Dexterity, Constitution, or Charisma. You Awakened Expertise
gain proficiency in saves using that ability, instead Starting at 1st level, your focused mental training
of Wisdom. This change lasts until you finish your grants you extended knowledge. You gain
next short or long rest. proficiency in two skills of your choice.
In addition, choose one skill you are proficient in.
Consumptive Power Your proficiency bonus is doubled for any ability
check you make that uses that skill.
At 10th level, you gain the ability to sacrifice your
health in exchange for psychic power. As a bonus Psionic Investigation
action, you regain up to 5 psi points. For each point At 3rd level, you can focus your mind to read the
you choose to regain this way, your current hit psionic imprint left on an object. If you hold an
points and hit point maximum are both reduced by object and concentrate on it for 10 minutes (as if
1 for each level you have in this class. This concentrating on a psionic discipline), you learn a
reduction cant be lessened in any way. few basic facts about it. You gain a mental image
Once you use this feature, you cant use it again from the objects point of view, showing the last
until you finish a long rest, and the reduction to creature to hold the object, regardless of how long
your hit point maximum lasts until you finish a ago it was last handled.
long rest. You also learn of any events that have occurred
within 20 feet of the object within the past 24
Mystic Orders hours. The events you perceive unfold from the
objects perspective. You see and hear such events
Psionics is a mysterious form of power within as if you were there, but cant use other senses.
most D&D worlds. Secretive orders study its Additionally, you can embed an intangible
origins and applications, while pushing the psionic sensor within the object. For the next 24
boundaries of what psychic power can achieve. hours, you can use an action to learn the objects
Each mystic order pursues a specific goal for location relative to you (its distance and direction)
psionic power. That goal shapes how the members and to look at the objects surroundings from its
of an order understand psionics and determines point of view as if you were there. This perception
the disciplines they master. lasts until the start of your next turn.

Order of the Awakened Psychic Surge


Starting at 6th level, you overload your psychic
Mystics dedicated to the Order of the Awakened
focus to batter down an opponents defenses. You
seek to unlock the full potential of the mind. By

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can impose disadvantage on a targets saving weapon, you can deal an extra 1d8 psychic damage
throw against a discipline or talent you use, but at to the target. When you reach 14th level, this extra
the cost of using your psychic focus. Your focus damage increases to 2d8.
immediately ends, and you cant use it again until
you finish a short or long rest. You cant use this
feature if you cant use your psychic focus. Psionic Disciplines
Psionic disciplines are the heart of a mystics craft.
Potent Psionics They are the mental exercises and psychic
At 8th level, you can add your Intelligence modifier formulae used to forge inner will into tangible
to the damage you deal with any psionic talent. effects.
Disciplines were each discovered by different
orders and tend to reflect their creators ethos and
Order of the Immortal specialties. However, a mystic may learn any
The Order of the Immortal strives to achieve discipline regardless of its associated order.
physical perfection by augmenting the bodys
natural strength with psychic power. This orders Using a Discipline
goal is for its members to achieve immortality by
overcoming the effects of aging through rigorous Each discipline has a number of ways you can use
discipline and psionic perfection. To members of it, all contained in its description. The discipline
this order, psionic energy is a tool to augment, specifies the type of action and number of psi
control, and perfect the physical body. points needed to use its effect options. It also
Members of this order who take up the details whether you must concentrate on its effects,
adventuring life are skilled warriors. Their psionic how many targets it affects, what saving throws it
abilities allow them to shrug off injuries and requires, and so on.
hazards, while focusing their strength and speed in The following sections go into more detail on
combat. using a discipline.

Martial Order Psychic Focus


At 1st level, you gain proficiency with martial The Psychic Focus section of a discipline describes
weapons, heavy armor, and shields. the benefit you gain when you choose that
discipline for your psychic focus.
Psionic Resilience
At 3rd level, you learn to use psionic energy to
Effect Options and Psi Points
speed up your natural healing. At the start of each A discipline provides different options for how to
of your turns, you gain temporary hit points equal use it with your psi points. Each effect option has a
to your Intelligence modifier, provided that you name, and the psi point cost of that option appears
have at least 1 hit point. in parentheses after its name. You must spend that
number of psi points to use that option, while
abiding by your psi limit. If you dont have enough
Surge of Health psi points left, or the cost is above your psi limit,
Starting at 6th level, you can draw on your psychic
you cant use the option.
focus to escape deaths grasp. As a reaction when
Some options show a range of psi points, rather
you take damage, you can halve that damage
than a specific cost. To use that option, you must
against you. Your psychic focus immediately ends,
spend a number of points within that point range,
and you cant use it again until you finish a short or
still abiding by your psi limit.
long rest. You cant use this ability if you cant use
Each option notes specific information about its
your psychic focus.
effect, including the action required to use it (if
any), its range, and whether it requires
Cutting Resonance concentration. If an option doesnt state that it is
At 8th level, you gain the ability to infuse your used as an action, a bonus action, or a reaction,
weapon attacks with psychic energy. Once on each using it requires no action.
of your turns when you hit a creature with a

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Components chapter 10, Spellcasting, of the Players
Disciplines dont require the components that Handbook).
many spells require. Using a discipline requires no
spoken words, gestures, or materials. The power Discipline Descriptions
of psionics comes from the mind.
The following disciplines are presented in
Duration alphabetical order.
An option in a discipline specifies how long its Psionic Disciplines
effect lasts. Discipline Rank Order
Instantaneous. If no duration is specified, the Adaptive Body Greater Immortal
effect of an option is instantaneous.
Body of Wind Greater Immortal
Concentration. Some effect options require
Celerity Lesser Immortal
concentration. This requirement is noted with a C
after the options psi point cost. Conquering Mind Lesser Awakened
Concentrating on a discipline follows the same Intellect Fortress Lesser Awakened
rules as concentrating on a spell. This rule means Iron Durability Lesser Immortal
you cant concentrate on a spell and a discipline at Mind Over Emotion Greater Awakened
the same time, nor can you concentrate on two Mind Vault Lesser Awakened
disciplines at the same time. Psionic Restoration Lesser Awakened
Psionic Weapon Lesser Immortal
Targets and Areas of Effect Third Eye Lesser Awakened
Psionic disciplines use the same rules as spells for
determining targets and areas of effect. See

chapter 10, Spellcasting, of the Players Handbook. Adaptive Body
Greater discipline (immortal)
Saving Throws and Attack Rolls You can alter your body to withstand punishing
If a discipline requires a saving throw, it specifies environments.
the type of save and the results of a successful or Psychic Focus. While focused on this discipline,
failed saving throw. The DC is determined by your you dont need to eat, sleep, or breathe.
psionic ability. Energy Adaptation (5, C). As an action, you
Some disciplines require you to make an attack touch a creature and give it resistance to acid, cold,
roll to determine whether the disciplines effect fire, lightning, or thunder damage for up to 1 hour.
hits its target. The attack roll uses your psionic Energy Immunity (7, C). As an action, you touch
ability. a creature and give it immunity to acid, cold, fire,
lightning, or thunder damage for up to 1 hour.
Combining Psionic Effects
The effects of different psionic disciplines add Body of Wind
together while the durations of those disciplines Greater discipline (immortal)
overlap. Likewise, different options from a single
psionic discipline combine if they are active at the You and your possessions take on a gaseous
same time. However, a specific option from a quality, allowing you to move like a howling gale,
psionic discipline doesnt combine with itself if squeeze through small spaces, and escape danger.
that option is used multiple times. Instead, the You move with the lightest steps using this
most potent effectusually dependent on how discipline.
many psi points were used to create the effect Psychic Focus. While focused on this discipline,
applies while the durations of the effects overlap. you take no falling damage and ignore difficult
Psionics and magic are separate effects, and terrain.
therefore their benefits and drawbacks overlap. A Wind Step (17). As your move, you can fly up
psionic effect that reproduces a spell is an to 20 feet for each psi point you spend. You must
exception to this rule (see Psionics and Magic land at the end of this movement, otherwise you
earlier, as well as Combining Magical Effects in fall, unless you have some means of staying aloft.

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Wind Form (5, C). As an action, you gain a flying this action, provided that it understands the
speed of 60 feet for 10 minutes. question. On a successful save, the target is
Misty Form (7, C). As an action, your body unaffected, and you cant use this ability on it again
becomes mist-like. In this form, you gain until you finish a long rest.
resistance to bludgeoning, piercing, and slashing Occluded Mind (2). As an action, you target a
damage. You can pass through openings that are creature that you can see within 120 feet of you.
no more than an inch wide. This benefit lasts for The target must make an Intelligence saving throw
up to 1 hour. (it succeeds automatically if it is immune to being
charmed). On a failed save, the target believes one
Celerity statement of your choice for the next 5 minutes,
Lesser discipline (immortal) provided that it understands the statement. The
statement can be up to ten words long, and must
You channel psionic power into your body, honing describe you or a creature or object the target can
your reflexes and agility to an incredible degree. In see. On a successful save, the target is unaffected,
your eyes, the world seems to slow down while and you cant use this ability on it again until you
you continue to move as normal. finish a long rest.
Psychic Focus. While focused on this discipline, Broken Will (5). As an action, you target a
your speed increases by 5 feet, and you have creature that you can see within 120 feet of you.
advantage on initiative checks. If you are surprised, The target must make an Intelligence saving throw.
you can spend 1 psi point to no longer be On a failed save, the target is charmed until the
surprised. end of its next turn, during which you choose its
Seize the Initiative (15). When you roll movement and action. On a successful save, the
initiative, you can use your reaction to give target is unaffected, and you cant use this ability
yourself or one creature you can see within 60 feet on that creature again until you finish a long rest.
of you a +2 bonus to initiative for each psi point Psychic Grip (7, C). As an action, you target a
you spend. creature you can see. The target must make an
Surge of Speed (2). As a bonus action, you Intelligence saving throw. On a failed save, you
increase your speed by 30 feet until the end of overload the creature with psychic energy. The
your turn. In addition, you dont provoke target is paralyzed for 1 minute, but at the end of
opportunity attacks this turn. each of its turns it can make another Intelligence
Surge of Action (5). As a bonus action, you can saving throw. On a success, this effect ends. On a
gain an additional action this turn. That action can failure, you can use your reaction to force the
be used only to take the Attack (one attack only), target to move up to half its speed, despite being
Dash, Disengage, Hide, or Use an Object action. paralyzed.
Conquering Mind Intellect Fortress
Lesser discipline (awakened) Lesser discipline (awakened)
By channeling psionic power, you gain the ability You forge an indomitable wall of psionic energy
to control other creatures by substituting your will around your mindone that allows you to launch
for their own. reflexive counterattacks against your opponents.
Psychic Focus. While focused on this discipline, Psychic Focus. While focused on this discipline,
you gain proficiency in one of the following skills you gain resistance to psychic damage.
of your choice: Deception, Intimidation, Psychic Backlash (1). As a reaction, you can
Performance, or Persuasion. You can change the impose disadvantage on one attack roll made
chosen skill each time you apply your focus to this against you if you can see the attacker. If the attack
discipline. still hits you, the attacker takes psychic damage
Exacting Query (2). As an action, you target a equal to half your mystic level (rounded up).
creature that you can see within 120 feet of you. Psychic Parry (13). As a reaction when you
The target must make an Intelligence saving throw make an Intelligence, a Wisdom, or a Charisma
(it succeeds automatically if it is immune to being saving throw, you gain a +2 bonus to that saving
charmed). On a failed save, the target truthfully throw for each psi point you spend. You can use
answers one brief question you ask it as part of

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this ability after rolling the die but before applying you for 10 minutes. While frightened, it takes
the result. psychic damage equal to twice your mystic level if
Psychic Redoubt (5, C). As an action, you create it doesnt end its turn at least 10 feet farther away
a field of protective psychic energy. For the next 10 from you than it was at the start of that turn. It can
minutes, you and creatures of your choice gain the then make another Intelligence saving throw at the
following benefits while within 30 feet of you: end of the turn. On a success, this effect ends.
resistance to psychic damage and advantage on Invoke Awe (7, C). As an action, you exert an
Intelligence, Wisdom, and Charisma saving throws. aura that inspires awe and adulation in others. Up
to five creatures of your choice that you can see
Iron Durability within 60 feet of you must each make an
Lesser discipline (immortal) Intelligence saving throw. On a failed save, the
target is charmed by you for 10 minutes. While
This discipline grants you unmatched toughness charmed, it obeys all your orders to the best of its
and resilience on the battlefield. ability and without risking its life. The target will
Psychic Focus. While focused on this discipline, only harm creatures that it has seen harm you
you gain a +1 bonus to AC. since it first came under the effect of this ability. At
Psionic Recovery (2). As an action, you can the end of each of its turns it can make another
spend up to two Hit Dice. Roll each die, add your Intelligence saving throw. On a success, this effect
Constitution modifier to it, and regain hit points ends.
equal to the total.
Iron Hide (13). As a reaction when you are
attacked, you gain a +2 bonus to AC for each psi
Mind Vault
Lesser discipline (awakened)
point you spend. You spend these points after
learning the attacks result but before applying its Your mind forms a light but useful link to other
effects. living things within hundreds of miles. This link
allows you to draw on the knowledge of others in
Mind Over Emotion the following ways.
Greater discipline (awakened) Psychic Focus. While focused on this discipline,
you gain proficiency with one skill, weapon, shield,
You learn to use psionic energy to manipulate armor, or tool of your choice. Each time you focus
others with a subtle combination of psi and your on this discipline, you can choose a different skill,
own, natural charm. weapon, shield, armor, or tool.
Psychic Focus. While focused on this discipline, Borrow Expertise (2). As a bonus action, you
you gain a bonus to Charisma checks. The bonus gain advantage on one skill check or saving throw
equals half your Intelligence modifier (minimum of your choice that you make before the end of
bonus of +1). your next turn. You must opt to gain the advantage
Charming Presence (17). As an action, you before rolling.
exert an aura of sympathetic power. Roll 2d8 per Borrow Language (5). As an action, you gain
psi point you spend on this ability; the total is how the ability to speak, read, and understand one
many hit points worth of creatures this spell can language for 8 hours. You can use this ability
affect. Creatures within 30 feet of you are affected multiple times to gain its benefits with several
in ascending order of their hit point maximum, languages.
ignoring unconscious creatures or creatures Borrow Lore (7). As an action, name one specific
immune to this effect. Each creature affected by location in your mind. You learn a summary of the
this ability is charmed by you for 10 minutes. important lore regarding that place. At the DMs
While charmed, it regards you as a friendly option, you also learn up to three secrets about it,
acquaintance. A creature engaged in combat is such as the location of traps, passwords, or where
immune to this effect. treasure is hidden within it.
Revolting Presence (5, C). As an action, you
exert an aura of repulsive power. Up to five
creatures of your choice that you can see within 30
feet of you must each make an Intelligence saving
throw. On a failed save, a target is frightened of

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Psionic Restoration Third Eye
Lesser discipline (awakened) Lesser discipline (awakened)
You wield psionic energy to cure wounds and This discipline can open a third eye within your
restore health to yourself and others. mind, opening your doors of perception.
Psychic Focus. While focused on this discipline, Psychic Focus. While focused on this discipline,
you can use a bonus action to touch a living you have blindsight with a radius of 30 feet.
creature that has 0 hit points and automatically Tremorsense (1, C). As a bonus action, you gain
stabilize it. tremorsense with a radius of 30 feet for up to 1
Mend Wounds (17). As an action, you can minute.
restore hit points to a creature you touch. The Unwavering Eye (1, C). As a bonus action, you
creature regains 3 hit points per psi point you gain advantage on Wisdom checks for up to 1
spend. minute.
Restore Health (3). As an action, you can touch Truesight (5, C). As a bonus action, you gain
a creature and remove one of the following truesight with a radius of 30 feet for up to 1
conditions from it: blinded, deafened, paralyzed, or minute.
poisoned.
Restore Vigor (7). As an action, you can touch a
creature and choose one of the following: remove Psionic Talents
any reductions to one of its ability scores or A psionic talent is a psychic ability that requires
remove one effect that reduces its hit point psionic aptitude but doesnt drain a mystics
maximum. psionic energy. Talents are similar to disciplines
and use the same rules, but with three important
Psionic Weapon exceptions:
Lesser discipline (immortal)
You can never use your psychic focus on a talent.
You channel psionic energy to lend devastating Talents dont require you to spend psi points to
power to your attacks. use them.
Psychic Focus. While focused on this discipline, Talents arent linked to psionic orders.
you charge one nonmagical weapon you carry, or
one of your fists, with psionic energy. Attacks you Beacon
make with it are considered magical and have a +1 Psionic talent
bonus to attack rolls and damage rolls.
Ethereal Weapon (1). As a bonus action, you As a bonus action, you cause bright light to radiate
can momentarily transform a weapon you hold from your body in a 20-foot radius and dim light
into psionic energy. The next attack you make with for an additional 20 feet. The light can be colored
this weapon requires no attack roll. Instead, the as you like. The light lasts for 1 hour, and you can
target must make a Dexterity saving throw against extinguish it as a bonus action.
this discipline. On a failed save, the target takes the
attacks normal damage and suffers any additional Blade Meld
effects. On a successful save, the target takes half Psionic talent
damage from the attack, but suffers no additional As an action, you cause one simple or martial
effects that would normally be imposed on a hit. melee weapon you are holding to dissolve into
Lethal Strike (15). When you hit a target with a your body. This process is harmless to you and the
melee weapon attack, you can increase the damage weapon. Until the weapon reappears, it is
to that target. The target takes an extra 1d10 inaccessible, as are any of its properties. You can
psychic damage for each psi point you spend. have only one weapon at a time affected in this
Augmented Weapon (5, C). As a bonus action, way. You can summon the weapon to your hand as
you touch one nonmagical weapon and infuse it a bonus action. It reappears in your space if you
with psionic energy. For up to 10 minutes, it is a are unconscious or dead.
magic weapon with a +3 bonus to attack rolls and
damage rolls.

2016 Wizards of the Coast LLC 9


Light Step
Psionic talent
As a bonus action, you alter your density and
weight to improve your mobility. For the rest of
your turn, your walking speed increases by 10 feet,
and the next time you stand up, you need to spend
no more than 10 feet of movement to do so.

Mind Meld
Psionic talent
As a bonus action, you can communicate
telepathically with one creature you can see within
120 feet of you. You dont need to share a language
with a creature for it to understand your telepathic
utterances, and the creature understands you even
if it lacks a language. You can allow a creature to
respond to you telepathically, but it must
understand at least one language in order to
communicate this way. This ability to
communicate lasts until the start of your next turn.
You cant communicate with an unwilling creature.

Mind Thrust
Psionic talent
As an action, you blast psychic energy at one
creature that you can see within 5 feet of you. The
target must succeed on an Intelligence saving
throw or take 1d6 psychic damage. If the target
takes any of this damage, you can push it up to 10
feet away from you.
The talents damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Thought Spear
Psionic talent
As an action, you psychically strike one creature
that you can see within 120 feet of you. The target
must succeed on an Intelligence saving throw or
take 1d8 psychic damage.
The talents damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Night Eyes
Psionic talent
As an action, you grant yourself darkvision with a
range of 30 feet. This benefit lasts for 1 hour.

2016 Wizards of the Coast LLC 10

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