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!
The Ultimate RPG Character Backstory Guide: Expanded Genres Edition: Prompts and Activities to Create Compelling Characters for Horror, Sci-Fi, X-Punk, and More