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Legendary Classes Legendary Player

Welcome to Legendary Classes! The next major update for Characters


Legendary Player Characters, a supplement for Dungeons
and Dragons 5th Edition that intends to give rules for buffing As mentioned to the left of this text, this is meant as a
up players so one on one games (1 DM and 1 Player) is much supplement for the Legendary Player Characters document.
more possible! You can find the links to the full 127 page document below!
Now of course, let me start by saying the obvious: This Google Drive
class breaks all typical 5e balancing conventions, it should Homebrewery
not be used in regular play, nor should it be compared to It is not mentioned in the class specifically, but this class
regular 5e classes. does still use Legendary Actions. Nothing has been changed
Legendary classes are meant to make a single player worth about the Legendary Action rules from the LPC document,
the equivalent of 3 players (Without just tripling damage and the legendary actions you can choose for this class can
output and HP) So it's going to be significantly more be found at the end of this document!
powerful than the regular version of the class.
Encounters
Why? When calculating encounters for a player with this class,
Why would you use this? Why would you play D&D with two consider them to be equivalent to three characters of the
people when it's meant for a larger group? There's a myriad of same level.
reasons really, but below are a few good ones. I recommend using milestone leveling with this system,
however if you do not and want to use XP, then you should
It's easier to schedule and prepare for, instead of having to reward a third of the xp they would normally gain (So they
manage the schedules of six different people, you've don't level rapidly)
reduced that total to two, making it much easier to If the PC is using Auric Emotions or Signs of Labors in
arrange sessions for D&D. tandem with this class, treat them as three and a half
This helps with protagonist syndrome... In a normal characters. If they are using both in tandem with this class,
campaign, no one player should outshine the others, and treat them as four characters.
you'll often hear horror stories of players who try to take
the spotlight... In solo games with one player and one DM,
that is not a problem! The singular player can shine as
Leveling
bright as they want without worry of making other players Legendary Classes are special, even aside from their
feel useless. increased power. Their maximum level has been increased
from 20 to 30, and not only that-but every legendary class will
It can simply be a lot of fun. I've played solo games a lot have rules for leveling beyond 30. To an infinite amount.
with my partner, and before I began making Legendary Again I strongly recommend using milestone leveling, as I
Player Characters, it was... Really difficult to actually run do not have a good experience total required for levels
encounters and make characters without things feeling beyond 20 (Especially once you begin going into 31+)
really bad, because D&D isn't made for solo play. You can find what features the Legendary class gains for
every level beyond 30 on the same page that their legendary
Of course as mentioned, there's far more reasons than just actions are listed.
those three. If you don't think you'd like this, then that's
perfectly fine! Solo play isn't for everyone. I personally prefer Multiclassing
it and that's just how I play the game, everyone plays in their
own way. Assume the following for multiclassing:
For anyone else who prefers solo style or is interested in You may multiclass as normal up to level 30.
giving it a try, then this class and the full Legendary Player
Characters document are right up your alley! Once you hit level 31, you begin receiving the Leveling
Beyond 30 features for your particular class. You do not
receive any features they would receive at an earlier level.
For example, a level 10 Legendary Rogue and level 20
Legendary Sorcerer wouldn't receive Legendary
Sorcerer's 21-30 features when they begin leveling beyond
30, nor would they receive Legendary Rogue's 11-30
features.
Legendary Mystic
Proficiency Psi Psi Talents Disciplines
Level Bonus Features Points Limit Known Known
1st +2 Psionics, Semi Proficiencies 4 2 3 —
2nd +2 Cerebral Discipline 8 2 4 2
3rd +2 Mental Awakenings, Mystic Order 12 2 4 2
4th +2 Ability Score Improvement 16 3 5 2
5th +3 Wild Talent (1d6) 20 3 5 3
6th +3 Mystic Order Feature 24 3 6 3
7th +3 Legendary Ability Score Improvement 28 4 7 3
8th +3 Ability Score Improvement 32 4 7 3
9th +4 Mental Awakenings (2) 36 4 8 3
10th +4 Mystic Order Feature 40 5 9 4
11th +4 Wild Talent (1d8) 44 5 9 4
12th +4 Ability Score Improvement 48 5 10 4
13th +5 Cerebral Evolution 52 6 11 4
14th +5 Mystic Order Feature 56 6 11 4
15th +5 Legendary Ability Score Improvement, Mental Awakenings (3) 60 6 12 5
16th +5 Ability Score Improvement 64 7 13 5
17th +6 Wild Talent (1d10) 68 7 13 5
18th +6 Mystic Order Feature 72 7 14 5
19th +6 Talent Growth (Tier 1) 76 8 15 5
20th +6 Ability Score Improvement 80 8 15 6
21st +7 Mental Awakenings (4) 88 8 16 6
22nd +7 Inner Reservoir, Talent Growth (Tier 2) 88 9 17 6
23rd +7 Legendary Ability Score Improvement, Wild Talent (1d12) 92 9 17 6
24th +7 Ability Score Improvement, Cerebral Evolution (2) 96 9 18 6
25th +8 Talent Growth (Tier 3) 100 10 18 7
26th +8 Mystic Order Feature 104 10 19 7
27th +8 Mental Awakenings (5) 108 10 19 7
28th +8 Ability Score Improvement, Talent Growth (Tier 4) 112 11 20 7
29th +9 Wild Talent (2d6) 116 11 21 7
30th +9 Psychic Culmination 120 11 21 8

Mystic Ability Score Mystic Modifier


Upon gaining this class, you must select your If something refers to your Mystic Modifier, then
Mystic Ability Score. This score can be either that means it is referring to the modifier of your
Intelligence, Wisdom or Charisma. Mystic Ability Score.
For example if your Mystic Ability Score was
Intelligence and your Intelligence score was 17,
your Mystic Modifier would be +3.
Whenever you gain a level in this class, you may exchange
Class Features one Psionic Talent you know for another you meet the
Your Class gains the following features prerequisites for.

Hit Points Equipment


Hit Dice: 2d8 You start with the following equipment, in addition to the
Hit Points at 1st Level: 16 + two times your Constitution equipment granted by your background:
modifier Any melee simple weapon of your choice
Hit Points at Higher Levels: 2d8 (8) + two times your Studded Leather Armor
Constitution modifier per Mystic level after 1st. (a) A light crossbow and 20 bolts or (b) any simple weapon
Proficiencies
(a) A scholar's pack or (b) An explorer's pack
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence/Charisma (Choose 1), Wisdom
Skills: Choose 2 from Arcana, History, Insight, Investigation,
Medicine, Nature, Perception and Religion
Psionics
As a student of psionics, you have discovered how to use
these immensely powerful abilities at 1st level. Psionics are Psionic Ability
distinct from magic and spellcasting, and are more akin to Your psionic ability score is the same as your Mystic modifier;
the mystical energy monks wield. which can be either Intelligence, Wisdom or Charisma.
Intelligence represents mental immense study and practice
Psi Points with your abilities. Wisdom represents mental fortitude and
Rather than having spell slots, Mystics have a special resilience when it comes to your powers. While Charisma
resource known as Psi Points. You have a number of Psi represents sheer willpower over your techniques.
Points equal to 4 times your level in this class, you use these
points to fuel your Psionic Talents and other Mystic abilities. Psionic save DC = 8 + your proficiency bonus +
You regain all expended psi points upon completing a long your Mystic modifier
rest. Psionic attack modifier = your proficiency bonus +
your Mystic modifier
Psi Limit
Despite the large amount of psi points you possess, you can Using Talents
only use a certain amount of them for your abilities. You may use a talent you know by using its required action
Whenever a feature would allow you to expend Psi Points, (Most commonly an action) and expending the appropriate
you can only expend 2 psi points on it. This increases as you number of psi points (Empowering it if you so wish)
gain levels in this class, as shown in the Psi Limit column of A talent specifies in its description how its specific effect
the Mystic class table. works and how targeting works for it.
Psionic Talents Components
A psionic talent is a special psionic ability akin to a spell. A Unlike spells, Psionics require no components. They do not
mystic starts knowing 3 of these talents, and they learn more need material components, verbal components or somatic
as they gain levels in this class, as shown in the Talents components. There is often some sort of visual flair that
Known column of the Mystic class table. accompanies you when you use your psionic powers however
Every Psionic Talent requires the expenditure of psi points to indicate that you are using them (Such as your hair lifting
in order to use them, if a Psionic Talent requires a minimum upwards or your eyes glowing)
number of psi points that is greater than your Psi Limit, you
cannot learn that talent. Concentration
For example, if your Psi Limit was 3, you could learn any Some talents may require you to concentrate on them, much
talent that requires expending at least 1, 2 or 3 psi points, but like how some spells require you to concentrate on them.
you could not learn one that requires expending 4. Concentrating on a talent follows the exact same rules as
Many Psionic Talents allow you to expend more Psi Points concentrating on a spell. Meaning you cannot concentrate on
than their minimum amount in order to empower them (For a talent and spell at the same, nor can you concentrate on
example, a talent that has a cost of 1 Psi Point may allow you two talents at the same time.
to expend additional points in order to deal more damage)
When empowering Psionic Talents with additional Psi
Points, you must still abide by your Psi Limit. Psionics Section
The Psionics section for talents starts on Page 17
Semi Proficiencies Mental Awakenings
Finally at 1st level, you choose a number of skills equal to the At 3rd level, your mind has expanded. You may choose a
amount you normally get upon choosing your starting class (2 Combat Trait from the options listed later in this document.
as a Mystic) you gain semi proficiency in these skills. Some features have a level prerequisite, in order to choose
Meaning you add half of your proficiency bonus (Rounded that feature, you must have at least that many levels in the
down) to checks made with them. Mystic class.
Additionally, choose one saving throw you lack proficiency Upon reaching the following levels in this class, you may
in. You gain the same bonus to rolls made for that particular select an additional Combat Trait that you meet the
saving throw. prerequisites for: 9th level, 15th level, 21st level and 27th
If you ever gain proficiency in a skill or saving throw you level.
had semi-proficiency in, you may move your semi-proficiency
to a new one of the same type. Mystic Order
You only gain this feature if Mystic is the first class you Additionally at 3rd level, you have chosen a psionic order that
choose. You can not have two instances of this feature from represents how you wield your powers, the options for which
separate classes.
are listed later in the document. Your choice grants you
Cerebral Discipline features now and again at levels 6, 10, 14, 18 and 26.
Upon reaching 2nd level you have begun to learn how to Ability Score Improvement
focus your psionic energy. You learn two Cerebral Disciplines When you reach 4th level, and again at 8th, 12th, 16th, 20th,
of your choice from the options listed later in this document. 24th and 28th level, you can increase one ability score of your
You learn more as you gain levels in this class, as shown in choice by 2, or you can increase two ability scores of your
the Disciplines Known column of the Mystic class table. choice by 1. As normal, you can’t increase an ability score
As a bonus action, you may begin to focus on a Cerebral above 20 using this feature. Alternatively, you can choose a
Discipline you know, gaining its benefits. You only gain a
disciplines benefits while you are focusing on it, and you can feat.
only focus on one at a time. When you reach 7th level and again at levels 15 and 23, you
Your focus on a discipline ends if you fall unconscious or if gain a Legendary Ability Score Improvement. You may either
you begin focusing on a new discipline. gain the benefits of a regular ASI as per the rules up above,
Every discipline has something known as an Unleashed or you may take a Legendary Feat, which are listed in the
ability, which is typically used as some sort of action. You Legendary Player Characters document.
must be focused on a discipline in order to use its unleashed
ability.
Once you use a disciplines unleashed ability, your focus on
that discipline ends, and you cannot begin focusing on it
again until you complete a long rest.
Wild Talent Cerebral Evolution
Upon reaching 5th level, you have unearthed the psionic Beginning at 13th level, your mind continues to evolve. You
talent within you. You gain a Wild Talent Die which is may now focus on two Cerebral Disciplines you know at the
represented by 1d6, this die changes as you gain levels in this same time. If you use your bonus action to swap a discipline
class. you are focusing on, you choose which one you swap.
When you make an ability check or saving throw, you may Upon reaching 24th level, you may focus on three Cerebral
roll your Wild Talent Die and add the result to your roll. After Disciplines at the same time instead.
using this feature, you cannot do so again until the start of
your next turn. Talent Growth
If you rolled the maximum result on the die, the die size
decreases by 1 (From 1d6 to 1d4 for example) If the die size At 19th level, your talents have begun to grow. Choose a
was 1d4 and you rolled a 4, you cannot use this feature again Psionic Talent you know that is 1st Tier. You may now use
until you complete a long rest. that talent without expending any psi points. If you wish to
If you rolled the minimum result on the die, the die size empower it, you must expend psi points as normal.
increases by 1 up to your maximum (If your maximum was At 22nd level, you may choose a Psionic Talent of 2nd Tier
1d8 and you rolled a 1 on a 1d6, then your die becomes 1d8. or lower to also gain this benefit. At 25th level, you may
But if your maximum was already 1d6, then rolling a 1 on choose a Psionic Talent of 3rd Tier or lower to also gain this
that 1d6 would do nothing) benefit. Finally at 18th level, you may choose a Psionic Talent
At 11th level, this die becomes 1d8. At 17th level, this die of 4th Tier or lower to gain this benefit.
becomes 1d10. At 23rd level, this die becomes 1d12. At 29th
level, this die becomes 2d6. Inner Reservoir
If the die is 2d6, its size decreases to 1d12 if you roll a 6 on Once you reach 22nd level, you are an endless reservoir for
one die and a 5 or 6 on the other die. psychic energy. For every 5 minutes that pass while you are
not in combat, you regain 1 expended psi point.
Psychic Culmination
Finally at 30th level, your psychic power has culminated into
this very moment. You gain the following benefits:
You gain resistance to bludgeoning, piercing and slashing
damage.
Whenever you use a disciplines Unleashed ability, you are
able to begin focusing on that discipline again after 10
minutes have passed, rather than needing to finish a long
rest.
If you die, roll a d20. On a 10 or higher, you discorporate
with 0 hit points, instead of dying, and you fall
unconscious. You and all of your gear disappear. You
appear at a spot of your choice 1d4 days later on the plane
of existence you died on, you and all of your gear reappear
in this spot having gained the benefits of a long rest.
Order of the Immortal
Mystics of this order really, really don't want to die. They
pledge themselves to becoming an impenetrable shield that
their enemies break upon, they are the ultimate immovable
object.
Immortal Body
Upon choosing this order at 3rd level, your body is an
unstoppable wall. Your hit point maximum increases by 9,
whenever you gain a level in this class, your hit point
maximum increases by an additional 3 points.
Additionally, while you aren't wearing armor or wielding a
shield, your AC is equal to 10 + Your Mystic Modifier + Your
Constitution modifier.
Immortal Discipline
Additionally at 3rd level, you learn one of the following
disciplines of your choice: Body Regulation, Disease
Prevention, Iron Stomach, Steel Skin or Stormy Thoughts.
The chosen discipline does not count against your
disciplines known.
Psionic Resilience
Beginning at 6th level, your psionic energy is constantly
protecting you. At the start of each of your turns, you gain
temporary hit points equal to your Mystic modifier (Minimum
of 1)
Mental Regeneration
Once you reach 10th level, you can use your psionic energy to
heal your wounds. At the start of your turn, you may expend a
number of psi points up to your psi limit (No action required)
You regain a number of hit points equal to 5 times the
number of psi points expended.
Immortal Will
At 14th level, your will never falters. If you start your turn
with 0 hit points, you can expend 5 psi points to regain a
number of hit points equal to your Mystic Level + your
Constitution modifier.
Unbreaking Flesh
Once you reach 18th level, your flesh is unbreakable. You gain
resistance to nonmagical bludgeoning, piercing and slashing
damage.
Once you reach 30th level in this class and gain Psychic
Culmination, you instead gain immunity to nonmagical
bludgeoning, piercing and slashing damage.
Ultimate Defense
Finally at 26th level, your defense has reached near
perfection. You have resistance to all damage while you have
temporary hit points.
Order of the Mind Thirst Extreme Drain
So many people have psionic energy and they don't even Beginning at 18th level, there is no limit to how much you can
realize it, they let it go to waste and squander it... Mystics of siphon. The maximum amount of psi points you can regain
this order recognize this crime and attempt to rectify it by from Psionic Drain is now equal to twice the amount of psi
putting their energy to good use. points you expended on the talent used.

Consume Psionics Master of Consumption


Beginning at 3rd level, you are capable of absorbing excess Finally at 26th level, you are adept at devouring the minds of
psionic energy from creatures. When you kill a creature with others. You may now use your Mind Consumption feature as
a psionic talent, you gain temporary hit points equal to your a bonus action. Whenever you reduce a creatures Intelligence
Mystic level + the Creatures CR (If it was 1 or higher) score using Mind Consumption, your Intelligence score is
increased by 1 for the next minute.
Mind Hunter
Additionally at 3rd level, your thirst for psychic energy has
fashioned you into a mighty hunter. You gain proficiency in
the Stealth skill, if you already have this proficiency, you
instead gain expertise.
Additionally, you are aware of the exact location of
creatures within 30-feet of you that you are aware of with an
Intelligence score of 6 or more.
Psionic Drain
At 6th level, your thirst can replenish your own psionic
energy, when you kill a creature of CR 1 or higher with a
psionic discipline, instead of gaining temporary hit points
from Consume Psionics, you may choose to regain expended
psi points equal to the creatures CR, to a maximum of the
amount of psi points you expended on the talent used.
Safe Mind
Beginning at 10th level, you are immune to the effects of
others who may attempt to attack your mind. Your
Intelligence score cannot be reduced by any means, nor can
you be stunned via psionic means (DM discretion, some
examples would include Mind Flayers stunning you however)
Mind Consumption
Once you reach 14th level, you have begun to emulate some
of the more... Extreme creatures who thirst for minds. As an
action you may target a creature within 30-feet of you that
you can see and force them to make an Intelligence saving
throw.
On a failed saving throw, their Intelligence score is reduced
by 1, and you regain expended psi points equal to their
remaining Intelligence score. A creature returns to their
normal Intelligence score after completing a long rest, they
die if their Intelligence score becomes 0.
You may use this feature a number of times equal to your
proficiency bonus, you regain all expended uses upon
completing a long rest. You do not lose a usage of this feature
if the creature succeeds on their saving throw.
Order of the Nomad
Mystics of this order travel frequently and travel everywhere.
They are never beholden to one place, whether that be in life
or on the battlefield.
Nomads Steps
Beginning at 3rd level, you have evolved beyond the need for
walking. Whenever you would expend movement speed to
move, you can instead teleport an equal distance to the
amount of movement speed expended.
The location you teleport to must have been a location you
could've walked to (So no teleporting through walls or over
gaps)
Nomad Discipline
Additionally at 3rd level, you learn one of the following
disciplines of your choice: Aquatic Adaptation, Bestial
Attunement, Body Regulation, Endure Trials, Light Step,
Nomadic Arrow or Nomadic Mind.
The chosen discipline does not count against your
disciplines known.
Memory of a Thousand Steps
Beginning at 6th level, you gain the ability to use psionics to
recall your steps. As a reaction when you are hit by an attack,
you can teleport to an unoccupied space that you occupied
since the start of your last turn, and the attack misses you.
Once you use this feature, you cannot do so again until you
complete a short or long rest.
Grand Teleport
At 10th level, your teleportation abilities far exceed those that
others possess. When you would teleport using a magic item
or psionic talent, you may choose to double the distance at
which you can teleport.
You may do so a number of times equal to your Mystic
modifier (Minimum of 1) You regain all expended uses upon
completing a long rest.
Once you reach 26th level, there is no limit to the number
of times you can use this feature between rests.
Enduring Memory
Once you reach 14th level, your memory endures. You regain
usage of Memory of a Thousand Steps after 1 minute has
passed since you last used it.
Efficient Teleports
At 18th level, your teleportation becomes more efficient.
Psionic talents you know that would teleport you cost 1 less
psi point to use than they normally would (Minimum cost of
1)
Order of the Soul Knife Honed Soul
Mystics of this order manifest their will into deadly blades Once you reach 10th level, you can infuse your knives with
made of psionic energy. Often employed as assassins or your energy even more. When you manifest your Soul Knife
bodyguards, these Mystics are at their element in combat. or as a bonus action while they are manifested, you may
spend a number of psi points up to your psi limit (Maximum
of 10)
Soul Knife For every 2 points expended, you gain a +1 bonus to attack
Starting at 3rd level, you are capable of projecting your will and damage rolls made using your Soul Knife for the next 10
into blades of deadly energy. As a bonus action on your turn, minutes.
you may project a blade of psychic energy from any number
of your arms. Arms manifesting a blade cannot hold anything. Psychic Smite
You may dismiss any number of these blades as a bonus Beginning at 14th level, your knives tear through your
action. enemies far better than before. When you hit with an attack
These blades are martial melee weapons you are proficient using your Soul Knife, you may expend a number of psi
in, they have the light and finesse properties. They have a points up to your psi limit.
damage die of 1d8 and they deal psychic damage. For every 2 psi points expended, the attack deals an
additional 1d8 psychic damage.
Martial Training
Additionally at 3rd level, you gain proficiency in medium Cull the Weak Minded
armor, shields and martial weapons. Finally at 26th level, your blades have no time for the weak
minded. When you make an attack with your Soul Knife
Extra Attack against a creature whose Intelligence score is less than 5 +
Starting at 6th level, you can attack twice, instead of once, Your Proficiency bonus, you may choose to have the attack
whenever you take the Attack action on your turn. automatically hit.
Upon reaching 18th level, the number of attacks you can
make is increased to 3.
Order of the Weave Defense Breaker
Both magic and psionics are incredibly powerful forces, Beginning at 6th level, defenses are useless against your
wielding one alone is enough to do miraculous things... But powers. When you would damage a creature using a psionic
why be limited to one? Mystics who follow this order have talent or spell and the creature would be resistant to that
decided to mix magic training in with their psionic abilities. damage, you can expend 1 psi point to ignore their
resistance.
Additionally, you learn a 2nd level spell as per your Arcane
Arcane Dabbler Dabbler feature.
Beginning at 3rd level, you have begun to wield magic much
like any mage would. You know two 1st level spells of your Overcome Weakness
choice from any spell list, and always have these spells Upon reaching 10th level, you can overcome weak
prepared. performances from your abilities! When you roll damage for a
As a bonus action, you may expend at least 2 psi points, psionic talent or spell, you can expend a number of psi points
creating a spell slot with a level equal to half the number of up to your psi limit to reroll a number of the effects damage
psi points expended (Rounded down) The spell slots level die equal to the number of psi points expended.
cannot exceed your proficiency bonus. You may choose whether to use the original roll or the new
This spell slot remains until you finish a long rest, you can roll after using this feature.
only use spell slots created from this feature to cast spells Additionally, you learn a 3rd level spell as per your Arcane
gainde from this subclass. You follow the normal rules for Dabbler feature.
casting these spells, your casting ability is the same as your
Mystic ability score, and you still require all components.
Whenever you gain a level in this class, you may exchange Split Concentration
one spell you've learned from this feature for another of the At 14th level, you break the conventional rules of
same level. concentration. You can concentrate on both a Psionic Talent
and spell at the same time. If you do so, you have
Weave Discipline disadvantage on rolls made to maintain concentration.
Additionally at 3rd level, you learn one of the following If your concentration is broken, both effects end.
disciplines of your choice: Body Regulation, Burning Mind, Additionally, you learn a 4th level spell as per your Arcane
Foul Land, Frosty Mind, Psionic Sight, Psionic Weapon or Dabbler feature.
Stormy Thoughts.
The chosen discipline does not count against your Conserving Energy
disciplines known. Upon reaching 18th level, you are able to conserve psionic
energy when used for the weave. Once every hour when you
expend a spell slot created with Arcane Dabbler, you may
regain psi points equal to half the spell slots level (Rounded
up)
Additionally, you learn a 5th level spell as per your Arcane
Dabbler feature.
Supreme Magic
Finally at 26th level, the world of the arcane is open to you.
By expending psi points equal to five times the spells level,
you may cast any spell with a level equal to or less than your
proficiency bonus.
You ignore all material components when casting a spell
using this feature.
Once you use this feature, you cannot do so again until you
complete a long rest.
Additionally, you learn a 6th level spell as per your Arcane
Dabbler feature.
Burning Mind
Cerebral Disciplines This discipline makes a Mystic literally hot-headed.
In this section you will find all the Disciplines a Mystic can Focus. If a psionic talent you use would deal a damage
begin learning. When you gain this feature at 2nd level, you type other than fire, you may cause it to deal fire damage
know 2 of these Disciplines, and you gain more as shown in instead.
the Disciplines Known column of the Mystic class table. Unleash. When you deal fire damage to a creature, you
You can only focus on one discipline at a time, and if you can use the maximum results for the damage die instead of
use a disciplines unleashed ability, you can't focus on it again rolling.
until you complete a long rest.
Celerity
Aquatic Soul
This discipline bestows a Mystic with great speed and agility.
A discipline that allows a Mystic to become one with water. Focus. Your movement speed increased by 10-feet, and
Focus. You gain a swimming speed equal to your walking increased by an additional 5-feet for every 5 levels in this
speed and can breathe both air and water. class you have.
Unleash. As a bonus action, you convert your body to Unleash. As a bonus action, you may double your speed
water for 10 minutes. While your body is water, you can move until the end of your next turn. While your speed is doubled
through spaces as narrow as 1 inch thick without squeezing, from this feature, your movement does provoke attacks of
and any critical hit made against you becomes a normal hit. opportunity, and you retain this disciplines Focus benefit.
Both of these benefits are supressed if you have taken cold
damage since the end of your last turn. Courage
Battlesense This discipline evokes courage in the Mystic and their allies.
Focus. You gain a +1 bonus to all checks you make against
This discipline grants the Mystic a superb sense for battle. being Frightened, all creatures of your choice within 30-feet
Focus. You may use your Mystic modifier in place of your of you who can see you also gain this bonus.
Dexterity modifier for the purposes of making Initiatie This bonus is increased by 1 for every 3 levels in this class
checks. Additionally, whenever you make an Initiative check, you have.
you may expend a number of psi points up to your psi limit to Unleash. As an action, you may grant yourself immunity to
gain a bonus to the check equal to the number of points the frightened condition for the next hour. Creatures of your
expended. choice gain this benefit while within 30-feet of you.
Unleash. As an action, you may enter a state of battle
supremacy for 1 minute. For this duration, attacks cannot Disease Prevention
benefit from having advantage against you.
This discipline allows a Mystic to focus on their body and
Bestial Attunement stifle disease.
Focus. You are immune to disease. If you were already
For those who wish to speak in the tongue of the wild. under the effects of a disease before focusing on this
Focus. You may use your Mystic modifier in place of your discipline, its effects are suspended for the duration of your
Wisdom modifier for the purposes of making Animal focusing on this discipline.
Handling checks. Additionally, you may speak with beasts as Unleash. You and all creatures of your choice within 15-
if you shared a language. feet of you are cured of all diseases. For every level in this
Unleash. As an action, you may cause a beast of your class you have, this abilities range is increased by 5-feet.
choice that you can see within 60-feet of you to become
Charmed by you provided its CR is less than or equal to your Empath Insight
level in this class. While charmed by you from this feature, it
sees you as a trusted ally to be heeded and protected. This discipline is perfect for reading peoples truthfulness and
This charm lasts until you do something to harm the beast their general emotional state.
or until you use this feature again. Focus. You may use your Mystic modifier in place of your
Wisdom modifier for the purposes of making Insight checks.
Body Regulation Additionally, whenever you make an Insight check, you may
expend a number of psi points up to your psi limit to gain a
This discipline allows mystics to regulate their body bonus to the check equal to the number of points expended.
temperature and adapt to all environments. Unleash. For the next hour, you know when you hear a lie.
Focus. You are naturally adapted to both the extreme cold Additionally, you know the general emotional state of every
and heat, and you are immune to any detrimental effects creature within 30-feet of you (Whether they are angry, happy,
caused by either. Additionally, all Cold and Fire damage you scared, ect)
take is reduced by an amount equal to half your level in this
class (Rounded down) This reduction is applied before
resistances.
Unleash. As a bonus action, you gain immunity to your
choice of Cold or Fire damage for 1 minute. If you have at
least 15 levels in this class, you gain immunity to both.
Endure Trials
This discipline forces a Mystic to endure without the need for
comforts of the flesh.
Focus. 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 sleeping during any of it.
Unleash. You may unleash this discipline by focusing in a
trance for 1 minute, if you successfully do so, you
immediately gain the benefits of a short rest.
Exert Control
This discipline allows a Mystic to control the movement of
others.
Focus. If you end your turn and you didn't expend any
movement, you can use your reaction to target a creature
within 30-feet of you and cause them to move up to half their
speed (You choose the path of their movement)
If the creature is unwilling, they may make a Wisdom
saving throw, resisting this effect on a successful save.
Unleash. As an action, you may use this disciplines Focus
ability on all creatures within 30-feet of you.
Foul Land
This discipline causes a Mystic to turn the land around them
much more foul and disgusting than before.
Focus. The area within 5-feet of you is considered difficult
terrain for creatures not immune to being frightened. You
may choose to allow any number of creatures to ignore this
effect.
For every 8 levels in this class you have, the area this
effects is increased by 5-feet.
Unleash. As an action, you may choose a point you can see
and cause the area within 5-feet of that point to become
extremely foul. Movement for creatures other than yourself
within that point requires expending 5-feet of movement for
every foot a creature attempts to move.
This point remains foul for 1 minute. For every 8 levels in
this class you have, the area this effects is increased by 5-feet.
Frosty Mind
This discipline cools down a Mystic to chilling levels.
Focus. If a psionic talent you use would deal a damage
type other than cold, you may cause it to deal cold damage
instead.
Unleash. When you deal cold damage to a creature, you
can reduce their movement speed to 0 until the end of your
next turn. While their movement speed is reduced by this
feature, they are Restrained.
Icon of Terror Mind Over Matter
This discipline walks a Mystic down the path of fear and This discipline allows a Mystic to use their mind to do
intimidation. anything their muscles could do.
Focus. You may use your Mystic modifier in place of your Focus. You may use your Mystic modifier in place of your
Charisma modifier for the purposes of making Intimidation Strength modifier for the purposes of making Athletics
checks. Additionally, whenever you make an Intimidation checks. Additionally, whenever you make an Athletics check,
check, you may expend a number of psi points up to your psi you may expend a number of psi points up to your psi limit to
limit to gain a bonus to the check equal to the number of gain a bonus to the check equal to the number of points
points expended. expended.
Unleash. As an action, you may force all creatures of your Unleash. As an action, you may cause your carrying
choice within 60-feet of you who can hear or see you to make capacity to become equal to 50 times your Mystic ability
a Wisdom saving throw. On a failed saving throw, they score, which lasts for a number of minutes equal to 2 times
become Frightened of you for 1 minute. At the end of each of your level in this class.
their turns, they may repeat this saving throw, ending the While you are benefiting from this feature, you retain this
effect on a successful save. disciplines Focus ability.
Intellect Fortress Nomadic Arrow
This discipline hardens a Mystics mind into an impenetrable This discipline guides a Mystics bow shots to their mark.
fortress. Focus. Any attack roll you make for a ranged weapon
Focus. Your mind cannot be read by any means, nor can attack ignores disadvantage. If disadvantage would normally
you be detected through divination magic. You also reduce all apply to the roll, that roll also can't benefit from advantage.
Psychic damage you take by an amount equal to your level in Unleash. As a reaction to missing with a ranged attack roll,
this class. This reduction is applied before resistances. you can turn that miss into a hit. You also have advantage on
Unleash. As a bonus action, you gain immunity to Psychic ranged attack rolls you make until the end of your next turn.
damage for 1 minute.
Nomadic Mind
Iron Stomach This discipline allows a Mystic to become well versed in
This discipline allows a Mystic to control their digestion and many skills.
better consume things. Focus. When you begin focusing on this discipline, choose
Focus. You can eat and digest anything without suffering a skill and language you lack proficiency in-you gain
any detriments (Such as from eating spoiled or poisoned proficiency in both the skill and language.
food) You also reduce all Poison damage you take by an Whenever you focus on this discipline again before the end
amount equal to your level in this class. This reduction is of your next long rest, you must choose the same skill and
applied before resistances. language you chose previously.
Unleash. As a bonus action, you gain immunity to Poison Unleash. As a bonus action, you may grant yourself
damage for 1 minute. proficiency in all skills and languages for a number of rounds
equal to your Mystic modifier (Minimum of 1)
Liar Supreme
This discipline is for the dishonest Mystic. Obscured
Focus. You may use your Mystic modifier in place of your This discipline focuses psionic energy to obscur the Mystic.
Charisma modifier for the purposes of making Deception Focus. You may use your Mystic modifier in place of your
checks. Additionally, whenever you make a Deception check, Dexterity modifier for the purposes of making Stealth checks.
you may expend a number of psi points up to your psi limit to Additionally, whenever you make a Stealth check, you may
gain a bonus to the check equal to the number of points expend a number of psi points up to your psi limit to gain a
expended. bonus to the check equal to the number of points expended.
Unleash. As an action, you can cause magic to not be able Unleash. As an action, you may turn invisible, which lasts
to force you to tell the truth for 1 hour. until you end it early (No action required) or until you make
an attack against another creature, force them to make a
Light Step saving throw or use a discipline on them.
This discipline allows a Mystic to move like their feet were
air.
Focus. You are immune to falling damage, and you ignore
nonmagical difficult terrain.
Unleash. As an action, you may grant yourself a flying
speed equal to your walking speed for 1 hour.
Primal Fury Smooth Words
This discipline allows the Mystic to evoke bloodlust in those This discipline guides a Mystics tongue to be smooth and
around them. charming.
Focus. Creatures of your choice within 5-feet of you are Focus. You may use your Mystic modifier in place of your
unable to take actions that would not deal damage to another Charisma modifier for the purposes of making Persuasion
creature (For example, they could make a weapon attack or checks. Additionally, whenever you make a Persuasion check,
cast a damaging spell, but not take the dash action) you may expend a number of psi points up to your psi limit to
For every 8 levels in this class you have, the area this gain a bonus to the check equal to the number of points
effects is increased by 5-feet. expended.
Unleash. As an action, you may target a creature you can Unleash. As an action, you may force all creatures of your
see within 120-feet of you and subject them to this disciplines choice within 30-feet of you who can hear or see you to make
Focus ability. This lasts until an hour as passed or until you a Wisdom saving throw. On a failed saving throw, they
lose concentration (As if concentrating on a talent) become Charmed of you for 1 minute. At the end of each of
their turns, they may repeat this saving throw, ending the
Psionic Extension effect on a successful save.
Using this discipline, a Mystic can briefly extend their limbs. Steel Skin
Focus. Your reach increases by 5-feet.
Unleash. As a bonus action, you may cause your reach to This discipline trains a Mystic to forge their skin like steel.
increase by 10-feet for a number of minutes equal to your Focus. Your AC is equal to 10 + Your Proficiency Bonus +
Mystic modifier (Minimum of 1) Your Mystic Modifier. If you are wearing armor and its AC
For every 5 levels in the Mystic class you have, this reach is would be less than this, you instead use this total. You cannot
increased by 5-feet. use a shield and gain this benefit.
Unleash. As a reaction to being hit by an attack, you may
Psionic Sight grant yourself immunity to all of the damage of that attack,
Using this discipline, a Mystic enhances their vision. these immunities last until the start of your next turn.
Focus. You can see through normal and magical dim light Stormy Thoughts
and darkness within 30-feet of you as if it were bright light.
For every level in the Mystic class you have, this sight is This discipline allows a Mystic to make their mind rage like a
increased by 5-feet. storm.
Unleash. As an action, you may exalt your sight for 10 Focus. You do not make concentration checks if you
minutes. For this duration, you can perceive the true form of would've made one as a result of taking Lightning or
shapechangers, see invisible creatures and see through visual Thunder damage. Additionally, all Lightning and Thunder
illusions. damage you take is reduced by an amount equal to half your
The range at which you gain these effects is the same as level in this class (Rounded down) This reduction is applied
the range for your darkvision from this disciplines Focus before resistances.
ability, the Focus ability also remains active for the duration Unleash. As a bonus action, you gain immunity to your
of this unleashing. choice of Lightning or Thunder damage for 1 minute. If you
have at least 15 levels in this class, you gain immunity to
Psionic Weapon both.
This discipline empowers a Mystics weapons with psionic Ultimate Presence
energy.
Focus. Once on each of your turns when you hit a creature This discipline bestows a Mystic with true presence.
with a weapon attack, you may deal an additional 1d8 psychic Focus. You gain a +1 bonus to all Charisma checks you
damage to the target. make. For every 6 levels in this class you have, this bonus
For every 10 levels in the Mystic class you have, this increases by 1.
damage is increased by 1d8. Unleash. As a reaction to failing a Charisma check, you
Unleash. As a bonus action you may empower a weapon may gain a +10 bonus to that check, potentially turning it into
you are holding with overwhelming psionic energy for the a success.
next 10 minutes, you retain this disciplines Focus ability for
these 10 minutes provided you are using the empowered
weapon.
Additionally for these 10 minutes, the empowered weapon
ignores a targets resistance to the damage it deals.
Psionic Mastery
Combat Traits As an action, you may regain expended psi points equal to
Below you will find the features you are able to select from your level in this class. Once you use this feature, you may not
your Mental Awakening feature at levels 3, 9, 15, 21 and 27. do so again until you complete a long rest.
If you are at least 15th level in this class, you may select
Break Limits this feature a second time, gaining a second usage between
For the purposes of empowering your psionic talents, your rests. If you are at least 27th level in this class, you may select
Psi Limit is considered to be 1 higher. this feature a third time, gaining a third usage between rests.
You may select this trait multiple times.
Resilient Body
Consumptive Power Your HP maximum increases by an amount equal to three
Whenever you would expend psi points to use a psionic times your level in this class. Everytime you gain a Mystic
talent, you may instead reduce your current hit points and hit level, your maximum HP increases by an additional 3 HP.
point maximum by an amount equal to twice the number of You may select this trait multiple times.
psi points you would've expended. You die if this feature
reduces you to 0 maximum hit points. Strength of Mind
This reduction cannot be lessened in any way, and it lasts At the end of a long rest, you may exchange your proficiency
until you complete a long rest. in Wisdom saving throws for a saving throw you lack
proficiency in. If you had semi proficiency in the swapped
Further Learning saving throw, you now have semi proficiency in Wisdom
You learn 1 Fundamental Talent of your choice that you do saving throws.
not already know. You also learn 2 psionic talents of your This swap lasts until you begin your next long rest.
choice from tier 1 or higher, your psi limit must be high
enough for you to learn these talents. Telekinesis
Whenever you gain a level in this class, you may exchange You can lift objects within 30-feet of you purely by using your
any number of these talents for others within your psi limit. mind, the objects must not be worn or carried in order for you
You may select this trait multiple times. to do so. The collective weight of all objects you are lifting
with this feature cannot exceed 15 times your Mystic ability
Lesser Focus score.
Choose a Psionic Discipline you know, you are now You can also exert fine control over objects within this
permanently under its Focus effects, even if you are focusing range. Examples of such include turning door knobs, ripping
on another discipline. You can no longer unleash this paper, or pressing buttons.
discipline however. For every level in the Mystic class you have, the range at
You may select this trait multiple times. which you can use this telekinesis is increased by 10-feet.
Mark of Magic Telepathy
You learn two 1st level spells of your choice from any spell You can telepathically speak to any creature within 60-feet of
list, you may cast either of these spells by expending 4 psi you. You don't need to share a language with the creature for
points (Ignoring your psi limit) You ignore material it to understand your telepathic messages, but the creature
components without a gold cost when cast using this feature. must be able to understand at least one language or be
Your casting ability is the same as your Mystic ability score. telepathic itself.
If your subclass is Order of the Weave, you may cast spells For every level in the Mystic class you have, the range at
gained from this feature using spell slots generated via which you can telepathically commune with creatures is
Arcane Dabbler. increased by 20-feet.
You may select this trait as many times as you wish,
learning new spells for subsequent takings. Fundamental Control
If you are at least 15th level in this class, you may learn Prerequisite: 15th Level
2nd level spells with this feature-casting second level spells Choose a Fundamental Talent you know, you may now use
requires expending 8 psi points. that talent at the start of your turn (No action required) If you
If you are at least 27th level in this class, you may learn 3rd do so, you cannot use that talent again until the start of your
level spells with this feature, casting third level spells next turn.
requires expending 12 psi points. Whenever you gain a level in this class, you may change the
fundamental you selected for this feature for another.
Mystical Recovery
Immediately after spending psi points on a psionic talent, you
may use your bonus action to regain hit points equal to the
number of psi points expended.
Fundamental Psionics Disappear
Also known as Tier 0 Psionics, the psionic talents in this You force a creature to disappear.
section do not require expending psi points to use. As a bonus action, you may target a creature you can see
You can immediately begin learning and using these within 60-feet of you and force them to make a Charisma
psionics, however you are not forced to select any of them saving throw. On a failed saving throw, you teleport them to
(Theoretically you could build your Mystic in a way in which an unoccupied space of your choice within 5-feet of their
they know no fundamental psionics) initial location.
The new location must be safe-it cannot be in a trap or
something that would damage them, nor can it be over a pit.
Beacon At 5th level and for every 6 levels you have in this class
You become the light to pierce the darkness. afterwards, the distance you can teleport them is increased
As a bonus action you can cause bright light to radiate from by 5-feet.
your body in a 20-foot radius around you, and dim light for
another 20-feet beyond that. You may choose what color the Influence
light is, and you may change it as a bonus action. You influence a creature you can see.
This light lasts until you fall unconscious or until you use a As an action, you may force a creature within 120-feet of
bonus action to end it. you that you can see to make a Wisdom saving throw. On a
failed saving throw, the target becomes Charmed by you until
Blade Meld the end of your next turn.
You fuse a weapon into your arm.
As a bonus action, you may merge a one handed melee Jolt
weapon into your arm. You cannot let go of the weapon, nor You toss a bolt of electricity at a target.
can it be forced out of your grasp. This lasts until you are As an action, you may make a ranged psionic attack roll
unconscious or until you use a bonus action to end it. against a target within 60-feet of you, the attack roll has
advantage if the target is made of metal or wearing armor
Blind Spot made of metal. On a hit, they suffer 1d8 lightning damage.
You erase yourself from a creatures mind. At 5th level and for every 6 levels you have in this class
As an action you may target a creature you can see within afterwards, this deals an additional 1d8 lightning damage.
120-feet of you and force them to make a Wisdom saving
throw. On a failed saving throw, you are invisible to that Melting Touch
creature until the end of your next turn. You touch a creature with an acidic hand.
As an action, you may make a melee psionic attack roll
Cognitive Assault against a target within 5-feet of you. On a hit, they suffer 1d10
You attack a creatures mind and overwhelm it. acid damage and if they are wearing metal armor, they have
As an action, you may target a creature you can see within their AC reduced by 1 until the end of your next turn.
90-feet of you and force them to make an Intelligence saving At 5th level and for every 6 levels you have in this class
throw. On a failed saving throw, they suffer 1d10 psychic afterwards, this deals an additional 1d10 acid damage.
damage.
At 5th level and for every 6 levels you have in this class Mental Flame
afterwards, this deals an additional 1d10 psychic damage. You light a target aflame.
As an action, you may force a target within 120-feet of you
Delusion that you can see to make a Dexterity saving throw. On a failed
You induce false realities in a creature. saving throw, they suffer 1d8 fire damage and shed bright
As an action, you plant a false belief in the mind of one light around them in a 15-foot radius until the end of your
creature that you can see within 60 feet of you. You can next turn.
create a sound or an image. Only the target of this talent At 5th level and for every 6 levels you have in this class
perceives the sound or image you create. afterwards, this deals an additional 1d8 fire damage.
If you create a sound, its volume can range from a whisper
to a scream. It can be your voice, someone else's voice, a
creature's roar, a musical instrument, or any other sound you
pick. It lasts for 1 minute.
If you create an object, it must fit within a 5-foot cube and
can't move or be reflective. The image can't create any effect
that influences a sense other than sight. The image lasts for 1
minute, and it disappears if the creature touches it.
Mind Meld Stabilize
You fuse minds with a target to briefly commune. You quickly bring a creature away from deaths door.
As a bonus action, you can communicate telepathically As a bonus action, you may touch a creature within 5-feet
with one willing creature you can see within 120 feet of you. of you at 0 HP and making death saving throws, if you do so,
The target must have an Intelligence of at least 2, otherwise you stabilize the creature.
this talent fails and the action is wasted. Alternatively, you may use this feature as an action on
This communication can occur until the end of the current yourself. If you do so, the next time within the next hour you
turn. You don't need to share a language with the target for it fall to 0 HP, you are automatically stabilized.
to understand your telepathic utterances, and it understands
you even if it lacks a language. You also gain access to one Terrify
memory of the target's choice, gaining perfect recall of one You make yourself appear horrifying to a target.
thing it saw or did. As an action, you can force one creature you can see within
60-feet of you to make a Wisdom saving throw. On a failed
Mystic Hand saving throw, that creature can't willingly move closer to you
You use a minor form of telekinesis. until the end of your next turn.
You can use your action to manipulate or move one object Creatures immune to being frightened are unaffected by
within 30 feet of you. The object can't weigh more than 10 this talent. Creatures with advantage on saving throws
pounds, and you can't affect an object being worn or carried against being frightened have advantage on this saving throw
by another creature. If the object is loose, you can move it up too.
to 30 feet in any direction.
This talent allows you to open an unlocked door, pour out a Venom Strike
beer stein, and so on. You spray a creature with deadly venom.
The object falls to the ground at the end of your turn if you As an action, you may force a creature within 30-feet of you
leave it suspended in midair.
that you can see to make a Constitution saving throw. On a
Nomadic Interference failed saving throw, the target suffers 1d6 poison damage and
is Poisoned until the end of your next turn.
You briefly grant guidance to a creature in need. At 5th level and for every 6 levels you have in this class
As a reaction to you or another creature making an ability afterwards, this deals an additional 1d6 poison damage.
check, you may add or subtract half your Mystic modifier
(Rounded up, minimum of 1) to the checks result. You must Zen Steps
do so before you know whether or not the check succeeds. You move in a state of pure Zen.
Once a creature is affected by this ability, they cannot be As a bonus action, you may move up to 5-feet without
affected again until an hour has passed. provoking attacks of opportunity.
Psychic Hammer At 5th level and for every 6 levels you have in this class
afterwards, this movement is increased by 5-feet.
You bash a creature with a pushing psychic force.
As an action, you may force a creature within 120-feet of
you that you can see to make a Strength saving throw. On a
failed saving throw, the target suffers 1d6 force damage. If it
takes any of this damage and is larged or smaller, it is pushed
up to 10-feet in a direction of your choice.
You cannot push them directly upwards unless the creature
is submerged in water or already airborne. Pushing a
creature upwards in water cannot allow them to go above the
water.
Shrivel
You shrivel the flesh of those around you.
As an action, you may force all creatures within 15-feet of
you to make a Constitution saving throw. On a failed saving
throw, a creature suffers 1d6 necrotic damage and has
disadvantage on the next Strength, Dexterity or Constitution
check they make before the end of your next turn.
At 5th level and for every 6 levels you have in this class
afterwards, this deals an additional 1d6 necrotic damage.
1st Tier Psionics Combustion
The psionic talents in this section are ones that have a Concentration, up to 1 Minute
minimum psi point cost of 1, you may expend additional psi As an action, you may force a target you can see within
points in order to empower them however. 120-feet of you to make a Constitution saving throw. On a
Your psi limit begins at a point where you can immediately failed saving throw, the target takes 1d10 fire damage per psi
begin learning and using these psionics. point expended, and it catches on fire, taking 1d6 fire damage
at the end of each of its turns until your concentration ends
or until it or a creature within 5-feet of it extinguishes the
Adapt flames with an action. On a successful save, the target takes
No Concentration half as much damage and doesn't catch on fire.
As an action, you and one other creature within 30-feet of Dousing the creature in water (Such as in rain or
you becomes immune to the extreme heat or cold (But not submerging them in water) Will also end the flaming effect.
damage) for the next hour.
For every psi point expended beyond the initial cost, this Crowned in Sorrow
effects duration is increased by 1 hour and you may target 1 No Concentration
additional creature within 30-feet of you. As an action, you may force one creature that you can see
within 60-feet of you to make a Charisma saving throw. On a
Aura of Victory failed saving throw, they suffer 1d8 psychic damage per psi
Concentration, up to 1 Minute point spent, and they can't take reactions until the start of its
As an action, you may project an aura of victory 30-feet next turn. On a successful save, it takes half as much damage.
around yourself. Whenever you see a hostile creature get
reduced to 0 HP, you and all creatures of your choice within Darkness
your aura gain temporary hit points equal to twice the No Concentration
number of psi points you expended on this talent. As an action, you may choose a point you can see within
60-feet of you and cause magical darkness to spread from
Bestial Claws that point. The magical darkness is a sphere with a radius
No Concentration equal to 10 times the number of psi points you expended on
As an action, you manifest sharp claws and make a melee this talent.
psionic attack roll against a target within 5-feet of you. On a This darkness persists until you are unconscious, no
hit, this attack deals 1d10 slashing damage per psi point longer within 60-feet of it, or until you end it early as a bonus
expended. action.
Charming Presence Desiccate
No Concentration No Concentration
As an action, you exert an aura of sympathetic power. Roll As an action, you may force one creature that you can see
2d8 per psi point spent on this ability; the total is how many within 60-feet of you to make a Constitution saving throw. On
hit points worth of creatures this option can affect. Creatures a failed saving throw, they suffer 1d10 necrotic damage per
within 30 feet of you are affected in ascending order of their psi point spent, or half as much on a successful one.
current hit point, ignoring incapacitated creatures, creatures
immune to being charmed, and creatures engaged in combat. Distracting Figment
Starting with the creature that has the lowest current hit No Concentration
points, each creature affected by this option is charmed by As an action, you may force one creature that you can see
you for 10 minutes, regarding you as a friendly acquaintance. within 60-feet of you to make an Intelligence saving throw. On
Subtract each creature's current hit points from the total a failed saving throw, they suffer 1d8 psychic damage per psi
before moving on to the next creature. A creature's current hit point spent and thinks it perceives a threatening creature just
points must be equal to or less than the remaining total for out of its sight; until the end of your next turn, it can't use
that creature to be affected. reactions, and melee attack rolls against it have advantage.
On a successful save, it takes half as much damage.
Cloud Steps
Concentration, up to 10 minutes Distracting Haze
You create a spiral staircase of clouds in a location you can Concentration, up to 1 Minute
see within 30-feet of you. The stairs form a spiral that fills a As an action, you may choose a creature within 60-feet of
10-foot-by-10-foot area and reaches upward 20 feet per psi you that you can see and force it to make an Intelligence
point spent. saving throw. On a failed saving throw, it takes 1d10 psychic
damage per psi point spent and can't see anything more than
10 feet from it until your concentration ends. On a successful
save, it takes half as much damage.
Elemental Barrier Knock Back
No Concentration No Concentration
When you suffer acid, cold, fire, lightning or thunder When you hit a target with a melee weapon attack (No
damage, you may use your reaction to roll 2d6 and reduce the action required) You may force them to make a Strength
damage taken by the amount rolled. saving throw. On a failed saving throw, they are knocked 10-
For every psi point expended beyond the initial cost, you feet away from you for every psi point expended on this
roll an additional 2d6. talent.
If the target collides with an object, their movement is
Eye of Horror immediately halted and they suffer 1d6 bludgeoning damage
per psi point expended.
No Concentration
As an action, you may force one creature that you can see Lethal Strike
within 60-feet of you to make a Wisdom saving throw. On a
failed saving throw, they suffer 1d6 psychic damage per psi No Concentration
point spent, and they can't move closer to you until the end of Immediately after hitting with a weapon attack, you can
its next turn. They suffer half damage on a successful saving use this talent to cause the target of the attack to suffer 1d10
throw. psychic damage per psi point expended on this talent.
Hammer of Inquisition Mend Wounds
No Concentration No Concentration
As an action, you may force one creature that you can see As an action, you touch a creature and that creature
within 60-feet of you to make an Intelligence saving throw. On regains 1d8 hit points per psi point expended on this talent.
a failed saving throw, they suffer 1d8 psychic damage per psi
point spent and suffers disadvantage on its next Wisdom Mental Push
saving throw before the end of your next turn. On a No Concentration
successful save, it takes half as much damage. As an action, you may force one creature that you can see
Hungry Lightning within 60-feet of you to make a Strength saving throw. On a
failed saving throw, they suffer 1d8 force damage per psi
No Concentration point spent and be pushed up to 5-feet away from you in a
As an action, you may force a creature you can see within straight line per psi point expended. On a successful saving
60-feet of you to make a Dexterity saving throw, it makes this throw, they suffer half damage.
saving throw with disadvantage if it's wearing armor made of
metal. The target suffers 1d8 lightning damage per psi point Mighty Leap
expended on a failed saving throw, or half as much on a
successful one. No Concentration
As a bonus action, you may leap up to 15-feet to a location
Ice Spike of your choice within range (This does not count against your
movement)
No Concentration For every psi point expended beyond the initial cost, the
As an action, you may make a ranged psionic attack roll distance you can leap is increased by 15-feet.
against a target within 120-feet of you. On a hit, the target
suffers 1d8 cold damage for every psi point expended on this Nomadic Anchor
talent, and their speed is halved until the start of your next No Concentration
turn.
As an action, you create an invisible, intangible
Iron Hide teleportation anchor in a 5-foot cube you can see within 120
feet of you. For the next 8 hours, whenever you use this
No Concentration psionic discipline to teleport, you can instead teleport to the
As a reaction to being hit by an attack, you may use your anchor, even if you can't see it, but it must be within range of
reaction to gain a bonus to your AC equal to the number of the teleportation ability.
psi points you expended on this talent (Which applies to the
triggering attack) This AC bonus lasts until the start of your Primal Fury
next turn. No Concentration
As an action, you may force one creature that you can see
within 60-feet of you to make a Charisma saving throw. On a
failed saving throw, they suffer 1d6 psychic damage per psi
point spent, and they must immediately move up to their
speed towards the closest enemy creature. Creatures
immune to being charmed automatically succeed on this
saving throw.
Psionic Blast Step of a Dozen Paces
No Concentration No Concentration
As an action, you choose one creature you can see within If you haven't moved yet on your turn, you may use a bonus
60-feet of you. That creature suffers 1d8 psychic damage per action to teleport up to 20-feet per psi point expended to an
psi point spent on this talent. unoccupied space you can see. Your speed is reduced to 0 for
the remainder of the turn after using this ability.
Psychic Discharge
No Concentration Strength Surge
When you hit a target with a melee weapon attack (No No Concentration
action required) You may discharge psychic energy into them. As a bonus action, you may grant yourself a +3 bonus to all
The target suffers an additional 1d6 psychic damage per psi Strength checks you make until the end of your next turn.
point expended. For every psi point expended beyond the initial cost, the
bonus is increased by +3.
Psychic Parry
No Concentration Wind Step
As a reaction to making an Intelligence, Wisdom or No Concentration
Charisma saving throw, you may gain a bonus to the roll Once per turn as apart of your movement, you can fly up to
equal to the number of psi points expended on this ability. 10-feet for every psi point expended on this talent. If you end
You may use this feature after seeing the roll, but before you this movement in the air, you fall if nothing else is holding you
know whether you succeed or not. aloft.
Rapid Step Wind Stream
No Concentration No Concentration
As a bonus action, you may increase your walking speed by As an action, you may create a line of focused air that is 30-
10-feet until the end of the current turn. If you have a feet long and 5-feet wide. Each creature within the line must
swimming or climbing speed, this applies to them as well. succeed on a Strength saving throw, suffering 1d8
For every psi point expended beyond the initial cost, your bludgeoning damage per psi point expended on a failed
speed is increased by an additional 10-feet. saving throw, or half as much on a successful one.
Creatures who fail their saving throw also fall prone.
Soothing Presence
No Concentration
As a bonus action, you may target up to 3 willing creatures
within 60-feet of you that you can see (One of which may be
yourself) Each creature gains 3 temporary hit points for every
psi point expended on this talent.
Ethereal Weapon
2nd Tier Psionics No Concentration
The psionic talents in this section are ones that have a As a bonus action, you temporarily transform one weapon
minimum psi point cost of 2, you may expend additional psi you're holding or your unarmed strike into pure psionic
points in order to empower them however. Your psi limit energy. The next attack you make with it before the end of
must be 3 or higher in order to do so. your turn ignores the targets armor, requiring no attack roll.
Your psi limit begins at a point where you can immediately Instead, the target makes a Dexterity saving throw against
begin learning and using these psionics. this talent. On a failed save, the target takes the attack's
normal damage and suffers its additional effects. On a
Acidic Blood successful save, the target takes half damage from the attack
No Concentration but suffers no additional effects that would normally be
As a reaction to suffering piercing or slashing damage, you imposed on a hit.
may deal 2d6 acid damage to each creature within 5-feet of
you. Exacting Query
For every 2 psi points expended beyond the initial cost, this No Concentration
deals an additional 1d6 acid damage. As an action, you can target one creature you are
telepathically communing with an force them to make an
Assess Foe Intelligence saving throw. On a failed save, the target
No Concentration truthfully answers one question you ask it via telepathy. On a
As a bonus action, you may target 1 creature you can see successful save, the target is unaffected, and you can't use
and analyze it. You learn that creatures current hit point total, this ability on it again until you finish a long rest. A creature
and all of its immunities, resistances and vulnerabilities (If is immune to this ability if it is immune to being charmed.
any)
Forceful Query
Bestial Form No Concentration
Concentration, up to 2 Hours As an action, you ask a question of one creature that can
You transform into a Beast of your choice that has a CR of see and hear you within 30 feet of you. The question must be
1 or less. You take on its statblock, gaining all of its traits and phrased so that it can be answered with a yes or no,
abilities. Your Intelligence, Wisdom and Charisma scores otherwise this ability fails. The target must succeed on a
remain the same, but otherwise your statistics change to Wisdom saving throw, or it replies with a truthful answer. A
match the beasts. creature is immune to this ability if it is immune to being
Your HP remains the same in this form however, you charmed.
return to your normal form if you are reduced to 0 HP. You
cannot use any class features while transformed by this Ice Sheet
feature. No Concentration
For every psi point expended beyond the initial cost, the As an action, you may choose a point on the ground you
CR of beast you can transform into is increased by 1. can see within 60-feet of you. The ground in a 20-foot radius
centered on that point becomes slick with ice, becoming
Chameleon difficult terrain. If a creature moves more than 10-feet on this
No Concentration ice they must succeed on a Dexterity saving thow or fall
As an action, you can attempt to hide even if you fail to prone.
meet the requirements needed to do so. At the end of the If the surface is sloped, a creature that falls prone in the
current turn, you remain hidden only if you then meet the area immediately slides to the bottom of the slope.
normal requirements for hiding.
Incite Courage
Commander's Sight No Concentration
Concentration, 1 Round As a bonus action, you may choose up to 6 creatures you
As an action, you may choose a target you can see within can see within 60-feet of you. If any of those creatures are
60-feet of you. All creatures of your choice (Other than frightened, the condition immediately ends on them.
yourself) have advantage on attack rolls made against that
target until the start of your next turn.
Coordinated Movement
No Concentration
As a bonus action, you may allow up to 5 willing creatures
you can see to immediately use their reaction and move up to
half their movement speed. You choose the path that they
travel.
Incite Fear Move Object
Concentration, up to 1 Minute No Concentration
As an action, you may force a creature you can see within Choose one object you can see within 60 feet of you that
60-feet of you to make a Wisdom saving throw. On a failed isn't being worn or carried by another creature and that isn't
saving throw, they become Frightened of you. Whenever the secured in place. It can't be larger than 20 feet on a side. The
frightened creature ends its turn in a location where it can't maximum amount of weight the object can be is equal to 50
see you, it may repeat its saving throw, ending the effect on a lbs times the number of psi points expended on this talent
successful save. As an action, you move the object up to 60 feet, and you
For every 2 psi points expended beyond the initial cost, you must keep the object within sight during this movement. If
may target an additional creature within 60-feet of you. the object ends this movement in the air, it falls. If the object
would fall on a creature, the creature must succeed on a
Incite Fury Dexterity saving throw or take 1 bludgeoning damage for
every 5 pounds the object weighed on a failed saving throw.
Concentration, up to 1 Minute
As a bonus action, you may choose up to three willing Read Moods
creatures you can see within 60-feet of you (One of which
may be yourself) So long as you are concentrating on this No Concentration
talent, whenever an affected creature hits with a weapon As a bonus action, you learn a one-word summary of the
attack, their attack deals an additional 1d4 damage. emotional state of up to 6 creatures you can see (Such as
For every psi point expended beyond the initial cost, you happy, sad or angry)
may target an additional creature within 60-feet of you. For every psi point expended beyond the initial cost, you
may target an additional 3 creatures you can see.
Inertial Armor
No Concentration Rolling Flame
As an action, you shield yourself with intangible psionic Concentration, up to 1 Minute
energy. So long as you are not wearing armor or wearing a As an action, you create a roaring flame in a 20-foot-by-20-
shield, your AC is equal to 13 + Your Dexterity modifier. This foot cube at a point within 60-feet of you. Any creature in that
effect lasts for 8 hours. area when you use this ability and any creature that ends its
For every 2 psi points expended beyond the initial cost, you turn there suffers fire damage equal to twice the number of
gain an additional +1 bonus to your AC while this is active. psi points expended on this talent.
Mindless Charge Seeking Missile
No Concentration No concentration
As a bonus action, you may choose up to three willing As a reaction to you missing a ranged weapon attack, you
creatures you can see within 60-feet of you (One of which may repeat the attack roll against the same target.
may be yourself) Each creature may use its reaction to
immediately move up to its speed in a straight line towards Surge of Speed
the closest enemy. No Concentration
For every psi point expended beyond the initial cost, you As a bonus action, you may gain the following benefits until
may target an additional creature within 60-feet of you. the end of the current turn:
Mindless Courage You do not provoke attacks of opportunity while moving.
No Concentration You gain a climbing speed equal to your walking speed.
As a bonus action, you may target one creature you can see
within 60 feet of you and force it to make a Wisdom saving Toppling Shift
throw. On a failed saving throw, it can't willingly use its
movement unless that movement brings it closer to the No Concentration
nearest enemy that it can see. This effect lasts until the end As a bonus action, you shrink yourself down before
of your next turn. The save automatically succeeds if the suddenly enlarging yourself again. One creature of your
target is immune to being charmed. choice within 5-feet of you must succeed on a Strength saving
throw, falling prone on a failed saving throw.
Miniature Form For every psi point expended beyond the initial cost, you
may target an additional creature within 5-feet of you.
No Concentration
As a bonus action, you may shrink yourself down to Unwavering Eye
become tiny. While in this size, you gain a +5 bonus to Stealth
checks and can move through gaps as small as 6 inches No Concentration
without squeezing. As a bonus action, you gain advantage on Wisdom checks
For every psi point expended beyond the initial cost, the for 1 minute.
bonus to stealth checks is increased by +2.
Wall of Clouds
Concentration, up to 10 Minutes
As an action, you create a wall of clouds, at least one
portion of which must be within 60 feet of you. The wall is 60
feet long, 15 feet high, and 1 foot thick. Creatures can pass
through it without hindrance, but the wall blocks vision.
Warp Weapon
No Concentration
As an action, you may choose one nonmagical weapon held
by a creature you can see within 60-feet of you. That creature
must succeed on a Strength saving throw, or be unable to use
the chosen weapon for attacks until the end of your next turn.
Whirlwind
No Concentration
As an action, you choose a point you can see within 60-feet
of you and cause winds to howl within a 20-foot radius of that
point. Each creature within this radius must succeed on a
Strength saving throw or take 1d6 bludgeoning damage and
be moved to an unoccupied space of your choice in the
sphere. Any loose object in the sphere is moved to an
unoccupied space of your choice within the sphere if the
object weighs no more than 100 pounds.
3rd Tier Psionics Center of Attention
The psionic talents in this section are ones that have a Concentration, up to 1 Minute
minimum psi point cost of 3, you may expend additional psi As an action, you may force one creature within 60-feet of
points in order to empower them however. Your psi limit you to make a Charisma saving throw. On a failed saving
must be 4 or higher in order to do so. throw, the creature becomes so distracted by you that all
Your psi limit only reaches 3 once you are at least 4th level other creatures appear invisible to it. This effect ends if the
in this class, starting at that level you may begin learning and target can no longer see or hear you or if it takes damage.
using these talents. For every psi point expended beyond the initial cost, the
duration you can concentrate on this effect is increased by 10
minutes.
Agile Defense
No Concentration Comforting Aura
As a bonus action, you take the dodge action. Concentration, up to 1 Minute
As a bonus action, you may project an aura of comfort that
All-Around Sight extends in a 30-foot radius around yourself. Whenever a
In response to an attack hitting you, you use your reaction to creature within the aura makes a saving throw, you may
impose disadvantage on that attack roll, possibly causing it to choose to roll 1d4 and add it to the saving throws result.
miss.
Defensive Step
Augment Weapon No Concentration
Concentration, up to 10 Minutes When you are hit by an attack, you can use your reaction to
As a bonus action, you may touch a simple or martial gain a +3 bonus to your AC against that attack, possibly
weapon and grant that weapon a +1 bonus to its attack and turning it into a miss. You then teleport up to 10 feet to an
damage rolls so long as you have concentration on this talent. unoccupied space you can see.
For every 3 psi points expended beyond the initial cost, this For every psi point expended beyond the initial cost, the AC
bonus is increased by +1. bonus is increased by +1, and the teleport distance is
increased by 5-feet.
Aura of Jubilation
Concentration, up to 10 Minutes Energy Absorber
As a bonus action, you project an aura of distraction that Concentration, up to 1 Hour
extends in a 60-foot radius around yourself. Every other As an action, you may grant yourself and 1 creature within
creature within the aura that can see you suffers 30-feet of you resistance to your choice of acid, cold, fire,
disadvantage on all Perception and Investigation checks. lightning or thunder damage.
For every psi point expended beyond the initial cost, the
Blur of Motion duration you can concentrate on this effect is increased by 1
hour, and you may target 1 additional creature within 30-feet
No Concentration of you.
As an action, you cause yourself to become invisible during
any of your movement during the current turn. Find Creature
Call to Inaction Concentration, up to 1 Hour
As an action, you cast your mind about for information
Concentration, up to 10 Minutes about a specific creature. If you concentrate for this talents
If you spend at least 1 minute conversing with a creature, full duration, you then gain a general understanding of the
you may use this talent to attempt to seed them with creature's current location. You learn the region, city, town,
overwhelming ennui. Provided you have been conversing village, or district where it is, pinpointing an area between 1
with them for at least a minute, you may use your action to and 3 miles on a side (DM's choice). If the creature is on
force them to make a Wisdom saving throw. The save another plane of existence, you instead learn which plane.
automatically succeeds if the target is immune to being
charmed. Frozen Sanctuary
On a failed saving throw, the creature is Incapacitated until
it takes damage or you lose concentration. It also ends early if No Concentration
it witnesses one of its allies taking damage. On a successful As a bonus action, you may gain 20 temporary hit points.
save, the creature is unaffected and has no inkling of your For every psi point expended beyond the initial cost, the
attempt to bend its will. temporary hit points gained is increased by 8.
Grasp Ogre Form
Concentration, up to 1 Minute Concentration, up to 10 Minutes
You attempt to grasp a creature in telekinetic energy and As a bonus action, you may enlarge yourself. You gain the
hold it captive. As an action, you may force a creature you can following benefits so long as your concentration remains:
see within 60-feet of you to make a Strength saving throw. On
a failed saving throw, the target becomes Grappled by you When you use this ability and at the start of each of your
until you lose concentration or until it is further than 60-feet turns, you gain 15 temporary hit points. Any remaining
away from you. temporary hit points fade when this ability ends.
The grappled target can escape by succeeding on an Your melee weapon attacks deal an additional 1d6
Athletics or Acrobatics check contested by your your d20 roll bludgeoning damage on a hit.
with a bonus equal to your Mystic modifier plus your
proficiency bonus. When a target attempts to escape in this Your reach increases by 5-feet.
way, you can spend psi points to boost your check, abiding by If you are smaller than large, your size increases to large.
your psi limit. You gain a +1 bonus per psi point spent.
While a target is grappled in this manner, you create one of
the following effects as an action: Phantom Foe
You expend any number of psi points (Abiding by your psi Concentration, up to 1 Minute
limit) and deal 1d6 bludgeoning damage to them for every As an action, you can force a creature you can see within
psi point expended. 60-feet of you to make an Intelligence saving throw. On a
failed saving throw, it perceives a horrid creature next to it.
You expend any number of psi points (Abiding by your psi During this time, the target can't take reactions, and it takes
limit) and move it up to 5-feet per psi point expended. You 1d8 psychic damage at the start of each of its turns. The
can move it in the air and hold it there. It falls if the target can repeat the saving throw at the end of each of its
grapple ends. turns, ending the effect on itself on a success
For every psi point expended beyond the initial cost, the
Item Lore damage is increased by 1d8.
No Concentration Precognitive Hunch
As an action, you may touch an object to read its magical
energy. If it is a magic item or some other magic-imbued Concentration, up to 1 Minute
object, you learn its properties and how to use them, whether As a bonus action, you open your sesnes to receive psychic
it requires attunement to use, and how many charges it has, if insight. Whenever you make an attack roll, ability check or
any. You learn whether any spells are affecting the item and saving throw while concentrating on this talent, you may roll
what they are. If the item was created by a spell, you learn 1d4 and add it to the result.
which spell created it.
Psychic Backlash
Occluded Mind No Concentration
No Concentration As a reaction to being hit by a weapon attack, you may
As an action, you can target one creature you are impose disadvantage on the attack roll. If the attack still hits,
telepathically communing with an force them to make an the target suffers 2d10 psychic damage.
Intelligence saving throw. On a failed save, the target believes After using this ability and seeing that the attack still hits,
one statement of your choice for the next 5 minutes that you you may choose to expend additional psi points. For each
communicate to it via telepathy. The statement can be up to additional psi point expended, the target suffers an additional
ten words long, and it must describe you or a creature or an 1d10 psychic damage.
object the target can see. On a successful save, the target is
unaffected, and you can't use this talent on it again until you Restore Health
finish a long rest. A creature is immune to this ability if it is No Concentration
immune to being charmed. As an action, you touch one creature and remove one of the
following conditions from it: blinded, deafened, paralyzed, or
poisoned. Alternatively, you remove one disease from the
creature.
Telekinetic Barrier
Concentration, up to 10 Minutes
As an action, you create a transparent wall of telekinetic
energy, at least one portion of which must be within 60 feet of
you. The wall is 40 feet long, 10 feet high, and 1 inch thick.
The wall lasts until your concentration ends. Each 10-foot
section of the wall has an AC of 10 and 10 hit points.
For every psi point expended beyond the initial cost, each
10-foot section of the wall gains an additional 5 hit points and
has its AC increased by 1.
There and Back Again
No Concentration
As a bonus action, you teleport up to 20 feet to an
unoccupied space you can see and then move up to half your
speed. At the end of your turn, you can teleport back to the
spot you occupied before teleporting, unless it is now
occupied or on a different plane of existence.
Tremorsense
Concentration, up to 1 Minute
As a bonus action, you gain tremorsense with a radius of
30-feet.
For every psi point expended beyond the initial cost, the
range at which you can tremorsense is increased by 10-feet.
Unsettling Aura
Concentration, up to 1 Hour
You cloak yourself in an unsettling psychic energy that
encompasses a 60-foot radius around you. Whenever a
creature would attempt to move towards you while within the
aura, you can force them to expend 1 additional foot of
movement for every foot they attempt to move. Creatures
immune to being frightened ignore this effect.
Warp Armor
No Concentration
As an action, you may choose a nonmagical suit of armor
worn by a creature you can see within 60-feet of you. That
creature must succeed on a Constitution saving throw, or
have its AC become equal to 10 + its Dexterity modifier until
the end of your next turn.
Watery Grasp
No Concentration
As an action, you unleash a wave that surges forth and then
retreats to you like the rising tide. You create a wave in a 20-
foot-by-20-foot square. At least some portion of the square's
border must be within 5 feet of you. Any creature in that
square must make a Strength saving throw. On a failed save,
a target takes 2d6 bludgeoning damage, is knocked prone,
and is pulled up to 10 feet closer to you. On a successful save,
a target takes half as much damage.
For every psi point expended beyond the initial cost, this
deals an additional 1d6 damage.
4th Tier Psionics Ego Whip
The psionic talents in this section are ones that have a No Concentration
minimum psi point cost of 4, you may expend additional psi As an action, you may force a creature you can see within
points in order to empower them however. Your psi limit 60-feet of you to make an Intelligence saving throw. On a
must be 5 or higher in order to do so. failed save, the creature takes 3d8 psychic damage, and it is
Your psi limit only reaches 4 once you are at least 7th level filled with self-doubt, on its next turn it can only use its action
in this class, starting at that level you may begin learning and to take the Dodge, Disengage, or Hide action. On a successful
using these talents. saving throw, it takes half as much damage and is able to use
its actionas normal next turn.
Animate Weapon Fighting Words
Concentration, up to 1 Minute Concentration, up to 10 Minutes
As a bonus action, you may telekinetically animate a If you spend at least 1 minute conversing with a creature,
weapon you are holding. As apart of the bonus action used for you may use this talent to attempt to seed them with
this ability or as a bonus action on subsequent turns, you may bloodlust towards a creature. Provided you have been
cause the weapon to fly up to 30-feet and make one melee conversing with them for at least a minute, you may use your
psionic attack against a target within 5-feet of it. action to force them to make a Wisdom saving throw. The
The target suffers damage equal to the weapons normal save automatically succeeds if the target is immune to being
damage die, you add your Mystic modifier to the damage. charmed.
Once your concentration on this effect ends, the weapon On a failed saving throw, you may name or describe a
teleports back into your hand. creature of your choice. If the affected target sees this
creature before your concentration ends, they immediately
Aura of Bloodletting attack and begin to be violent towards that creature.
Concentration, up to 1 Minute After 5 rounds of combat, this effect ends early-this effect
As a bonus action, you release an aura of sheer bloodlust also ends early if the target suffers damage from a creature
that extends out in a 60-foot radius around you. All creatures other than the one described.
within the aura have advantage on melee attack rolls. On a successful save, the creature is unaffected and has no
inkling of your attempt to bend its will.
Cloak of Air
Concentration, up to 10 Minutes Piercing Sight
As a bonus action, you seize control of the air around you Concentration, up to 1 Minute
to create a protective veil. Attack rolls against you have As a bonus action, you gain the ability to see through
disadvantage, and when a creature you can see misses you objects that are up to 1 foot thick within 30 feet of you.
with a melee attack, you can use your reaction to force the For every psi point expended beyond the initial cost, the
creature to repeat the attack roll against itself. range at which you can see through objects is increased by
10-feet.
Command to Strike
No Concentration Shadow Beasts
As an action, you may choose a willing creature you can No Concentration
see within 60-feet of you. That creature can immediately use As an action, you summon two Shadows (Statblock in the
its reaction to take the attack action, making the amount of monster manual) Both appear in an unoccupied space of your
attacks it normally is able to. You choose its attacks targets. choice within 60-feet of you that you can see. The shadows
last so long as your concentration does, and they obey your
Daze verbal commands. In combat, each shadow has its own
separate initiative. You may dictate its actions on its turn.
No Concentration For every 2 psi points expended beyond the initial cost, you
As an action, you may force a creature you can see within may summon an additional shadow.
60-feet of you to make an Intelligence saving throw. On a
failed saving throw, that creature becomes incapacitated until Steel Hide
the end of your next turn or until it takes any damage.
No Concentration
As a bonus action, you may gain resistance to bludgeoning,
piercing and slashing damage until the end of your next turn.
Step from Sight Wall of Repulsion
Concentration, up to 1 Hour Concentration, up to 10 Minutes
As a bonus action, you cloak yourself from sight. You can As an action, you create an invisible, insubstantial wall of
target one additional creature for every additional psi point energy within 60-feet of you that can be up to 30 feet long, 10
you spend on this talent. The additional targets must be feet high, and 1 foot thick. Any creature attempting to move
visible to you and within 60 feet of you. Each target turns through it must make a Wisdom saving throw. On a failed
invisible and remains so until your concentration ends or save, that creature can't move through the wall until the start
until it targets, damages, or otherwise affects any creature of its next turn. On a successful save, the creature can pass
with an attack, a spell, or another ability. through it. A creature must make this save whenever it
attempts to pass through the wall, whether willingly or
Transposition unwillingly.
No Concentration For every psi point expended beyond the initial cost, you
If you haven't moved yet this turn, you may choose a willing may make this wall up to 10-feet longer and up to 5-feet taller.
you can see within 60-feet of you as a bonus action. You and
that creature teleport, swapping places. Your speed is then Wandering Mind
reduced to 0 until the end of the current turn. This ability Concentration, up to 1 Hour
fails and is wasted if either of you can't fit in the destination As an action, you gain proficiency with two skills of your
space. choice that you lack proficiency in. You lose these
proficiencies once your concentration ends.
View Aura For every 2 psi points expended beyond the initial cost, you
Concentration, up to 1 Hour gain proficiency in an additional skill.
As an action, you study the aura of a creature you can see.
So long as you are concentrating on this talent and can see Water Breathing
the target, you know whether it is under the effects of any No Concentration
magical or psionic effects. As an action, you grant yourself and up to ten willing
You also know its current hit point total and its basic creatures you can see within 60 feet of you the ability to
emotional state. While this effect lasts, you have advantage breathe underwater for the next 24 hours.
on Insight and all Charisma checks you make against it.
For every psi point expended beyond the initial cost, the Water Whip
duration you can concentrate on this effect is increased by 1 No Concentration
hour. As an action, you may project a line of water that is 60-feet
long and 5-feet wide. All creatures within the line must
Visions of Despair succeed on a Strength saving throw, suffering 3d8
No Concentration bludgeoning damage on a failed saving throw, or half as much
As an action, you may force one creature that you can see on a successful one.
within 60-feet of you to make a Charisma saving throw. On a If a creature fails their saving throw, you may move them to
failed saving throw, it suffers 4d6 psychic damage and has its any unoccupied space touching the line.
speed reduced to 0 until the end of its next turn. On a For every psi point expended beyond the initial cost, this
successful saving throw its speed is not reduced and it takes deals an additional 1d8 damage.
half damage.
For every psi point expended beyond the initial cost, this
deals an additional 1d6 psychic damage.
5th Tier Psionics Detonation
The psionic talents in this section are ones that have a No Concentration
minimum psi point cost of 5, you may expend additional psi As an action, you may detonate flame at a point you can see
points in order to empower them however. Your psi limit within 120-feet of you. All creatures within 20-feet of that
must be 6 or higher in order to do so. point must succeed on a Constitution saving throw, suffering
Your psi limit only reaches 5 once you are at least 10th 7d6 fire damage and falling prone on a failed saving throw, or
level in this class, starting at that level you may begin learning half as much damage on a successful save.
and using these talents. For every psi point expended beyond the initial cost, this
deals an additional 1d6 fire damage.
Beacon of Recovery Energy Nullification
No Concentration Concentration, up to 1 Hour
As a bonus action, you and up to 5 creatures of your choice As an action, you may grant yourself and 1 creature within
within 60-feet of you may immediately make saving throws 30-feet of you immunity to your choice of acid, cold, fire,
against every effect they are suffering from that allows them lightning or thunder damage.
to make a saving throw at the start or end of their turn. For every psi point expended beyond the initial cost, the
duration you can concentrate on this effect is increased by 1
Breath of the Hoarfrost hour, and you may target 1 additional creature within 30-feet
No Concentration of you.
You exhale a freezing mist in a 45-foot cone. Each creature
within the cone must succeed on a Constitution saving throw, Faithful Archer
suffering 6d8 cold damage on a failed saving throw, or half as As a bonus action, you imbue a ranged weapon you are
much on a successful one. Creatures who fail their saving holding with limited sentience. When you make this bonus
throw by 5 or more are Restrained until the end of your next action and at the start of each of your turns (No action
turn. required) you can make an extra attack with the weapon. You
For every psi point expended beyond the initial cost, this may also target a throwing weapon with this talent, if you do
deals an additional 1d8 cold damage. it returns to your grasp each time you make an attack with it.
Broken Will Frozen Rain
No Concentration Concentration, up to 1 Minute
As an action, you can target one creature you are As an action, you may choose a point you can see within
telepathically communing with an force them to make an 120-feet of you and cause a 20-foot radius sphere of wicked
Intelligence saving throw. On a failed save, you choose the cold to form around that point. Each creature in that area
target's movement and action on its next turn. On a must succeed on a Constitution saving throw, on a failed
successful save, the target is unaffected, and you can't use saving throw, a creature suffers 6d6 cold damage and has
this ability on it again until you finish a long rest. A creature their speed reduced to 0 so long as your concentration on
is immune to this ability if it is immune to being charmed. this effect holds. A target takes half as much damage on a
successful save.
Danger Sense As an action, a target with its speed reduced from this
Concentration, up to 8 Hours talent may attempt an Athletics check against your Mystic DC
As an action, you open yourself to glimpse briefly into the to end the effect early.
future. So long as you are concentrating on this discipline, For every psi point expended beyond the initial cost, this
you can't be surprised, attack rolls against you can't gain deals an additional 1d6 cold damage.
advantage, and you gain a +10 bonus to initiative.
For every psi point expended beyond the initial cost, the Lightning Leap
initiative bonus is increased by +2. No Concentration
As an action, you create a line of lightning that is 60-feet
long and 5-feet wide. Each creature within the line must
succeed on a Dexterity saving throw, suffering 6d6 lightning
damage on a failed saving throw, or half as much on a
successful one. You may then teleport to an unoccupied space
touching the line.
For every psi point expended beyond the initial cost, this
deals an additional 1d6 lightning damage.
Psychic Redoubt
Concentration, up to 10 Minutes
As an action, you create an aura of psychic protection that
extends 30-feet outwards from you. All creatures of your
choice within the aura (Including yourself) have resistance to
psychic damage, and advantage on Intelligence, Wisdom and
Charisma saving throws.
Psychic Speech
No Concentration
As an action, you attune yourself to the psychic imprint of
every language for 1 hour. For this duration, you can
understand any language you hear or attempt to read.
Whenever you speak during this duration, any creature who
can understand a language can understand what you say.
Radiant Beam
Concentration, up to 1 Minute
As an action, you may force a target you can see within 60-
feet of you to make a Dexterity saving throw. On a failed
saving throw, the target suffers 6d6 radiant damage and is
blinded until your concentration ends. They suffer half
damage on a successful saving throw.
A blinded target may repeat this saving throw at the end of
each of their turns, ending the effect on a successful saving
throw.
For every psi point expended beyond the initial cost, this
deals an additional 1d6 radiant damage.
Sudden Shift
No Concentration
As a reaction when you are hit by an attack, you may shrink
yourself to avoid the attack. The attack misses, and you may
immediately move up to 5-feet without provoking attacks of
opportunity before returning to normal size.
Surge of Action
No Concentration
As a bonus action, you may make one weapon attack. After
making this attack, you gain the benefits of the dash action.
Wind Form
Concentration, up to 1 Hour
As a bonus action, you may gain a flying speed of 60-feet.
For every psi point expended beyond the initial cost, the
flying speed gained is increased by 10-feet.
6th Tier Psionics Giant Form
The psionic talents in this section are ones that have a Concentration, up to 10 Minutes
minimum psi point cost of 6, you may expend additional psi As a bonus action, you may enlarge yourself. You gain the
points in order to empower them however. Your psi limit following benefits so long as your concentration remains:
must be 7 or higher in order to do so. When you use this ability and at the start of each of your
Your psi limit only reaches 6 once you are at least 13th turns, you gain 30 temporary hit points. Any remaining
level in this class, starting at that level you may begin learning temporary hit points fade when this ability ends.
and using these talents.
Your melee weapon attacks deal an additional 2d6
Baleful Transposition bludgeoning damage on a hit.
No Concentration Your reach increases by 10-feet.
As an action, you may force a creature you can see within If you are smaller than huge, your size increases to huge.
120-feet of you to make a Wisdom saving throw. On a failed
saving throw, you and that creature teleport, swapping places.
This ability fails and is wasted if either of you can't fit in the Id Insinuation
destination space. No Concentration
As an action, you can choose one creature you can see
Breath of the Marsh within 60-feet of you and force it to make an Intelligence
No Concentration saving throw. On a failed saving throw, the creature takes 5d8
You exhale corrosive water in a 60-foot long line that is 5- psychic damage and becomes filled with fury. On its next
feet wide. All creatures within the line must succeed on a turn, it can only use its action to take the Dodge or Attack
Dexterity saving throw, suffering 14d4 acid damage on a action. On a successful saving throw, it takes half as much
failed saving throw, or half as much on a successful one. damage and can use its action as normal.
Creatures who fail their saving throw by 5 or more suffer an
additional 4d4 acid damage at the start of their next turn. Mind Storm
For every psi point expended beyond the initial cost, the No concentration
initial damage is increased by 2d4 acid damage, and the As an action, you may choose a point within 60-feet of you
secondary damage is increased by 1d4 acid damage. that you can see. Each creature within 20-feet of that point
must succeed on a Wisdom saving throw, suffering 6d8
Dolorous Mind psychic damage on a failed saving throw or half as much on a
Concentration, up to 1 Minute successful one. Creatures who fail this saving throw suffer
As an action, you may force one creature that you can see disadvantage on all saving throws until the end of your next
within 60-feet of you to make a Charisma saving throw. On a turn.
failed saving throw, it becomes Incapacitated and has its For every psi point expended beyond the initial cost, this
speed reduced to 0. It can repeat this saving throw at the end deals an additional 1d8 psychic damage.
of each of its turns, ending this effect on a successful saving
throw. Misty Form
Concentration, up to 10 Minutes
Fire Form As an action, your body becomes like a misty cloud. In this
Concentration, up to 1 Minute form, you gain resistance to bludgeoning, piercing, and
As a bonus action, you may wreathe yourself in flames, slashing damage, and you can't take actions other than the
shedding bright light for 15-feet and dim light for another 15- Dash action. You can pass through openings that are no more
feet. Any creature that ends its turn within 5-feet of you than 1 inch wide without squeezing.
suffers 3d6 fire damage.
For every 2 psi points expended beyond the initial cost, this Overwhelming Fury
damage is increased by 1d6 fire damage. Concentration, up to 1 Minute
As an action, you flood rage into one creature you can see
within 60 feet of you. The target must succeed on a Charisma
saving throw. On a failed saving throw, it can only use its
action to make melee attacks on its turn. It can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.
Perceive the Unseen
Concentration, up to 1 Hour
As a bonus action, you open your senses up to see all. You
can see all creatures within your line of sight, even hidden or
invisible creatures, regardless of lighting conditions.
For every psi point expended beyond the initial cost, the
duration you can concentrate on this effect is increased by 1
hour.
Phantom Betrayal
Concentration, up to 1 Minute
As an action, you can force a creature you can see within
60-feet of you to make an Intelligence saving throw. On a
failed saving throw, it must target its allies with attacks and
other damaging effects so long as you are concentrating on
this talent. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. A
creature is immune to this ability if it is immune to being
charmed.
Punishing Fury
Concentration, up to 1 Minute
As a bonus action, you can force a target you can see
within 60-feet of you to make a Wisdom saving throw. On a
failed saving throw, whenever the target makes an attack, any
creature within 5-feet of the target can use their reaction to
make a weapon attack against the target.
For every psi point expended beyond the initial cost, the
duration you can concentrate on this effect is increased by 1
minute.
Ransack Mind
Concentration, up to 1 Hour
As an action, you may begin probing the mind of a creature.
The creature must remain within 30 feet of you, and you
must be able to see it. If you concentrate on this talent for the
full hour, the target must make three Intelligence saving
throws, and you learn information from it based on the
number of saving throws it fails. With one failed saving throw,
you learn its key memories from the past 12 hours. With two
failed saving throws, you learn its key memories from the
past 24 hours. With three failed saving throws, you learn its
key memories from the past 48 hours.
Water Sphere
Concentration, up to 1 Minute
As an action, you may force a creature you can see within
60-feet of you to make a Dexterity saving throw. On a failed
saving throw, they become trapped in a veil of water. While
trapped, the target has disadvantage on all attack rolls it
makes, its speed is halved and it cannot see more than 10-
feet away from it.
All attack rolls made against the target also have
disadvantage however. If the creature cannot breath in water,
they begin to drown and cannot supply verbal components for
anything. They may repeat this saving throw at the end of
each of their turns, ending the effect on a successful one.
7th Tier Psionics Mind Blast
The psionic talents in this section are ones that have a No Concentration
minimum psi point cost of 7, you may expend additional psi As an action, you unleash devastating psychic energy in a
points in order to empower them however. Your psi limit 60-foot cone. Each creature in that area must succeed on an
must be 8 or higher in order to do so. Intelligence saving throw, suffeirng 8d8 psychic damage on a
Your psi limit only reaches 7 once you are at least 16th failed save, or half as much on a successful one. Creatures
level in this class, starting at that level you may begin learning who fail their saving throw are also stunned until the end of
and using these talents. your next turn.
For every psi point expended beyond the initial cost, this
deals an additional 1d8 psychic damage.
Animate Elements
Concentration, up to 1 Hour Pillar of Confidence
As an action, you cause an elemental of CR 5 or lower to Concentration, 1 Round
appear in an unoccupied space you can see within 120-feet of As an action, you grant yourself and up to 5 willing
you. The elemental lasts so long as your concentration does, creatures you can see within 60-feet of you immense
and it obeys your verbal commands. In combat, it has its own confidence. On a creatures turn who is benefiting from this
separate initiative. You may dictate its action on its turn. feature, they gain an additional action that can only be used
For every psi point expended beyond the initial cost, you to make one weapon attack, or take the dash or disengage
may summon an elemental of 1 CR higher. action.
This action is lost if it is not used on their turn.
Breath of the Defiler For every psi point expended beyond the initial cost, this
No Concentration lasts an additional round.
You exhale a cloud of poison in a 75-foot cone. Each
creature within the cone must succeed on a Constitution Psychic Grip
saving throw, suffering 10d8 poison damage on a failed Concentration, up to 1 Minute
saving throw, or half as much on a successful one. Creatures As an action, you may force a creature you can see within
who fail their saving throw by 5 or more are Poisoned until 60-feet of you to make an Intelligence saving throw. On a
the end of your next turn. failed saving throw, it becomes paralyzed until your
For every psi point expended beyond the initial cost, this concentration ends. It may repeat this saving throw at the
deals an additional 1d8 poison damage. end of each of its turns, ending this effect on a successful
one.
Incite Panic When a creature fails this repeated saving throw, you may
Concentration, up to 1 Minute force it to move up to half its speed, even though its paralyzed.
As an action, you may choose up to 8 creatures that you
can see within 90-feet of you and incite a mote of panic in Strategic Mind
them. At the start of an affected creatures turn, they must Concentration, up to 1 Minute
succeed on a Wisdom saving throw. On a failed saving throw, As an action, you may exude an aura of trust and command.
the creature becomes frightened until the start of its next Creatures of your choice within the aura may use their bonus
turn and you roll a die. action to gain the benefits of both the dash and disengage
If you roll an odd number, the frightened target moves half action.
its speed in a random direction and takes no action on that Creatures who take this bonus action also add 1d4 to all
turn, other than to scream in terror. If you roll an even attack rolls they make during their current turn.
number, the frightened target makes one melee attack
against a random target within its reach. If there is no such
target, it moves half its speed in a random direction and takes Truesight
no action on that turn. Concentration, up to 1 Minute
Nothing happens on a successful saving throw. Once a As a bonus action, you gain truesight out to a range of 30-
creature succeeds on three saving throws against this effect feet.
(Which need not be consecutive) the effect ends on them. For every psi point expended beyond the initial cost, the
range you gain truesight is increased by 10-feet.
Visions of Disgust
Concentration, up to 1 Minute
As an action, you may force one creature you can see
within 60-feet of you to make a Wisdom saving throw. On a
failed saving throw, the target suffers 5d6 psychic damage
and suffers 1d6 psychic damage for every creature within 5-
feet of it at the end of each of its turns.
This effect only persists so long as you are concentrating
on this talent-creatures immune to being frightened are
immune to the secondary effect of this talent.
On a successful saving throw, the target takes half damage
and does not suffer the secondary effect.
For every psi point expended beyond the initial cost, the
initial damage deals an additional 1d6 damage. For every 3
psi points expended beyond the initial cost, the secondary
damage is increased by 1d6.
Wall of Wood
Concentration, up to 1 Hour
As an action, you create a wall of wood at least one portion
of which must be within 60 feet of you. The wall is 60 feet
long, 15 feet high, and 1 foot thick. The wall lasts until your
concentration ends. Each 5-foot wide section of the wall has
an AC of 12 and 100 hit points. Breaking one section creates
a 5-foot by 5-foot hole in it, but the wall otherwise remains
intact.
For every psi point expended beyond the initial cost, each
5-foot section of the wall gains +1 AC and 25 hit points.
Wandering Eye
Concentration, up to 1 Hour
As an action, you create a psychic sensor within 60 feet of
you. The sensor is invisible and hovers in the air. You
mentally receive visual information from it, which has normal
vision and darkvision with a range of 60 feet. The sensor can
look in all directions. As an action, you can move the sensor
up to 30 feet in any direction. There is no limit to how far
away from you the eye can move, but it can't enter another
plane of existence. A solid barrier blocks the eye's movement,
but the eye can pass through an opening as small as 1 inch in
diameter.
If you expend 9 psi points on this talent, the eye can pass
through solid objects. If it ends its movement in one, your
concentration immediately ends.
8th Tier Psionics Microscopic Form
The psionic talents in this section are ones that have a Concentration, up to 10 Minutes
minimum psi point cost of 8, you may expend additional psi As a bonus action, you may shrink yourself down to an
points in order to empower them however. Your psi limit extreme amount. While in this size, you gain a +20 bonus to
must be 9 or higher in order to do so. Stealth checks and a +5 bonus to your AC, you can also move
Your psi limit only reaches 8 once you are at least 19th through gaps as small as 1 inch without squeezing.
level in this class, starting at that level you may begin learning For every psi point expended beyond the initial cost, the
and using these talents. bonus to stealth checks is increased by +3.

Breath of the Storm Phantom Caravan


No Concentration No Concentration
You exhale a bolt of lightning in a 90-foot long line that is 5- As an action, you and any number of willing creatures
feet wide. All creatures within the line must succeed on a within 30-feet of you that you can see are teleported to a
Dexterity saving throw, suffering 15d6 lightning damage on a location you can see within 1 mile of you. If there isn't an
failed saving throw, or half as much on a successful one. open space for all the targets to occupy at the arrival point,
Creatures who fail their saving throw by 5 or more are this talent fails and is wasted.
incapable of taking reactions or legendary actions until the
end of your next turn. Phantom Idea
For every psi point expended beyond the initial cost, this Concentration, up to 1 Hour
deals an additional 2d6 lightning damage. As an action, you may begin probing the mind of a creature.
The creature must remain within 30 feet of you, and you
Ice Barrier must be able to see it. If you concentrate on this talent for the
Concentation, up to 10 Minutes full hour, the target must make three Intelligence saving
As an action, you create a wall of ice, at least one portion of throws, and you plant a memory or an idea in it, which lasts
which must be within 60 feet of you. The wall is 60 feet long, for a number of hours based on the number of saving throws
15 feet high, and 1 foot thick. Each 10-foot section of the wall it fails. You choose whether the idea or memory is trivial
has an AC of 12 and 30 hit points. A creature that damages (such as "I had porridge for breakfast" or "Ale is the worst")
the wall with a melee attack takes cold damage equal to the or personality-defining ("I failed to save my village from orc
damage that creature dealt to the wall. marauders and am therefore a coward" or "Magic is a
For every psi point expended beyond the initial cost, each scourge, so I renounce it"). With one failed saving throw, the
10-foot section of the wall has its AC increased by 1 and idea or memory lasts for the next 4 hours. With two failed
gains 10 additional hit points. saving throws, it lasts for 24 hours. With three failed saving
throws, it lasts for 48 hours.
Invoke Awe Phantom Riches
Concentration, up to 10 Minutes Concentration, up to 1 Minute
As an action, you may target up to 5 creatures that you can As an action, you force a creature you can see within 60-
see within 60-feet of you and force them to make an feet of you to make an Intelligence saving throw. On a failed
Intelligence saving throw. On a failed saving throw, a creature saving throw, you gain partial control over the targets
is Charmed by you. While charmed from this talent, the behavior. The target moves as you wish on each of its turns,
target obeys all your verbal commands to the best of its ability as it thinks it pursues the phantom object it desires. If it
and without doing anything obviously self-destructive. hasn't taken damage since its last turn, it can use its action
The target will only attack creatures that it has seen attack only to admire the object you created in its perception. The
you since it became charmed, or creatures it was already target can repeat the saving throw at the end of each of its
hostile to before being charmed. At the end of each of its turns, ending the effect on itself on a success.
turns, it can repeat the saving throw, ending the effect on
itself on a success.
Psychic Crush
Iron Resistance No Concentration
Concentration, up to 1 Hour As an action, you create a 20-foot cube of psychic energy at
As an action, you may grant yourself resistance to a point you can see within 120-feet of you. Each creature in
bludgeoning, piercing and slashing damage. the cube must succeed on an Intelligence saving throw,
suffering 9d8 psychic damage and becoming stunned on a
failed saving throw, or half as much on a successful one.
Creatures who succeed on their saving throw aren't stunned.
For every psi point expended beyond the initial cost, this
deals an additional 1d8 psychic damage.
Restore Life Victory Before Battle
No Concentration No Concentration
As an action, you touch one creature that has died within When you roll initiative, you can use this ability to grant
the last minute. The creature returns to life with 1 hit point. yourself and any number of willing creatures of your choice
This ability can't return to life a creature that has died of old within 60-feet of you a +10 bonus to initiative.
age, nor can it restore a creature missing any vital body parts. For every psi point expended beyond the initial cost, the
For every psi point expended beyond the initial cost, the bonus is increased by +2.
duration the creature can have been dead for is increased by
1 hour. Wall of Thunder
Thunder Clap Concentration, up to 10 Minutes
As an action, you create a wall of thunder, at least one
No Concentration portion of which must be within 60 feet of you. The wall is 60
As an action, you can choose a point you can see within 60- feet long, 15 feet high, and 1 foot thick. The wall lasts until
feet of you and cause thunderous energy to boom from that your concentration ends. Every foot moved through the wall
point. All creatures within 20-feet of that point must succeed costs 1 extra foot of movement. When a creature moves into
on a Constitution saving throw, suffering 8d10 thunder the wall's space for the first time on a turn or starts its turn
damage and becoming stunned on a failed saving throw, or there, that creature must succeed on a Strength saving throw,
half as much on a successful one. or suffer 6d6 thunder damage, and be pushed in a straight
For every psi point expended beyond the initial cost, this line up to 30 feet away from the wall. They are then knocked
deals an additional 1d10 damage. prone.
Creatures who succeed on their saving throw suffer half
damage, but suffer no other effects of the wall.
9th Tier Psionics Psychic Domination
The psionic talents in this section are ones that have a Concentration, up to 1 Minute
minimum psi point cost of 9, you may expend additional psi As an action, you force a creature you can see within 60-
points in order to empower them however. Your psi limit feet of you to make an Intelligence saving throw. On a failed
must be 10 or higher in order to do so. saving throw, you choose the creature's actions and
Your psi limit only reaches 9 once you are at least 22nd movement on its turns until your concentration ends. At the
level in this class, starting at that level you may begin learning end of each of its turns, it can repeat the saving throw, ending
and using these talents. the effect on itself on a success. A creature is immune to this
talent if it is immune to being charmed.
Breath of the Volcano Restore vigor
No Concentration No Concentration
You exhale magma in a 105-foot cone. All creatures within As an action, you touch one creature and remove the
the cone must succeed on a Dexterity saving throw, suffering following effects on it:
14d10 fire damage on a failed saving throw, or half as much
on a successful one. Creatures who fail their saving throw by One effect reducing one of its ability scores.
5 or more are lit aflame, while aflame, a creature suffers 1
fire damage per damage die of this ability at the start of each One effect reducing its hit point maximum.
of their turns.
A creature remains aflame until they or another creature You also reduce the creatures exhaustion level by one.
within 5-feet of them uses their action to put them out, or
until they are properly doused with water. Titan Form
For every psi point expended beyond the inital cost, this
deals an additional 1d10 fire damage. Concentration, up to 10 Minutes
As a bonus action, you may enlarge yourself. You gain the
Enduring Invisibility following benefits so long as your concentration remains:
Concentration, up to 1 Minute When you use this ability and at the start of each of your
As a bonus action, you turn invisible. You remain invisible turns, you gain 45 temporary hit points. Any remaining
so long as you are concentrating on this talent. temporary hit points fade when this ability ends.
Your melee weapon attacks deal an additional 3d6
Nomad's Gate bludgeoning damage on a hit.
Concentration, up to 1 Hour Your reach increases by 15-feet.
As an action, you create a 5-foot cube of dim, gray light
within 5 feet of you. You create an identical cube at any point If you are smaller than gargantuan, your size increases to
of your choice within 1 mile that you have viewed within the gargantuan.
past 24 hours. Until your concentration ends, anyone
entering one of the cubes immediately teleports to the other World of Horror
one, appearing in an unoccupied space next to it. The
teleportation fails if there is no space for the creature to Concentration, up to 1 Minute
appear in. You subject up to 6 creatures within 60-feet of you that you
can see to a world of sheer terror. Each target must succeed
Overwhelming Attack on a Charisma saving throw, on a failed saving throw, a
creature suffers 8d6 psychic damage and becomes
No Concentration Frightened of you so long as you are concentrating on this
As an action, you may choose up to 6 willing creatures you talent.
can see within 60-feet of you. Those creatures can While Frightened by this talent, the targets speed is
immediately use their reaction to take the attack action, reduced to 0, and they perceive the world around them as a
making the amount of attacks they are normally able to. You horrorland of their greatest fears. The target can only use any
choose their attack targets. actions it has (Reaction, bonus actions, regular actions ect) to
make attacks. On a successful save, the creature suffers half
damage and is not frightened.
For every psi point expended beyond the initial cost, this
deals an additional 2d6 psychic damage.
Legendary Actions
Here you will find the Legendary actions that only a Mystic of Leveling Beyond 30
the appropriate level can learn (If a Mystic specific Legendary Here you can find what the Legendary Mystic gains
action requires 2 actions, you must be a level 11 Mystic to for every level beyond 30 they are! It is intentional
know it for example) that their proficiency bonus stops increasing.
Every 4 levels beyond 30 (34, 38, ect) a
Discipline Shift legendary mystic gains a regular ASI.
Cost: 1 Action Every third ASI a legendary mystic would gain
You begin focusing on a different discipline you know of after level 30 (42, 54, 66 ect) is instead a
your choice. legendary ASI.
Your psi points increase as per normal (Gaining
Fundamentals an additional 4 every level)
Cost: 1 Action
You use a Fundamental Talent you know. If the talent deals Starting at level 31 and every 3 levels
damage, you must expend 2 Legendary Actions rather than 1 afterwords (34, 37, 40 ect) Your Psi Limit
in order to use it. increases by 1.
Every even level (32, 34, 36, 38 ect) you gain a
Wild Recovery +1 to one ability score of your choice.
Cost: 1 Action Your HP increases as per normal.
You roll your Wild Talent die and regain expended psi
points equal to half the result rolled (Rounded up) This Your new ability score maximums for
feature can cause your Wild Talent die to grow or shrink as Intelligence, Wisdom and Charisma is equal to
normal. your Mystic level if they were not already
higher.
Changelog
Version 1.0 (April 29th 2023)
The eleventh overall legendary class and the first release of
Mystic
Released with 5 Subclasses: Immortal, Mind Thirst,
Nomad, Soul Knife and Weave
Released with 30 Cerebral Disciplines
Released with 12 Combat Traits
Released with 19 Fundamental Psionics
Released with 33 Tier 1 Psionics
Released with 27 Tier 2 Psionics
Released with 26 Tier 3 Psionics
Released with 18 Tier 4 Psionics
Released with 14 Tier 5 Psionics
Released with 14 Tier 6 Psionics
Released with 11 Tier 7 Psionics
Released with 13 Tier 8 Psionics
Released with 8 Tier 9 Psionics
Released with 3 Legendary Actions
Credits and Thanks!
Artist Credit Stain Credit
I am no artist, just someone with a lot of homebrew ideas and In all of my homebrew I use watercolor stains created by
a vague ability in graphic design. All artwork I use in this u/flamableconcrete aka Jared Ondricek. These brews and
document is credited below, please show respects to the PDFs would not look nearly as nice without his creations, so
artist and if the original artist sees this and feels I did not huge thank you to him! You can find all stains I use on his
properly credit them/does not wish for their artwork to be website, watercolors.giantsoup.com.
used, contact me at u/Zellorea and I will rectify this as soon
as possible.
Other Homebrew
Cover Art by Diury Arts on Artstation! You may recognize me for other homebrews such as the
Psionics Section Art by 奶茶 on Artstation! Siphoner class and my project to turn every league of legends
champion into a subclass, if you want to be alerted as soon as
Art on Semi Proficiencies/Ability Score Improvement all of those are publically available, join the discord!
Page by Mae Nak on Deviantart! https://discord.gg/c4T35TqbqT
Art on Wild Talent/Psionic Culmination Page by George
Booker on Artstation! Patron Thanks!
Art on Immortal Page by Chasestone on Deviantart! This homebrew was supported for by my patrons on
Art on Mind Thirst Page by Daarken for Magic the https://www.patreon.com/Zellorea. If you wish to support me
Gathering! or encourage me to make more things like this or update this
in the future, that's the best way to do it!
Art on Nomad Page by Eddy Shinjuku on Artstation! A thank you to my current supporting patrons! Their
names are listed below as a show of my immense
Art on Soul Knife Page by Deiv Calviz on Artstation! appreciation towards them.
Art on Weave Page by Phu Thieu on Artstation! Living Legend: O-5
Art on Second Discipline Page by Septimius Ferdian H. Living Legend: Trains
on Artstation!
Renowned Hero: Cynical Sorcerer
Art on 3rd Page of 1st Tier Psionics by Bram Sels on
Arstation! Renowned Hero: InsaneInsanity
Art on 3rd Page of 2nd Tier Psionics by Eddy Shinjuku on Mercenary: Deathknight
Arstation! Folk Hero: Nate Meyer
Art on 3rd Page of 3rd Tier Psionics by Ari-Matti Toivonen
on Arstation!
Art on 2nd Page of 4th Tier Psionics by Paul Canavan on
Arstation!
Art on 2nd Page of 5th Tier Psionics by Eddy Shinjuku on
Arstation!
Art on 2nd Page of 6th Tier Psionics by Septimius
Ferdian H. on Arstation!
Art on 2nd Page of 7th Tier Psionics by Elena Zimina on
Arstation!
Art on 2nd Page of 8th Tier Psionics by Hyoung Kim on
Arstation!

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