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Level 20 Ghost Mystic, Order of the Immortal 355000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Predocious
Dead Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Eldritch Adept.

STRENGTH Studded Leather 15 Indescribable Form (Action). You can choose to appear as any creature or object that
is Small or Medium. No matter what appearance you choose, your statistics and
capacity for action are the same. This appearance is a physical change, but magic that
PROFICIENCY BONUS +6 allows others to discern the true form of shapeshifters will reveal your normal

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SHIELD appearance. This appearance lasts until you choose to change it again.
AC
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light.
N
CIE C

+0 Strength Elemental Adept, Lightning. Spells you cast ignore lightning resistance. Treat any 1 on
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PROFI

+0 a damage die as a 2 with lightning spells.

+3 Dexterity Elemental Adept, Fire. Spells you cast ignore fire resistance. Treat any 1 on a damage
die as a 2 with fire spells.
+3 Constitution ARMOR CLASS
Ghostly Magic. You can cast blink, catapult (at the 6th level), and invisibility (targeting
DEXTERITY only yourself) once per rest with this ability using either Charisma or Wisdom as your
✘ +11 Intelligence spellcasting modifier.
MAXIMUM HIT DICE TEMPORARY

16 +9 Wisdom
✘ Telekinetic. You learn the mage hand cantrip and can cast it without verbal or somatic
168 20d8 components, and you can make the spectral hand invisible. As a bonus action, you can
try to shove one creature you can see within 5 feet of the spectral hand created by
+2 Charisma your mage hand spell. When you do so, the target must succeed on a DC19 Strength
saving throw or be pushed 5 feet away from you.
CONDITIONAL

+3 Psionics. You have an internal reservoir of 71 Psi points that can be devoted to psionic
disciplines you know. You can use no more than 7 psi points to activate a psionic
discipline. As a bonus action, you can choose one of your psionic disciplines and gain
its psychic focus benefit. The benefit lasts until you are incapacitated or until you use
CURRENT HIT POINTS another bonus action to choose a different focus benefit.
Energy Beam. As an action, you target one creature you can see within 90 feet of
CONSTITUTION DEATH SAVING THROWS
you. The target must succeed on a Dexterity saving throw or take 4d8 acid, cold, fire,
SAVING THROWS lightning, or thunder damage (your choice).

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Psychic Hammer. As an action, you try to grasp one creature you can see within 120
SPEED FLY CLIMB SWIM ft of you, with a hand crafted from telekinetic energy. The target must succeed on a
N
CIE C
Strength saving throw or take 4d6 force damage. If it takes any of this damage and is
+3 Acrobatics (Dex) 30ft. 20ft. 0ft. 0ft. Large or smaller, you can move it up to 10 ft in a straight line in a direction of your
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PROFI

choice. You can’t lift the target off the ground unless it is already airborne or
RT

EXPE

VISION INSPIRATION EXHAUSTION underwater.


+3 Animal Handling (Wis) Mind Meld. As a bonus action, you can communicate telepathically with one willing
+3 ✘ +11 Arcana (Int) Darkvision
creature you can see within 120 ft of you. The target must have an Intelligence of at
least 2, otherwise the action is wasted. This communication can occur until the end of
the current turn. You don’t need to share a language with the target for it to
+0 Athletics (Str) Immunities. Poison understand you. You also gain access to one memory of the target’s choice, gaining
perfect recall of one thing it saw or did.
Beacon. As a bonus action, you cause bright light to radiate from your body in a 20-ft
INTELLIGENCE +2 Deception (Cha) radius and dim light for an additional 20 ft. The light can be colored as you like. The
light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

20 ✘ +11 History (Int)

+3 Insight (Wis)
Mystic Order.
Order of the Immortal. The Order of the Immortal uses psionic energy to augment
and modify the physical form.

Mystical Recovery. Immediately after you spend psi points on a psionic discipline, you
✘ +8 Intimidation (Cha) SPEED, SENSES, & CONDITIONS can take a bonus action to regain hit points equal to the number of psi points you
+5 +5 Investigation (Int)
spent.

Telepathy. You can telepathically speak to any creature you can see within 120 ft. of
Past Life. you. You don’t need to share a language with the creature for it to understand your
+3 Medicine (Wis) Other. Before your death, you were another race and appear as an undead telepathic messages, but the creature must be able to understand at least one
version of it. language or be telepathic itself.
WISDOM ✘ +11 Nature (Int)
Living Dead. You are immune to disease. You do not need to eat or breathe. Strength of Mind. You can replace your proficiency in Wisdom saving throws

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Additionally, you have two creature types: humanoid and undead. You can be whenever you finish a short or long rest. This change lasts until you finish your next
+3 Perception (Wis) affected by a spell or ability if it works on either of your creature types. short or long rest.

+2 Performance (Cha) Restless. You treat exhaustion as if it was one level less. In addition, instead of Potent Psionics. Once on each of your turns when you hit a creature with a weapon,
sleeping, you enter an inactive state for 4 hours each day. You do not dream in you can deal an extra 2d8 psychic damage to that target. You also add your Intelligence
this state; you are fully aware of your surroundings and notice approaching modifier (+5) to any damage roll you make for a psionic talent.
+2 Persuasion (Cha)
+3 +5 Religion (Int)
enemies and other events as normal.
Consumptive Power (1/Long Rest). When activating a psionic discipline, you can pay
its psi point cost with your hit points, instead of using any psi points. Your current HP
Unholy. When you regain hit points from a source that specifies it does not
function on undead, you only receive half as many hit points as the source would and max HP are both reduced by the number of HP you spend. This reduction can’t be
lessened in any way.
+3 Sleight of Hand (Dex) normally provide, rounded down.
Psionic Mastery. As an action, you gain 11 special psi points that you can spend only
CHARISMA +3 Stealth (Dex)
Bloodless. You are immune to poison damage and the poisoned condition. on disciplines that require an action or a bonus action to use. You can use all 11 points
on one discipline, or you can spread them across multiple disciplines. You can’t also
Flight. You gain a flying speed of 20 feet. When using your flying speed from this

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spend your normal psi points on these disciplines, only the special points gained from
+3 Survival (Wis) source, you cannot end your turn more than 5 feet above a solid surface, and this feature. When you finish a long rest, you lose any points you haven’t spent.If more
gently descend down to this distance at a speed of 60 feet per round if you are than one of the disciplines you activate with these points require concentration, you
SKILLS any higher. can concentrate on all of them. (4/long rest)
Withering Touch. Your unarmed strike deals necrotic damage instead of Psionic Body. You no longer age. You also have resistance to bludgeoning, piercing,
bludgeoning damage.
+2
and slashing damage and are immune to disease, poison damage, and the poisoned
13 PASSIVE PERCEPTION condition. If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points,
Incorporeal Stride (1/Short Rest). You can move through other creatures and instead of dying, and you fall unconscious. You and your gear disappear. You appear at
objects other than physical barriers (such as walls, floors, or ceilings) as if they a spot of your choice 1d3 days later on the plane of existence where you died, having
were difficult terrain. On your turn, you can pass through up to 10 feet of gained the benefits of one long rest.
physical barriers (treating them as difficult terrain) as a part of your movement. If
ADVANTAGE you end your turn inside an object or barrier, you take 1d10 force damage and Immortal Durability. While you are wearing no armor and not wielding a shield, your
are immediately ejected to the closest available space. After passing through a AC equals 16.

+3
physical barrier.
INITIATIVE 1 Attack / Attack Action RACIAL TRAITS
Psionic Resilience. At the start of each of your turns, you gain temporary hit points
equal to your Intelligence modifier (5) if you have at least 1 HP.

Surge of Health. As a reaction when you take damage, you can halve that damage
against you. Your psychic focus immediately ends, and you can’t use it until you finish a
NAME RANGE ATTACK DAMAGE / TYPE short or long rest. You can’t use this feature if you can’t use your psychic focus.

Immortal Will. At the end of your turn while at 0 hit points, you can spend 5 psi points
to immediately regain 23 HP.

FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. –

Languages. Giant, Elvish, Common, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Predocious
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You died and came back. This experience changed you and defines who you are today. The specifics of your death are
up to you, but the following questions and suggestions will help you determine your odd personal history.

How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes
them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An
accident? A disease?

How long were you dead? Spells like true resurrection allow a character to return from death after as many as 200 years.
How has the world changed politically, technologically, and culturally since your death? What remains of your family,
PERSONALITY TRAITS
friends, and personal life?

What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the
paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?

Maybe you didn’t completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such
IDEAL a being? What acts did you commit that you now regret? Who still thinks of you as a monster?

Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one
who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you
knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which
could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a
more sinister secret.
BOND

FLAW BACKGROUND STORY

Spirit Talk
You can connect with the souls of the dead thanks to
the long time you spent dead. You may spend a day
of downtime communicating with the souls to learn
a piece of information by asking a question. The
quality and specifics of the information you get is up
to the DM.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Studded Leather] 1 13

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

13 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +11 19 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Mystic, Order of the Immortal

CANTRIPS Bestial Form Diminution


Giant Growth Mantle of Command Mastery of Fire
Mastery of Ice Mastery of Weather Nomadic Step
Psionic Restoration Third Eye

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Mage Hand (Telekinetic)

1ST LEVEL Catapult (Ghostly Magic)

2ND LEVEL Invisibility (Ghostly Magic)

3RD LEVEL Blink (Ghostly Magic)


Bestial Form Diminution Giant Growth
Immortal Discipline Cantrip Immortal Discipline Cantrip Immortal Discipline Cantrip

CASTING TIME Variable CASTING TIME Variable CASTING TIME Variable


RANGE Variable RANGE Variable RANGE Variable
DURATION Variable DURATION Variable DURATION Variable
COMPONENTS S COMPONENTS S COMPONENTS S
You transform your body, gaining traits of different beasts. You manipulate the matter that composes your body, drastically You infuse yourself with psionic energy to grow to tremendous size,
Psychic Focus. While focused on this discipline, you have advantage on reducing your size without surrendering any of your might. bolstering your strength and durability..
Wisdom (Animal Handling) checks. Psychic Focus. While focused on this discipline, you have Psychic Focus. While focused on this discipline, your reach
Bestial Claws (1-7 psi). You manifest long claws for an instant and make a advantage on Dexterity (Stealth) checks.. increases by 5 feet..
melee weapon attack against one creature within 5 feet of you. On a hit, this
attack deals 1d10 slashing damage per psi point spent. Miniature Form (2 psi; conc., 10 min.). As a bonus action, you Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10
Bestial Transformation. As a bonus action, you alter your physical form to become Tiny until your concentration ends. While this size, you gain a temporary hit points. In addition, until your concentration ends, your
gain different characteristics. When you use this ability, you can choose one +5 bonus to Dexterity (Stealth) checks and can move through gaps up melee weapon attacks deal an extra 1d4 bludgeoning damage on a
or more of the following effects. Each effect has its own psi point cost. Add to 6 inches across without squeezing.. hit, and your reach increases by 5 feet. If you’re smaller than Large,
them together to determine the total cost. This transformation lasts for 1 Toppling Shift (2 psi). As a bonus action, you shift to an incredibly you also become Large for the duration..
hour, until you die, or until you end it as a bonus action. small size and then suddenly return to normal, sending an opponent Giant Form (7 psi; conc., 1 min.). As a bonus action, you gain 30
Amphibious (2 psi). You gain gills; you can breathe air and water. flying backward. Choose one creature you can see within 5 feet of temporary hit points. In addition, until your concentration ends, your
Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing you. It must succeed on a Strength saving throw or be knocked melee weapon attacks deal an extra 2d6 bludgeoning damage on a
speed equal to your walking speed. prone.. hit, and your reach increases by 10 feet. If you’re smaller than Huge,
Flight (5 psi). Wings sprout from your back. You gain a flying speed equal Sudden Shift (5 psi). As a reaction when you are hit by an attack, you also become Huge for the duration..
to your walking speed.
Keen Senses (2 psi). Your eyes and ears become more sensitive. You gain you shift down to minute size to avoid the attack. The attack misses,
advantage on Wisdom (Perception) checks. and you move up to 5 feet without provoking opportunity attacks
Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to before returning to normal size..
detect prey. You can see invisible creatures and objects within 10 feet of Microscopic Form (7 psi; conc., 10 min.). As a bonus action, you
you, even if you are blinded. become smaller than Tiny until your concentration ends. While this
Swimming (2 psi). You gain fins and webbing between your fingers and size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5
toes; you gain a swimmingspeed equal to your walking speed. bonus to AC, you can move through gaps up to 1 inch across without
Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 squeezing, and you can’t make weapon attacks..
bonus to AC.

Bonus Disciplines (Mystic) UA: The Mystic Class Psionics (Mystic) UA: The Mystic Class Bonus Disciplines (Mystic) UA: The Mystic Class

Mage Hand Mantle of Command Mastery of Fire


Conjuration Cantrip Avatar Discipline Cantrip Wu Jen Discipline Cantrip

CASTING TIME 1 action CASTING TIME Variable CASTING TIME Variable


RANGE 30 feet RANGE Variable RANGE Variable
DURATION 1 minute DURATION Variable DURATION Variable
COMPONENTS V, S COMPONENTS S COMPONENTS S

A spectral, floating hand appears at a point you choose within range. You exert an aura of trust and authority, enhancing the coordination among You align your mind with the energy of elemental fire.
The hand lasts for the duration or until you dismiss it as an action. your allies. Psychic Focus. While focused on this discipline, you gain resistance to fire
Psychic Focus. While focused on this discipline, when you end your turn damage, and you gain a +2 bonus to rolls for fire damage.
The hand vanishes if it is ever more than 30 feet away from you or if Combustion (1–7 psi; conc., 1 min.). As an action, choose one creature or object
you cast this spell again. and didn’t move during it, you can use your reaction to allow one ally you
can see within 30 feet of you to move up to half their speed, following a path you can see within 120 feet of you. The target must make a Constitution save. On
You can use your action to control the hand. You can use the hand of your choice. To move in this way, the ally mustn’t be incapacitated. a failed save, the target takes 1d10 fire damage per psi point spent, and it catches
to manipulate an object, open an unlocked door or container, stow or Coordinated Movement (2 psi). As a bonus action, choose up to five allies on fire, taking 1d6 fire damage at the end of each of its turns until your
retrieve an item from an open container, or pour the contents out of concentration ends or until it or a creature adjacent to it extinguishes the flames
you can see within 60 feet of you. Each of those allies can use their reaction with an action. On a successful save, the target takes half as much damage and
a vial. You can move the hand up to 30 feet each time you use it. The to move up to half their speed, following a path of your choice. doesn’t catch on fire.
hand can’t attack, activate magic items, or carry more than 10 Commander’s Sight (2 psi; conc., 1 rnd.). As an action, choose one Rolling Flame (3 psi; conc., 1 min.). As an action, you create fire in a 20- foot -
pounds. creature you can see within 60 feet of you. Until the start of your next turn, by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends.
your allies have advantage on attack rolls against that target. Any creature in that area when you use this ability and any creature that ends its
Command to Strike (3 psi). As an action, choose one ally you can see turn there takes 5 fire damage.
within 60 feet of you. That ally can use their reaction to immediately take Detonation (5 psi). As an action, you create a fiery explosion at a point you can
the Attack action. You choose the targets. see within 120 feet of you. Each creature in a 20- foot - radius sphere centered on
Strategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura of that point must make a Constitution saving throw, taking 7d6 fire damage and
trust and command that unites your allies into a cohesive unit. Until your being knocked prone on a failed save, or half as much damage on a successful one.
concentration ends, any ally within 60 feet of you on their turn can, as a Fire Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in
bonus action, take the Dash or Disengage action or roll a d4 and add the flames until your concentration ends. Any creature that end its turn within 5 feet
number rolled to each attack roll they make that turn. of you takes 3d6 fire damage.
Animate Fire (7 psi; conc., 1 hr.). As an action, you cause a fire elemental to
Overwhelming Attack (7 psi). As an action, choose up to five allies you can appear in an unoccupied space you can see within 120 feet of you. The elemental
see within 60 feet of you. Each of those allies can use their reaction to take lasts until your concentration ends, and it obeys your verbal commands. In
the Attack action. You choose the targets of the attacks. combat, roll for its initiative, and choose its behavior during its turns. When this
effect ends, the elemental disappears. See the Monster Manual for its stat block.

Telekinetic Player’s Handbook Psionics (Mystic) UA: The Mystic Class Psionics (Mystic) UA: The Mystic Class

Mastery of Ice Mastery of Weather Nomadic Step


Wu Jen Discipline Cantrip Wu Jen Discipline Cantrip Nomad Discipline Cantrip

CASTING TIME Variable CASTING TIME Variable CASTING TIME Variable


RANGE Variable RANGE Variable RANGE Variable
DURATION Variable DURATION Variable DURATION Variable
COMPONENTS S COMPONENTS S COMPONENTS S
You master the power of ice, shaping it to meet you demands. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. You exert your mind on the area around you, twisting the intraplanar pathways you perceive to
Psychic Focus. While focused on this discipline, you have resistance to cold damage. Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder allow instantaneous travel.
Ice Spike (1–7 psi). As an action, you hurl a mote of ice at one creature you can see damage. Psychic Focus. After you teleport on your turn while focused on this discipline, your walking
within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, Cloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to create a solid, speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your
translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10- teleportation. You can receive this increase only once per turn.
the target takes 1d8 cold damage per psi point spent and has its speed halved until the foot-by-10 -foot area and reaches upward 20 feet per psi point spent. Step of a Dozen Paces (1–7 psi). If you haven’t moved yet on your turn, you take a bonus action
start of your next turn. On a successful save, the target takes half as much damage. Hungry Lightning (1–7 psi). As an action, you lash out at one creature you can see within 60 feet to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is
Ice Sheet (2 psi) . As an action, choose a point on the ground you can see within 60 of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage reduced to 0 until the end of the turn.
feet of you. The ground in a 20-foot radius centered on that point becomes covered in if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in
ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet save, or half as much damage on a successful one. a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this
on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a Wall of Clouds (2 psi; conc., 10 min.). As an action, you create a wall of clouds, at least one psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it
creature that falls prone in the area immediately slides to the bottom of the slope. portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot must be within range of the teleportation ability.
Frozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy resilience. thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, Defensive Step (2 psi) . When you are hit by an attack, you can use your reaction to gain a +4
but the wall blocks vision. bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to
You gain 20 temporary hit points. Whirlwind (2 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a an unoccupied space you can see.
Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 20-foot- radius sphere centered on that point. Each creature in the sphere must succeed on a There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied
feet of you. The air in a 20 -foot-radius sphere centered on that point becomes deathly Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of space you can see and then move up to half your speed. At the end of your turn, you can teleport
cold and saturated with moisture. Each creature in that area must make a Constitution your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your back to the spot you occupied before teleporting, unless it is now occupied or on a different plane
saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced choice within it if the object weighs no more than 100 pounds. of existence.
to 0 until your concentration ends. On a successful save, a target takes half as much Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet Transposition (3 psi). If you haven’t moved yet on your turn, choose an ally you can see within
damage. wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed
As an action, a target that has its speed reduced can end the effect early if it succeeds a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in
space touched by the line. the destination space.
on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
You can increase this effect’s damage by 1d6 per each additional psi point spent on it. Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of
Wall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder, at least one you. That creature must make a Wisdom saving throw. On a failed save, you and that creature
Ice Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, 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 teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination
portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra space.
1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts Phantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that
has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open
cold damage equal to the damage the creature dealt to the wall. damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. space for all the targets to occupy at the arrival point, this ability fails and is wasted.
Thunder Clap (7 psi). As an action, choose a point you can see within 60 feet of you. Thunder Nomad’s Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light
energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you
make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the
stunned until the end of your next turn. On a successful save, a target takes half as much damage. cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The

Psionics (Mystic) UA: The Mystic Class Psionics (Mystic) UA: The Mystic Class Psionics (Mystic) UA: The Mystic Class
Psionic Restoration Third Eye Catapult
Immortal Discipline Cantrip Nomad Discipline Cantrip 1st-level transmutation

CASTING TIME Variable CASTING TIME Variable CASTING TIME 1 action


RANGE Variable RANGE Variable RANGE 60 feet
DURATION Variable DURATION Variable DURATION Instantaneous
COMPONENTS S COMPONENTS S COMPONENTS S

You wield psionic energy to cure wounds and restore health to You create a third, psychic eye in your mind, which you cast out into Choose one object weighing 1 to 5 pounds within range that isn’t
yourself and others. the world. It channels thoughts and knowledge back to you, greatly being worn or carried. The object flies in a straight line up to 90 feet
Psychic Focus. While focused on this discipline, you can use a enhancing your senses. in a direction you choose before falling to the ground, stopping early
bonus action to touch a creature that has 0 hit points and stabilize it. Psychic Focus. While focused on this discipline, you have darkvision if it impacts against a solid surface. If the object would strike a
Mend Wounds (1–7 psi). As an action, you can spend psi points to with a range of 60 feet. If you already have darkvision with that range creature, that creature must make a Dexterity saving throw. On a
restore hit points to one creature you touch. The creature regains or greater, increase its range by 10 feet. failed save, the object strikes the target and stops moving. When the
1d8 hit points per psi point spent. Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain object strikes something, the object and what it strikes each take 3d8
Restore Health (3 psi). As an action, you touch one creature and tremorsense with a radius of 30 feet, which lasts until your bludgeoning damage.
remove one of the following conditions from it: blinded, deafened, concentration ends. At Higher Levels. When you cast this spell using a spell slot of 2nd
paralyzed, or poisoned. Alternatively, you remove one disease from Unwavering Eye (2 psi). As a bonus action, you gain advantage on level or higher, the maximum weight of objects that you can target
the creature. Wisdom checks for 1 minute. with this spell increases by 5 pounds, and the damage increases by
Restore Life (5 psi). As an action, you touch one creature that has Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the 1d8, for each slot level above 1st.
died within the last minute. The creature returns to life with 1 hit ability to see through objects that are up to 1 foot thick within 30
point. This ability can’t return to life a creature that has died of old feet of you. This sight lasts until your concentration ends.
age, nor can it restore a creature missing any vital body parts. Truesight (5 psi; conc., 1 min.). As a bonus action, you gain
Restore Vigor (7 psi) . As an action, you can touch one creature truesight with a radius of 30 feet, which lasts until your concentration
and choose one of the following: remove any reductions to one of its ends.
ability scores, remove one effect that reduces its hit point maximum,
or reduce its exhaustion level by one.

Psionics (Mystic) UA: The Mystic Class Psionics (Mystic) UA: The Mystic Class Ghostly Magic Xanathar’s Guide to Everything

Invisibility Blink
2nd-level illusion 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self
DURATION Concentration, up to 1 hour DURATION 1 minute
COMPONENTS V, S, M (an eyelash encased in gum arabic) COMPONENTS V, S

A creature you touch becomes invisible until the spell ends. Anything Roll a d20 at the end of each of your turns for the duration of the
the target is wearing or carrying is invisible as long as it is on the spell. On a roll of 11 or higher, you vanish from your current plane of
target’s person. The spell ends for a target that attacks or casts a existence and appear in the Ethereal Plane (the spell fails and the
spell. casting is wasted if you were already on that plane). At the start of
At Higher Levels. When you cast this spell using a spell slot of 3rd you next turn, and when the spell ends if you are on the Ethereal
level or higher, you can target one additional creature for each slot Plane, you return to an unoccupied space of your choice that you can
level above 2nd. see within 10 feet of the space you vanished from. If no unoccupied
space is available within that rang, you appear in the nearest
unoccupied space (chosen at random if more that one space is
equally near). You can dismiss this spell as an action. While on the
Ethereal Plane, you can see and hear the plane you originated from,
which is cast in shades of gray, and you can’t see anything more than
60 feet away.You can only affect and be affected by other creatures
on the Ethereal Plane. Creature that aren’t there can’t perceive you
or interact with you, unless they have the ability to do so.

Ghostly Magic Player’s Handbook Ghostly Magic Player’s Handbook


Studded Leather
Armor

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

13 lb. Player’s Handbook

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