Professional Documents
Culture Documents
STEALTH DISADVANTAGE
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
10
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
Y
PROFI
+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
Y
PROFI
choice. You can’t lift the target off the ground unless it is already airborne or
RT
EXPE
+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.
Tool Proficiencies. –
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
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
0 0 0 0 0
13 lb / 150 lb 300 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +11 19 N/A
Bonus Disciplines (Mystic) UA: The Mystic Class Psionics (Mystic) UA: The Mystic Class Bonus Disciplines (Mystic) UA: The Mystic Class
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
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
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
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.