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
2016
Wizards
of
the
Coast
LLC
1
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
2016
Wizards
of
the
Coast
LLC
2
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.
2016
Wizards
of
the
Coast
LLC
3
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
2016
Wizards
of
the
Coast
LLC
4
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
2016
Wizards
of
the
Coast
LLC
5
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.
2016
Wizards
of
the
Coast
LLC
6
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
2016
Wizards
of
the
Coast
LLC
7
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
2016
Wizards
of
the
Coast
LLC
8
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