Alternatively, another creature can use its action to press your astral seed that contains your soul against an incapacitated humanoid or a dead humanoid that has been dead for no more than two weeks to transfer your soul into the body. Your soul takes over the body, destroying your astral seed in the process, and you resurrect with the new body. You retain the capabilities you had in your original form, but if you resurrect in a body of different race, your race is exchanged and your racial traits are replaced accordingly. Your astral seed has Armor Class of 10 and 6 hit points. A *dispel magic* cast as a 9th-level spell upon your astral seed automatically destroys it. If your astral seed is destroyed while your soul is contained within it, your soul is also destroyed with it, and nothing short of divine intervention can restore you to life. You can have only one astral seed at a time. If you create a second astral seed when you already have one, the previous astral seed shatters and dissipates into thin air. \columnbreak ### Astral Traveller *Psychoportation discipline* Your psionic energy distorts time and space around you, granting you limited control over your surroundings. #### Psionic Focus While focused on this discipline, moving through nonmagical difficult terrain does not cost extra movement for you. #### Psionic Float ***1-7 psi.*** As a bonus action, you gain flying speed equal to 5 feet plus 5 feet per each psi point spent until the end of the turn. You cannot fly more than 4 inches above the ground, unless you gain flying speed with other means. At the end of the turn, you fall if you end your turn in the air and nothing else is holding you aloft. #### Catfall ***2 psi.*** When you fall, you can use a reaction to fall gently to the ground for 1 minute. Your rate of descent slows to 60 feet per round, and you take no falling damage upon landing and can land on your feet. This discipline ends when you land. #### Astral Caravan ***8 psi, Expanded Knowledge.*** As an action, you travel through a different plane of existence. You can specify a target destination in general terms, and you appear in or near that destination. When you use this feature, you can also take up to four willing creatures within 10 feet of you with your travel. If you do so, for each creature you take with you, you must spend 3 psi, in additional to the psi cost for the discipline. #### Ethereal Jaunt ***11 psi, Expanded Knowledge.*** As an action, or as a reaction when you are targeted by an attack, spell, or other similar effect, you shift into the Ethereal Plane for 1 minute or until you dismiss the effect on your turn (no acion required). During this time, you can only affect and be affected by other creatures and objects on the Ethereal Plane, unless you or other creatures have a special ability or magic that allows to do so. You cannot move while you are in the Ethereal Plane. When this discipline ends, you return to your original location, or in the nearest unoccupied space if the previous location is occupied. ### Collective Knowledge *Clairsentience discipline* You tap into the collective consciousness and unconsciousness of sentient creatures within your proximity, deriving answers for your questions from their knowledge and awareness. #### Psychic Focus When you focus on this discipline, choose one skill or tool of your choice. While you are focused on this discipline, you are considered proficient in the chosen skill. Alterhatively, when you focus on this discipline, choose one language. While you are focused on this discipline, you can speak, read, and write the chosen language. \pagebreakNum #### Eureka ***1-5 psi.*** When you make an ability check using a skill or a tool you are proficient in, or when you make an Intelligence saving throw, you can manifest this discipline to gain a bonus equal to the psi point spent to the roll. #### Read Object ***2 psi, conc. (1 min.)*** As a bonus action, you search for the information on one inanimate object that you hold. If you concentrate for this discipline's full duration while having the object on your person, you learn up to three creatures that touched, worn, or carried the object in the past 8 hours, and the current location of one of them. #### Read Person ***6 psi.*** As an action, you learn the details of one creature you can see within 60 feet of you. The DM tell if the creature is your equal, superior, or inferior in regard to you if the two of the following characteristics of your choice: - Intelligence score - Wisdom score - Charisma score - Class levels (if any) - Psi limits for psionic disciplines (if any) ### Corrosive Metabolism *Psychometabolism discipline* Your control over your body allows you to deliver acid or poison attacks. #### Psychic Focus While focused on this discipline, you cannot be poisoned. If you are already poisoned when you focus on this discipline, the effect is suspended while you are focused on this discipline. #### Truevenom ***1-7 psi.*** As a bonus action, you can coat a weapon, three pieces of ammunition, or your unarmed strikes until the end of the turn. The next time you hit a creature with the coated weapon or ammunition, the attacked creature takes 1d6 poison damage per psi point spent. If the creature takes poison damage, it must make a Constitution saving throw. On a failed save, the creature becomes poisoned for 1 minute. #### Corrosive Touch ***1-7 psi.*** As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one. #### Breath of the Black Dragon ***6 psi.*** As an action, you simulate the black dragon's breath weapon, exhaling a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 9d6 acid damage on a failed save, or half as much on a successful one. \columnbreak #### Breath of the Green Dragon ***7 psi.*** As an action, you simulate the green dragon's breath weapon, exhaling poisonous gas in a 60-foot cone. Each creature in the line must make a Constitution saving throw. A creature takes 11d6 poison damage on a failed save, or half as much on a successful one. ### Dimensional Manipulation *Psychoportation discipline* You gain a limited control over time and space around you, relocating other creatures and object around you with your willpower. #### Psionic Focus While focused on this discipline, creatures within 5 feet of you cannot provoke opportunity attack from you even if they take the Disengage action before leaving your reach. #### Relocate Creature ***2 psi.*** As an action, you can shift the position of one creature you can see within 30 feet of you. An unwilling creature must succeed on a Charisma saving throw to avoid this effect. When you manifest this discipline, the target teleports into an unoccupied space you can see within 10 feet of its original location. #### Dimension Swap ***4 psi.*** As an action, you instantly swap positions between your current position and that of a creature you can see within 30 feet of you. An unwilling creature must succeed on a Charisma saving throw to avoid this effect. When you manifest this discipline, you teleport into the target's current location, and the target teleports to your current location. The teleportation is simultaneous, and does not interrupt each other's teleportation. If there is not enough room for either you or the target to teleport, both you and the target takes 3d6 force danage, and the discipline fails to teleport both of you. #### Baleful Teleport ***7 psi.*** As an action, you forcibly teleport one creature you can see within 30 feet of you to any other spot you designate within 300 feet of you. An unwilling creature must succeed on a Charisma saving throw to avoid this effect. The destination can be a place you can see, one you can visualize, or one you can describe by stating distance and direction. The target arrive at exactly the spot you designated. If the target would arrive in a place already occupied by an object or a creature, the target takes 6d6 force damage, and the discipline fails to teleport the target. #### Suspend Animation ***9 psi, conc. (10 minutes), Expanded Knowledge.*** As an action, you touch one creature to suspend the time for it, succumbing it to a delayed animation. An unwilling creature must succeed on a Dexterity saving throw to avoid the effect. \pagebreakNum During the duration of this discipline, the target is blinded, deafened, and incapacitated, its speed drops to 0, and it is unaware of its surroundings. The target gains immunity to all damage except force damage, and cannot be affected by disease or poison. If the target is already diseased or poisoned when you manifest this discipline, the effect is suspended until during the duration of this discipline. ### Dimensional Singularity *Psychoportation discipline* Your psionic energy distorts time and space around you, granting you limited control over your surroundings. #### Psionic Focus While focused on this discipline, the area within 5 feet of you is difficult terrain for your enemies. #### Dimension Slide ***2-6 psi.*** As a bonus action, you shift your dimensional position to a short location near you, teleporting up to 10 feet per psi point spent to an unoccupied space that you can see. #### Divert Teleport ***5 psi.*** When a creature you can see within 30 feet attempts to teleport, or when a creature teleports into an unoccupied space you can see within 30 feet of you, you can use a reaction to relocate that teleportation. An unwilling creature must succeed on a Charisma saving throw to resist this effect. The creature teleports into an unoccupied space of your choice that you can see within 30 feet of you. #### Triggered Teleport ***7 psi.*** When you are targeted by an attack or subjected to an effect with an area of effect, you can use a reaction to teleport into an unoccupied space you can see within 30 feet of you. #### Regress Time ***13 psi, Expanded Knowledge.*** At the start of a round, you slow down time within your proximity, granting you extra actions in a short period of time. Until the end of the round, you can take up to four turns, including your normal initiative. Each turn must be taken immediately before or after another creature's turn. You can use actions and move as normal for each turn. Additionally, during that round, you can use a reaction unlimited number of time, but you can take only one reaction on a same turn. ### Ectoplasm Mastery *Metacreativity discipline* You can conjure and shape more durable matter made out of magical substances from the Astral Plane. This enables you to mold ectoplasm in its most primitive form. #### Psionic Focus While you are focused on this discipline, whenever you grant temporary hit points to other creatures, you gain temporary hit points equal to the temporary hit points you granted. You lose all temporary hit points you gained this way when you lose focus on this discipline. \columnbreak #### Protective Ectoplasm ***1-7 psi.*** As an action, you weave a transparent membrane made out of ectoplasm and envelop yourself or a creature you can see within 30 feet of you. The enveloped creature gains 1d6 temporary hit points per each psi point spent. #### Concealing Amorpha ***3 psi, conc. (1 min.)*** As an action, you weave a translucent membrane made out of ectoplasm and envelop yourself or other creature you can see within 10 feet of you. An unwilling creature must succeed on a Dexterity saving throw to avoid this effect. Until the discipline ends, the enveloped creature is considered heavily obscured for the purpose of taking the Hide action. Additionally, other creatures other than yourself have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks made to notice the enveloped creature. #### Entangling Ectoplasm ***6 psi, conc. (1 min.)*** As an action, you draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it to a creature you can see within 30 feet of you. The creature must make a Strength saving throw or becomes entangled by the ectoplasm. During the duration of this discipline, the entangled creature's speed is halved, and it cannot use reactions or cast a spell that requires somatic components. On its turn, the creature can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it cannot make more than one melee or ranged attack during its turn. The entangled creature can make another Strength saving throw at the end of its turn. On a successful save, the discipline ends. #### Mass Protective Ectoplasm ***8 psi, Expanded Knowledge.*** As an action, you weave a transparent membrane made out of ectoplasm and envelop up to six creatures you can see within 30 feet of you. The enveloped creatures gain 5d6 temporary hit points. #### Ectoplasmic Cocoon ***11 psi, Expanded Knowledge.*** As an action, you conjure thick strands of ectoplasm to wrap one creature you can see within 30 feet of you. The creature must make a Dexterity saving throw. On a failed save, the creature is completely wrapped in ectoplasm, becoming blinded and restrained, and cannot speak until the discipline ends. The ectoplasm has 10d6 hit points. The wrapped creature can use its action to deal 1d6 bludgeoning damage to the ectoplasm. The ectoplasm takes any damage other than force or psychic damage dealt to the wrapped creature from outside the ectoplasm. At 0 hit points, the ectoplasm is destroyed, and this discipline ends. \pagebreakNum ### Expanded Mind *Telepathy discipline* You open and expand your mind with your psionic energy, allowing you to speak without making sound, and deliver your mind into others. #### Psionic Focus While focused on this discipline, you can telepathically speak to any creature you can see within 30 feet of you. A creature must share at least one language with you to understand what you say telepathically. #### Mind Thrust ***1-7 psi.*** As an action, you instantly deliver a massive assault on the thought pathways of any one creature you can see within 30 feet of you. Make a psionic attack roll against the target. On a hit, the target takes 1d10 psychic damage for each psi point spent. #### Read Thoughts ***3 psi, conc. (1 min.)*** As an action, you probe deep into the mind on one creature you can see within 30 feet of you. An unwilling creature must make an Intelligence saving throw to avoid this effect. Constructs, undeads, and creatures that are immune to psychic damage automatically succeeds on the saving throw. Until the discipline ends, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target has disadvantage on all attack rolls against you, and if you are subjected by an effect that allows you to make a saving throw by the target, you have advantage on the saving throw. #### Mindwipe ***9 psi, Expanded Knowledge.*** As an action, you attempt to erase mental activities and memories of one creature you can see within 30 feet of you. The creature must make an Intelligence saving throw. On a failed save, the creature is knocked unconscious until the end of your next turn, and its mind is wiped out for the next 24 hours. While the target's mind is wiped out, it cannot cast or concentrate on a spell, and has disadvantage on all Intelligence, Wisdom, and Charisma checks. The target also has disadvantage on all Intelligence checks made to recall anything it has seen or heard while its mind is wiped out, even after the effect ends. The effect ends early when the creature takes a long rest or is targeted by the *greater restoration*, *heal*, or *wish* spell. ### Heightened Reflexes *Psychometabolism discipline* You channel your psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. #### Psionic Focus While focused on this discipline, when you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you take no damage instead on a successful save. #### Hustle ***2 psi, conc. (1 min.)*** As a bonus action when you manifest this discipline, and then as a bonus action on each of your turn until the discipline ends, you can take the Dash action. #### Lion's Charge ***3 psi.*** As an action, you leap straight toward a creature you can see within 20 feet of you, and make one melee weapon attack against it. On a hit, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action. #### Psionic Evasion ***4 psi.*** When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you can automatically succeed on the saving throw. #### Psionic Action Surge ***7 psi.*** Once on your turn immediately after you take an action on your turn, you can take one additional action on that turn. You can use this action only to make one weapon attack or take the Dash, Disengage, Dodge, or Hide action. ### Metaphysical Warfare *Metacreativity discipline* You empower yourself or your weapons with ectoplasm, enhancing your combat capabilities. #### Psionic Focus While focused on this discipline, you gain proficiency in three weapons of your choice. Alternately, while focused on this discipline, you gain proficiency in light armors and one weapon of your choice. #### Metaphysical Claws ***2-5 psi.*** As a bonus action, your hands develop sharp claws made out of ectoplasm. For 1 minute, your unarmed strikes deal 1d6 slashing damage, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. For each psi points you spend after 2, you gain a +1 bonus to attack rolls and damage rolls with the imbued weapon. #### Metaphysical Defense ***3-5 psi.*** As a bonus action, you channel your psionic energy to bolster your reflexes and fortitude. Until the end of your next turn, you gain a +1 bonus to your Armor Class and all saving throws for 3 psi, plus +1 bonus for each psi points you spend after 3. #### Metaphysical Weapon ***4-7 psi, conc. (1 min.)*** As a bonus action, you enhance a weapon you wield with ectoplasm. Until the discipline ends, all weapons you wield counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. For each psi points you spend after 4, you gain a +1 bonus to attack rolls and damage rolls with all weapon attacks. \pagebreakNum ### Mental Manipulation *Telepathy discipline* You interrupt and influence other's mind, bending their will to your benefits. #### Psionic Focus While focused on this discipline, you have advantage on saving throws against being charmed or frightened. #### Disable ***1-7 psi.*** As an action, you broadcast a mental compulsion that convinces one creature you can see within 30 feet of you that it is incapable of operating its body. Roll 2d8, plus 1d8 for each psi point spent; the total is how many hit points of the creature this power can affect. If the creature's current hit point is lower than the total, it falls unconscious for 1 minute or someone uses an action to pull back the creature back to its feet. Constructs, undeads and creatures immune to psychic damage or being charmed are not affected by this discipline. #### Empathic Transfer ***3 psi.*** When a creature you can see within 10 feet of you hits you with an attack, you can use a reaction to transfer your pain to the attacker. The attacker must make a Wisdom saving throw. On a failed save, the attacker takes psychic damage equal to 3d6 plus the damage you took from the attack, or half as much damage on a successful save. Constructs, undeads and creatures immune to psychic damage or being charmed are not affected by this discipline. #### Brain Lock ***5 psi, conc. (1 min.)*** As an action, you attempt to lock away higher minds of one creature you can see within 30 feet of you. The creature must make succeed on a Wisdom saving throw or becomes stunned until the end of the duration. The stunned creature makes another Wisdom saving throw at the end of its turn, ending the discipline's effect on a successful save. Constructs, undeads and creatures immune to psychic damage or being charmed are not affected by this discipline. #### Crisis of Life ***13 psi, Expanded Knowledge.*** As an action, you imbue the concept of death and cessation of life into one creature you can see within 30 feet of you. The creature must succeed on an Intelligence saving throw or is reduced to 0 hit points and start dying. Creature with less than 100 hit points left automatically fails on the saving throw. Constructs, undeads, and creatures with Intelligence score of 4 or lower are unaffected by this discipline. ### Psychic Metamorphosis *Psychometabolism discipline* You manipulate the matter that composes your body, causing drastic changes the size and shape of your body. \columnbreak #### Psionic Focus When you focus on this discipline, you can make yourself look different. The disguise lasts until you lose focus on this discipline. You can seem 1 foot shorter or taller, can appear thin, fat, or in between, but you cannot change your body type. You cannot change your clothing, armor, weapons, and other belongings. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your discipline save DC. #### Sudden Shift ***2 psi.*** When you are targeted with an melee attack from an attacker that you can see, you can use a reaction to shift down to miniature size. If the attacker rolls 11 or higher, the die roll becomes 10. If the attack misses, you can move up to 5 feet away from the attacker, without provoking oppourtunity attack, before reverting to normal size. #### Miniature Form ***3 psi, conc. (1 min.)*** As a bonus action, you can shrink your body into smaller size. Your size becomes one size smaller, and you gain the following benefits: - Your walking speed increases by 10 feet - You gain a +5 bonus to Dexterity (Stealth) checks. #### Gigantic Form ***5 psi, conc. (1 min.)*** As a bonus action, you can grow your body into larger size. Your size becomes one size larger, and you gain the following benefits: - You have advantage on Strength saving throws. - Your reach increases by 5 feet. - Your unarmed strikes and melee weapon attacks deal an extra 1d4 damage on a hit. #### Microscopic Form ***7 psi, conc. (1 min.)*** As a bonus action, you shrink into a size smaller than Tiny. While in this size, you cannot make a weapon attack, but you gain the following benefits: - You gain a +10 to Dexterity (Stealth) checks - You gain a +5 bonus to Armor Class - You can move through gaps up to 1 inch across without squeezing. #### Colossal Form ***8 psi, conc. (1 min.), Expanded Knowledge.*** As a bonus action, you grow into a colossal size. While in this size, you gain the following benefits: - If you are smaller than Huge, you become Huge. - Your reach increases by 10 feet. - Your unarmed strikes and melee weapon attacks deal an extra 2d6 damage on a hit. \pagebreakNum ### Psychic Warfare *Psychokinesis discipline* You hone your mental energy into precise and deadly weapon, shearing and tearing others' mind and subsequently their body. #### Psionic Focus While focused on this discipline, you add your discipline modifier to the psychic damage you deal with any psionic talent. #### Psionic Blast ***1-7 psi.*** As an action, you blast mind of one creature you can see within 60 feet of you. The creature must make an Intelligence saving throw. A creature takes 1d8 psychic damage for each psi point spent on a failed save, or half as much damage on a successful one. Constructs and undeads are unaffected by this discipline. #### Ego Whip ***3 psi.*** As an action, you lash out your psyche to a creature you can see within 30 feet of you. The creature must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it can use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful save, the creature takes half as much damage, and suffer no other effects. #### Telekinetic Thrust ***5 psi.*** As an action, you thrust one Medium or smaller creature or an object you can see within 30 feet of you. An unwilling creature must succeed on a Strength saving throw to resist this effect. You telepathically pick up the target and thrust it up to 90 feet in any direction. The first time the target hits other creature or object, both the target and the collided object takes 4d8 bludgeoning damage. If the target arrives at the destination without hitting other creature or object, you can make it knocked prone on arrival. #### Psionic Wave ***7 psi.*** As an action, you magically emit psychic energy in a 30-foot cone. Each creature in the area must make an Intelligence saving throw. On a failed save, a creature takes 7d6 psychic damage for each psi point spent and be stunned until the start of your next turn. On a successful save, the creature takes half as much damage and is not stunned. Constructs and undead are unaffected by this discipline. ### Survival Foresight *Clairesentience discipline* Your precognitive mind allows you to see a glimpse of the imminent future, allowing you to avoid what seems to be inevitable. #### Psionic Focus When you focus on this discipline, you gain temporary hit points equal to 2d6 plus your discipline modifier (minimum of 1). You lose all temporary hit points gained this way when you lose focus on this discipline. \columnbreak #### Evade Danger ***1 psi.*** When you roll a 1 on the d20 for a saving throw, you can re-roll the die. If you do so, you must use the new result. #### Evade Harm ***5 psi.*** When you are subjected to an effect that allows you to make a saving throw to take half damage, you instead take only half damage on a failed save, and no damage on a successful save. #### Evade Death ***7 psi.*** When you drop to 0 hit points, you drop to 1 hit point instead. ### Third Eye *Clairsentience discipline* You "see" things around you with your mind, channeling thoughts and knowledge from your without and enhancing your senses. #### Psionic Focus While focused on this discipline, you gain a +5 bonus to the passive Wisdom (Perception) score. #### Aura Sight ***1 psi, conc. (1 rnd.)*** As a bonus action, you heighten your senses to locate a specific anomalies within 60 feet of you. When you manifest this discipline, choose one type of creature. Until the end of your next turn, you know the location of any creature of the chosen type that is not behind total cover, but you cannot learn its identity unless you have means to do so. Alternatively, until the end of your next turn, you see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. #### Elfsight ***2 psi.*** As a bonus action, you emulate the sight of the elf. For 1 hour, you gain darkvision out to a range of 60 feet, and you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to spot hidden objects and creatures. #### All-Around Sight ***5 psi, conc. (1 hr.)*** As a bonus action, you increase the radius of your sight, which enables you to see everything in your surroundings. During the duration of this discipline, you cannot be surprised, and when a creature that you can see targets you with an attack, you can use a reaction to impose disadvantage to the attack roll. #### All-Seeing Eye ***9 psi, conc. (1 hr.), Expanded Knowledge.*** As a bonus action, you greatly heighten your sight. During the duration of this discipline, you gain truesight out to a range of 60 feet. ### Volatile Psyche *Telepathy discipline* Your psionic energy intensifies your psyche, enabling powerful mental attacks. \pagebreakNum #### Psionic Focus While focused on this discipline, you have advantage on saving throws against being charmed or frightened. #### Concussive Blast ***1-7 psi.*** As an action, you let out a blast of unstable psyche to a creature you can see within 90 feet. Make a ranged discipline attack roll against the target. On a hit the creature takes 1d10 psychic damage per psi point spent, and it must succeed on a Wisdom saving throw or becomes stunned until the end of its next turn. Constructs and undeads are unaffected by this discipline. #### Inflict Pain ***3 psi.*** As an action, you telepathically stab the mind of one creature you can see within 10 feet of you, causing horrible pain. The creature must succeed on an Intelligence saving throw or has disadvantage on all ability checks it makes until the end of its next turn. #### Insulate Id ***4 psi, conc. (1 min.)*** As an action, you disrupt the unconscious mind of one creature you can see within 60 feet of you. The creature must succeed on an Intelligence saving throw or becomes disrupted by this discipline until the discipline ends. At the start of each of its turn, the discipline creature must roll a d6. On a 1 to 3, the creature does nothing but babble incoherently. On a 4 to 5, the creature can take only an action or a bonus action on that turn, not both, and its speed is halved until the end of the turn. On a 6, the creature can act normally on that turn, and this discipline ends. #### Ultrablast ***7 psi.*** As an action, you let out a horrid psionic "shriek" that shatters both matter and mind within 30-foot sphere centered on you. Each creature within the sphere other than you must make a Wisdom saving throw. A creature takes 5d6 psychic damage and 5d6 thunder damage, or half as much damage on a successful one. \pagebreakNum ## Psionic Talents Psionic talents are minor abilities that require psionic aptitude but do not drain a mystic’s reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions: * You can never use your psychic focus on a talent. * Talents do not require you to spend psi points to use them. * Talents are not categorized into specific subdisciplines. ___ The talents are presented below in alphabetical order. #### Agitate Matter As an action, you magically ignite a flammable object you touch with your hand, such as a torch, a piece of tinder, or the hem of drapes. Alternatively, you touch a creature to cause its body temperature explosively high for a brief moment. If the creature does not have resistance or immunity to fire damage, it must succeed on a Constitution saving throw or takes 1d10 fire damage. This talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Crystal Shard As an action, you hurl a razor-sharp crystal shard to a creature you can see within 60 feet of you. Make a ranged discipline attack against the target. On a hit, the creature takes 1d8 slashing damage. This talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Distract As an action, you touch a creature to causing its mind to wander. The creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all Wisdom (Insight) and Wisdom (Perception) checks until the end of its next turn. #### Energy Ray As an action, you fire a ray of energy from your finger to a creature you can see within 90 feet of you. You choose cold, fire, lightning, or thunder for the type of energy you create, and then make a ranged discipline attack against the target. On a hit, the creature takes 1d6 damage of the type you chose. This talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Missive As a bonus action, you send a short message no longer than ten words to a creature you can see within 30 feet of you. The target does not need to share a language with you, but must be able to understand at least one language to understand your telepathic message sent with this talent. #### My Light As a bonus action, you can cause your eyes to beam bright light into a 20-foot cone centered on you, and dim light out to 20 feet beyond that. You can see normally while your eyes emit light. The light lasts for 1 minute or until you dismiss it as a bonus action on your turn. #### Psionic Attraction As an action, you beguile one humanoid you can see within 90 feet of you. The target must succeed on a Charisma saving throw or be charmed by you or one creature you can see within 30 feet of you until the end of your next turn. #### Psionic Hammer As an action, you touch a creature and channel your psionic energy, which hits the creature with the force of a sledgehammer. The creature must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is knocked prone or pushed 10 feet away from you (your choice). This talent's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). #### Psionic Hand You can use your action to manipulate or move one object within 30 feet of you. The object cannot weigh more than 10 pounds, and you cannot affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair. #### Synesthete As an action, you link your sensory input together, which enables you to feel light or sound without relying on sight or hearing. For 1 minute or until your concentration is broken (as if concentrating on a spell), you do not suffer the penalty of being blinded or deafened (your choice).