Here is where I'll be listing what psionic disciplines and subclasses are added in the optional file Mystic Expansion.
Overview
The Mystic Expansion optional file includes several new, custom-made options for mystics to choose from. Everything here is homebrewed, made and designed by me. Each option provides a new way to play mystic, or additional tools that were previously unavailable to mystics.
New subclasses:
Order of the Ascetic
- Focused on weaving unarmed attacks and psionics
Order of the Blade
- Martial-based subclass that can swap between Fighting Styles freely
Order of the Unbound
- Wild-magic inspired subclass that can cast almost endlessly
Order of the Exorcist
- Summoner that can provide protection to its minions and allies
Order of the Faceless
- Party face that can take multiple forms and fill different roles
Order of the Clairvoyant
- Dynamic subclass that manages random cards for buffs and debuffs
New disciplines:
Order of the Avatar
Crown of Apathy
- Drain your enemies of emotion and destroy their will to fight
Crown of Envy
- Twist negative feelings of hatred and desire to your advantage
Crown of Regret
- Cripple your foes with unbearable shame and regret
Crown of Suffering
- Debilitate and torture your enemies
Mantle of Pride
- Shield and bolster allies with their own ego
Mantle of Serenity
- Bring peace to all, mending allies and disabling foes
Order of the Awakened
Infinite Abyss
- Harness the power of the eldritch, gaining access to unique and unorthodox powers
Mantle of Insanity
- Cripple your enemies, driving them insane and unable to fight
Metacognition
- Enhance the power of your psionics and reach a greater level of thought
Phantasmal Mind
- Take on a spectral form and haunt your foes
Psychic Distortion
- Confuse your enemies with illusions and hide in the shadows
Transcendent Form
- Enhance your form and support allies with long-lasting effects
Order of the Immortal
Crimson Harvest
- Manipulate blood, steal life and sustain your own
Draconic Might
- Take on the aspect of a dragon and wreak havoc in the battlefield
Psionic Skirmishing
- Master the art of dual-weapon combat, tailor made for Soul Knife
Psionic Throwing
- Empower your throwing capabilities significantly
Soul Reaper
- Cut life short and doom enemies to certain death
Titanic Presence
- Control the battlefield, taunting enemies and bursting into a rage
Order of the Nomad
Nomadic Alchemy
- Transmute objects and enhance the properties of various items
Nomadic Grace
- Learn new techniques and cut down enemies with beautiful precision
Nomadic Guile
- Deceive, swindle and bend destiny to your advantage
Nomadic Hunting
- Track and hunt down your prey, alone or in a group
Nomadic Kinship
- Form a bond with animals and gain access to a personal bestial companion
Nomadic Legend
- Support and control the battlefield with the power of history
Order of the Wu Jen
Mastery of Gravity
- Control gravity and lock down large groups of enemies
Mastery of Life and Death
- Manipulate positive energy to heal or negative energy to harm
Mastery of Metal
- Bend metallic objects and creatures to your whims
Mastery of Nature
- Wield nature to harm, heal or protect
Mastery of Time
- Manipulate time and fate and look into the future
Mastery of Stars
- Illuminate and burn your foes with the light of the cosmos
Mastery of Sound
- Disrupt your foes with deafening sound and booming melodies
Subclasses
Order of the Ascetic
Through disciplined training of mind, body, and spirit, ascetic mystics can perform both devastating psionics and crushing blows.
Bonus Discipline (1st level)
Learn an additional psionic discipline of your choice.
Unarmored Defence (1st level)
While not wearing armor or shields, your armor class is equal to 10 + your Dexterity modifier + your Intelligence modifier.
Psionic Fists (1st level)
Your unarmed attacks deal 1d6 damage, and you use your Dexterity modifier for unarmed attack and damage rolls. You can also benefit from this if using a monk weapon. You can choose whether your unarmed attacks deal bludgeoning, psychic or force damage. Additionally, you can make an unarmed attack as a bonus action. Unarmed damage increases to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level.
Psionic Resonance (3rd level)
After spending psi points, gain stacks of Psionic Resonance per psi point spent (up to 7), increasing the damage of your next successful unarmed attack by 1 per stack and healing you for each stack consumed.
Flawless Technique (6th level)
After casting a psionic talent or discipline, you can perform an unarmed attack for free. Additionally, your unarmed attacks become magical for the purpose of overcoming resistance to nonmagical damage.
Unyielding Mind (14th level)
At the start of combat, you regain 7 psi points.
Order of the Blade
Also known as Blades, mystics of this order forsake mental training and instead focus on weapons, using their psionics to enhance their attacks.
Mystic Arsenal (1st level)
As an action, gain the benefits of a Fighting Style from the following list:
- Great Weapon Fighting
- Dueling
- Archery
- Thrown Weapon Fighting
Martial Training (1st level)
You gain proficiency with martial weapons, medium armor, and shields.
War Adept (3rd level)
When wielding a weapon that matches your chosen Fighting Style from Mystic Arsenal, you use your Intelligence for attack and damage rolls. Additionally, gain an additional ability based on the Fighting Style chosen from Mystic Arsenal.
- Great Weapon Fighting: Psychic Smite
- Dueling: Psychic Flourish
- Archery: Psychic Barrage
- Thrown Weapon Fighting: Psychic Shockwave
Psychic Smite (1-7 psi)
Make a melee weapon attack against a creature, dealing your weapon damage plus 1d6 per psi point spent.
Psychic Flourish (3/5/7 psi)
As an action, strike all creatures in a cone before you, dealing your weapon damage plus 1d4 per psi point spent. Until your next turn, you gain 10/15/20 feet increased movement speed and your armor class increases by 2/3/4.
Psychic Barrage (3/5/7 psi)
As an action, shoot your ranged weapon against a creature up to 2 times. Fires an additional shot at 5 psi points (for a total of 3), and another one at 7 psi points (for a total of 4).
Psychic Shockwave (1-7 psi)
As an action, hurl your weapon at a targeted area, which emits a shockwave with a radius of 15 feet. Creatures inside suffer your weapon damage plus 1d6 per psi point spent, or half damage if the attack misses.
Extra Attack (6th level)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Psionic Trance (14th level)
As a bonus action, enter a state of heightened focus for 1 minute. Your movement speed increases by 30 feet and you gain a bonus to your weapon attack and damage rolls equal to your Intelligence modifier. Once you use this feature you can't use it again until you finish a long rest, or you spend 7 psi points to cast it again.
Order of the Unbound
The least understood order, mystics of this order embrace the unpredictability of their own mind, letting loose wild psionic surges with even the most fleeting thought.
Bonus Discipline (1st level)
Learn an additional psionic discipline of your choice.
Wild Psionics (1st level)
Your psionic disciplines have a chance to activate a psionic surge, triggering a random effect. You can only trigger a psionic surge once per turn.
- Chance of triggering a psionic surge is 10% (19 or 20 on a d20)
Psionic Battery (3rd level)
After you trigger a psionic surge, regain 1 psi point. At 14th level, you regain 2 psi points instead.
Chaos Control (3rd level)
Adjust your chaotic state, increasing or decreasing the likelihood of triggering a psionic surge. You can change your state to inert, stable, active, volatile or dangerous.
- Inert: 0% chance
- Stable: 10% chance (19 or 20 on a d20)
- Active: 40% chance (13 or higher on a d20)
- Volatile: 70% chance (7 or higher on a d20)
- Dangerous: 100% chance
Chaos Aspect (6th level)
You can extend your wild psionics on nearby allies, allowing them to trigger a psionic surge when taking actions, once per turn. The likelihood of them triggering a psionic surge depends on your chaotic state. You can toggle this on and off.
Surge Mastery (14th level)
After triggering a psionic surge, there is a chance to regain a Psionic Mastery charge.
- Chance to recover a charge is 20% (17 or higher on a d20)
Wild Psionic Surge Table:
2: Commander - Every allied creature within 30 feet gains Coordinated Movement and Command to Strike. Every enemy gains Commander's Sight.
3: Aneurysm - Every creature within 30 feet begins bleeding.
4: Eureka! - For 3 turns. psionic disciplines cost no psi points.
5: Surge of Action - Gain an additional action this turn.
6: Supersonic - Gain Blur of Motion, Rapid Step (30 feet of movement speed) and Agile Defense.
7: Gigantic - Every creature within 30 feet gains Ogre Form for 3 turns.
8: Pint-Sized - Every creature within 30 feet gains Miniature Form for 3 turns.
9: Steel Hide - Gain Steel Hide for 2 turns.
10: Polyglot - Gain Psychic Speech until long rest.
11: Water Sphere - Become trapped in a Water Sphere for 3 turns.
12: Step from Sight - Become invisible for 3 turns.
13: Feat of Strength - Gain Feat of Strength until long rest.
14: Flame Legion - Every creature within 30 feet gains Fire Form.
15: Riot! - Every creature within 30 feet gains Punishing Fury.
16: Panic! - Every creature within 30 feet is frightened for 2 turns if they fail a Wisdom Saving Throw.
17: Precognition - Gain Precognitive Hunch for 1 minute.
18: Wild Mutation - Every creature within 30 feet gains either Tough Hide or Flight until long rest.
19: Beacon - You shine a bright light.
20: Darkness - Summon a darkness cloud on yourself with a radius of 20 feet.
21: Summon Intellect Devourer - Summon a hostile Intellect Devourer.
22: Overgrowth - Every creature within 30 feet gains Regrowth for 3 turns.
23: Planar Anomaly - For the next 5 turns, whenever you target a creature with a psionic talent or discipline, swap places with it.
24: Mood Swings - At the start of every turn for 5 turns, become Hyper or Sluggish. Hyper doubles your movement speed and gives you Advantage on Attack Rolls. Sluggish halves your movement speed and gives you Disadvantage on Attack Rolls.
25: Enveloping Winds - Every creature within 30 feet gains Cloak of Air for 3 turns.
26: Victorious - You gain Aura of Victory for 1 minute. The strength of the aura depends on your overall level.
27: DETONATION! - You cast Detonation centered on yourself.
28: Return to Earth - Every creature within 30 feet has their Armor Class reduced to 10 for 1 turn.
29: Safeguard - Every allied creature within 30 feet gains Twist of Fate for 1 turn.
30: Narcolepsy - You fall asleep for 2 turns.
31: Double-Edged - Every creature within 30 feet gains Sharpened Steel for 1 turn.
32: Short Temper - You gain the effects of Titan's Rage for 1 minute.
33: Bestial Speech - Gain the ability to speak with beasts.
34: Ice Sheet - Create an ice surface under yourself.
35: Heightened Psionics - Enemies will have Disadvantage on their Saving Throw against your next psionic talent or discipline.
36: Devastating Psionics - For 2 turns, your psionic talents and disciplines will deal maximum damage.
37: Depression - You gain Dolorous Mind for 3 turns.
38: Whisked Away - You cast Time Stop on yourself, banishing you until your next turn.
39: Perceptive - Every enemy creature within 30 feet gains Assess Foe and View Aura for 1 turn.
40: Brain Rot - At the start of each turn, lose 2 Psi Points. Effect fades when combat ends.
41: Sudden Doom - Every enemy creature within 30 feet becomes Doomed as long as you remain within 20 feet of them.
42: Truant - Every creature within 30 feet skips their next turn if they fail a Charisma Saving Throw.
43: Repulsive - Every creature within 20 feet is knocked back 10 feet.
44: Cloudy Weather - Summon a cloud of fog under each creature within 60 feet.
45: Environmental Adaptation - You gain Environmental Adaptation until long rest.
46: Overconfident - You gain Hubris for 3 turns.
47: Psionic Renewal - You regain 3d8 hit points and are cured from any disease, poison, paralysis, and blindness.
48: Elation - Every allied creature within 30 feet gains 9 temporary hit points, as well as Comforting Aura for 5 turns and Beacon of Recovery for 1 turn.
49: Amnesia - For the next 3 turns, you automatically fail any Intelligence, Wisdom or Charisma Saving Throws, and you cannot cast any spells, psionic talents or disciplines.
50: Grounded - Your weight increases for 3 turns. Your movement speed is reduced by 10 feet, your jumping distance is halved and your fall damage taken is increased threefold.
Order of the Exorcist
Sworn to protect the realm from evil, Exorcists cast their minds out to the afterlife, communing, commanding and vanquishing wayward spirits.
Bonus Discipline (1st level)
Learn an additional psionic discipline of your choice.
Spirit Ward (1st level)
As a bonus action, you mark an ally with a protective seal, lasting until long rest. Warded creatures take reduced damage equal to your Proficiency Bonus plus Intelligence Modifier. The ward is broken after reducing damage. You can only use this feature once per short or long rest.
Summoner of Spirits (3rd level)
Your experience with ghostly beings allows you to summon spirits from beyond the veil. Summoned spirits have a variety of abilities and excel at different roles. Starting at 3rd level, you can have one summoned spirit. This amount increases to two at 5th level, three at 9th level, four at 13th level and five at 17th level. Each day, you will be able to use Spirit Coercion to summon an amount of spirits equal to your limit without expending any psi points.
Spirit Coercion (3rd level)
As an action, you expend 3 psi points to summon one of various spirits to fight alongside you:
Warrior: Follows the same progression as a Battle Master Fighter
Tracker: Follows the same progression as a Hunter Conclave Ranger
Mage: Follows the same progression as a School of Evocation Wizard
Healer: Follows the same progression as a Life Domain Cleric
Minstrel: Follows the same progression as a College of Lore Bard
Scoundrel: Follows the same progression as a Thief Rogue
Occultist: Follows the same progression as a Pact of the Fiend Warlock
Disciple: Follows the same progression as a Way of the Open Hand Monk
Spirit Communion (3rd level)
As an action, you commune with the spirit of a fallen humanoid. This feature has the same effects as the Speak with Dead spell, but can be used at will and does not require any material, verbal or somatic components.
Puppetmaster (6th level)
Your control over spirits strengthens, increasing the power summoned spirits. Your spirits gain features up to 3rd level.
Ward Against Evil (6th level)
Your Spirit Ward becomes more potent, repelling evil forces. While warded, allies cannot be frightened or possessed, and undead will have Disadvantage on attack rolls against them. This effect persists for 1 minute after the ward is broken
Commander of Spirits (14th level)
Your control over spirits reaches its full potential, further increasing the power of summoned spirits. Your spirits gain features up to 5th level, and gain +2 in their primary stat.
Purification Ritual (14th level)
As an action, you sanctify the ground in the targeted area. Allied creatures inside gain resistance to all damage. This effect lasts for 1 minute. You can only use this feature once per long rest.
Order of the Faceless
Faceless mystics blend in with all kinds of monsters and creatures, using their psionics to change form and fool others.
Bonus Discipline (1st level)
Learn an additional psionic discipline of your choice.
Psionic Allure (1st level)
Instead of Charisma, you use your Intelligence for Charisma Checks. Additionally, gain Proficiency with Deception and Performance.
Psychic Glamour (3rd level)
As an action, you can take the form of various exotic creatures, adopting their appearance and most of their powers, while sometimes augmenting them with your own psionic power, unlocking unique or modified actions.
Available forms:
Ettercap (3rd level): Web, Multiattack
Hook Horror (3rd level): Pounce, Multiattack
Redcap (3rd level): Open Wounds, Ironbound Pursuit, Bloodlust
Minotaur (5th level): Charge, Brutal Leap, Reckless Roar, Gore
Hollyphant (5th level): Trumpet of Blasting, Trumpet of Sparkles, Trumpet of Valor
Cloaker (7th level): Phantasms, Multiattack, Cloaker Shroud
Blight (7th level): Needles, Constrict, Entangling Plants, Adhesive Whip
Spectator (9th level): Wounding Ray, Paralyzing Ray, Fear Ray, Confusion Ray
Orthon (9th level): Infernal Dagger, Concussive Blast, Mine Cluster, Invisibility
Notable abilities:
- Bloodlust allows one ally to make an additional weapon attack each turn while concentration holds;
- Trumpet of Valor grants 10 temporary hit points to all nearby allies (No resource cost);
- Cloaker Shroud makes all allies Invisible while concentration holds (No resource cost), only usable outside combat
Improved Psionic Allure (6th level)
Gain Expertise in Deception and Performance.
Fluid Form (6th level)
When you roll initiative, you may activate Psychic Glamour as a free action.
Identity Thief (14th level)
When an enemy creature dies near you, you can use a reaction to absorb its lingering essence, granting you 20 temporary hit points and allowing you to use Psychic Glamour without using an action or psi points. Once you use this feature, you can’t use it again until your next Short Rest.
Order of the Clairvoyant
Using their unique deck of cards and supernatural luck, Clairvoyant mystics determine their own fate.
Bonus Discipline (1st level)
Learn an additional psionic discipline of your choice.
Deck of Intertwined Fates (1st level)
As a bonus action, you can spend 2 psi points to draw a card from your deck. You may play this card immediately (free action) or hold onto it for later use (bonus action). Using this will undraw any cards you may be holding.
Omen (1st level)
Each day, you gain a number of Omen charges equal to your Proficiency Bonus. You may use these instead of psi points to fuel your Deck of Intertwined Fates casts.
Incredible Luck (3rd level)
You cannot roll lower than a 2 on Attack Rolls, Saving Throws, Ability Checks and Damage Rolls.
Sleeve Draw (6th level)
As a bonus action, you may draw any card from your deck (except The Coin). You can play this card immediately (free action), as well as any other cards you may be holding. You can only use this feature once per Long Rest.
Seer’s Gambit (14th level)
When you draw a card using Deck of Intertwined Fates, roll a d20. If you roll an 11 or higher, you regain one Omen charge and may draw another card. You can use this feature multiple times in a turn.
List of Mystic Cards:
"Elminster, the Sage of Shadowdale"
Grant a creature the wisdom of a great wizard for 2 turns. They can cast spells, skills or psionic disciplines without consuming spell slots, psi points, charges, or similar resource costs.
The Balance
"Kelemvor, Judge of the Damned"
Mark a creature for judgement, making them Vulnerable to the next instance of damage they take within 1 minute.
The Coin
"Tymora, Lady Luck"
Lady luck smiles upon you. Refresh all your Omen charges and the cooldown of Sleeve Draw. You may draw another card.
The Exile
"Drizzt Do'Urden, Legendary Hunter"
Create a dark shroud (Darkness spell) that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. The shroud lasts for 1 minute.
The Flame
"Kossuth, Lord of Flames"
Wreathe a creature's weapon in flames for 1 minute. Their weapon attacks deal an additional 1d8 fire damage.
The Martyr
"Ilmater, the One Who Endures"
Cover an allied creature, taking damage in their stead. Damage dealt to the creature will instead be dealt to you. This effect ends if you drop to 0 hit points. If you are Downed while this effect is active, you will regain 1 hit point.
The Moon
"Selûne, the Moonmaiden"
The light of the moon heals nearby allied creatures. Allied creatures within 30 feet regain 2d10 + your level hit points.
The Oracle
"Alaundo, the Seer"
Grant a creature a vision into the future, allowing them to automatically succeed one Saving Throw they make within 1 minute.
The Reaper
"Myrkul, Lord of Bones"
Make a creature begin to wither away, preventing them from regaining hit points and reducing their movement speed by 15 feet. An undead target receives Disadvantage on Attack Rolls.
The Scroll
"Oghma, Lord of Knowledge"
Impart vast knowledge to a creature, giving them a +10 bonus to Ability Checks for 1 minute.
The Slayer
"Bhaal, Lord of Murder"
Cause murderous intent to overtake a creature for 1 minute. The number it needs to roll to land a Critical Hit is reduced by 3.
The Storm
"Talos, the Destroyer"
Surround a creature with violent storms, causing them to deal 1d8 thunder damage to melee attackers, knocking them back 10 feet for 1 minute.
The Sun
"Lathander, the Morninglord"
Sear nearby enemies with the radiance of the sun. Enemies within 30 feet must make a Constitution saving throw, taking 2d10 + your level as radiant damage on a failure or half as much on a success.
The Thief
"Mask, Lord of Shadows"
Conceal a creature in the shadows for 1 minute. The target becomes Invisible as if affected by the Invisibility spell.
The Tyrant
"Bane, the Black Hand"
Overwhelm a creature with oppressive power, Frightening and Disarming them for 1 turn.
The Wanderer
"Shaundakul, Rider of the Winds"
Wayward winds displace a creature, teleporting them to an unoccupied space within 60 feet.
The Warden
"Helm, the Vigilant One"
Protect a creature for 1 minute. Their Armour Class is increased by 5.
The Warrior
"Tempus, the Lord of Battles"
Embolden a creature with the might of a great warrior for 1 minute. They gain a +5 bonus to Attack Rolls.
The Wave
"Istishia, the Water Lord"
Bless a creature with the ocean's grace for 1 minute. Their movement speed is increased by 15 feet, they are not slowed by Difficult Terrain and they don't provoke Opportunity Attacks.
The Witch
"Iggwilv, the Witch Queen"
Foul magics curse a creature. It must succeed a Wisdom saving throw or be affected by Tasha’s Hideous Laughter for up to 1 minute.
Psionic Disciplines
Psionic Skirmishing (Immortal)
You achieve unparalleled mastery with your weapons, merging them into an extension of your being.
Psychic Focus: Psionic Skirmishing
You gain the effects of Fighting Style: Two-Weapon Fighting.
Slice and Dice (2 psi)
As a bonus action, perform two weapon attacks in quick succession. Must be wielding a weapon in each hand.
Energy Infusion (3 psi; conc; 1 minute)
As a bonus action, infuse your melee weapons, dealing 1d6 additional damage with one of the following elements: Acid, Cold, Fire, Lightning or Thunder.
Psionic Alacrity (5 psi; 1 minute)
As a free action, gain the effects of Extra Attack. You can spend 7 points on this discipline to extend the effect to last until long rest. Does not stack with Extra Attack or Flawless Technique.
Blade Flurry (5 psi)
As an action. perform a melee weapon attack against all creatures within 3m plus an additional 1d8 damage.
Mastery of Gravity (Wu Jen)
You learn to manipulate the fundamental forces that hold things together, granting you a semblance of control over gravity.
Psychic Focus: Mastery of Gravity
Gain 50% increased jumping distance.
Gravitational Slam (1-7 psi)
As an action, channel gravitational energy onto a creature. It must succeed a Strength saving throw or take 1d8 force damage per psi point spent and be knocked prone. On a successful save, it takes half as much damage.
Density Shift (3 psi)
As an action, alter a creature's gravity, either reducing it or increasing it for 1 minute. Attempting to increase a creatures' gravity forces them to make a Charisma saving throw against this spell.
Creatures with reduced gravity have 10 feet of increased movement speed, have their jump distance doubled and take no fall damage.
Creatures with increased gravity have 10 feet of reduced movement speed, have their jump distance halved and take three times more damage from falling.
Crushing Force (5 psi)
As an action, exert a powerful gravitational force in a sphere with a radius of 15 feet. Creatures within must succeed a Strength saving throw or take 4d10 force damage and have their movement speed halved for a turn. On a successful save, targets take half as much damage.
Singularity (6 psi; conc; 1 minute)
As an action, warp space around a friendly creature, turning them into a gravitational beacon. Enemies within 15 feet have their movement speed halved, and when a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 3d4 force damage and is pulled inwards. On a successful save, the creature takes half as much damage.
Spatial Compression (7 psi)
As an action, compress and distort space in a sphere with a radius of 20 feet. Creatures within must succeed a Strength saving throw or take 8d8 force damage and be slowed for 2 turns. On a successful save, targets take half as much damage.
Mastery of Time (Wu Jen)
You reach out with your mind and grasp the threads of time themselves, allowing you to bend reality and fate to your whims.
Psychic Focus: Mastery of Time
Gain Advantage on Perception checks.
Borrowed Time (1 psi)
As a bonus action, grant yourself or a friendly creature the effects of Haste. You become Lethargic for one turn afterwards.
Twist of Fate (3 psi)
As a bonus action, nudge fate towards you or a friendly creature's favor for 1 turn. They gain advantage on saving throws, incoming attacks have disadvantage. Additionally, when they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. Afterwards, they target becomes immune to this effect for 1 turn.
Future Sight (3 psi)
As a reaction, impose disadvantage on an incoming attack against a friendly creature.
Time Stop (5 psi)
As an action, target a creature. It must succeed a Charisma saving throw or be banished from the timeline for 1 turn.
Chronoward (6 psi)
As an action, ward a creature from harm for 1 minute. Any damage taken during this period is stored, and when the effect ends, the creature will regain hit points equal to the damage stored. This effect will automatically end if the target is reduced to 0 hit points, restoring hit points immediately. A target can also choose to end the effect on its turn. Only one creature may be affected by this at a time.
Acceleration Zone (7 psi; conc; 1 minute)
As an action, create a zone with a radius of 10 feet. Creatures within gain the benefits of Haste.
Mantle of Insanity (Awakened)
You learn to use psionic energy to break the minds of others, causing them to descend into madness.
Psychic Focus: Mantle of Insanity
Gain immunity to Confusion and Domination effects.
Delirium (2 psi; conc; 1 minute)
As an action, a creature of your choice becomes dazed and falls into a state of mild confusion. The target must succeed an Charisma saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. At the end of each of its turn and each time it takes damage, the target can make another Charisma saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, this effect ends.
Hysteria (3 psi; conc; 1 minute)
As an action, One creature of your choice must succeed an Charisma saving throw or become charmed by you for the duration. While the target is charmed in this way, it must attack the closest creature close to it on each of its turns, even if it’s allied. At the end of each turn, the target makes another Charisma saving throw to attempt to free themselves from this effect.
Paranoia (5 psi; conc; 1 minute)
As an action, you cause creatures in the targeted area to grow intensely paranoid. Each creature in the area must make an Charisma saving throw. On a failed save, creatures become incapacitated and their speed is reduced to 0. This effect ends for an affected creature if it takes any damage or if someone else uses an action to help the creature.
Unending Torment (6 psi; conc; 1 minute)
As an action, you torment a creature with maddening whispers. The target must succeed an Charisma saving throw or become frightened for the duration. At the end of each of its turns, the target must succeed an Charisma saving throw or take 410 psychic damage. On a successful save, this effect ends.
Crimson Harvest (Immortal)
You learn to psionically manipulate blood, siphoning the life force from foes and strengthening yourself and allies.
Psychic Focus: Crimson Harvest
Gain resistance to Necrotic damage.
Transfusion (1-7 psi)
As an action, siphon the life force from a creature. The chosen creature must make a Constitution saving throw. On a failed save, it takes 1d8 necrotic damage per psi point spent. On a successful save, it takes half damage. You regain hit points equal to half of the damage dealt by this discipline.
Crimson Eruption (3-7 psi)
As an action, drain the life force of all nearby creatures. Targets must make a Constitution saving throw. On a failed save, creatures take 1d8 necrotic damage per psi point spent. On a successful save, targets take half damage. You regain hit points equal to a quarter of the damage dealt by this discipline.
Blood Frenzy (5 psi; 1 minute)
As a bonus action, sacrifice your own blood for power. You take 1d8 necrotic damage and gain Blood Frenzy. For the duration, your movement speed increases by 10 feet, and at the start of each of your turns you gain 10 temporary hit points. If you have the Psionic Resilience feature, gain additional temporary hit points equal to your Intelligence modifier.
Sanguine Infusion (5 psi; 1 minute)
As an action, you empower the blood of nearby allied creatures and yourself. Each target has resistance to necrotic damage and has advantage on Strength, Dexterity and Constitution saving throws. You can spend 7 points on this discipline to extend the effect to last until long rest.
Mastery of Nature (Wu Jen)
You attune yourself with the environment, allowing you to invoke the power of nature to your aid.
Psychic Focus: Mastery of Nature
Gain Advantage on Nature checks.
Toxic Spines (1-7 psi)
As an action, launch a toxic spine at a creature. Make a ranged spell attack against it, dealing 1d8 piercing damage per psi point spent. On a hit, the target will be poisoned and take 1d4 poison damage at the end of their next turn per psi point spent.
Thorny Briars (3 psi; conc; 1 minute)
As an action, launch a ball of thorny briars that stick to a creature. Make a ranged spell attack against it, dealing 2d4 slashing damage. While concentration holds, its movement speed is halved and any time the affected creature moves 5 feet it takes 2d4 slashing damage.
Regrowth (5 psi; 1 minute)
As an action, imbue a creature with restorative energy. For the duration, at the start of each of their turns they regain 15 hit points, unless they recently took fire or acid damage. If the target is reduced to 0 hit points this effect ends.
Brambleskin (6 psi; long rest)
As an action, you can cause yourself or an ally to grow brambles on their skin. While affected, their armor class is increased by 2 and whenever a creature strikes them with a melee attack, the attacker takes 4d4 piercing damage. Only one creature may be affected by this.
Mass Entanglement (7 psi; conc; 1 minute)
As an action, cause a mass uprooting in an area around yourself. All enemies within range must make a Dexterity saving throw. On a failed save, targets take 8d8 piercing damage and are restrained for the duration. On a successful save targets take half damage and are not restrained. At the start of each turn, affected creatures make a Strength saving throw to attempt to free themselves.
Crown of Envy (Avatar)
You tap into feelings of envy and desire, filling others with a crippling longing or fervent ambition.
Psychic Focus: Crown of Envy
Gain Advantage on Investigation checks.
Seething Ire (1-7 psi; conc; 1 minute)
As an action, one creature of your choosing becomes filled with a hateful impulse. For the duration, their unarmed and weapon attacks will deal an additional 2 damage per psi point spent.
Vendetta (3 psi; conc; 1 minute)
As an action, you mark a creature as your nemesis. For the duration, the creature's armor class is reduced by 4.
Redoubled Effort (5 psi; 1 minute)
As a bonus action, you instill a creature with a strong desire for success. For the duration, they can’t roll lower than a 10 when making attack rolls, saving throws or ability checks.
Aura of Spite (7 psi; conc; 1 minute)
As an action, you radiate an aura of malice. For the duration, whenever allied creatures within range deal damage, they regain hit points equal to half of the damage dealt.
Transcendent Form (Awakened)
You wield your psionic power to summon spectral appendages, enhancing your and allies' effectiveness in various ways.
Psychic Focus: Transcendent Form
The number you need to roll to land a critical strike is reduced by 1.
Transcendence (2 psi; long rest)
As a bonus action, enter a heightened state of psionic focus and awareness. While in this state, the range of your psionic talents and disciplines is increased by 50%, and the duration of statuses, surfaces and summons of psionic talents and disciplines is doubled. While this effect is active, your movement speed is halved. You can end this effect using a bonus action at any time.
Psychic Brand (6 psi; long rest)
As an action, brand a creature with a floating psychic sigil on their forehead. Choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The targeted creature’s score for the chosen ability is raised to 19 unless it is already higher. Only one type of brand may be active for each creature, but you can have multiple brands across different creatures.
Spectral Arms (7 psi; long rest)
As an action, bestow an additional set of spectral, psychic arms to a creature. The target can perform any weapon attack as a bonus action, gain Advantage on Strength checks, they gain +1 to weapon attack rolls and their carrying capacity is doubled. You can only have one set of spectral arms on any creature at any given time.
Nomadic Hunting (Nomad)
You cast your mind out into the wilderness, enhancing your ability to track and strike down your prey.
Psychic Focus: Nomadic Hunting
Gain Advantage on Survival checks.
Javelin Toss (1-7 psi)
Hurl a javelin at a creature. Make a ranged spell attack, dealing 1d10 piercing damage on a hit per psi point spent.
Nomad's Mark (2 psi; conc; 1 minute)
As a bonus action, choose a creature and mark it as your quarry. For the duration, you deal an extra 1d6 psychic damage to the target whenever you damage it. If the target drops to 0 hit points before this discipline ends, you can use a bonus action on a subsequent turn of yours to mark a new creature without spending psi points.
Nomadic Snare (5 psi; 1 minute)
As an action, place a mystical trap in a targeted area. The first time a creature enters its radius, nearby creatures must make a Dexterity saving throw. On a failed save, targets take 4d8 thunder damage and are restrained. On a successful save targets take half as much damage and are not restrained. At the start of each turn, affected creatures make a Strength saving throw to attempt to free themselves.
Hunting Party (6 psi; long rest)
Heighten your and your allies’ senses, gaining the effects of Pack Tactics: gain advantage on attack rolls against targeted creatures if there are any allies within 10 feet of the target.
Crown of Apathy (Avatar)
You have learned to suppress all emotions on creatures, filling them with a sense of apathy and disinterest.
Psychic Focus: Crown of Apathy
Gain immunity to being Charmed and Frightened.
Wave of Apathy (1-7 psi)
Unleash a wave of apathy on creatures. Choose an amount of creatures equal to the amount of psi points used to cast this discipline. Targets must make a Charisma saving throw, taking 1d6 psychic damage and suffering disadvantage on their next attack roll on a failed save. On a successful save, targets take half damage.
Lassitude (3 psi)
As an action, you dampen a creature’s desire to act. The target must make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage and it can’t take a reaction until the end of its next turn. Additionally, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and does not suffer any of the other effects.
Incite Apathy (5 psi; conc; 1 minute)
As an action, suppress a creature’s determination. It must succeed a Charisma saving throw or its damage with weapons is halved while concentration holds.
Aura of Indifference (7 psi; conc; 1 minute)
As an action, exert an aura of indifference that drains creatures’ desire to act. The first time an enemy creature enters the radius or starts its turn there, it must make a Charisma saving throw. On a failed save, they are disarmed, lose concentration and are unable to act for their turn.
Nomadic Guile (Nomad)
You concentrate your mind on trickery and cunning, allowing you to deceive and swindle others with ease.
Psychic Focus: Nomadic Guile
Gain Advantage on Sleight of Hand checks.
A New Face (1 psi; long rest)
As an action, you assimilate the faces of other beings within the noosphere. Until the next long rest, you can cast the Disguise Self spell without spending a spell slot or psi points.
Nimble Fingers (2 psi; 1 minute)
As an action, imbue your fingers with unnatural agility. For the duration, you gain a +10 bonus to Sleight of Hand checks.
Turn the Tables (3 psi)
As a reaction, when you are hit with an attack or fail a saving throw, you can activate this ability to reroll the attack roll or saving throw. The attacker will then suffer disadvantage on saving throws, and attack rolls against it will have advantage for 2 turns.
Bestow Luck (5 psi; long rest)
As an action, bless a creature with incredible luck. They gain the benefits of the Lucky feat.
Mantle of Serenity (Avatar)
You focus your mind on peace and serenity, bringing relaxation and rest to yourself and others.
Psychic Focus: Mantle of Serenity
Gain immunity to Sleep and Advantage against becoming Paralyzed.
Lull (1-7 psi; 2 rounds)
Induce sleep on creatures. Choose any number of creatures with combined remaining hit points equal to 12 times the amount of psi points spent to cast this discipline. Targeted creatures are put to sleep for 2 rounds.
Abate (2 psi; 1 minute)
As an action, appease a creature. Remove any charmed, frightened or rage effects from the creature and they become immune to such effects for the duration.
Aura of Tranquility (3-7 psi; conc; 1 minute)
As an action, exert an aura of peace. Whenever a creature ends its turn within the aura’s radius, restore 1d4 hit points to them per psi point spent on activating this discipline.
Hibernate (5 psi)
As an action, place an allied creature in a deep, restful sleep, granting them the benefits of a short rest. Once affected by this, targets cannot be affected again until the next long rest.
Lucid Dreaming (6 psi; 1 minute)
As a bonus action, wake all creatures near you. Allied creatures in the area gain +5 to attack rolls and saving throws and their movement speed increases by 10 feet for the duration. Enemies are instead paralyzed for the duration. Paralyzed enemies make Charisma saving throws at the end of each of their turns to attempt to free themselves.
Mass Repose (7 psi)
As an action, choose an area. All creatures within must make an Charisma saving throw or fall asleep for 3 turns. Allies automatically fail their saving throw.
Mastery of Stars (Wu Jen)
Your mind reaches out into the stars, granting you control over astral bodies.
Psychic Focus: Mastery of Stars
Gain resistance to Radiant damage.
Astral Mote (1-7 psi)
As an action, launch a mote of starlight. Make a ranged spell attack roll, dealing 1d8 radiant damage per psi point spent. The next attack against the target will have advantage.
Moonlight (3 psi; 1 minute)
As a bonus action, illuminate a large area around you with the light of the moon. Any invisible creature will be revealed and will not be able to go invisible for the duration.
Sunburst (5 psi)
As an action, create a massive solar explosion in the targeted area. Creatures within the radius must make a Dexterity saving throw. On a failed save, targets take 6d6 fire damage and are blinded for 1 round. Creatures who are sensitive to sunlight take an additional 2d6 fire damage and have disadvantage on this saving throw. On a successful save, creatures take half damage and are not blinded.
Star Rail (6 psi; conc; 1 minute)
As an action, materialize a path of stardust. Creatures along the path can move without using their movement speed, but cannot take any actions, bonus actions or reactions while within.
Starstorm (7 psi; conc; 1 minute)
As an action, create a violent star shower in a targeted area. Creatures within are in difficult terrain and cannot go invisible. The first time a creature enters the area or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 4d10 radiant damage, or half as much on a successful save.
Soul Reaper (Immortal)
You psionically reach out to the souls of other creatures, allowing you to rip it from their bodies, delivering a swift end.
Psychic Focus: Soul Reaper
Reducing a creature to 0 hit points heals you for an amount equal to your Intelligence Modifier.
Soul Harvest (1-7 psi)
As an action, you try to snatch a creature’s soul. The target must make a Charisma saving throw. On a failed save, it takes 1d8 necrotic damage per psi point spent, increasing to 1d12 if the target has half of its hit points remaining or less. On a successful save the target takes half damage.
Soul Grip (3 psi)
As a bonus action, you reach into a creature’s soul and try to pull it towards you. The target must make a Charisma saving throw or be pulled towards you. Allies automatically fail their saving throw.
Souleater (5 psi)
As an action, you try to sever a creature’s soul from its body. Make a melee spell attack against the target, dealing 13d4 necrotic damage on a hit. If this discipline reduces a creature to 0 hit points, you regain 5 psi points.
Doom (6 psi; conc; 1 minute)
As a bonus action, mark a creature for death. While it remains near you, its movement speed is halved, it can’t regain hit points and loses any resistances it may have.
Titanic Presence (Immortal)
You channel psychic energy around yourself and outwards, bursting into a titanic rage and controlling the battlefield.
Psychic Focus: Titanic Presence
Gain immunity to falling Prone and becoming Restrained.
Provoke (1-7 psi; 1 round)
As an action, attempt to infuriate a creature. It must succeed a Charisma saving throw or take 1d8 psychic damage and be forced to attack you and no one else during its next turn. On a successful save, the target takes half damage and is not provoked.
Titan's Rage (3 psi; 1 minute)
As a bonus action, enter a titanic rage. While raging, you gain the following effects:
- You have advantage on Strength checks and Strength saving throws.
- You use Intelligence instead of Strength for Strength checks and Strength saving throws.
- When you make a melee attack, you gain a +2 bonus to the damage roll.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You have disadvantage on saving throws to maintain concentration.
- Your movement speed decreases by 10 feet.
Intervene (3 psi)
As a reaction, take damage intended for another creature until the end of their next turn.
Menacing Presence (5 psi; 1 minute)
As an action, challenge nearby enemy creatures. Targets must succeed an Intelligence saving throw or be taunted. Taunted enemies must attack you and have disadvantage on attack rolls on anyone but you. Targets make an Intelligence saving throw at the end of their turns to attempt to free themselves from this effect. If you are under the effects of Titanic Rage, this costs a bonus action instead of an action.
Titanic Leap (5-7 psi)
As an action, leap to a chosen location, causing the earth to quake upon landing. Creatures near your landing area must make a Strength saving throw. On a failed save, creatures take 1d8 bludgeoning damage per psi point spent and are knocked prone. On a successful save, targets take half damage. If you are under the effects of Titanic Rage, this costs a bonus action instead of an action.
Mantle of Pride (Avatar)
You tap into your own pride and confidence, lifting your allies' spirits and making your foes stumble carelessly.
Psychic Focus: Mantle of Pride
Gain Advantage on Performance checks.
Exaltation (1-7 psi)
As an action, shield a creature with their own pride, granting them 6 temporary hit points per psi point spent.
Hubris (3 psi; conc; 1 minute)
As an action, burden a creature with their own hubris. The first time they move and take an action each turn, they take 2d6 psychic damage.
Aura of Contempt (5 psi; conc; 1 minute)
As an action, exert an aura of superiority and disdain. Attack rolls made by allied creatures within range deal an additional 1d4 psychic damage.
Prideful Mantle (7 psi; long rest)
As an action, project a protective curtain that shields allies. While affected, creatures cannot be moved by any external forces, mundane or magical. The first time an affected creature takes damage, reduce that damage to 1, ending this effect on themselves.
Nomadic Kinship (Nomad)
You extend your focus towards animals and wildlife, forming a deep psychic bond with them.
Psychic Focus: Nomadic Kinship
Gain Advantage on Animal Handling checks.
Bestial Speech (1 psi; long rest)
As an action, you gain the ability to comprehend and verbally communicate with beasts for the duration.
Friend of the Forest (2 psi; 1 minute)
As an action, convince a beast that you mean it no harm. If the beast’s Intelligence is 4 or higher, this discipline fails. Otherwise, the beast must succeed on an Intelligence saving throw or be charmed by you for the duration. If you or one of your companions harms the target, the effect ends.
Bestial Companion (2 psi; long rest)
As an action, summon a friendly blue jay to assist you. Alternatively, you can spend 5 psi points to summon your personal companion to your side. Your companion is an eagle, is capable of flying and deals high damage.
Bestial Might (7 psi; 1 minute)
As an action, your signal your bestial companion to rampage. For the duration, it gains an additional attack, its movement speed is doubled and it gains a bonus to attack rolls and saving throws equal to your Intelligence modifier.
Nomadic Grace (Nomad)
You imbue your weapons with the essence of the winds, delivering elegant yet deadly techniques upon your foes.
Psychic Focus: Nomadic Grace
Gain Advantage on Acrobatics checks.
Gale Slash (2 psi)
As an action, unleash two razor sharp slashes that cut through the air. Make a ranged spell attack for each, dealing 1d6 + your melee weapon’s damage as slashing damage for each attack.
Quick Draw (3 psi)
As a reaction, you can blink through the air and appear immediately next to your target. After you are hit with an attack, teleport to the target that attacked you and perform a melee weapon attack.
Blessing of the Winds (5 psi; long rest)
As an action, you can enchant a creature's melee weapons with the essence of the winds. Enchanted weapons deal an additional 1d6 psychic damage and their attack range is increased by 15 feet. You can only bless one creature at once.
Steel Tempest (6 psi)
You brandish a melee weapon and imbue it with vibrant energy. Make a melee weapon attack against a creature, dealing an additional 1d8 psychic damage on a hit, increasing your movement speed by 15 feet. While under this effect, you don’t provoke attacks of opportunity. You can repeat this effect up to two more times, provided the previous attack hit and your new target has not already been hit by the current sequence. The movement speed bonus from this effect can stack, but is lost at the end of your turn.
Psychic Distortion (Awakened)
You wield psionic energy to alter and distort reality, creating optical illusions that distract foes.
Psychic Focus: Psychic Distortion
Gain immunity to becoming Blinded.
Obscuring Veil (2 psi; 1 minute)
As a bonus action, distort other creatures’ perception of you. For the duration, you appear obscured and gain the benefits of being heavily obscured no matter where you are. This will allow you to benefit from certain equipment, hide in plain sight or make it harder for creatures without darkvision to hit you.
Psychic Double (3 psi; 1 minute)
As a bonus action, summon an image of yourself in a targeted area. On your turns, you can swap places with it and back, as if you were casting from the image’s position. You can also move it to a specified position once per turn, or swap places with it as a bonus action.
Mirage (5 psi; long rest)
As an action, imbue yourself with eerie illusory energy. After moving 10 feet, you gain an illusory copy of yourself which confuses enemies. While this copy is active, your armor class is increased by 5, and you gain a +5 bonus to Dexterity saving throws. Whenever a creature misses an attack against you this image dissipates.
Illusory Horde (6 psi; 1 minute)
As an action, create Mirror Images of yourself and all nearby allied creatures.
Ethereal Shroud (7 psi; conc; 1 minute)
As an action, summon a dome where creatures within are imperceptible to the eye. Creatures within gain the benefits of Greater Invisibility.
Infinite Abyss (Awakened)
Your mind reached a place it perhaps shouldn't have, allowing you to harness the insidious powers of unknowable eldritch horrors.
Psychic Focus: Infinite Abyss
Gain Advantage on Insight checks.
Glimpse of the Void (1-7 psi)
As an action, you momentarily open a small rift into the far realms. Creatures in a small area must make an Intelligence saving throw. On a failed save, targets take 1d8 psychic damage. On a successful save, targets take half damage.
Symbiotic Link (3 psi; 1 minute)
As a bonus action, form a symbiotic bond with another creature. You can only be linked to one creature at once. For the duration, whenever you gain a positive status effect from a psionic discipline, your bonded creature also receives the same effect for the same duration. If you lose an effect early, so does your partner, with the exception of temporary hit points. When the effect ends, so will any other effects granted by this discipline.
Psionic Disturbance (5 psi; conc; 1 minute)
As an action, you project a dissonant cacophony that disrupts thought. For the duration, whenever an enemy creature within range casts a spell or ends their turn concentrating on a spell, they take 4d6 psychic damage.
Eldritch Evolution (7 psi; 3 rounds)
As an action and bonus action, you fully embrace the bizarre power of entities from beyond. For the duration, you are considered an aberration, and the psi points of all disciplines is reduced to 0. When this effect ends, you are reduced to 1 hit point.
Crown of Regret (Avatar)
You sow feelings of shame and regret on others, causing them to hesitate on their actions and dwell on past mistakes.
Psychic Focus: Crown of Regret
Gain Advantage on Saving Throws to maintain Concentration.
Crowned in Shame (1-7 psi)
As an action, you flood the target with feelings of shame. The target must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and is silenced until the end of their next turn. On a successful save the target takes half damage.
Mark of Dishonor (3 psi; 1 minute)
As a bonus action, you torment a creature with intense feelings of guilt. The target must succeed a Charisma saving throw or be affected for the duration. While affected, whenever one of their allies is reduced to 0 hit points, they take 3d6 psychic damage and their movement speed is reduced to 0 for one turn.
Penitence (5 psi; conc; 1 minute)
As an action, you cause a creature to lament any harm it brings upon others. It must succeed a Charisma saving throw or be affected for the duration. While affected, whenever they deal damage, they take psychic damage equal to the damage dealt.
Overwhelming Regret (7 psi)
As an action, you assault up to six creatures with overwhelming feelings of regret. Each target must make a Charisma saving throw. On a failed save, targets take 8d6 psychic damage and are forced to flee from you on their next turn and do nothing else. On a successful save, targets take half damage.
Phantasmal Mind (Awakened)
You learn to manifest your psionic power in uncanny ways, mimicking the paranormal traits of ghostly entities.
Psychic Focus: Phantasmal Mind
Attackers will have disadvantage on ranged attack rolls against you.
Haunt (1-7 psi)
As an action, you harrow a creature's mind. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent. On a successful save the target takes half damage. If the target is charmed or frightened, this always deals maximum damage.
Ghostly Curse (3 psi; conc; 1 minute)
As an action, you curse a creature with unnatural power. The target must succeed an Intelligence saving throw or be charmed for the duration. While affected, the target takes 4d6 damage on at the end of each of its turns. At the end of each of its turns, the target can repeat the saving throw, removing this effect on a success.
Ethereal Fusion (5 psi; long rest)
As an action, your body and mind merge with a willing creature, granting them 20 temporary hit points. For the duration, you are unable to be harmed, and can cast spells from the target’s location. A creature may only be fused with one other creature this way. You may end this effect early at any time by teleporting to an unoccupied space within 30 feet of your host.
Spectral Wail (7 psi)
As an action, you let out an ear-splitting shriek that claws at the mind of nearby enemy creatures. Targets must make a Wisdom saving throw. On a failed save, targets take 8d8 psychic damage and are frightened for 2 turns. On a successful save, targets take half damage.
Psionic Throwing (Immortal)
You extend your psychic control to your thrown weapons, allowing you to perform deadly and precise attacks at a distance.
Psychic Focus: Psionic Throwing
Whenever you make a thrown weapon attack, you roll the damage dice twice and take the highest result.
Psychic Bond (2 psi; long rest)
As an action, you psionically bind the weapon in your main hand. The weapon can’t be knocked out of your hand, and it automatically returns to you when thrown. Additionally, it gains the thrown property, if it does not already have it.
Ricochet (3 psi)
As a reaction, whenever one of your thrown weapon attacks misses, you can repeat the attack roll on another nearby creature.
Deadly Precision (5 psi; conc; 1 minute)
As a bonus action, you augment your focus and accuracy. For the duration, you add your Intelligence modifier to thrown weapon attack and damage rolls.
Nomadic Alchemy (Nomad)
You wield psionic power to enhance and alter the effects of natural and alchemical substances, allowing them to be used to greater effect.
Psychic Focus: Nomadic Alchemy
Gain Advantage on Medicine Checks.
Concentrated Brew (1-7 psi)
As an action, you hurl a mug of mead at a creature. The target must make a Constitution saving throw. On a failed save, it takes 1d10 poison damage per psi point spent and becomes drunk for 1 minute. On a successful save the target takes half damage. The mead spills on the ground, leaving a flammable alcohol surface under the target.
Philosopher’s Touch (3 psi)
As an action, you turn an item into gold currency. The item is completely destroyed in the process, and the gold yield is equal to three times the item's base value. The item must be something you can pick up and move, it must be an item that traders will be willing to trade and cannot be a container, otherwise this discipline fails. This discipline also cannot target gold currency itself.
Panacea (5 psi; 1 minute)
As an action, you apply a potent cure-all to a creature, removing any blinded, poisoned, paralysis, petrification and disease conditions. Additionally, the target will become immune to such conditions for the duration, and incoming healing will be maximized.
Bottomless Flask (7 psi; long rest)
As an action, you infuse a potion, elixir or similar consumable with potent psi energy, making it no longer be consumed when used. Cannot be used on certain potions that are too powerful, such as the Potion of Angelic Reprieve and Potion of Angelic Slumber.
Mastery of Metal (Wu Jen)
Your mind resonates with metals and magnetic forces.
Psychic Focus: Mastery of Metal
Whenever a creature strikes you with a critical hit, it becomes a regular hit instead.
Shrapnel Blast (1-7 psi)
As an action, you unleash sharp metal shrapnel at a creature. The target must make a Dexterity saving throw. On a failed save, it takes 1d8 slashing damage per psi point spent and starts bleeding for 3 rounds. On a successful save the target takes half damage. A bleeding creature takes 2 slashing damage each turn and has disadvantage on Constitution saving throws. Some creatures, such as constructs and undead cannot bleed.
Sharpened Steel (3 psi; 1 round)
As a bonus action, you hone the target's weapon, causing their next weapon attack to become a guaranteed critical hit, and it cannot miss. Once affected, a creature cannot benefit from this effect for 1 turn.
Magnetize (5 psi; conc; 1 minute)
As an action, you cause a construct or creature wearing metal armor to become magnetic. A magnetized creature is slowed, and a magnetized construct is slowed and any successful attack made against it becomes a critical hit. At the end of each of its turns, the target must make a Constitution saving throw, removing this effect on a successful saving throw. Constructs have disadvantage on this saving throw.
Fortified Plating (6 psi; conc; 1 minute)
As an action, you harden the metallic frame of a construct or metal armor of a creature. For the duration, any damage it takes is reduced by 5. If the target was a construct, it also gains 20 temporary hit points.
Magnetic Storm (7 psi; conc; 1 minute)
As an action, you manifest a powerful magnetic field around yourself. Enemies within range suffer the effects of Magnetize, regardless of whether they are wearing metal armor or are a construct. The area is also considered difficult terrain for enemies.
Crown of Suffering (Avatar)
You twist and alter feelings of pain, amplifying or mitigating the agony of others.
Psychic Focus: Crown of Suffering
Gain immunity to being Surprised.
Frailty (1-7 psi; conc; 1 minute)
As an action, you make a creature more receptive to pain, causing them to take an additional 2 damage per psi point spent from all sources.
Panic Attack (3 psi)
As an action, you cause a surge of anxiety to overwhelm a creature. The target must make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage plus an additional 1d6 damage if it’s surprised or frightened, or half as much on a successful save. If the target failed the saving throw and was surprised or frightened, it becomes paralyzed for 2 turns.
System Shock (5 psi; 1 minute)
As an action, you debilitate a creature, intensifying their reception to harm. Whenever it is damaged, it suffers an additional effect based on the types of damage it just took.
- Bludgeoning: Disadvantage on Wisdom saving throw
- Piercing: Takes an additional 2 piercing damage from attack
- Slashing: Creature starts bleeding, taking 2 slashing damage each turn
- Acid: Armor class reduced by 2
- Cold: 10 feet reduced movement speed
- Fire: Creature starts burning, taking 1d4 fire damage each turn
- Force: Creature is knocked prone
- Lightning: Cannot take reactions
- Necrotic: Cannot regain hit points
- Poison: Creature becomes poisoned
- Psychic: Subtract 1d4 from the attack made by the creature
- Radiant: Next attack against the creature has advantage
- Thunder: Takes an additional 1d4 thunder damage
As a bonus action, you suppress a creature’s ability to feel pain. For the duration, the creature becomes immune to all damage except psychic. Afterwards, the creature will become immune to this effect for 1 minute.
Metacognition (Awakened)
Your mind reaches a new level of thought, enhancing your cognitive and psionic capabilities.
Psychic Focus: Metacognition
Gain Advantage on Arcana Checks.
Introspection (2 psi; conc; 1 minute)
As a bonus action, you begin pondering on past experiences, informing your future decisions. For the duration, you gain +1d6 to saving throws and ability checks.
Clarity of Mind (3 psi; 1 minute)
As a bonus action, you clear your mind and focus your will. Your next psionic discipline or spell cast will be empowered. Enemies will have disadvantage on their saving throws against it, and if the disciple or spell targets an area, allies will not be harmed (similar to Sculpt Spells).
Flow State (5 psi; 1 minute)
As a bonus action and while maintaining concentration, you enter a state of supreme focus and immersion. For the duration, your concentration will not be broken as a result of taking damage, and you will gain a +4 bonus to your spell save DC and spell attack rolls. This effect will end if your concentration is broken, or if you start concentrating on something else.
Draconic Might (Immortal)
Your body adopts characteristics of various dragon and dragon-like creatures.
Psychic Focus: Draconic Might
Reduce incoming Bludgeoning, Piercing and Slashing damage by 1.
Breath of the Red Dragon (1-7 psi)
As an action, you exhale a column of fire in a cone before you. Creatures must make a Dexterity saving throw, taking 1d8 fire damage per psi point spent, or half as much on a success.
Breath of the Bronze Dragon (3-7 psi)
As an action, you exhale a jolt of lightning at a creature. Make a spell attack roll against the creature, dealing 1d8 lightning damage on a hit per psi point spent. The jolt will then continue to bounce up to 2 more times (regardless of whether it hit or not).
Dragon’s Roar (5 psi)
As an action, let loose a mighty roar. Nearby enemies must succeed a Wisdom saving throw or become fearful, dropping everything and running away from you.
Chromatic Scales (7 psi; conc; 1 minute)
As an action, you coat your body with chromatic dragon scales. For the duration, you reflect any projectile aimed directly at you, potentially damaging the attacker with their own projectiles.
Nomadic Legend (Nomad)
You focus your mind on the documentation, remembrance and reenacting of history and past events.
Psychic Focus: Nomadic Legend
Gain Advantage on History Checks.
Restore Memory (2-7 psi)
As an action, you restore an allied spellcaster’s memory. Upon using this discipline on a target, it regains a spell slot based on the amount of psi points spent.
- 2 Psi Points: 1st level spell slot
- 3 Psi Points: 2nd level spell slot
- 5 Psi Points: 3rd level spell slot
- 6 Psi Points: 4th level spell slot
- 7 Psi Points: 5th level spell slot
Elegy (3 psi; until long rest)
As an action, you honor a fallen creature with a solemn elegy. Based on the type of creature you cast this on, you will gain access to a one-time use of a specific psionic discipline as if you spent 5 psi points. Casting this discipline always costs a bonus action.
- Aberration: Glimpse of the Void
- Beast: Bestial Claws
- Celestial: Mend Wounds
- Construct: Shrapnel Blast
- Dragon: Breath of the Red Dragon
- Elemental: Combustion
- Fey: Exaltation
- Fiend: Soul Harvest
- Giant: Brute Strike
- Humanoid: Javelin Toss
- Monstrosity: Eye of Horror
- Ooze: Corrosive Touch
- Plant: Toxic Spines
- Undead: Energy Drain
Bestow Knowledge (0 psi)
As an action, you can pass your Elegy to another creature, allowing them to cast the corresponding psionic discipline on your behalf.
Echoes of the Past (5 psi; conc; 1 minute)
As an action, you fabricate a dome in which past and present merge, addling creatures within. Creatures that start their turn inside take 2d6 thunder damage as the cacophony of eternity assaults their very being. Creatures that end their turn inside must succeed a Wisdom saving throw or take 2d6 psychic damage and become stunned.
Ancient Defender (7 psi; 1 minute)
As an action, you summon a stationary defender of eld that strikes enemies that enter its range. Creatures hit by the defender have their movement speed reduced to 0.
Mastery of Life and Death (Wu Jen)
You learn to manipulate positive and negative energies, giving you control over life itself.
Psychic Focus: Mastery of Life and Death
Gain Advantage on Death Saving Throws.
Energy Drain (1-7 psi; conc; 1 minute)
As an action, you sap the life force from a creature. It must succeed a Constitution saving throw or take 1d8 necrotic damage per psi point spent. You can continue to cast this discipline without spending any psi points until the discipline ends.
Vitality Transfer (3 psi)
As a bonus action, you swap hit point percentages with a willing creature.
Energy Burst (5 psi)
As an action, you unleash a burst of positive or negative energy at a target location (your choice).
Positive energy heals all creatures for 4d6 hit points, while dealing 6d6 radiant damage to undead (no saving throw required).
Negative energy deals 6d6 necrotic damage to all creatures if they fail a Constitution saving throw, or half as much on a success, while granting undead 4d6 (16) temporary hit points.
Constructs are unaffected by both effects.
Positive Energy Flood (7 psi)
As an action, you send ribbons of positive energy at a creature. If the target is not a construct, it regains 5d12 hit points. Undead creatures or creatures at their hit point maximum instead take 5d12 radiant damage (no saving throw required).
Mastery of Sound (Wu Jen)
Your mind resonates with soundwaves and vibrations.
Psychic Focus: Mastery of Sound
Gain proficiency with musical instruments and Resistance to Thunder damage.
Discordant Burst (1-7 psi)
As an action, you cause deafening sound to ring out from a creature. It must succeed a Constitution saving throw or take 1d4 thunder damage per psi point spent, or half as much on a success. The target and any creatures within 10 feet also take 1d6 thunder damage per psi point spent.
Singing Weapon (3 psi; conc; 1 minute)
As an action, you imbue a creature’s weapons with melodic power. While your concentration holds, their weapon attack hits will deal 2d6 thunder damage to enemies within 15 feet of their target.
Sonic Boom (5 psi)
As an action, you unleash a violent shockwave in a 30 foot cone. Creatures hit must succeed a Constitution saving throw or take 6d6 thunder damage and be knocked back 30 feet. On a success, targets take half damage and are not knocked back.
Sound Quake (7 psi; conc; 1 minute)
As an action, you create a localized maelstrom of sound in a targeted area. Creatures within are silenced. The first time a creature enters the area or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 5d8 thunder damage and are knocked prone. On a success, it takes half as much damage and is not knocked prone. While this discipline is active, you can move its location with an action during your turn.
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EDIT: New version uploaded, hopefully there's no more bugs