5E Home Brewed Mystic Class

by Formion

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The Mystic





















































A Homebrewed Psionic Class

Preface

The following is the fan product of several years of slow, on and off development. When creating this class I took into consideration the complexities of creating a class that works off an entirely new resource (psi points) as well as the role characters of this class could play in a party and how it would feel different than the rest.

This class is meant to fit into the custom world I have run games in for several years, though there is very little that would prevent it from fitting in in other setting.

The concepts that this Mystic class is based on are:

  • It should be a single unified class, with the various orders providing options, but not penalizing you for picking other options.
  • The class progression should be centered on a theme. In this case, as characters in this class level up, they gain more flexibility in the use of psionic disciplines, starting significantly rigid and inflexible and are gradually granted more ways to gain access and use disciplines.

Hope you like it.

  • Table of Contents

    • Introduction.................page 2
    • Class Features................page 2
    • Level Progression.........page 3
    • Psionic Orders...............page 5
    • Order of the Architect's Eye...............page 5
    • Order of the Ardent Soul....................page 6
    • Order of the Awakened Mind.............page 7
    • Order of the Dreaming Void...............page 8
    • Order of the Immortal Body...............page 9
    • Order of the Invisible Hand................page 10
    • Psionic Disciplines.........page 11

The Mystic

A mystic draws upon the power of psionics – the energy of the mind – to create powerful effects.

Mystics are the quintessential manipulators of psionic power. They unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desire of their foes. Mystics make manifest their secret wishes when others can only dream.

You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability's first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, a mere laborer who was touched by the energies of the Far Realm, or perhaps a specially trained inquisitor who has learned one secret too many.

A flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you, and your thoughts themselves are weapons half sheathed. You might have awakened to your talent in the heat of battle, experiencing a mental breakthrough that allowed you to augment your attacks by rending your enemies' minds. Or your friends might reflect your power when your mood bleeds into theirs, altering their emotional states to match your own.

You may also possess a potent combination of psionic and physical skill, allowing you to use your psionics to manipulate and deceive your foes, or enhance your physical prowess even as your fighting skills lets you carve a swath through enemy ranks.

As a mystic, your thoughts control your environment—but only as well as you control your thoughts. Your life is centered on intellect and understanding, logic and experimentation. The stronger your mind, the more controlled your thoughts. The broader your imagination and the narrower your focus, the greater the power you can project. Academic mystics devote themselves to research and study; adventuring mystics engage in various forms of meditation as a means of maintaining their intellectual edge.

Strict, methodical process is your preferred way of reaching your decisions and accomplishing your goals. You are likely drawn to rigid studies such as mathematics or alchemy. It is important for you to understand and master every step of any given task—be it translating an ancient codex, brewing a potion, developing a new discipline, or cooking a stew. Any such process could turn into an obsession, since for a mystic, the process is just as important as the result.

Class Features

As a mystic, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per mystic level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a spear or (b) a mace
  • (a) leather armor or (b) scale mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack

Multiclassing

To qualify for multiclassing as a mystic, you must meet the ability score prerequisites for your current class and also have a minimum Intelligence score of 13. Multiclassing as mystic doesn't give you any additional proficiencies.

The Mystic
Level Proficiency Bonus Disciplines Known Psi Points Features
1st +2 2 4 Psionic Order, Psionics, Practiced Discipline (1)
2nd +2 2 6 Mystical Recovery
3rd +2 3 8 Psionic Order Feature
4th +2 3 10 Ability Score Improvement
5th +3 4 12 Psionic Order Feature
6th +3 4 14
7th +3 5 16 Practiced Discipline (2)
8th +3 5 18 Ability Score Improvement
9th +4 6 20 Psionic Mastery (1/day)
10th +4 6 22 Psionic Order Feature
11th +4 6 24
12th +4 7 26 Ability Score Improvement
13th +5 7 28 Psionic Mastery (2/day)
14th +5 7 30 Practiced Discipline (3)
15th +5 8 32 Psionic Order Feature
16th +5 8 34 Ability Score Improvement
17th +6 8 36
18th +6 9 38 Psionic Mastery (3/day)
19th +6 9 40 Ability Score Improvement
20th +6 9 42 Psionic Body and Mind

Psionics

Psionics is a source of power that originates from within a creature’s mind, allowing it to augment its physical abilities and affect the minds of other creatures.

Psionics and magic are two distinct forces. In general, an effect that alters or affects a spell has no effect on psionics.

There is one important exception to this rule. A psionic effect that reproduces a spell is treated as magic. A psionic effect reproduces a spell when it allows a psionic creature or character to cast a spell. In this case, psionic energy taps into magic and manipulates it to cast the spell.

As a student of psionics, you can master and use psionic disciplines.

Psi points

You have a pool of psi points based on your mystic level.

You spend your psi points to use discipline options and order features. At the end of a long rest your psi points returns to your maximum.

Psi Maximum

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. The maximum number of psi points you can spend in a turn is equal to your mystic level.

Psionic Ability

Intelligence is your psionic ability for your mystic disciplines. Your intellect determines the strength of the psionic effects you manifest.

In addition, you use your Intelligence modifier when setting the saving throw DC for a mystic discipline or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Using Disciplines

You activate a discipline on your turn as a bonus action, focusing on it. You can't activate more than one discipline per turn. If a discipline grants a benefit for focusing on it, you immediately gain that benefit.

You continue to gain that benefit and can use the discipline’s optional features as they are detailed in the discipline, for as long as you maintain your focus on the discipline.

Each discipline details its optional features and the type of action (if any) required to spend psi points on an feature. You can end all effects of a discipline immediately by ending focus on the discipline (no action required). If you want to end a single feature of a discipline but still maintain its other effects, you can end a specific effect as a bonus action.

You can lose focus on a discipline if one of the following conditions apply:

  • You start focusing on another discipline. You can’t focus on two disciplines at once.
  • Taking damage. Whenever you take damage while you are focusing on a discipline, you must make a Constitution saving throw to maintain your focus. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed. You lose focus on a discipline if you are incapacitated or if you die.

Whether you voluntarily stop focusing, or you lose focus on a discipline, any benefits from the discipline, including any feature effects that have a duration, immediately end unless specifically stated otherwise.

Psionic Spellcasting

Some order features and disciplines allow you to cast spells.

You don't require any components to cast them, unless specifically noted. Should the spell be granted by a discipline and require concentration then you can maintain concentration even if you change your focus. As normal you can't concentrate on more than one spell.

Unless noted, spells granted from orders and disciplinesare affected by all the standard rules concerning spellcasting and are affected by spells such as dispel magic and anti-magic field.

You use your discipline save DC and discipline attack bonus for these spells. You cannot cast more than one spell on your turn.

The table below indicates the number of psi points you need to spend per spell level.

Spell Level Psi points Spell Level Psi Points
1st 2 6th 11
2nd 3 7th 13
3rd 5 8th 15
4th 7 9th 17
5th 9

Practised Discipline

The power of psionics comes from within, and even the simplest techniques require a deep mastery and understanding of how psionic energy can augment mind and body. Anytime you have spare time you practice constantly to achieve results, so much that you can condition yourself to automatically start focusing on a practised discipline.

Starting at 1st level, after completing a long rest, choose one discipline you know. You can use any of its optional features, spending the appropriate action and also at the same time you automatically start focusing on this discipline, ending your previous focus.

When you reach 7th level in this class you can choose two disciplines to benefit from this feature at the end of a long rest. At 14th level this number increases to three.

Mystical Recovery

Starting at 2nd level, you can use your vigor to replenish spent psionic energy. During a short rest, you can spent 30 minutes in meditation. When you do so, you can then spend hit dice, in the same manner you would to heal yourself, but instead of hit points, regain spent psi points. You can do so, and still use hit dice to regain hit points during the same short rest.

When you use hit dice to regain spent psi points, you don't add your Constitution modifier to the roll.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can’t increase an ability score above 20 using this feature.

Psionic Mastery

Starting at 9th level, your mastery of your mind has given you some additional benefits when using psionic powers. You can use this mastery once to do one of the following:

  • Change a failed constitution saving throw you made to maintain focus into a success.
  • Use a discipline effect, from any discipline you know, without spending any psi points and without focusing on that discipline. If the effect has a duration, and you aren't focusing on that discipline, then it lasts until the start of your next turn.
  • Change a successful discipline save a target made into a failure, or a miss with a discipline attack into a hit.

You regain use of this feature once you finish a long rest. You have two uses of this feature when you reach 13th level, and three at 18th level.

Psionic Body and Mind

At 20th level, your mastery of psionic power causes your mind to transcend the body. Your body and mind are infused with psionic energy.

You gain the following benefits:

  • When you complete a long rest you can choose to be proficient in either Strength, Dexterity, Wisdom or Charisma saving throws, until the end of your next long rest.
  • When you expend hit dice to regain hit points, you also regain the same number of psi points.
  • When you suffer damage, you can choose to convert any number of psi points into temporary hit points before applying the damage.

Psionic Order

Each psionic order pursues a specific goal. That goal shapes how the members of the order understand psionics and determines their approach to their powers.

At 1st level, you choose a psionic order. Each order specializes in a specific type of psionic energy. Your order determines the focus of your disciplines and grants you class features.

Order of the Architect's Eye

Mystics belonging to the Order of the Architect's Eye are able to alter the physical world and its constants. They hold the position that if something in the world is detrimental for progress and self-knowledge, it should be changed.

Architect's Eye Mystics have a superb grasp of the invisible forces that shape the world and can affect them, shaping the energies, materials and constants around them.

Bonus Proficiencies

Starting at 1st level, you gain proficiency with Wisdom (Perception) and Intelligence (Nature) ability checks.

Shaper Mystic

Also starting at 1st level, when you make a Constitution saving throw to maintain focus on a discipline, you can add your Wisdom modifier to the saving throw, if the discipline is a shaping one.

Efficient Psionics

Starting at 3rd level, when you use a discipline option with a psi point cost of no greater than 1, you don't need to spent psi points on it, if the discipline is a shaping one.

Architect's Eye

Starting at 5th level, you gain extra psi points equal to your Wisdom modifier. You gain additional psi points equal to your Wisdom modifier again when you reach 14th level.

Additionally, when you willingly end a discipline you are focusing on, you can choose to have any of its active effects last until the end of your next turn.

If the discipline is a shaping one, then you can choose to prolong its active effects when you willingly end focus on it for a number of rounds equal to your Wisdom modifier.

You can't prolong more than one discipline at a time in this manner.

Effortless Shaping

Starting at 10th level, your mastery of shaping disciplines allows you to activate one with little effort. You can start focusing on a shaping discipline on your turn without using your bonus action.

In addition, you can expend a psionic mastery use to maintain the optional feature effects of a discipline you are focusing on for 1 minute, without actually focusing on it.

Shaper of Space and Time

Starting at 15th level, your mastery of the physical realm allows you to manipulate the constants of space and time around you.

Once per round, you can take an extra action during your turn. You have a number of uses of this feature equal to your Intelligence modifier. You regain spent uses when you finish a long rest.

In addition you gain a teleport speed equal to your walk speed.

Order of the Ardent Soul

Mystics dedicated to the Order of the Ardent Soul are able to affect the emotional state of creatures around them, inciting great bouts of fury or calming them down by projecting an aura of serenity. They hold the belief that emotions should connect each other and that only through such shared experience can true accord among people exist.

Ardent Soul Mystics have a superior understanding of people's motivations and can be quite charming individuals, or cause unreasonable fear in their opponents, abilities that make them very capable when interacting with others.

Bonus Proficiencies

Starting at 1st level, you gain proficiency with Wisdom (Insight) and Charisma (Persuasion) ability checks. You also gain proficiency with medium armor and shields.

Empathic Mystic

Also starting at 1st level, when you make a Constitution saving throw to maintain focus on a discipline, you can add your Charisma modifier to the saving throw, if the discipline is an empathic one.

Empathic Mantle

Starting at 3rd level, your intuition is bolstered by your psionic powers. Whenever you are focusing on an empathic discipline, you gain advantage on Wisdom (Insight) and Charisma (Persuasion) ability checks, against creatures within 15 feet of you.

Additionally, allies within 15 feet of you gain a bonus to Wisdom (Insight) ability checks, equal to your Charisma modifier.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ardent Soul

Also starting at 5th level, you gain extra psi points equal to your Charisma modifier. You gain additional psi points equal to your Charisma modifier again when you reach 14th level.

Effortless Empathy

Starting at 10th level, your mastery of empathic
disciplines allows you to activate one with little effort. You can start focusing on an empathic discipline on your turn without using your bonus action.

In addition, as a reaction when you or an ally within 30 feet makes an Intelligence, Wisdom, or Charisma saving throw, you can expend a psionic mastery use to grant advantage on Intelligence, Wisdom and Charisma saving throws to yourself and all allies within 30 feet of you, until the start of your next turn.

Psionic Mantle

Starting at 15th level, any empathic discipline you use that has an aura has the radius of the aura doubled.

In addition, while focusing on a discipline you can choose to have a halo surround your head, shedding dim light in a 30 feet radius. Any ally that starts its turn within the light gains temporary hit points equal to your Charisma modifier (minimum 1), that last until the start of its next turn.

Also, if the discipline is an empathic one, then any ally that makes an attack roll or a saving throw while in this light, adds 1d4 to the roll.

You can choose to stop emitting this halo at any time (no action required) and then later on start emitting it again (no action required).

Order of the Awakened Mind

Mystics dedicated to the Order of the Awakened Mind seek to unlock the full potential of the mind. By transcending the physical the awakened hope to attain a perfect state of being—focused on pure intellect and mental energy. The awakened are skilled at bending minds and unleashing devastating psionic attacks, and are able to read the secrets of the world through psionic energy.

Awakened mystics who take to adventuring excel at unravelling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.

Bonus Proficiencies

Starting at 1st level you gain proficiency with Wisdom (Insight) and Intelligence (Investigation) ability checks.

Awakened Mystic

Starting at 1st level when you make a Constitution saving throw to maintain focus on a discipline, you can add your Intelligence modifier to the saving throw, if the discipline is a telepathic one.

In addition you gain telepathy with a range of 30 feet. The range of this telepathy increases to 60 feet at 5th level, 120 feet at 11th level, and 1000 feet at 17th level.

You can telepathically speak to any creature you can see within this range. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Efficient Psionics

Starting at 3rd level, when you use a discipline option with a psi point cost of no greater than 1, you don't need to spent psi points on it, if the discipline is a telepathic one.

Awakened Mind

Starting at 5th level, you gain extra psi points equal to your Intelligence modifier. You gain additional psi points equal to your Intelligence modifier again when you reach 14th level.

In addition, your telepathic sensitivity allows you to detect hidden creatures. When you make a Wisdom (Perception) ability check to spot a hidden creature, you have advantage on the check, if the creature has an Intelligence score of 3 or more and is within range of your telepathy.

Also, when you deal psychic damage using a discipline, you add your Intelligence modifier to the damage dealt.

Effortless Telepathy

Starting at 10th level, your mastery of telepathic disciplines allows you to activate one with little effort. You can activate a telepathic discipline on your turn without using your bonus action.

In addition, when a creature fails an Intelligence or Wisdom saving throw against one of your disciplines, you can expend a psionic mastery use to make the creature stunned for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Mastery of the Mind

Starting at 15th level, your mastery of telepathic disciplines is unrivalled.

When you complete a short or long rest, you can choose a telepathic discipline that you know. While you are conscious you can't lose focus on this discipline and are focused on it until the end of your next short or long rest, even though you can still focus on another discipline at the same time.

Furthermore, you can use any of the discipline's optional features without spending any psi points, as long as the psi point cost doesn't exceed your Intelligence modifier. You have a number of uses of this later feature equal to your Intelligence modifier (minimum 1).

Order of the Dreaming Void

The Order of the Dreaming Void believes that dreams are formed in another dimension and that aberrations are the physical manifestation of the dreams of extremely powerful and unfathomable entities, and that furthermore
these dreams can be guided to prevent the formation of aberrations for the benefit of all.

The order believes that they can better achieve this by forming their own dreamscape and working from there.

Bonus Proficiencies

Starting at 1st level, you gain proficiency with Charisma (Intimidation) and Intelligence (Arcana) ability checks.

Dreaming Mystic

Also starting at 1st level, when you make a Constitution saving throw to maintain focus on a discipline, you can add your Charisma modifier to the saving throw, if the discipline is a dreaming one.

Dreamshard

Starting at 3rd level, you gain the ability to manifest a piece of your consciousness as a tiny, 1 foot long, floating, ever-changing, multi-faceted crystal.

The dreamshard is an aberration with a fly speed equal to your walk speed. It has 1 HP, and shares your AC and saves. Any excess damage caused to it carries over to you.

You can manifest it any time you start focusing on a dreaming discipline, and the dreamshard appears in a space you can see within 30 feet of you. It disappears when your focus ends.

While the dreamshard exists you can see and hear as if occupying both your and its space and when you use a
discipline, you can choose to have it originate from its location.

Dreaming Void

Starting at 5th level, you gain extra psi points equal to your Charisma modifier. You gain additional psi points equal to your Charisma modifier again when you reach 14th level.

Additionally, while you are focusing on a discipline you have resistance to psychic damage, and if the discipline is a dreaming one, you can use your reaction any time you take psychic damage to deal the same amount of psychic damage to one creature within 30 feet of you or your dreamshard.

Effortless Dreaming

Starting at 10th level, your mastery of dreaming
disciplines allows you to activate one with little effort. You can activate a dreaming discipline on your turn without using your bonus action.

In addition, as an action, you can expend a psionic mastery use to force one creature of your choice within 60 feet that can see you to make a Wisdom saving throw against your discipline DC, gaining a short-term madness (DMG pg. 259) for 10 minutes.

The creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Astral Form

Starting at 15th level, when you manifest your dreamshard, you can choose to have it appear as an exact duplicate of your current self. When you do, the dreamshard shares your hit points and if an effect damages both of you, then you only suffer the damage once. The dreamshard also benefits from any discipline you are focusing on.

While focusing on a dreaming discipline, you can choose to switch places with your dreamshard as a bonus action.

Order of the Immortal Body

The Order of the Immortal Body strives to achieve physical perfection by augmenting the body’s natural strength with psionic power.

This order’s goal is for its members to achieve immortality by overcoming the effects of ageing through rigorous discipline and psionic perfection. To members of this order, psionic energy is a tool to augment, control, and perfect the physical body.

Those Immortals who take up the adventuring life are skilled warriors. Their psionic abilities allow them to shrug off injuries and hazards, while focusing their strength and speed in combat.

Bonus Proficiencies

Starting at 1st level you gain proficiency with Strength (Athletics) and Dexterity (Acrobatics) ability checks. You also gain proficiency with medium armor and shields.

Immortal Mystic

Also starting at 1st level, you automatically succeed on Constitution saving throws to maintain focus on a discipline, if the discipline is a psychosomatic one.

Psionic Renewal

Starting at 3rd level, whenever you use psi points on a psychosomatic discipline, you gain temporary hit points equal to the number of psi points you use. These temporary hit points last for 1 hour, and don't stack.

In addition, when you regain hit points outside a rest and without expending a hit dice, you also regain 1 psi point for every 10 hit points you regained.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Immortal Body

Also starting at 5th level, you gain extra psi points equal to your Constitution modifier. You gain additional psi points equal to your Constitution modifier again when you reach 14th level.

Tireless Warrior

Starting at 10th level, your mastery of psychosomatic
disciplines allows you to activate one with little effort. You can activate a psychosomatic discipline on your turn without using your bonus action.

In addition, you can expend a psionic mastery use to either reduce your level of exhaustion by 1, automatically succeed on all Strength (Athletics) and Dexterity (Acrobatics) ability checks you make for the next 1 minute, or gain advantage on melee weapon attacks until the end of your turn.

Mastery of the Body

Starting at 15th level, your mastery of psychosomatic disciplines is unrivalled.

When you complete a short or long rest, you can choose a psychosomatic discipline that you know. While you are conscious you can't lose focus on this discipline and are focused on it until the end of your next short or long rest, even though you can still focus on another discipline at the same time.

Furthermore, you can use any of the discipline's optional features without spending any psi points, as long as the psi point cost doesn't exceed your Intelligence modifier. You have a number of uses of this later feature equal to your Intelligence modifier (minimum 1).

Order of the Invisible Hand

Mystics dedicated to the Order of the Invisible Hand are adept telekinetics, seeking to understand the physics of the material. They hold the belief that the natural forces of the world are all unified under a single yet unknown theory and that through careful study and experimentation they can unveil its secrets.

Invisible Hand mystics have a keen sense of observation concerning physical phenomena and a superior spacial awareness, things invaluable to an adventurer.

Bonus Proficiencies

Starting at 1st level you gain proficiency with Wisdom (Perception) and Intelligence (Investigation) ability checks.

Telekinetic Mystic

Also starting at 1st level, when you make a Constitution saving throw to maintain focus on a discipline, you can add your Wisdom modifier to the saving throw, if the discipline is a telekinetic one.

Far Hand

Starting at 3rd level, your mastery of psionic power allows you to move items around with your mind. As an action you can levitate objects within 30 feet of you, with a combined weight of no more than 60 pounds, and move them up to 30 feet in any direction. The number of objects you can move at the same time is equal to your Wisdom modifier (minimum 1).

You can also use this to move a single creature with the same limitations, but if the creature is unwilling then it can attempt a Strength saving throw against your discipline save DC to negate the effect on a success.

The weight of the objects or creature increases by 20 pounds per mystic level above 3rd.

Invisible Hand

Starting at 5th level, you gain extra psi points equal to your Wisdom modifier. You gain additional psi points equal to your Wisdom modifier again when you reach 14th level.

In addition, when one of your disciplines deals bludgeoning, piercing, slashing, or force damage, you add your Wisdom modifier to the damage.

Effortless Telekinesis

Starting at 10th level, your mastery of telekinetic
disciplines allows you to activate one with little effort. You can activate a telekinetic discipline on your turn without using your bonus action.

In addition, as a reaction you can expend a psionic mastery use when you make a Strength, Dexterity or Constitution saving throw to erect a psionic shield that completely negates any damage and other effects both from a failure or a success.

Mastery of Telekinetics

Starting at 15th level, your mastery of telekinetic disciplines is unrivalled.

When you complete a short or long rest, you can choose a telekinetic discipline that you know. While you are conscious you can't lose focus on this discipline and are focused on it until the end of your next short or long rest, even though you can still focus on another discipline at the same time.

Furthermore, you can use any of the discipline's optional features without spending any psi points, as long as the psi point cost doesn't exceed your Intelligence modifier. You have a number of uses of this later feature equal to your Intelligence modifier (minimum 1).

List of Psionic Disciplines

Dreaming
  • Aberrant Summons
  • Astral Call
  • Awaken the Far Realm
  • Endless Void
  • Dreamscape
  • Reality Fissure
  • Voice of the Outworld
  • Voidshard Crystals
  • Voidshard Weapon
Empathic
  • Aura of Despair
  • Aura of Elation
  • Aura of Fear
  • Aura of Fury
  • Aura of Passion
  • Catalyst
  • Ecstasy
  • Emotional Siphon
  • Lifeforce Link
Psychosomatic
  • Body Manipulation
  • Celerity
  • Corrosive Metabolism
  • Iron Durability
  • Mastery of Body
  • Psionic Restoration
  • Size Alteration
  • Spectral Manifestation
  • Soul Knife
Shaping
  • Creation
  • Mastery of Energy
  • Mastery of Gravity
  • Mastery of Life
  • Mastery of Space
  • Mastery of Time
  • Nomadic Step
  • Psionic Cloak
  • Psionic Weapon
Telekinetic
  • Blade Projection
  • Disruption of Motion
  • Force Mastery
  • Kinetic Manipulation
  • Minute Control
  • Orbiting Object
  • Pyrokinesis
  • Self Motion
  • Velocity Control
Telepathic
  • Conquering Mind
  • Intellect Fortress
  • Mantle of Awe
  • Mind Link
  • Precognition
  • Psychic Assault
  • Psychic Investigation
  • Subconscious Manipulation
  • Third Eye

Psionic Disciplines Descriptions

Aberrant Summons

Psionic Discipline – Dreaming

Your mental call unleashes the energies of the Far Realm to strike your enemies and bring forth creatures and changes around you.

Special: When you learn this discipline, you figure out how to summon and bind to your service a gazer (Volo's Guide pg. 126), created from your very own dreams.

Unless given commands by you the gazer will act according to its own volition. While the gazer exists, you form a telepathic bond with it and can sense what the gazer senses as long as it is within 1 mile of you.

Focus: While focusing on this discipline, you have advantage on Charisma ability checks when interacting with aberrant creatures.

In addition you can use your action to summon or dismiss your gazer to a space adjacent to you. When summoned, the gazer remains until it is destroyed, or dismissed (as an action), even if you stop concentrating on this discipline. When destroyed or dismissed, the gazer disappears back in your dreams.

Twist of Body and Mind (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to unleash the energies of the Far Realm upon a creature within 60 feet of you that you can see.

The creature must succeed on a Wisdom saving throw, or suffer 3d6 necrotic and 3d6 psychic damage. If this damage reduces the creature to 0 hit points, then its body twists and transforms into a gibbering mouther (MM pg. 157), leaving behind any equipment it might have carried.

The mouther follows simple mental commands laid out by you. It lasts for 10 minutes and then also dies, dissolving into a pile of goo and twisted organs.

Aberrant Eyes (8 psi points): While focusing on this discipline, as an action you can spend 8 psi points to summon a spectator (MM pg. 30).

The spectator follows your mental commands and remains for 1 hour, until it is reduced to 0 hit points, or until you stop focusing on this discipline. When one of these conditions are met, the spectator disappears.

You can have a number of summoned spectators at the same time, equal to your Charisma modifier.

Astral Call

Psionic Discipline – Dreaming

You learn ways to link your mind to the stars themselves and use their power.

Focus: While focusing on this discipline, you can use your action to create a stellar mote that casts dim light in a 20 feet radius. The mote lasts for 1 hour, or until you stop focusing on this discipline.

The mote appears above your head and while it lasts you can use your bonus action to move it up to 30 feet.

Revealing Star (3 psi points): While focusing on this discipline, as a bonus action you can spend 3 psi points to cause the light cast by your stellar mote reveal any invisible creatures that it is illuminating, while they are inside the light radius.

Astral Projection (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to project your consciousness to a location you have visited before for 1 minute. You appear in this location as a translucent copy of yourself. You can see, hear, speak and move as normal, but you are incorporeal and cannot otherwise interact with objects and creatures. While this lasts your actual body is blind, deaf and incapacitated and cannot move.

The location can be anywhere on the same plane as you are. If your astral projection suffers any damage, then you suffer the damage, but it is converted to psychic first.

Dire Radiance (7 – 17 psi points): While focusing on this discipline, as an action you can spend psi points to
cast the spell sickening radiance.

Starfall (9 – 17 psi points): While focusing on this discipline, as an action you can spend psi points to cast the spell starfall.

Psionic Disciplines Descriptions

Aura of Despair

Psionic Discipline – Empathic

You project an aura of despair that numbs the minds and senses of nearby creatures.

Focus: While focusing on this discipline, you project an aura 30 feet around you. When a creature in the aura makes a Wisdom or Charisma ability check you can choose to grant that creature disadvantage on the check.

Sorrow: (1 – 9 psi points): While focusing on this discipline, as a bonus action you can spend 1 psi point to imbue a creature in the aura with a sense of great sorrow. The creature must succeed on a Charisma saving throw, or it can't take any reactions until the end of its next turn.

You can spend additional psi points to also deal psychic damage on a failed saving throw. For every extra psi point you spent, the damage increases by 1d10.

Call to Inaction (2 – 20 psi points): While focusing on this discipline, as an action you can spend 2 psi points to cause an overwhelming sensation of ennui take hold of a creature in the aura. The creature must succeed on a Wisdom saving throw, or become incapacitated and have its speed reduced to 0 for 10 minutes. A creature immune to becoming charmed automatically succeeds. If the creature takes any damage while this effect is active, then the effect ends.

You can spend additional psi points to target additional creatures in the aura. For every extra 2 psi points you spent, you can target one additional creature.

Visions of Despair (3 – 16 psi points): While focusing on this discipline, as an action you can spend 3 psi points to cause a creature of your choice in the aura overwhelming despair. The creature must make a Charisma saving throw, suffering 5d6 psychic damage, having its speed reduced to 0 and suffering disadvantage on attack rolls for 1 minute.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can spend additional psi points to increase the damage caused. For every extra 2 psi points you spent, the damage increases by 1d6.

Aura of Elation

Psionic Discipline – Empathic

You project an aura of heightened sensations and shared feelings, shielding the minds of your allies.

Focus: While focusing on this discipline, you project an aura 30 feet around you. You and all allies in the aura add 1d4 on any Wisdom or Charisma saving throw they make.

Steel Heart: (1 psi point): While focusing on this discipline, when an ally in the aura makes a saving throw against becoming frightened, you can spend 1 psi point to grant the ally advantage on the save.

Outburst (3 psi points): While focusing on this discipline, as a reaction when you or an ally in the aura take damage you can spend psi points to release a burst of psychic energy that surges out around you. Each enemy in the aura must succeed on a Wisdom saving throw, taking 4d6 psychic damage on a failure and half as much on a success.

Aura of Fear

Psionic Discipline – Empathic

You project a dark aura of fear that threatens to envelop nearby creatures in terror.

Focus: While focusing on this discipline, you project an aura 30 feet around you. You have advantage on Charisma (Intimidation) checks against creatures in the aura.

Also if a creature that isn't immune to becoming frightened makes an attack while in the aura, you can use your reaction to impose disadvantage on the attack.

Repulsion: (1 – 20 psi points): While focusing on this discipline, as a bonus action you can spend 1 to 20 psi points to imbue your aura with feelings of repulsion and fear. When a creature attempts to enter the aura, or starts its turn there, you can choose to have it make a Charisma saving throw. If it fails then it can't enter your aura, and if it started inside then it must move outside.

You have a number of uses of this feature, equal to the number of psi points you used. This benefit lasts for 1 hour, until you stop focusing on this discipline, or until you use this option again.

Eye of Horror (2 – 20 psi points): While focusing on this discipline, as an action you can spend 2 psi points to cause an overwhelming sensation of horror grip the hearts of creatures. One creature in the aura must make a Wisdom saving throw, taking 2d10 psychic damage and becoming frightened for 1 minute on a failure.

While frightened the creature must use its move to move further away from you as long as it can see you. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can repeat the saving throw. A creature immune to becoming frightened, is immune to this effect.

A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can spend additional psi points to either increase the damage caused, or target additional creatures in the aura. For every extra 2 psi points you spent, the damage increases by 1d10, or you can target one additional creature.

Crippling Fear (7 psi points): While focusing on this discipline, as an action you can spend 7 psi points to force a number of creatures of your choice in the aura to make a Wisdom saving throw, suffering 6d6 psychic damage and becoming frightened for 1 minute on a failure, and half as much psychic damage on a success. Creatures immune to becoming frightened are immune to this effect.

While frightened, creatures are incapacitated and have their speed reduced to 0. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Psionic Discipline Descriptions

Aura of Fury

Psionic Discipline – Empathic

You project an aura of ire that threatens to consume nearby creatures in your anger.

Focus: While focusing on this discipline, you project an aura 30 feet around you. You and all allies in the aura add 1d4 to the damage rolls of weapon attacks.

Primal Fury (1 – 20 psi points): While focusing on this discipline, as an action you can spend 1 psi point per creature of your choice currently in the aura to force them to use their reaction to move up to their speed in a straight line towards their closest enemy.

If the creature is unwilling, then it can attempt to resist this by succeeding on a Wisdom saving throw, also taking 1d6 psychic damage on a failure. Creatures immune to becoming charmed are immune to this effect.

Ire Strike (3 psi points): While focusing on this discipline, as a reaction when you or an ally in the aura makes a weapon attack, you can spend 3 psi points to strengthen the strike with the anger of all your allies.

The attack deals additional psychic damage, equal to 1d6 times the number of allies (including you) in the aura.

Rage (3 psi points): While focusing on this discipline, as a bonus action you can spend 3 psi points to force a creature in your aura to rage for 1 minute. If the creature is unwilling, then it can attempt to resist this by succeeding on a Wisdom saving throw. Creatures immune to becoming charmed are immune to this effect.

While raging, the creature has advantage on Strength checks and Strength saving throws and when it makes a melee weapon attack using Strength, it gains a bonus to the damage roll equal to your Charisma modifier (minimum 1).

In addition, if the creature is able to cast spells, it can’t cast them or concentrate while raging, nor can it focus on psionic disciplines. A creature that is raging may attempt a Wisdom saving throw at the end of each of its turns, ending the effect on a success.

Aura of Passion

Psionic Discipline – Empathic

You project an aura that awakens passions, inspires courage and strengthens people.

Focus: While focusing on this discipline, you project an aura 30 feet around you. You and any ally in the aura have advantage on Charisma (Performance) and Charisma (Persuasion) ability checks.

Inflame Passion (2 psi points): While focusing on this discipline, as a reaction when a creature in the aura makes a saving throw against becoming charmed or frightened, you can spend 2 psi points to grant the creature advantage on the saving throw.

If the creature succeeds on the saving throw, then it can use its reaction to make a melee weapon attack against a target it can reach.

Inspiring Presence (3 – 9 psi points): While focusing on this discipline, as a bonus action you can spend 3 psi points to grant a creature in the aura a 1d6 inspiration die that lasts for 10 minutes, even if your focus on the discipline ends. During that time the creature can roll the die and add the result to any one ability check, attack roll, or saving throw it makes.

A creature can have only one inspiration die at a time. You can increase the die size by spending additional psi points. For 5 psi points the die is a d8, for 7 psi points a d10 and for 9 psi points a d12.

Empowering Passion (1 – 20 psi points): While focusing on this discipline, as an action you can spend psi points to grant a creature in the aura 1d6 temporary hit points per psi point you spend that last for 1 hour. While the creature still has these temporary hit points it also has advantage on Wisdom and Charisma saving throws.

The creature can also choose to expend any number of these temporary hit points before making an attack. If the attack hits, then it deals additional damage equal to the number of temporary hit points expended.

Awaken the Far Realm

Psionic Discipline – Dreaming

You summon forth the psionic energies of godlike entities from the Far Realm opening the minds of creatures around you to the terrors beyond. Care should be taken for you are calling upon unfathomable horrors.

Focus: While focusing on this discipline, as an action you can target on a single creature within 60 ft. that you can see. That creature must make a Wisdom saving throw, taking 1d4 psychic damage and suffering disadvantage on the next attack roll it makes before the end of its next turn on a failure.

The damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Arms of Hadar (2 – 17 psi points): While focusing on this discipline, you can spend psi points to cast the spell arms of Hadar.

Crown of Madness (3 psi points): While focusing on this discipline, you can spend 3 psi points to cast the spell crown of madness.

Hunger of Hadar (5 psi points): While focusing on this discipline, you can spend 5 psi points to cast the spell hunger of Hadar.

Black Tentacles (7 psi points): While focusing on this discipline, you can 7 spend psi points to cast the spell Evard's black tentacles.

Psionic Discipline Descriptions

Blade Projection

Psionic Discipline – Telekinetic

You channel psionic power as you attack, willing your weapon to have a much longer reach than possible.

Focus: While focusing on this discipline, when you make a melee attack with a weapon, the reach for that attack increases by 10 ft., and any weapon damage you inflict is force damage.

Far Strike (1 – 10 psi points): While focusing on this discipline, when you make a melee weapon attack you can spend psi points, gaining a +10 feet bonus to your reach for each psi point spent.

Winged Weapon (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points, to throw your weapon as if it had the thrown property and a range of 60/240 ft. If you hit, then the target and any creature within 10 ft. of it must make a Strength saving throw, taking 3d10 force damage and getting knocked prone on a failure, or half as much damage on a success.

The weapon then flies back to your hand.

Body Manipulation

Psionic Discipline – Psychosomatic

You use your psionic powers to alter your physical form.

Focus: While focusing on this discipline you can add 1d4 on any Strength, Dexterity or Constitution ability check you make.

Muscle Growth (1 – 10 psi points): While focusing on this discipline, as an action you can spend psi points, increasing your Strength score by 1 for each psi point you spend. This bonus lasts for 1 minute, until you stop focusing on this discipline, or until you use this option again.

Flexible Bones (2 psi points): While focusing on this discipline, as an action you can spend 2 psi points to make your bones flex. For 1 minute your Dexterity score increases by 2, you can squeeze through openings that a creature one size category smaller than you could squeeze through, and you have advantage on checks to escape grapples and restrains.

Enhance Senses (3 psi points): While focusing on this discipline, you can spend 3 psi points to gain advantage on Wisdom (Perception) checks that rely on sight, hearing or smell, and also gain 60 ft. darkvision for 10 minutes.

Alter Self (3 psi points): While focusing on this discipline, you can spend 3 psi points to cast the spell alter self.

Catalyst

Psionic Discipline – Empathic

You project an aura precipitance, goading yourself and your allies into action.

Focus: While focusing on this discipline, you project an aura 30 feet around you. When making an Initiative check, you and any ally in the aura can add 1d4 to the check.

Incite Action (1 psi point): While focusing on this discipline, as a reaction when an ally in the aura hits a target with an attack, you can spend 1 psi point to make a weapon attack against the same target.

Surge of Violence (1 – 10 psi points): While focusing on this discipline, when you hit a target with a weapon attack, you can choose a number of allies in the aura and spend 1 psi point for each. These allies can then use their reaction to make a weapon attack against the same or a different target.

Celerity

Psionic Discipline – Psychosomatic

You channel psionic power into your body, honing your reflexes and agility to an incredible degree. In your eyes, the world seems to slow down while you continue to move as normal.

Focus: While focusing on this discipline, your speed increases by 10 feet and you have advantage on Initiative checks.

Rapid Reaction (1 psi point): While focusing on this discipline, if you are surprised, you can spend 1 psi point to no longer be surprised.

Seize the Initiative (1 – 5 psi points): While focusing on this discipline, when you roll Initiative, you can spend psi points, gaining a +2 bonus to your Initiative roll for each psi point spent.

Surge of Speed (1 psi point): While focusing on this discipline, as a bonus action you can spend 1 psi point to use the Dash action.

Surge of Action (5 psi points): While focusing on this discipline, you can spend 5 psi points to gain an additional action this turn. You can only do this once per round.

Psionic Discipline Descriptions

Conquering Mind

Psionic Discipline – Telepathic

By channeling psionic power, you gain the ability to control other creatures by substituting their will for your own.

Focus: While focusing on this discipline, you have advantage on Charisma ability checks and saving throws.

Exacting Query (1 psi point): While focusing on this discipline, as an action you can spend 1 psi point to target a creature you can see and that you can communicate with and ask a single question that can be answered with one word. The target makes a Charisma saving throw.

On a failed save, the target truthfully answers. On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.

Occluded Mind (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to target a creature you can see and that you can communicate with. The target makes a Wisdom saving throw.

On a failed save, the target believes one statement of your choice for the next 10 minutes. The statement can be up to ten words long, and must describe you or a creature or object the target can see.

On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.

Broken Will (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to target a creature you can see and that you can communicate with. The target makes a Wisdom saving throw.

On a failed save, the target is charmed by you for 1 minute, and you also choose the target’s movement and actions on its next turn.

On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.

Enthral (7, 9, or 15 psi points): While focusing on this discipline, as an action you can spend 7 psi points to cast the spell dominate beast, or 9 psi points to cast the spell dominate person, or 15 psi points to cast the spell dominate monster.

Corrosive Metabolism

Psionic Discipline – Psychosomatic

Your control over your body allows you to produce acid to harm your foes.

Focus: While focusing on this discipline, you have resistance to acid damage. In addition you can make a melee discipline attack against one creature within 5 feet of you. On a hit the target takes 1d10 acid damage.

The damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

Acid Spray (2 – 20 psi points): While focusing on this discipline, as a reaction when you take piercing or slashing damage, you can spend 2 psi points to cause acid to spray from the wound. Each creature in a 5 feet radius around you must make a Dexterity saving throw, taking 2d6 acid damage on a failure and half as much on a success.

You can increase the damage by 1d6 for every 2 psi points you spent above 5.

Acid Breath (2 – 20 psi points): While focusing on this discipline, as a bonus action you can spend 2 psi points to exhale a wave of acid in a 30 feet long line, 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 3d6 acid damage on a failure and half as much on a success.

You can increase the damage by 1d6 for every 2 psi points you spent above 5. In addition, if you spent a total of 7 psi points or more, then the line becomes 60 feet long.

Acidic Mist (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to cause an acidic mist to erupt in a sphere from you in a 20 feet radius. The mist spreads around corners.

The area is heavily obscured and the mist lasts for 1 minute, even if you end your focus, unless it is dispersed by a wind of moderate or greater speed (at least 10 miles per hour).

Any creature other than you that enters or ends its turn in the mist takes 3d6 acid damage and is blinded until the start of its next turn.

Psionic Discipline Descriptions

Creation

Psionic Discipline – Shaping

You learn the ability to create matter with just the power of your mind.

Focus: While focusing on this discipline, you can use your bonus action to create a solid, nonliving, nonmagical item, no more than 5 feet long in any dimension, weighing no more than 20 lbs., that can be held, anywhere within 15 feet of you. The item lasts for 10 minutes. You are proficient with any weapon you create with this feature.

You can have a number of such items existing at the same time, equal to your Wisdom modifier (minimum 1). If you create any more, then the oldest item in order vanishes.

Mind's Weapon (1 psi point): While focusing on this discipline, when you make an attack with a weapon you created with this discipline, you can spend 1 psi point to use your Intelligence modifier instead of your Strength or Dexterity modifier for the attack roll and the damage you deal.

Endless Assault (1 psi point): While focusing on this discipline, when you take the attack action you can then spend 1 psi point as a bonus action to make one additional attack with a weapon you created with this discipline.

Psionic Armor (3 – 20 psi points): While focusing on this discipline, as an action you can spend psi points to create a suit of transparent armor that lasts for 1 hour and encases you completely. The armor grants you an AC of 14 plus your Dexterity modifier, resistance to bludgeoning, piercing and slashing damage, and temporary hit points equal to the number of psi points you spent.

The armor is destroyed if these temporary hit points are lost. When it does, you can use your reaction to spend psi points to recreate it.

Barrage (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to cast the spell conjure barrage.

Major Creation (7 psi points): While focusing on this discipline, as an action you can spend 7 psi points to cast the spell fabricate.

Disruption of Motion

Psionic Discipline – Telekinetic

You learn how to use psionic energies to disrupt and stop the motion of objects and creatures.

Focus: While focusing on this discipline, you can use your reaction when you are targeted by a ranged weapon attack to redirect it to a creature that is within 30 feet of you. That creature becomes the target of the attack.

Cranial Disturbance (1 – 10 psi points): While focusing on this discipline, as an action you can spend 1 psi point to create a force field covering the head of a creature within 60 feet of you that you can see, and causing pain with even the slightest movement.

The creature must make a Constitution saving throw, taking 1d6 bludgeoning damage and suffering disadvantage on Wisdom (Perception) ability checks that rely on sight or hearing and disadvantage on attack rolls on a failure, and only half damage, with no other effects on a success. A creature with no discernible head, is immune to this effect, and a creature with multiple heads has advantage on the saving throw.

If the creature fails the save by 5 or more, then it also becomes incapacitated until the end of its next turn. If it fails by 10 or more it becomes stunned until the end of its next turn.

You can increase the damage caused by spending additional psi points. For every extra psi point you spent, the damage increases by 1d6.

Restrain (3 – 17 psi points): While focusing on this discipline, as an action you can spend 3 psi points to completely restrain the movement of a creature within 60 feet of you that you can see. The creature must make a Strength saving throw, becoming paralyzed on a failure, as you lock its body in place, for 1 minute.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can target additional creatures by spending extra psi points. For every 2 extra psi points you spend, you can target one extra creature. All targeted creature must be within 30 feet of one another.

Force Mire (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to create a mire of telekinetic force in a sphere with a radius of 20 feet, originating from a point within 120 feet that you can see that lasts for 1 minute.

Any creature entering, or starting its turn in the area must make a Strength saving throw, having its speed reduced to 10 feet and suffering disadvantage on attack rolls on a failure, and only treating the area as difficult terrain on a success.

Force Field (9 psi points): While focusing on this discipline, as an action you can spend 9 psi points to cast the spell wall of force.

Psionic Disciplines Descriptions

Dreamscape

Psionic Discipline – Dreaming

You learn the ability to influence the minds and dreams of creatures, and guide them into slumber.

Focus: While focusing on this discipline, you don't need to sleep. Instead of sleeping during a long rest, you remain conscious and as long as you only perform light activities for the duration of the long rest, you gain the same benefits as you would from 8 hours of sleep.

Deep Slumber (2 – 19 psi points): While focusing on this discipline, as an action you can spend 2 psi points to cause a creature within 60 feet of you that you can see, fall into a deep slumber.

The creature must make on a Wisdom saving throw. If it fails, then it is charmed by you and becomes incapacitated for 1d4 rounds and once that time period passes it falls unconscious for 1 minute.

If it succeeds, then it becomes incapacitated until the start of your next turn. The creature can repeat the saving throw when it takes damage, ending the effect on a success.

You can increase the duration that the creature remains unconscious by spending extra psi points. If you spend 3 psi points, then the unconsciousness duration increases to 10 minutes. If you spend 5 psi points, the unconsciousness duration increases to 1 hour.

For every 2 psi points above that the duration further increases by 1 hour, or you can target one additional creature that is within 10 ft of the another creature you target.

Night Terrors (3 – 17 psi points): While focusing on this discipline, as an action you can spend 3 psi points to to reach into a creature's subconscious and draw from it its worst nightmares. The creature must make a Wisdom saving throw, taking 3d10 psychic damage and becoming frightened of you for 1 minute on a failure and only half as much damage on a success.

Also on a failure, the creature is haunted by these nightmares. If the creature attempts a long rest in the next 24 hours then it repeats the saving throw at the end of its next long rest, and if it fails then it takes another 3d10 psychic damage and doesn't benefit from the long rest at all.

You can increase the damage dealt by 1d10 for every 2 psi points you spent above 3. In addition, for every 4 total psi points you use, the creature is haunted by its nightmares for 1 extra day, having to repeat the saving throw at the end of any long rests it takes for the duration.

Dream (9 psi points): While focusing on this discipline, as an action you can spend 9 psi points to cast the spell dream.

Ecstasy

Psionic Discipline – Empathic

You've learned ways to bring overwhelming sensations forth in a creature.

Focus: While focusing on this discipline, you have advantage on saving throws against effects that would make you charmed or frightened.

In addition, as a reaction when a creature within 30 feet of you makes a saving throw against becoming charmed or frightened, you can grant that creature a bonus to the save, equal to your Charisma modifier.

Ecstasy of Battle (1 psi point): While focusing on this discipline, as a bonus action you can spend 1 psi point to grant yourself, or a creature within 30 feet of you that you can see, a euphoric joy of battle. The target can make one additional attack with the attack action the first time it uses it before the end of your next turn.

Rapture of Self (2 – 20 psi points): While focusing on this discipline, as an action you can spend 2 psi points to rapture the mind and senses of a creature within 60 feet of you that you can see. The creature must make a Charisma saving throw, suffering disadvantage on Intelligence and Wisdom ability checks and saving throws for 10 minutes.

If the creature suffers damage while under this effect, it also takes 1d6 psychic damage and can repeat the saving throw.

You can target additional creatures within 20 feet of the original creature by spending an extra 2 psi points per creature.

Euphoric Stupor (5 – 19 psi points): While focusing on this discipline, as an action you can spend 5 psi points to overload the senses of a creature within 60 feet that you can see. The creature senses various colors, shapes, sounds and scents dancing around it, and must make a Wisdom saving throw.

On a failure the creature is incapacitated, has its speed reduced to 10 feet and can't perceive anything with its senses that is more than 10 feet away from it for 1 hour.

On a success the creature is incapacitated until the end of its next turn.

If the creature failed the saving throw by 5 or more, then it is also unaware that it has been affected until the duration ends as its mind is distracted by the sensations.

The creature can repeat the saving throw each time it suffers damage, ending the effect on a success. You can target additional creatures by spending extra psi points.

For every 2 extra psi points you spend, you can target one extra creature, All targeted creatures must be within 30 feet of one another.

Psionic Disciplines Descriptions

Emotional Siphon

Psionic Discipline – Empathic

You learn to use your psionic abilities to drain creatures of their emotions and reactions.

Focus: While focusing on this discipline, you remove all emotions from yourself, granting you immunity to the charmed and frightened conditions and advantage on Charisma (Deception) ability checks.

Mental Balance (2 – 20 psi points): While focusing on this discipline, as an action, or a reaction when a creature within 30 feet of you that you can see becomes charmed or frightened, you can spend 2 psi points to remove the condition from it.

You can target additional creatures that are charmed or frightened if you spend extra psi points. For every 2 extra psi points you spend, you can target one additional creature.

Strip the Will to Fight (3 – 17 psi points): While focusing on this discipline, as an action you can spend 3 psi points to cause a creature within 60 feet of you that you can see to lose the will to fight.

The creature must make a Charisma saving throw. If failed, then for 1 minute, the creature can only take the dash, dodge, disengage or hide actions. If the creature takes any damage while this effect is active, then the effect ends. Furthermore, you and allies have advantage on Charisma ability checks against the creature, if attempting to convince it to stop fighting.

You can spend additional psi points to target additional creatures within 60 feet of you that you can see. For every extra 2 psi points you spent, you can target one additional creature.

Soul Drain (3 – 17 psi points): While focusing on this discipline, as an action you can spend 3 psi points to cause a drain on the soul of a creature that you can see within 60 feet of you. The creature must make a Charisma saving throw. If failed, then it takes 3d8 psychic damage and is affected by soul drain for 1 minute. While affected, the creature is also incapacitated.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success, or suffering 3d8 psychic damage on a failure.

You can target additional creatures by spending extra psi points. For every 2 extra psi points you spend, you can target one extra creature, All targeted creatures must be within 30 feet of one another.

Endless Void

Psionic Discipline – Dreaming

You learn how to connect with the endless void between the stars and use your mind to bring it closer.

Focus: While focusing on this discipline, you cause bright light in a 30 feet radius from you to turn to dim light, and dim light to darkness. The area moves with you and is always centered on you. You can turn the lights back to normal at any time as bonus action. Whether it is darkness, or dim light caused by this discipline, you can always see normally in it.

Chilling Void (2 – 20 psi points): While focusing on this discipline, as an action you can spend 2 psi points to shroud a creature within 60 feet of you in a darkness that saps its energy and lasts for 1 minute. The creature must succeed on a Constitution saving throw, or take 2d6 cold damage.

Furthermore, the creature is shrouded in this darkness. For the duration anything that is more than 30 feet away from it is heavily obscured from the creature, and everything else lightly obscured.

Also for the duration, the creature takes 1d6 cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can target additional creatures, by spending 2 extra psi points per creature. All targeted creatures must be within 30 feet of one another.

Maddening Void (4 – 20 psi points): While focusing on this discipline, as an action you can spend 4 psi points to shroud a creature within 60 feet of you in a darkness that whispers with the voices beyond the void, and lasts for 1 minute. The creature must succeed on a Wisdom saving throw, or become frightened and blinded for the duration.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can target additional creatures, by spending 2 extra psi points per creature. All targeted creatures must be within 30 feet of one another.

Devouring Void (5 psi points): While focusing on this discipline, as a bonus action you can spend 5 psi points to create a link between your body and the void for 1 minute.

While this link lasts, you can use your action to extend your palm and make a melee discipline attack against a creature of your choice within 5 feet of you. On a hit, the creature takes 5d10 necrotic damage and you regain hit points equal to your Intelligence modifier.

If this damage reduces the creature to 0 hit points, then its body is devoured by the void, stretching and vanishing through your palm, and you gain temporary hit points equal to half the damage you dealt that last for 1 hour.

Psionic Disciplines Descriptions

Force Mastery

Psionic Discipline – Telekinetic

You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.

Focus: While focusing on this discipline, as an action, you can project a fist sized lump of kinetic force. Make a melee discipline attack against a creature within 5 feet of you, or a ranged discipline attack against one within 30 feet.

On a hit, the creature takes 1d8 force damage and, if it is large or smaller, is pushed 10 feet away from you. This damage increases to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level.

Force Hammer (2 – 20 psi points): While focusing on this discipline, as an action you can spend 2 psi points to cause overwhelming force to crush your enemies into the ground. Each creature within a 10 feet radius from a point within 60 feet of you that you can see must make a Strength saving throw. If it fails, it takes 3d6 force damage and is knocked prone, if it succeeds it takes half as much damage and isn't knocked prone.

You can spend additional psi points to increase the damage caused. For every extra 2 psi points you spent, the damage increases by 1d6.

If you spend 5 or more total points, creatures that fail the save cannot stand up until the end of your next turn, as the lingering force keeps them pinned to the ground.

Kinetic Barrier: (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to gain a +2 bonus to AC and resistance to bludgeoning, piercing, slashing and force damage for 1 hour.

While this barrier is active, any time you take damage of the above types, you gain a kinetic force die, a 1d6. The maximum number of kinetic force dice you can have is equal to you Intelligence modifier plus your Wisdom modifier (minimum 1).

When your focus on this discipline ends, or as a reaction in response to taking damage, you release all this stored energy, spending all the dice you have gathered so far. All creatures within 10 feet of you must make a Strength saving throw, taking force damage equal to the roll of all the kinetic force dice you had and pushed 10 feet away from you on a failure, or half as much damage and aren't pushed back on a success.

Telekinetic Wave (3 – 17 psi points): While focusing on this discipline, as an action you can spend 3 psi points to cause a wave of telekinetic energy to burst away from you. Each creature in a 20 feet cone must make a Strength saving throw, taking 3d8 force damage and if it is large or smaller, pushed 10 feet away from you on a failure, or half as much damage and isn't pushed away from you on a success.

You can spend additional psi points to increase the damage caused. For every extra 2 psi points you spend the damage increases by 1d8. In addition, for every 3 extra psi points you use on this discipline, the cone size and push distance both increase by 10 feet.

Grasp and Crush (5 – 17 psi points): While focusing on this discipline, as an action you can spend 5 psi points to telekinetically grasp a number of creatures equal to your Intelligence plus your Wisdom modifier (minimum 1), that are within a 20 feet radius from a point up to 120 feet away from you that you can see.

Any of the creatures that fail a Strength saving throw take 7d6 bludgeoning damage and are restrained until the end of your next turn. Creatures that succeed only take half as much damage and are not restrained.

You can spend additional psi points to increase the damage caused. The damage increases by 1d6 for every 2 extra psi points you spend.

Iron Durability

Psionic Discipline – Psychosomatic

This discipline grants you unmatched toughness and resilience on the battlefield.

Focus: While focusing on this discipline, you gain resistance to poison, bludgeoning, piercing and slashing damage.

Iron Hide (1 – 10 psi points): While focusing on this discipline, as an action you can spend psi points, gaining an AC equal to 10 + your dexterity modifier + the psi points you spent, for 10 minutes.

Replenished Body (2 psi points): While focusing on this discipline, as a bonus action, you can spend 2 psi points and 1 hit die. You roll the die and add your Constitution modifier to it, then regain hit points equal to the total.

Elemental Adaptation (5 – 10 psi points): While focusing on this discipline, as a reaction when you take acid, cold, fire, lightning, or thunder damage, you can spend 5 psi points to gain resistance to the damage. This benefit lasts for 1 hour for this damage type, until you stop focusing on this discipline, or until you use this option again.

You can spend an additional 5 psi points to gain immunity instead of resistance to the damage.

Psionic Disciplines Descriptions

Intellect Fortress

Psionic Discipline – Telepathic

You forge an indomitable wall of psionic energy around your mind – one that allows you to launch reflexive counter attacks against your opponents.

Focus: While focusing on this discipline, melee and ranged attacks made against you have disadvantage as long as you can see your attacker. If the attack hits you, the attacker takes psychic damage equal to half your mystic level (rounded up).

Mind Shield (1 psi point): While focusing on this discipline, as a reaction when you have to make an Intelligence, Wisdom or Charisma saving throw, you can spend 1 psi point to add your Intelligence modifier to the roll.

Constant Vigil (3 psi points): While focusing on the discipline, when you use your reaction, you can spend 3 psi points to be able to take another reaction before the start of your next turn.

Kinetic Manipulation

Psionic Discipline – Telekinetic

You focus your mind and move objects and creatures around with unparalleled mastery.

Focus: While focusing on this discipline, you add your Intelligence modifier on Strength and Dexterity ability checks and saving throws.

Telekinesis (1 – 20 psi points): While focusing on this discipline, as an action you can spend psi points to move an object within 60 feet of you that you can see, weighing up to 200 lbs per 1 psi point spent. You can move the object up to 30 feet in any direction, even in the air and the object hovers there until the end of your next turn.

You can keep using your action for up to 1 minute to continue moving the object, as long as the object is never more than 60 feet from you.

During that time you may choose to move a different object, as long as the object's weight doesn't exceed the original weight limit.

You also may attempt to move a huge or smaller creature within this weight limit. If the creature is unwilling, then it may attempt a Strength saving throw to resist the effect and may repeat the save at the end of each of its turns for as long as the effect lasts. For as long as the creature fails the saving throw, it is also restrained.

Living Missile (4 psi points): While focusing on this discipline, as an action you can spend 4 psi points to grasp a medium or smaller creature within 120 feet that you can see in a telekinetic grip and forcefully and repeatedly slam it. The creature must make a Strength saving throw becoming restrained for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

While the creature is restrained, you can use your bonus action to slam it into a solid object like a wall, or another creature that is within 30 feet of it. Against an object, the restrained creature takes 4d10 bludgeoning damage and falls prone. Against another creature, the second creature must succeed on a Dexterity saving throw, or both creatures take 2d10 bludgeoning damage each and fall prone.

Psionic Trebuchet (9 psi points): While focusing on this discipline, as an action you can spend 9 psi points to launch an object weighing between 50 and 200 lbs that is within 10 feet of you. Make a ranged discipline attack with a normal range of 300 feet and a maximum range of 1,200 feet. On a hit, the target and the object both take 8d10 bludgeoning damage.

Focus: While focusing on this discipline, you can link yourself with a number of willing creatures within 30 feet of you that you can see equal to your Intelligence modifier plus your Charisma modifier (minimum 1). The link to each creature lasts while it is in the same plane as you and alive.

While linked in this way, you and each linked creature are aware of each other's health status, whether someone linked is in pain, unconscious, frightened, angry or happy.

Linked Strength (1 psi point): While focusing on this discipline, as a bonus action you can spend 1 psi point to use the lifeforce link to grant one linked creature the Strength or Dexterity of another. Until the start of your next turn, the creature granted this boon uses the Strength or Dexterity (your choice) ability score of another linked creature of your choice.

Shared Pain (1 – 20 psi points): While focusing on this discipline, as a reaction when you or a linked creature suffers damage, you can spend psi points to reduce the damage caused by 1d6 per psi point. This damage reduction is then converted to psychic damage that is shared among the rest of the linked creatures (minimum 1 damage per creature).

Life Transference (1 – 20 psi points): While focusing on this discipline, as an action you can spend psi points to transfer hit points from one linked creature to another. For every psi point you spend you can transfer 5 hit points. The donor's hit points are reduced by the amount of hit points transferred, and the recipient regains that number of hit points.

There can be multiple donors, but only one recipient and all donors must contribute the same number of hit points.

Shared Hearts (4 psi points): While focusing on this discipline a linked creature can, as a bonus action, spend 4 of your psi points, to remove one condition from another linked creature. The condition can be charmed, paralyzed, frightened or unconscious.

Psionic Disciplines Descriptions

Mantle of Awe

Psionic Discipline – Telepathic

You learn to manipulate others in a subtle combination of charm and psychic power.

Focus: While focusing on this discipline, you gain a bonus to Charisma ability checks equal to your Intelligence modifier.

In addition, you can use your action to gain advantage on all Charisma ability checks for 1 minute, directed at one creature of your choice that isn't hostile towards you.

Charming Presence (1 – 20 psi points): While focusing on this discipline, as an action you can spend psi points to exert a telepathic influence upon others. Roll 3d8 for each psi point you spend. The result is the total number of hit points of creatures that you can influence, starting with the creature with the lowest hit points and working up. All creatures must be within 30 feet of you, not engaged in combat, not immune to becoming charmed and not unconscious.

Each creature affected by this option is charmed by you and regards you as a friendly acquaintance for 10 minutes.

Center of Attention (3 – 18 psi points): While focusing on this discipline, as an action you can spend 3 psi points to exert an aura that demands a creature's attention. Choose a creature that can both see and hear you, within 60 feet of you. The creature must make a Wisdom saving throw. If it fails, then it is so thoroughly distracted by your presence that it treats all other creatures as invisible to it for 1 minute, as long it can continue to see and hear you for the duration.

You can influence more creatures in this way. For every 3 extra psi points you spend on this option, you can influence one additional creature in this way.

Dread Presence (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to cause irrational fear to others. Each creature in a 30 feet cone that can see you must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute.

While frightened, a creature must take the dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, it can repeat the saving throw.

Mastery of Body

Psionic Discipline – Psychosomatic

You have gained near full mastery of your body and can use your psionic energy to adapt it.

Focus: While focusing on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleep during any of it.

Replenished Stamina (2 psi points): While focusing on this discipline, as an action you can spend 2 psi points to reduce your exhaustion level by 1.

Replenished Health (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to remove one disease currently afflicting you, or the blinded or deafened condition.

Environmental Adaptation (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to ignore the effects of extreme heat or cold (but not fire or cold damage), or high altitude, or extreme water depths for 1 hour.

Elemental Adaptation (5 – 10 psi points): While focusing on this discipline, as a reaction when you take acid, cold, fire, lightning, or thunder damage, you can spend 5 psi points to gain resistance to the damage. This benefit lasts for 1 hour for this damage type, until you stop focusing on this discipline, or until you use this option again.

You can spend an additional 5 psi points to gain immunity instead of resistance to the damage.

Spawn Double (15 psi points): While focusing on this discipline, as an action you can spend 15 psi points to split a small part of yourself that over the course of 24 hours will grow into a mindless and soulless exact duplicate body.

The process is taxing; when you do so, your hit points and hit point maximum are reduced to half until you take your next long rest, and you lose all your hit dice. The body is inert and lasts for 10 days without needing food or drink, even if you aren't focusing on this discipline, and then it starts to rapidly decay, turning into dust within a day.

At any time during these 10 days, you can transfer your consciousness to this body, as long as it is in the same plane as you, in one of the following ways:

  • You use your reaction, when you are reduced to 0 hit points.
  • You use your action to touch the body and transfer yourself into it.
  • You die.

When you do, your original body dies, and you wake up in your new body. You retain all your statistics in your new body, maintaining the number of current psi points you had before the transfer, but your hit points and hit die are at maximum. You can only have one such spare body at a time. If you create a new one, the old one turns to dust.

Psionic Disciplines Descriptions

Mastery of Energy

Psionic Discipline – Shaping

You gain the ability to manipulate elemental energies around you.

Focus: While focusing on this discipline, as an action, you can unleash an arc of lightning towards one creature you can see within 15 feet of you. The target must succeed on a Dexterity saving throw or take 1d12 lightning damage.

Αt 5th level you unleash two such arcs of lightning against targets within 15 feet of you. This number increases to three at 11th level and four at 17th level. You can choose to target the same or different creatures with any number of arcs.

Energy Dispersal (1 – 20 psi points): While focusing on this discipline, as a reaction when you take cold, fire, lightning, radiant, or thunder damage, you can spend psi points to disperse part of the energy. For each psi point you spend, you reduce the damage by 1d6.

In addition, each creature within 10 feet of you must succeed on a Dexterity saving throw, or take as much damage as you dispersed, of the same type.

Energy Beam (2 – 16 psi points): While focusing on this discipline, as a bonus action, you can spend 2 psi points to release beams of radiant energy from your eyes. Make a ranged discipline attack against a creature within 120 feet of you that you can see. On a hit the target takes 1d6 fire and 1d6 radiant damage.

You can spend additional psi points to increase the damage caused. For every extra 2 psi points you spend both the fire and radiant damages increase by 1d6.

Energy Theft (3 – 17 psi points): While focusing on this discipline, as an action, you can spend 3 psi points to remove energy from a target within 60 feet of you that you can see. The target must make a Constitution saving throw, taking 3d8 cold damage on a failure, have its speed halved and suffer disadvantage on attack rolls until the end of its next turn. On a success, it only takes half as much damage.

You can use this option to put out unattended fires. For every 5 cold damage you deal, you can extinguish a fire 5 square feet in size.

In addition, the next time you deal fire, lightning, radiant or thunder damage before the end of your next turn, the damage increases by half the damage you dealt. You can spend additional psi points to increase the damage caused. For every extra 2 psi points you spend the damage increases by 1d8.

Lightning Mote (3 – 17 psi points): While focusing on this discipline, as an action you can spend 3 psi points to create a 5 feet in diameter mote of lightning at a position within 60 feet of you that you can see. The mote hovers there and lasts for 1 minute. Any creature that starts or ends its turn within 10 feet of the mote must make a Dexterity saving throw, taking 2d6 lightning damage on a failure and half as much on a success.

As a bonus action you can move the mote 30 feet in any direction, even straight up. You can also increase the damage by 1d6 for every 2 psi points you spent above 3.

Thunder Bomb (5 – 17 psi points): While focusing on this discipline, as an action you can spend 5 psi points to cause a thunderous boom in an area 20 feet in radius, from a point up to 120 feet away that you can see. Creatures in the area must make a Constitution saving throw, taking 6d6 thunder damage and becoming deafened for 1 minute on a failure and half as much damage with no other effects on a success. The sound from this is loud enough to be heard up to 1,000 feet away.

Creatures that become deafened can repeat their saving throw at the end of each of their turns, ending the effect on a success. You can also increase the damage by 1d6 for every 2 psi points you spent above 5.

Mastery of Gravity

Psionic Discipline – Shaping

You learn how to manipulate the force that attracts objects to the ground.

Focus: While focusing on this discipline, you alter gravity around you, throwing off the aim of incoming missiles, causing ranged weapon attacks to have disadvantage against you.

Weightlessness (2 psi points): While focusing on this discipline, as an action, or reaction when you or a creature you can see within 120 feet of you falls, you can spend 2 psi points to negate the creature's weight for 1 minute.

While weightless, the creature hovers in place and doesn't fall. Unless it has a flying speed, then it can only move by pushing or pulling on stationary objects. An unwilling creature can attempt a Constitution saving throw at the end of each of its turns, ending the effect on a success.

Oppressive Weight (4 – 16 psi points): While focusing on this discipline, as an action you can spend 4 psi points to cause gravity in a cylinder 20 feet in radius and 20 feet tall from a point up to 120 feet away that you can see, to massively increase for 1 minute. Each creature that starts its turn or enters the area must make a Strength saving throw, taking 2d10 bludgeoning damage and falling prone on a failure, and have their speed reduced by the amount of damage they took until the start of their next turn.

You can also increase the damage by 1d10 for every 2 psi points you spent above 4.

Reverse Gravity (13 psi points): While focusing on this discipline, as an action you can spend 13 psi points to cast the spell reverse gravity.

Psionic Disciplines Descriptions

Mastery of Life

Psionic Discipline – Shaping

You gain mastery over the physical forces responsible for life and renewal.

Special: When you learn this discipline, you gain a pool of special hit points called a Font of Life that is equal to your total hit points. This pool replenishes at the end of each long rest.

Focus: While focusing on this discipline, you can use a bonus action to tap into your Font of Life and transfer a number of hit points from it to a creature you touch, healing it. The maximum number of hit points you can transfer at once is equal to your Intelligence plus your Mystic level (minimum 1).

Withering Touch (3 – 17 psi points): While focusing on this discipline, as an action you can spend 3 psi points to make a melee discipline attack against a living creature within 5 feet of you. On a hit, the target suffers 3d10 necrotic damage as you drain its life functions. Your Font of Life regains hit points equal to half the damage you dealt.

You can increase the damage by 1d10 for every 2 psi points you spent above 3.

Natural Growth (5 psi points): While focusing on this discipline, you can spend 5 psi points to cast the spell plant growth.

You can also use this feature as an action to spend 5 psi points and 20 hit points from your Font of Life to cause a willing creature, or a plant you touch to mature, becoming 1 week older.

Revivification (5 psi points): While focusing on this discipline you can use your action to spend 5 psi points and 25 hit points from your Font of Life to touch a creature that has recently died and return it to life. If the creature is dead for less than one minute, it is restored to life with 1 hit point.

Mastery of Space

Psionic Discipline – Shaping

You learn the ability to shift the fabric of space around you.

Focus: While focusing on this discipline, you subtly distort space close to you. Melee and ranged attacks against you suffer a -1d4 penalty.

Spacial Distortion (1 – 6 psi points): While focusing on this discipline, as an action you can spend psi points to distort space for 1 minute, in a cube from a point you can see within 60 feet of you. A creature that enters this area, or starts its turn there takes 2d4 force damage. The area is difficult terrain.

The size of the cube is 5 feet per psi point you spend on this option.

Translocation (3 psi points): While focusing on this discipline, as a bonus action you can spend 3 psi points to teleport yourself 30 feet to a point you can see.

You can instead teleport another creature that is within 30 feet of you that you can see, to a point up 30 feet away from you that you can see. If the creature is unwilling, then it can resist the teleport by succeeding on a Charisma saving throw.

Fracture Space (5 – 17 psi points): While focusing on this discipline, as an action you can spend 5 psi points to fracture space in an area 20 feet in radius, from a point up to 120 feet away that you can see. Creatures in the area must make a Constitution saving throw, taking 6d6 force damage on a failure and half as much on a success.

In addition, creatures that fail the saving throw have their speed halved and suffer disadvantage on attack rolls until the start of your next turn. You can also increase the damage by 1d6 for every 2 psi points you spent above 5.

Warp Fold (5 – 17 psi points): While focusing on this discipline, as an action you can spend 5 psi points to teleport yourself and a number of willing creatures equal to your Wisdom modifier that are within 30 feet of you, 500 feet in any direction. The creatures appear in points of your choice around you and within 30 feet of you.

You can teleport additional creatures within these limitations, by spending 2 psi points per extra creature.

Mastery of Time

Psionic Discipline – Shaping

You gain the ability to alter the flow of time for you and for others.

Focus: While focusing on this discipline, on your turn, you can take the dash or disengage action without using an action, but if you do, when your turn is over your speed is reduced to zero until the end of your next turn.

Accelerated Perception (1 – 5 psi points): While focusing on this discipline, as a bonus action you spend psi points to make a Wisdom (Perception) ability check, adding a +2 bonus for every psi point you spend.

In addition, when you roll Initiative, if you aren't surprised, then you can use this to add a +2 bonus to your Initiative for every psi point you spend.

Alter Time (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to cast the slow or haste spells.

Freeze Time (17 psi points): While focusing on this discipline, as an action you can spend 17 psi points to cast the time stop spell.

Psionic Disciplines Descriptions

Focus: While focusing on this discipline, you form a telepathic network between yourself and a number of willing creatures with an Intelligence score of 6 or more that can understand a language or have telepathy and are within 30 feet of you. The maximum number of creatures this network can have, excluding yourself, is equal to your Intelligence modifier (minimum 1).

All creatures in the network can communicate with one another using telepathy as long as they are never further away than 300 feet from you.

Mental Skill (1 – 10 psi points): While focusing on this discipline, as a reaction when a creature that is part of your telepathic network and within 30 feet of you makes an ability check, you can spend 1 psi point to grant a bonus to the skill check equal to your Intelligence modifier, but only if you are proficient in the relevant skill or tool.

Also, on your turn you can use your bonus action to spend 1 psi point to grant yourself proficiency in a skill or tool, but only if there is a creature that is part of your telepathic network and within 30 feet of you that is proficient with the same skill or tool.

You can increase the range the creature can be for either option of this feature, by spending additional psi points. For every extra psi point you spend, the range increases by 30 feet.

Linked Senses (3 – 6 psi points): While focusing on this discipline, as an action you can spend 2 psi points to use the senses of another creature that is part of your telepathic network. For 1 minute you can see and hear everything the creature sees and hears. You are blind and deaf to your own senses during this time.

You can also use this feature to attempt to use the senses of a creature that isn't part of your telepathic network and within 120 feet of you by spending 6 psi points as an action as long as you can see the creature. If the creature is unwilling it can attempt an Intelligence saving throw, resisting the attempt on a success. If the creature fails the save by 5 or more, then it is also unaware of the attempt.

Send Message (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to cast the spell sending.

Telepathic Gestalt (10 psi points): While focusing on this discipline, as an action you spend 10 psi points create a deeper and more powerful link between creatures that are part of your telepathic network. For 1 hour, creatures that belong to the telepathic network have the following benefits:

  • If there is at least one creature that is proficient with a skill or tool, then all creatures of the network are proficient.
  • If there are at least three creatures in the network proficient in the same skill or tool, then these creatures gain expertise, adding double their proficiency bonus for the skill or tool.
  • Any creature in the network can understand and speak any language that at least one other creature in the network knows.
  • Any creature of the network can use the help action to assist another creature of the network in range of the network's telepathy.

Minute Control

Psionic Discipline – Telekinetic

You learn ways to use telekinesis that are more about fine control and precision rather than brute force.

Focus: While focusing on this discipline, you can use your action to manipulate objects that are up to 30 feet away from you without touching them. You can open boxes and doors, tie or untie ropes, pour wine into a goblet, etc. You can use this to also make sleight of hand skill checks and use thieves' tools, if you are proficient. When making such checks, you use your Intelligence modifier instead of your Dexterity for the check.

Incision (1 – 20 psi points): While focusing on this discipline, as an action you spend psi points to make a ranged discipline attack against a target you can see within 120 feet of you. On a hit, the target takes 1d6 slashing damage per psi point you spent.

Force Choke (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to attempt to grapple a creature using your powers. One creature within 60 feet of you that you can see must make a Strength saving throw, or be grappled by you.

If the creature has a neck you can choose to strangle it using this. If you do so, then while it is grappled the creature can't speak and if it has a blood flow, then it will fall unconscious for 1 minute if it remains grappled for three rounds. At the start of each of its turns the creature also takes 3d6 bludgeoning damage.

The creature can attempt to escape the grapple by using its action to make a Strength (Athletics) ability check with a DC equal to your discipline save DC.

Crush Organs (5 – 17 psi points): While focusing on this discipline, as an action you can spend 5 psi points to reach inside a creature within 30 feet of you that you can see and crush its internal structure. A creature with no internal structure, like an ooze is immune to this.

The creature must make a Constitution saving throw, taking 6d4 bludgeoning and 6d4 necrotic damage on a failure and half as much on a success. You can increase the damage the creature takes by 1d4 bludgeoning and 1d4 necrotic for every 2 psi points you spent above 5.

Psionic Disciplines Descriptions

Nomadic Step

Psionic Discipline – Shaping

You learn how to use your mind to step through planes and dimensions.

Focus: While focusing on this discipline, as a reaction when a creature moves within 5 feet of you, you can teleport yourself or the creature 10 feet to a location you can see.

Blurred Step (3 psi points): While focusing on this discipline, as a bonus action you can spend 3 psi points to cause yourself to rapidly and constantly shift your location. For 1 minute, any creature that attacks you has disadvantage on the attack roll.

Far Step (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to teleport yourself, or a creature within 5 feet of you, 60 feet. If the creature is unwilling, then it can make a Charisma saving throw, negating the teleport on a success.

Plane Step (13 psi points): While focusing on this discipline, as an action you can 13 spend psi points to cast the plane shift spell.

Orbiting Object

Psionic Discipline – Telekinetic

With a thought you lift a small object near you, constantly moving it in an orbit around you.

Focus: While focusing on this discipline, you can use your bonus action to mentally lift unattended objects within 10 feet weighing 1 to 5 lbs into an orbit around you, in your space. You can have a number of objects orbiting you this way, equal to your Wisdom modifier (minimum 1).

Orbiting Weapon (1 psi point): While focusing on this discipline, as a bonus action you can spend 1 psi point to attack with a weapon currently orbiting you. Make a melee discipline attack against a target within 10 feet of you, dealing the weapon's damage die + your Intelligence modifier damage on a hit. The damage type is the same as the weapon's.

Orbiting Shield (2 psi points): While focusing on this discipline, as a reaction in response to being attacked, you can spend 2 psi points to block the attack with one of the objects orbiting you, gaining a +5 bonus to AC against the attack. You can continue blocking attacks with the object until the start of your next turn, maintaining the +5 bonus to AC.

Orbiting Missile (2 – 10 psi points): While focusing on this discipline, as an action you can spend psi points to shoot one object currently orbiting you per 2 psi points you spend. Make a ranged discipline attack for each object against targets within 90 feet. Each hit deals 3d8 bludgeoning damage.

Precognition

Psionic Discipline – Telepathic

This discipline lets you catch glimpses of the near future.

Focus: When you make an ability check, attack roll or saving throw while focusing on this discipline, you can add 1d6 to the check. You also have advantage on Initiative checks.

Reflexive Glimpse (1 psi point): While focusing on this discipline, when you or a creature you can see within 120 feet makes an ability check, attack roll or saving throw you can use your reaction to spend 1 psi point and add or subtract 1d6 to the roll.

Guidance (2 psi points): While focusing on this discipline, as a bonus action you can spend 2 psi points to grant yourself or a creature you can see within 120 feet, advantage on their next ability check, attack roll or saving throw.

Predictive Defence (3 psi points): While focusing on this discipline, as a bonus action you can spend 3 psi points to gain a +2 bonus to your AC and deny advantage on attacks against you for 1 minute. For the duration, creatures cannot gain advantage on their attacks against you regardless of the situation.

Predictive Attack (2 - 20 psi points): While focusing on this discipline, when you make a weapon attack, you can spend psi points to gain advantage for it. If you hit, you deal extra 1d6 damage for every 2 psi points you spent.

Psychic Assault

Psionic Discipline – Telepathic

You wield your mind like a weapon, unleashing psionic assaults upon the enemy.

Focus: While focusing on this discipline, as an action, you can target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.

This damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level.

Telepathic Wail (1 – 9 psi points): While focusing on this discipline, as a bonus action you can spend 1 psi point to start emitting a mind shattering telepathic wail in your proximity. When you use this effect, designate a number of creatures up to your Intelligence modifier to be protected by your wail.

All other creatures with an Intelligence score of 3 or more must succeed on an Intelligence saving throw, or suffer 1d4 psychic damage and disadvantage on attack rolls, when they enter or start their turn in an area 15 feet in radius that is always centered on you. Creatures that fail the save also treat this area as difficult terrain. Creatures that succeed the saving throw are unaffected.

This effect lasts for 1 minute. You can spend additional psi points to increase the damage caused. The damage increases by 1d4 for every extra psi point you spend.

Psionic Disciplines Descriptions

Psychic Blast (5 – 11 psi points): While focusing on this discipline, as an action you can spend 5 psi points to unleash devastating psychic energy in a 60-foot cone. Creatures with an Intelligence score of 3 or more inside the cone must make on an Intelligence saving throw, taking 5d8 psychic damage on a failure, or half as much on a success.

You can spend additional psi points to increase the damage caused. The damage increases by 1d8 for every 2 extra psi points you spend. In addition, if you spend 9 or more total psi points, the target's mind is clouded for 1 minute.

During that time, it rolls 1d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration and focus. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Mind War (7 psi points): While focusing on this discipline, as an action you can spend 7 psi points in an attempt to destroy an enemy's mind. Choose one creature within 120 feet that you are aware of. The creature must succeed on an Intelligence saving throw, or suffer 5d8 psychic damage, have its Intelligence score reduced by the amount it failed the save by, and it becomes incapacitated for 1 minute.

The Intelligence reduction lasts until the creature finishes a long rest. If the creature fails the save by 5 points or more, then it is stunned instead of incapacitated for 1 minute. In either case it can repeat the save at the end of each of its turns to end either effect on a success.

Psychic Investigation

Psionic Discipline – Telepathic

You can focus your mind to read the psionic imprints that events and objects leave behind.

Focus: While focusing on this discipline, you have proficiency and advantage on Intelligence (Investigation) and Wisdom (Perception) ability checks. If you already were proficient in these skills, then you add double your proficiency bonus to such checks.

Psychohistory (1 psi point): While focusing on this discipline, you can use your action to spend 1 psi point and make an Intelligence (Investigation) ability check (DC 20). If you succeed, then you learn whether any items in a circle 20 feet in radius from you, were placed, removed, or moved in the past day, and how long ago the event happened, but not what items those were.

Find Secrets (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to sense the existence of traps and secret doors up to 60 feet away in your line of sight. You learn of the existence of such things, including magical traps, such as a glyph of warding but not their exact nature or location.

Object Reading (3 – 20 psi points): While focusing on this discipline, as an action you can spend 3 psi points to read the psionic imprint of an object you are holding. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.

You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. Each time you use this effect in a day it becomes more and more difficult to do so. After the first time you use this, you progressively spend extra psi points to do so. You spend 2 additional psi point the 2nd time, 3 the 3rd time, 4 the 4th time and so on.

Psionic Sensor (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to embed an intangible psionic sensor within an object you are holding. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.

Psionic Cloak

Psionic Discipline – Shaping

Shadows wrap around you and making hiding all the easiest.

Focus: While focusing on this discipline you are proficient and have advantage on Dexterity (Stealth) checks.

Chameleon (1 psi point): While focusing on this discipline, as an action you can spend 1 psi point to attempt to hide even if you fail the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.

Light Bending (3 psi points): While focusing on this discipline, as a bonus action you can spend 3 psi points to become invisible for 1 hour. You become visible if you attack, cast a spell or target another creature with a psionic ability, but you can remain invisible, if you spend 1 psi point when you take that action, as part of the action.

Out of Sight (2-20 psi points): While focusing on this discipline, as an action you can spend 2 psi points to occlude your presence from creatures searching for you. For the next 10 minutes, any creature attempting to locate you using Wisdom (Perception) must first succeed on a wisdom saving throw against your discipline save DC, or suffer a -10 penalty to its Wisdom (Perception). This includes its passive perception. In order to benefit from this you must meet the conditions for hiding.

You can extend this benefit to additional friendly creatures with 30 feet of you. For each extra 2 psi points you spent, one extra creature benefits from this effect.

Out of Mind (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to cast the spell Nondetection.

Psionic Disciplines Descriptions

Psionic Restoration

Psionic Discipline – Psychosomatic

You wield psionic power to cure wounds and restore health.

Focus: While focusing on this discipline you can use an action to touch a creature that is at 0 hit points and stabilize it.

Mend Wounds (1 – 20 psi points): While focusing on this discipline, as an action you can spend psi points to touch a creature and restore hit points to it. The creature must expend a hit die per psi point you spend, regaining 1d8 + its hit die hit points per psi point used.

Restore Health (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Restore Vigour (7 psi points): While focusing on this discipline, as an action you can spend 7 psi points to touch a creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.

Regeneration (10 psi points): While focusing on this discipline, as an action you can spend 10 psi points to rapidly regenerate. For the next 10 minutes, at the start of each of your turns you can spend a hit die, adding your Constitution modifier to it and regain that number of hit points.

Instead of hit points, you can use this to regenerate missing limbs. If during the duration of this option you spend 1 minute doing only light activities, you can spend a hit die at the end of it to regrow a missing arm or leg, or similar appendage.

Psionic Weapon

Psionic Discipline – Shaping

You channel psionic energy into a weapon you wield (including your unarmed strike), lending devastating power to your attacks.

Focus: While focusing on this discipline, you charge one weapon you hold with psionic energy. While you hold the psionic weapon you are proficient with it, and gains a +1 bonus to attack rolls and damage. If you use this option on a magic weapon, use the weapon’s bonuses or the discipline’s bonuses, whichever are higher.

Endless Assault (1 psi point): While focusing on this discipline, when you take the attack action you can then spend 1 psi point as a bonus action to make one additional attack your psionic weapon.

Lethal Strike (1 – 20 psi points): While focusing on this discipline, as a bonus action you can spend psi points to imbue your psionic weapon with energy. The next attack with the weapon that hits before the end of your next turn, deals an extra 1d6 damage of the same type dealt by the weapon for every psi point you spend.

Augmented Weapon (5 psi points): While focusing on this discipline, as a bonus action you can spend 5 psi points to strengthen the energy that you have infused into your psionic weapon, increasing its bonus to attack rolls and damage to +3 for 10 minutes.

Pyrokinesis

Psionic Discipline – Telekinetic

You learn how to set things on fire with your mind.

Focus: While focusing on this discipline, as an action, you can cause a flammable, unattended object within 30 feet of you to catch fire. You can also create a fire burst to attack a creature within 30 feet. The creature must succeed on a Dexterity saving throw or take 1d8 fire damage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Fire Shield (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to turn incoming fire away from harming you. You gain resistance to fire damage and melee attacks have disadvantage against you for 1 minute. Furthermore, any time you take fire damage, you can use your reaction to redirect part of the flames, dealing the same amount of fire damage to one creature within 30 feet of you.

Fire Scythe (2 – 18 psi points): While focusing on this discipline, as an action you spend 2 psi points to cause a crescent of flame to sweep in front of you. Each creature within a 15 feet cone must make a Dexterity saving throw, taking 3d6 fire damage on a failure and half as much on a success. The damage increases by 1d6 for every 2 psi points you spent above 2.

Combustion (5 – 17 psi points): While focusing on this discipline, as an action you spend 5 psi points to cause a fiery explosion. Each creature within a 20 feet radius originating from a point within 120 feet of you that you can see, must make a dexterity saving throw, taking 3d6 fire and 3d6 thunder damage and is knocked prone on a failure, and half as much damage on a success and isn't knocked prone.

You can increase either the fire or thunder damage by 1d6 for every 2 psi points you spent above 5.

Psionic Disciplines Descriptions

Reality Fissure

Psionic Discipline – Dreaming

You mind's closeness to the Far Realm shows you how to create fissures in reality leading straight to it.

Focus: While focusing on this discipline, as an action you can create a rippling crack in reality that extends from you like a living whip. Make a melee discipline attack against a target within 15 feet of you. On a hit the target takes force damage equal to 1d4 + your Intelligence modifier, as the fissure moves through it.

At 5th level, you can make two melee discipline attacks, at 11th level you can make three attacks, and at 17th level four attacks.

Walk Between Spaces (5 – 20 psi points): While focusing on this discipline, as an action you can spend 5 psi points to create a momentary reality fissure, linking it to another location that you can see and teleporting yourself or another creature there.

Choose yourself, or a creature within 30 feet of you that you can see. If the creature is unwilling, then it can make a Charisma saving throw, preventing the teleportation on a success. On a failure, or if the creature is willing, it is teleported to another location of your choice within 30 feet of you.

This teleportation is a harrowing experience though. A creature that is teleported in this way suffers 3d8 psychic damage.

You can increase the distance of both the origin and destination position from you by spending extra psi points. For every psi point above 5 that you spend the distance increases by 30 feet.

Black Sphere (7 psi points): While focusing on this discipline, as an action you can spend 7 psi points to create a 2-inch-diameter black sphere that is a hole in reality, at a position within 60 feet of you, hovering in space there. As a bonus action on each of your turns you can move the sphere 20 feet. The sphere lasts for 1 minute.

Any matter the sphere touches takes 4d10 force damage and is completely obliterated if it is reduced to 0 hit points, as the sphere sucks its remains inside it. A creature can make a Dexterity saving throw when the sphere touches it to avoid it, taking no damage on a success.

The sphere also exerts a force, drawing creatures and unattended objects towards it. When a creature ends its turn within 30 feet of the sphere it must succeed on a Strength saving throw, or be pulled 15 feet towards it. If this movement brings it in contact with the sphere, then it must also succeed on a Dexterity saving throw to avoid the damage.

Disintegrate (11 – 17 psi points): While focusing on this discipline, as an action you can spend psi points to cast the spell disintegrate.

Self Motion

Psionic Discipline – Telekinetic

Using telekinetic power, you figure out ways to improve your mobility.

Focus: While focusing on this discipline, your speed increases by 20 feet, and your jump distance both for high and long jumps is tripled.

Burst of Speed (1 psi point): While focusing on this discipline, as a bonus action you can spend 1 psi point to take the dash action.

Impossible Leap (1 psi point): While focusing on this discipline, as a bonus action you can 1 spend psi point to make a long jump equal to your speed, or a high jump equal to half your speed, as part of your move.

Self-levitation (1 psi point): While focusing on this discipline, as an action you can spend 1 psi point to move your speed vertically in the air and move up to 10 feet horizontally at the same time.

You can also use this as a reaction in response to falling, in which case your rate of descent slows to your speed per round until the end of your next turn, and if you land before the end of your next turn, you take no fall damage.

Flight (5 psi points): While focusing on this discipline, as an action you can spend 5 psi points to gain a fly speed of 60 feet for 10 minutes.

Psionic Disciplines Descriptions

Size Alteration

Psionic Discipline – Psychosomatic

Using your psionic powers, you learn to alter your actual size and apparent mass.

Focus: While focusing on this discipline, you have advantage on saving throws against being knocked prone or forcibly moved and advantage on grapple checks and checks to escape a grapple. You also count as one size larger when calculating the weight you can lift or drag.

Enlarge Limp (2 – 10 psi points): While focusing on this discipline, as a bonus action you can spend 2 psi points to change the size of one of your limps, making it up to 2 feet longer and more massive. You have advantage on Strength ability checks using this limp. Melee attacks with it also deal an extra 1d6 damage.

The limp remains this size until the start of your next turn. You can further increase the length and mass of the limp by spending additional psi points. For every 2 extra psi points you spend, the limp increases in length by an additional foot and the extra damage increases by 1d6.

Also, if the limp is at least 5 feet longer you gain an extra 5 feet reach with attacks using said limp.

Dimunition (3 – 11 psi points): While focusing on this discipline, as an action you can spend 3 psi points to reduce your size category by one for 1 hour. Your strength reduces by 2 per size category. Your equipment and clothes don't change size with you.

You can spend additional psi points to further decrease your size category. For 4 extra psi points you can decrease your size category by two and for 8 extra psi points you can decrease your size category by three.

Gigantism (3 – 11 psi points): While focusing on this discipline, as an action you can spend 3 psi points to increase your size category by one for 1 hour. Your strength increases by 2 per size category. Your equipment and clothes don't change with you.

You can spend additional psi points to further increase your size category. For 4 extra psi points you can increase your size category by two and for 8 extra psi points you can increase your size category by three.

Spectral Manifestation

Psionic Discipline – Psychosomatic

You learn the ability to transform items and yourself into a ghostly figure of psionic energy.

Focus: While focusing on this discipline, your weapon attacks deal force damage instead of their normal damage type.

Phase Strike (1 psi point): While focusing on this discipline, as a bonus action you can spend 1 psi point to have your weapon attacks ignore all cover, until the end of your next turn.

Spectral Flow (3 psi points): While focusing on this discipline, as an action you can spend 3 psi points to double your speed, gain a +1 bonus to AC and advantage on Dexterity saving throws for 1 minute.

Ethereal Movement (4 psi points): While focusing on this discipline, as an action you can spend 4 psi points to gain a fly speed equal to your speed for 10 minutes.

Spectral Form (7 psi points): While focusing on this discipline, as an action you can spend 7 psi points to transform yourself and all your possessions into an ethereal form for 1 minute. While in this form, you are incorporeal and your speed is halved.

Soul Knife

Psionic Discipline – Psychosomatic

You learn the ability to manifest blades of psychic energy.

Focus: While focusing on this discipline, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades.

For you, the soul knife is a melee weapon with the light and finesse properties that you are proficient with. It deals 1d4 psychic damage on a hit. If you wish, you can use your discipline attack bonus when making attacks with the soul knives and add you Intelligence modifier instead of you Strength or Dexterity modifier to the damage.

The psychic damage the weapon deals increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Far Blade (1 – 5 psi points): While focusing on this discipline, as a bonus action you can spend psi points to increase the reach of your soul knives until the end of your next turn. The reach increases by 5 ft for every psi point you spend.

Consumptive Knife (2 psi points): While focusing on this discipline, when you hit a creature with a soul knife, you can spend 2 psi points to gain temporary hit points, equal to the psychic damage you caused. The temporary hit points last until you finish a long rest.

In addition, if the attack reduces a creature to 0 hit points, you regain 2 psi points.

Shielding Knives (2 psi points): While focusing on this discipline and have the soul knives manifested, as a reaction when you are targeted by a melee or ranged attack, you can 2 spend psi points to use the knives's energies to parry the attack. You gain a +5 bonus to your AC until the start of your next turn.

Phantom Blade (5 psi points): While focusing on this discipline, as a bonus action you can spend 5 psi points to make the knives phase through most defenses and solid matter until the end of your next turn.

During this time, when you make attacks with the knives you target the opponent's Intelligence score instead of its AC.

In addition, you can make these attacks through up to six inches of solid matter, as the knives effortlessly phase through.

Psionic Disciplines Descriptions

Subconscious Manipulation

Psionic Discipline – Telepathic

You learn how to use your telepathic powers to reach into a creature's subconscious and affect its actions.

Focus: While focusing on this discipline, you can use your bonus action to gain insight to a creature's innermost motivations, fears and desires, granting you advantage on Wisdom (Insight), Charisma (Persuasion), Charisma (Deception) and Charisma (Intimidation) ability checks against the creature until the start of your next turn.

Insidious Doubt (2 psi points): While focusing on this discipline, as a reaction when a creature within 60 feet of you that you can see makes an attack roll or an ability check, you can spend 2 psi points to impose disadvantage to the roll.

If the attack misses, or the ability check fails, the creature also takes 2d10 psychic damage.

Ego Whip (3 psi points): While focusing on this discipline, you can use your bonus action to force a creature you can see within 60 feet of you make an Intelligence saving throw. On a failed save, the creature takes 1d8 psychic damage and is filled with self-doubt. On its next turn it can only take the dash, dodge, disengage or hide action. On a successful save it is unaffected.

Id Insinuation (5 – 17 psi points): While focusing on this discipline as an action you can spend 5 psi points to force a creature within 60 feet of you that you can see make a Charisma saving throw. The creature suffers 5d8 psychic damage on a failure, and half as much on a success.

Also on a failure, its Id runs rampant, imposing disadvantage on any Intelligence, Wisdom and Charisma saving throws the creature makes for the next 1 minute, even if you stop focusing on this discipline. If the creature succeeds on one of the above saving throws during this time, then the effect ends.

You can increase the psychic damage by 1d8 for every 2 psi points you spent above 5.

Third Eye

Psionic Discipline – Telepathic

This discipline grants you the ability to open a third eye within your mind, allowing you to perceive things that others miss.

Focus: While focusing on this discipline, you have blindsight with a radius of 30 feet.

Unwavering Eye (1 psi point): While focusing on this discipline, when you make a Wisdom ability check, you can spend 1 psi point to gain advantage on it.

Detect Minds (5 psi points): While focusing on this discipline, as an action you can spend psi points to learn the direction and number of creatures with an intelligence score of 3 or more that are within 120 feet of you, even if they are behind solid cover such as walls.

Truesight (5 psi points): While focusing on this discipline, as a bonus action you can spend 5 psi point to gain truesight with a radius of 30 feet for 1 minute.

Velocity Control

Psionic Discipline – Telekinetic

You focus your mind and alter the velocity of things moving around you.

Focus: While focusing on this discipline, you add your Intelligence modifier to the damage of any bludgeoning, piercing or slashing damage you deal.

Forceful Missile (1 – 20 psi points): While focusing on this discipline, when you make a ranged weapon attack you can spend psi points to give the missile extra energy.

For every psi point you use, the normal range for the attack increases by 30 feet and deals an additional 1d6 damage.

Leap Assist (1 – 20 psi points): While focusing on this discipline, as a reaction when you, or a creature you can see within 120 feet of you makes a jump, you can spend psi points to increase or decrease the jump distance.

You can alter the distance of a long jump by 10 feet for every psi point you spend and the distance of a high jump by 2 feet for every psi point you spend.

Fall Assist (1 – 20 psi points): While focusing on this discipline, as a reaction when you, or a creature you can see within 120 feet of you falls, you can spend psi points to increase or reduce the fall damage taken by 1d6 per psi point you spend. The fall must cause fall damage on its own for you to increase the damage this way.

You can split this increase or reduction between several creatures that fall at the same time. The maximum number of creatures you can affect with this is equal to your Intelligence modifier plus your Wisdom modifier (minimum 1).

Empowered Strikes (3 psi points): While focusing on this discipline, as a bonus action you can spend 3 psi points to increase the speed you move your weapons for 1 minute.

When you make a melee weapon attack, you gain a +1 bonus on the attack roll and you roll the damage dice twice and add both results together.

Psionic Disciplines Descriptions

Voice of the Outworld

Psionic Discipline – Dreaming

Your voice wakes the unfathomable horrors in the subconscious.

Special: All features of this discipline require you to speak out loud and be heard therefore you must be able to speak in order to use them and your targets must be able to hear you.

In addition when you learn this discipline, you learn how to speak, read and write Deep Speech.

Focus: While focusing on this discipline, as an action you can target one creature you can see and can hear you that is within 30 feet of you. You speak to it in Deep Speech and your words crack its body and psyche. The target must succeed on a Wisdom saving throw or take 1d4 thunder and 1d4 psychic damage.

Both damage types increase to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.

Far Realm Edict (2 – 17 psi points): While focusing on this discipline, as an action you can spend psi points to cast the spell command.

Mental Overload (2 – 16 psi points): While focusing on this discipline, as an action you can spend 2 psi points to speak to a creature within 60 feet of you that can hear you in Deep Speech. The target must succeed on a Wisdom saving throw, suffering 1d6 thunder and 1d6 psychic damage on a failure and becoming stunned until the end of your next turn.

You can increase both the thunder and psychic damage by 1d6 for every 2 psi points you spent above 2.

Terror Call (5 – 14 psi points): While focusing on this discipline, as an action you can spend 5 psi points to force each creature of your choice that is within 30 feet of you and can hear you to make a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

While frightened by this effect, the creature must take the dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.

You can also increase the range that creatures can be affected by this by spending additional psi points. For every 3 psi points you spend above 5, the range of this effect increases by 30 feet.

Shattering Shout (5 – 17 psi points): While focusing on this discipline, as an action you can spend 5 psi points to shout in Deep Speech. Each creature in a 30 feet cone from you must make a Constitution saving throw, taking 4d6 thunder damage and becoming deafened on a failure, or half damage without becoming deafened on a success.

While deafened, a creature hears maddening whispers from the Far Realm speaking directly in their minds. At the end of their turn they must make a Wisdom saving throw, ending the whispers and the deafened condition on a success, or suffering 2d6 psychic damage on a failure.

You can increase both the thunder and psychic damage by 1d6 for every 2 psi points you spent above 5.

Voidshard Crystals

Psionic Discipline – Dreaming

You turn shards of your dreams into physical crystals shards of your consciousness.

Special: When you learn this discipline, at the end of each long rest you can create from your dreams a number of thumbnail sized crystals equal to your Intelligence modifier plus your Charisma modifier (minimum 1). These crystals can be of any color you choose and remain inert until you activate them.

At the beginning of the next long rest, any crystals you still possess vanish.

Focus: While focusing on this discipline, as a bonus action you can activate any number of crystals you possess. Each such crystal begins glowing and hovering about your head, shedding dim light in a 15 ft. radius. You can deactivate crystals and collect them at any time (no action required).

While you focus on this discipline you have advantage on Charisma saving throws, but suffer disadvantage on any Dexterity (Stealth) ability checks you make and you have access to the Bolts of Consciousness weapon. For you, this is a ranged weapon, with a range of 60 ft that deals 1d10 psychic damage. You don't require your hands to use it.

You use your discipline attack bonus when you make attacks with this weapon and ignore half cover and three-quarters cover. You add your Intelligence modifier to the damage.

Endless Assault (1 psi point): While focusing on this discipline, when you take the attack action you can then spend 1 psi point as bonus action to make one additional attack with bolts of consciousness.

Consume Crystal (1 voidshard): While focusing on this discipline, you can destroy an activated voidshard crystal when you make an Intelligence, Wisdom or Charisma ability check to gain advantage to that type of ability checks for 1 minute.

Void Shield (2 psi points): While focusing on this discipline, as a reaction when an attack hits you, you can spend psi points to gain a +5 bonus to AC until the start of your next turn, including against the triggering attack. You can also use this reaction when an attack hits ally within 30 feet of you. In that case, you send one of your activated voidshard crystals to shield the ally, and that ally gains the benefits of this option, but the voidshard you sent is destroyed.

Crystal Missile (1 – 7 psi points): While focusing on this discipline, as an action you use any number of activated voidshards to strike targets within 120 feet of you. You spend 1 psi point per crystal and make a ranged discipline attack for each against the targets of your choice. Each hit deals 2d10 force damage and 2d10 psychic damage and destroys the crystal. Any creatures within 5 feet of the target suffer half this damage.

Psionic Disciplines Descriptions

Voidshard Weapon

Psionic Discipline – Dreaming

Your dreams can alter reality. You dream of a weapon while you sleep and it becomes real when you awaken.

Special: When you learn this discipline, at the end of each long rest, you choose any simple or martial melee weapon that is not heavy and it becomes real for you. You are proficient with this weapon.

The weapon is considered a magic weapon of the type envisaged and its appearance is that of a solid piece of carved crystal that glows, shedding dim light in a 15 feet radius. You are proficient with it and you can use your Intelligence modifier for the attack rolls and damage you deal with it, instead of your Strength or Dexterity modifier.

Focus: While focusing on this discipline you can summon the weapon in your hand. The weapon remains until you stop focusing on this discipline and when you use the weapon, it deals extra damage equal to your Charisma modifier (minimum 0).

Guiding Dream (1 psi point): While focusing on this discipline, when making an attack with the weapon you can spend 1 psi point to gain an additional 1d4 to your attack roll and damage.

Glimspe of the Void (2 psi points): While focusing on this discipline, each time you hit with the weapon you can spend 2 psi points to cast the spell cause fear on the target.

Void Rapture (9 psi points): While focusing on this discipline, when you hit with the weapon, as a bonus action you can spend 9 psi points to attempt to send the target into the void of the Far Realm. The target must succeed on a Charisma saving throw, or be banished for 1 minute. While banished the target is incapacitated. When this effect ends, the target reappears in the space it left, or in the nearest unoccupied space and must succeed on a Wisdom saving throw, or suffer a random short-term madness effect (DMG pg. 259) that lasts for 10 minutes.

New Spell Descriptions

Starfall

5th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of meteorite iron)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard

Seven brilliant stars descend from the heavens and strike seven points on the ground, at least 10 feet from one another, that you can see within range. Any creature within 5 feet of each point must succeed on a Dexterity saving throw, or take 4d6 radiant damage and 4d6 cold or fire damage (your choice). A creature in the area of more than one star is affected only once.

A creature that takes damage by this spell is affected by the faerie fire spell for 1 minute, as it is outlined in gently blazing silver light.

Note: This spell only works outdoors.


At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the radiant and cold or fire damage increase by 2d6 each, for each two slot levels above 5th.

 

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