https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Notlonelyloner&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T12:29:27ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Troll_(5e_Class)&diff=1379238Troll (5e Class)2020-09-15T14:41:44Z<p>Notlonelyloner: Got rid of +4 and moved feature timing so there are no blank levels, cleaned up wording etc.</p>
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<div>== Troll ==<br />
<br />
The troll is a ''composite character''. You do not select a separate race and class combination. You begin play with one level of the troll class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the troll class. This is because your character progression includes your growth and your development as a monster rather than a professional career path.<br />
<br />
=== Creating a Troll ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a troll quickly by following these suggestions. First, {{5a|Str}} should be your highest ability score, followed by {{5a|Con}}. Second, choose the [[Monster (5e Background)|Monster]] background.<br />
<br />
{{5e Class Features<br />
|name=Troll<br />
|summary=A monstrous troll which grows more powerful as it increases in size.<br />
|hd=12<br />
|spellcasting=<br />
|armor=none<br />
|weapons=Simple weapons<br />
|tools=<br />
|saves={{5a|Str}}, {{5a|Con}}<br />
|skills={{5s|Survival}}, and choose two from {{5s|Animal Handling}}, {{5s|Athletics}}, {{5s|Intimidation}}, {{5s|Nature}}, or {{5s|Perception}}.<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b=<br />
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|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Trolling Racial Traits, Unarmored Defense<br />
|classfeatures2=Minor Invulnerability, Reckless Attack<br />
|classfeatures3=Grab, Native Environment<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack, Growth (Medium)<br />
|classfeatures6=Mutation, Natural Weapons (+1)<br />
|classfeatures7=Regeneration Improvement<br />
|classfeatures8=<br />
|classfeatures9=Natural Armor (+1)<br />
|classfeatures10=Natural Weapons (+2)<br />
|classfeatures11=Growth (Large)<br />
|classfeatures12=<br />
|classfeatures13=Regeneration Improvement, Natural Armor (+2)<br />
|classfeatures14=Mutation<br />
|classfeatures15=Natural Weapons (+3)<br />
|classfeatures16=<br />
|classfeatures17=Growth (Huge)<br />
|classfeatures18=Natural Armor (+3)<br />
|classfeatures19=<br />
|classfeatures20=Troll Lord's Rage<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
==== Trolling Racial Traits ====<br />
<br />
{{5e Racial Traits<br />
|summary=A monstrous troll which grows more powerful as it increases in size.<br />
|abilities=Your {{5a|Con}} score increases by 2 and your {{5a|Str}} score increases by 1.<br />
|age=Trolls never stop growing and have not been known to die of old age. Trollings average 5-8 years of age.<br />
|alignment=Disorderly and violent by nature, trolls have strong tendancies towards chaotic alignments and mild tendancies towards evil.<br />
|size=Trollings average 3 feet in height and are bulky for their size, averaging 100 pounds in weight. Your size is Small.<br />
|speed=Your base walking speed is 25 feet. You also have a climb speed of 25 feet.<br />
|trait1=Keen Smell<br />
|description1=You have {{5e|Advantage}} on {{5a|Wis}} ({{5s|Perception}}) checks that rely on smell.<br />
|trait2=Superior Darkvision<br />
|description2=You can see in dim light and darkness within 120 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.<br />
|trait3=Natural Weaponry<br />
|description3=You roll 1d6 for the damage of your unarmed strikes, which can inflict slashing damage if you claw or piercing damage if you bite.<br />
|trait4=Regeneration<br />
|description4=At the start of your turn, you can regenerate, healing yourself for a number of hit points equal to 1d12 + your {{5a|Con}} modifier. Once you have used this feature, you can't use it again until you finish a short or long rest.<br />
|trait5=Troll Toughness<br />
|description5=Your hit point maximum increases by 2, and it increases by 2 whenever you gain a level.<br />
|languages=You can speak and understand Common and Giant.<br />
}}<br />
<br />
==== Unarmored Defense ====<br />
<br />
While you are not wearing any armor, your Armor Class equals 10 + your {{5a|dex}} modifier + your {{5a|con}} modifier. You can use a {{5e|Shield (Armor)|shield}} and still gain this benefit.<br />
<br />
==== Minor Invulnerability ====<br />
<br />
Starting at 2nd level, your ability to instantly regenerate damage from minor wounds and the sheer toughness of your tough hide affords you a limited measure of invulnerability. You reduce the damage you take from nonmagical bludgeoning, piercing, and slashing damage by 3.<br />
<br />
==== Reckless Attack ====<br />
<br />
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you {{5e|Advantage}} on melee weapon attack rolls using {{5a|str}} during this turn, but attack rolls against you have {{5e|Advantage}} until your next turn.<br />
<br />
==== Grab ====<br />
<br />
Beginning at 3rd level, whenever you hit a creature with a melee attack and you have at least one hand free, you may make a {{5e|Grappling|grapple check}} as a {{5e|Bonus Action}}.<br />
<br />
==== Native Environment ====<br />
<br />
Beginning at 3rd level, you may choose a favored terrain which affects your appearance and physical abilities.<br />
<br />
;Cave Troll<br />
Preferring subterranean terrain, you are a cave troll. You have a directional sense which allows you to always know which direction is "up" or "down", preventing you from becoming disoriented. You have {{5e|Advantage}} on {{5a|Int}} or {{5a|Wis}} checks that involve knowledge of natural (but not worked) stone, and on getting along in the underground wilderness.<br />
<br />
;Forest Troll<br />
Preferring woodland terrain, you are a forest troll. You have {{5e|Advantage}} on {{5s|Stealth}} checks in forests, jungles, or anywhere else there is enough vegetation for you to blend in.<br />
<br />
;Ice Troll<br />
Preferring colder or arctic terrain, you are an ice troll. You have {{5e|Damage Resistance|resistance}} to cold damage, and you are immune to the effects of mundane cold, able to live in sub-zero environments indefinitely without comfort.<br />
<br />
;River Troll<br />
Preferring rivers and wetland terrain, you are river troll. You can breathe water as well as air, and you have a swimming speed equal to your walking speed.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack option on your turn.<br />
<br />
==== Growth ====<br />
<br />
You grow in size as you gain levels. At 5th level, you become a Medium creature. Your {{5a|Str}} and {{5a|Con}} scores increase by 2, and your maximum for those scores increases to 22. You can now roll 1d8 for the damage of your unarmed strikes. Your speed also increases by 5 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. A troll of this size is no longer referred to as a trolling, but as a "young troll".<br />
<br />
At 11th level, you become a Large creature. Your {{5a|Str}} and {{5a|Con}} scores increase by 2, and your maximum for those scores increases to 24. You can now roll 2d6 for the damage of your unarmed strikes. Your speed also increases by 10 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. Your reach increases by 5 feet, to 10 feet. A troll of this size is referred to as a mature, or adult troll.<br />
<br />
At 17th level, you become a Huge creature. Your {{5a|Str}} and {{5a|Con}} scores increase by 2, and your maximum for those scores increases to 26. You can now roll 3d6 for the damage of your unarmed strikes. Your speed also increases by 10 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. Your reach increases by 5 feet, to 15 feet. A troll of this size is referred to as an "ancient", "elder", or "jotun" troll.<br />
<br />
==== Natural Weapons ====<br />
<br />
Starting at 6th level, your natural weapons and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a +1 bonus on weapon attack rolls and damage rolls with natural weapons. The bonus to attack and damage rolls improves to +2 at 10th level, and to +3 at 15th level.<br />
<br />
==== Natural Armor ====<br />
<br />
Your thick rubbery hide becomes, well thicker. Beginning at 9th level, you gain a +1 bonus to your AC while you are not wearing armor. The bonus to your AC increases by 1 at 13th level (+2), and 14th level (+3).<br />
<br />
==== Mutation ====<br />
<br />
Once you reach 6th level, and once again at 14th level, you may choose one of the following features:<br />
<br />
;Two-Headed<br />
You grow a second head. You have {{5e|Advantage}} on {{5a|wis}} ({{5s|Perception}}) checks and on saving throws against being {{5c|Blinded}}, {{5c|Charmed}}, {{5c|Deafened}}, {{5c|Frightened}}, {{5c|Stunned}}, and knocked {{5c|Unconscious}}. One of your heads can stay awake while your other head sleeps, allowing you to stay alert while still gaining the usual benefits of sleeping.<br />
;Copious Vomit<br />
You can use your action to exhale your acidic entrails. When you use this ability, each creature in 15 ft. cone must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can’t use it again until you complete a short or long rest.<br />
;Vile Mouths<br />
Instead of healing, some of your wounds can instead turn into a monstrous mouth. You can make one attack with your natural weapon (mouth) as a bonus action.<br />
==== Regeneration Improvement ====<br />
<br />
Beginning at 7th level, and again at 13th level, the number of times you may regenerate before you must finish a short or long rest increases to two (7th) or three (13th).<br />
<br />
==== Troll Lord's Rage ====<br />
<br />
Once you reach 20th level, you may use your action to make two melee attacks and apply the results to all creatures you choose within your reach. Once you have used this feature, you can't use it again until you finish a short or long rest.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Composite Character]]<br />
[[Category:Huge Size]]<br />
[[Category:Large Size]]<br />
[[Category:Medium Size]]<br />
[[Category:Small Size]]<br />
[[Category:Monstrosity Type]]<br />
[[Category:Race]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=User_talk:Geodude671&diff=1340770User talk:Geodude6712020-05-28T04:42:49Z<p>Notlonelyloner: /* Peer Review */ new section</p>
<hr />
<div>{{User:Geodude671/Top Template}}<br />
__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
}}<br />
<br />
== Artifact ==<br />
<br />
:I have created an Artifact, but the words are not showing up. Can you look into it? Thanks!!<br />
<br />
— [[User:Me0wFish|Me0wFish]] ([[User talk:Me0wFish|talk]]) 15:35, 23 August 2019 (MDT) Me0wFish<br />
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:I don't see anything wrong with how the page is being displayed. Can you be more specific? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:05, 24 August 2019 (MDT)<br />
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::The page had comment tags around all the content; I removed them so that now the page displays normally. {{User:Geodude671/Signature}} . . 03:45, 24 August 2019 (MDT)<br />
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::Thanks!!<br />
<br />
— [[User:Me0wFish|Me0wFish]] ([[User talk:Me0wFish|talk]]) 12:37, 24 August 2019 (MDT) Me0wFish<br />
<br />
== Permission? ==<br />
<br />
Heya, IDK if you care about this stuff but just in case, is it okay if I use your user page's setup for my user page? Here is what it'll look [[User:Cosmos/Test|like]]. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 08:55, 29 August 2019 (MDT)<br />
:Fine with me. {{User:Geodude671/Signature}} . . 09:31, 29 August 2019 (MDT)<br />
::Thanks! --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 11:04, 30 August 2019 (MDT)<br />
<br />
== Other Site ==<br />
<br />
I know, I simply stated the other site so that neither side can cite me for plagiarizing my own work. It was a matter of covering my own rear in regards to the content I created and had put on both here and the other place.<br />
I edited a newer message with no mention, but simply stated it's the same username so that Moderators would know it is me with my own work.<br />
<br />
== Taranil The God ==<br />
<br />
:I created a new God, Taranil, but it does not show anything I wrote. Can you please look into it, thanks.<br />
<br />
-- [[User:Me0wFish|Me0wFish]] ([[User talk:Me0wFish|talk]]) 21:15, 30 August 2019 (MDT) Me0wFish<br />
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:The task is done Meowfish, just remember to get rid of <-- and --> when creating a new deity, race, ect. as stuff between the lines doesn't show on the page itself once you saved your edit.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:21, 30 August 2019 (MDT)<br />
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:Ok, thank you!<br />
<br />
— [[User:Me0wFish|Me0wFish]] ([[User talk:Me0wFish|talk]]) 08:57, 31 August 2019 (MDT) Me0wFish<br />
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== You scared the ever living ==<br />
<br />
SHIT out of me dude lmao, but ya thanks for fixing that for me (in reference to my wip surged) on a side note seeing "this page has been deleted" scared the fuck out of me until i realized what was up -CmC<br />
<br />
== Cant make an account ==<br />
<br />
Every time i try to create an account i get the same message. Theres a problem with my login session. I do not understand whats going on with that and its really frustrating me. I do the captcha and the puzzle so i cant figure out what the problem might be. Please help if possible.<br />
<br />
-PrimalCreator<br />
<br />
:You are getting this message consistently? Very strange. I'll forward this to Blue Dragon.<br />
:In the meantime, if you let me know your desired username and an email with which to privately contact you, I could create the account for you and email you a temporary password (with the expectation that you'd change the password after logging in). Would you like me to do this? {{User:Geodude671/Signature}} . . 19:17, 3 September 2019 (MDT)<br />
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::Absolutely, the desired username is PrimalCreator and the email is cord118@gmail.com<br />
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:::The account is created. You should have gotten an email with a temporary random password. {{User:Geodude671/Signature}} . . 19:55, 3 September 2019 (MDT)<br />
Thank you and i did, ill log in right now.<br />
<br />
== Moving A Page Back ==<br />
<br />
Hey Geodude, sorry to ask, but could you move the [[Martial Adept (3.5e Alternate Class Feature)]] page back to [[3.5e Martial Adept Alternate Class Features|Martial Adept]]? I only realized after I moved it that the original naming scheme was correct as noted by all the page names found after this [[3.5e_Alternate_Class_Features#WoTC_Publications|point]] on the 3.5e Alternate Class Features page. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:07, 8 September 2019 (MDT)<br />
<br />
== Deletion of comments by a troll ==<br />
<br />
Good day Geodude,<br><br />
Having a hard time finding a deletion policy about removing comments from a internet Troll. Someone I know in the physical word has taken it upon themselves to clog up one of my pages with trolly behaviour using a burner account, and no real intent to contribute to the content. What is the policy on removing comments like that?--[[User:Aethim|Aethim]] ([[User talk:Aethim|talk]]) 09:05, 13 September 2019 (MDT)<br />
<br />
:Are you talking about [[Pit Fighter (5e Class)]]? If so, I’d hesitate to call that user a “troll” as they bring up legitimate issues with that class as far as I can tell. {{User:Geodude671/Signature}} . . 10:16, 13 September 2019 (MDT)<br />
<br />
::The first statement by the troll should say it all. But if you look at the screen name, timestamp of when the user was made and compare it to when the page was created, and that the account has not contributed to anything else you can see that it is meant for harassment. Not actually to give constructive input. I have also confirmed who the troll is in physical world, and their intent. Anyway I have requested a speedy delete, I would be more comfortable contributing to a resource site that has better tools to deal with harassment.--[[User:Aethim|Aethim]] ([[User talk:Aethim|talk]]) 12:26, 13 September 2019 (MDT)<br />
<br />
:::The first comment is a bit uncalled for (particularly the last bit). Users who focus and talk only on one page/discussion are not totally unfamiliar on the wiki since many people may come and may fixate on one particular thing they like. The fact that this person continued the conversation seemingly in some earnest as far as I see on the talk page doesn't quite scream "troll," though maybe a bit ham-handed in trying to address what they felt were legitimate problems about the class. I have no idea what information you may have gotten on the individual in real life though. --[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 12:59, 13 September 2019 (MDT)<br />
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::::Hopefully Geodude doesn't mind, we have tools to deal with harassment, but it is hard to handle a situation when we aren't fully aware of what is happening. Earlier Geodude had to assume the article being "trolled" by your accounts. Can you also refrain from calling another user a troll? Remarks like this are not helpful. Could you explain what your issue is, and with whom, and what page? Admins could more properly help you if we understand things more. Please be patient as we all have lives too, and want to help as soon as we can. {{User:BigShotFancyMan/autosig}} 13:05, 13 September 2019 (MDT)<br />
<br />
:::::My apologies if my last comment sounded like a slight at D&D Wiki, it wasn't. The situation is just getting frustrating. The person has since taken to other means to harass me, but on those platforms I can just block them and its all done. Eventually they will get bored and leave. I am just requesting the page be deleted since the wiki has no way of blocking users. And yes the page in question is Pit Fighter (5e Class) {{unsigned|Aethim}}<br />
<br />
::::::I don't see that user's comments as "harassment," but maybe there's context from another site that we're missing. It seems like the other user has acted mostly civilly throughout your interactions, as Yanied said above, so at present no action will be taken. If things deteriorate, then we will look at discipline, but right now there's not much we can do. {{User:Geodude671/Signature}} . . 15:09, 13 September 2019 (MDT)<br />
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::::::I have responded on the talk page, and I hope that this should keep the discussion on topic and not be persomal for you anymore. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 02:20, 14 September 2019 (MDT)<br />
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== Wiki Cookie ==<br />
<br />
{{WikiCookie|I can not count the number of times where you have been very helpful to both me and other users by fixing page issues, deleting spam, and doing other thankless maintenance jobs yourself and with your bot. As such, I would like to properly thank you for always being such a solid support rock by giving you a cookie. [[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:28, 10 October 2019 (MDT)}}<br />
<br />
== Tables ==<br />
<br />
Hey, so I'm creating a Demon Lord and wanted to create a madness table for them like the other Demon Lords. How do I create a Table?-[[User:Dinomaster337|Dinomaster337]] ([[User talk:Dinomaster337|talk]]) 08:00, 21 October 2019 (MDT)<br />
<br />
:Geodude probably will be able to help you out better with this but here's a [https://en.wikipedia.org/wiki/Help:Table page] that you could try and start on to figure out what you need to do to make your table. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 06:13, 22 October 2019 (MDT)<br />
<br />
::Thanks.-[[User:Dinomaster337|Dinomaster337]] ([[User talk:Dinomaster337|talk]]) 07:00, 23 October 2019 (MDT)<br />
<br />
Sorry I didn't reply to this; I usually either refer to [[Help:Table]] or copy-paste a table from another page and edit that to fit my needs. {{User:Geodude671/Signature}} . . 09:55, 25 October 2019 (MDT)<br />
:Thanks. I'm trying to copy and paste a table onto the page, but I'm struggling to make it work.-[[User:Dinomaster337|Dinomaster337]] ([[User talk:Dinomaster337|talk]]) 07:00, 1 November 2019 (MDT)<br />
::The creature I'm referring to is [[Scylla (5e Creature)|Scylla]]. I'm not sure what's wrong, but maybe you could take a look.-[[User:Dinomaster337|Dinomaster337]] ([[User talk:Dinomaster337|talk]]) 10:28, 2 November 2019 (MDT)<br />
:::Part of your issue was that you were using pipes ( | ) inside a template. Since templates use that character to define parameters, the page thought you were defining the "class" parameter as part of the 5e creature template. If you need to use a pipe character inside a template, you can use {{tl|!}} instead.<br />
:::I've managed to get the table to appear, but I'm not sure why the template isn't alternating between a green highlight and no highlight, instead having no highlight on anything. I'll see if anyone in the Discord is able to help with that. {{User:Geodude671/Signature}} . . 15:10, 2 November 2019 (MDT)<br />
::::Thanks Geodude :)-[[User:Dinomaster337|Dinomaster337]] ([[User talk:Dinomaster337|talk]]) 17:42, 2 November 2019 (MDT)<br />
<br />
== [[5e Player-Character Preload|5e Player-Character Preload]] ==<br />
<br />
Hi, long time no see! Haven't really been active on Discord cause of parents, and just started getting back onto D&D Wiki (mainly for organizing details on my campaign though). Speaking of that, I wanted to ask about the 5e Player-Character Preload, in the italics near the top, below the character's name, it says 1st-level, but if a number greater than 3 is inputted into the |level= line of the page, it does not display the level (only "-level" instead of "20th-level" or something like that). Are you able to fix this, or find someone to fix this? I would originally go to the person who first made this, but that's Guy and he left, didn't he? So yeah. Thanks! --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 06:42, 24 October 2019 (MDT)<br />
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:There's a spot for CR. Change 1 to whatever level you want the thing to be and it'll change the level. {{User:BigShotFancyMan/autosig}} 07:20, 24 October 2019 (MDT)<br />
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::I've already done that, and if it's a number above 3, it doesn't show. [[User:Cosmos/Courageous|Here's]] an example. It says ''Medium humanoid (dwarf, mountain), chaotic neutral, -level barbarian'' instead of ''Medium humanoid (dwarf, mountain), chaotic neutral,'' '''''20th-level''''' ''barbarian''. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 06:00, 25 October 2019 (MDT)<br />
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:::I've sorted this. You may need to click "refresh" at the top of the page to see the changes on your character. {{User:Geodude671/Signature}} . . 09:53, 25 October 2019 (MDT)<br />
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::::Thanks! --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 11:13, 25 October 2019 (MDT)<br />
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:::::Wow, that was an interesting edit. Where'd you pick up or learn that editing knowledge? {{User:BigShotFancyMan/autosig}} 21:05, 28 October 2019 (MDT)<br />
<br />
::::::The previous time I edited the creature template, I asked about that principle in the Fire Emblem wiki's Discord, and I applied the same principle here. It was helpful so that we no longer have to deal with annoying things like [[:Category:Monstrositie Type]] or "swarm of Medium undeads." {{User:Geodude671/Signature}} . . 22:48, 28 October 2019 (MDT)<br />
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:::::::How do you access the template anyways? I couldn't figure out how to so I could try and see what the problem was. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 06:30, 30 October 2019 (MDT)<br />
<br />
::::::::Here it is Cosmos [[Template:5e Creature]] but it is protected.<br />
::::::::I'm still not sure what you did with the template. I see the edit, but just don't get it :p {{User:BigShotFancyMan/autosig}} 07:54, 30 October 2019 (MDT)<br />
<br />
:::::::::I replaced the previous #ifeq function in the template with a #switch function. <code><nowiki>{{#switch: {{{cr}}}|1=1st|2=2nd|3=3rd|{{{cr}}}th}}</nowiki></code> This means: If field "cr" equals 1, output "1st". If cr is 2, output "2nd". If cr is 3, output "3rd". If cr is anything else, output the value for cr and add "th" to the end (eg, if cr is 4, output "4th"). {{User:Geodude671/Signature}} . . 11:00, 30 October 2019 (MDT)<br />
<br />
:::::::::::And whats does the ifreq function do? (sorry, I could Googling the answer too I suppose) {{User:BigShotFancyMan/autosig}} 06:59, 31 October 2019 (MDT)<br />
<br />
::::::::::::Thanks, BSFM. And wow, that's a dense page. --[[User:Cosmos|Cosmos]] ([[User talk:Cosmos|talk]]) 11:14, 31 October 2019 (MDT)<br />
<br />
== Some input ==<br />
Hi, I'm rather new here, but I started making a few things a couple of days ago. I was wondering if you would mind taking a look at it, giving me a few tips as to what to change, what to add, and what to remove. I've applied for Discord verification, but that hasn't happened yet, so I'm contacting you here instead. Thanks in advance! [[User:Solomon|Solomon]] ([[User talk:Solomon|talk]]) 18:31, 4 November 2019 (MST)<br />
<br />
== Bot Building ==<br />
<br />
Can you teach me how to make a bot to help out on this site? [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 20:42, 21 November 2019 (MST)Flamestarter<br />
:I just use MediaWiki's [https://www.mediawiki.org/wiki/Manual:Pywikibot PyWikiBot]. {{User:Geodude671/Signature}} . . 10:16, 22 November 2019 (MST)<br />
<br />
== Lich Armor ==<br />
<br />
Hello I don't think it's overpowered it's one AC more the mage armor witch is a 1st level spell and the only difference is it ueses Intelligence you putting it to a 5th or 6th level spell makes no since id at least put it to 2md or 3rd level {{unsigned|Lord Loss}}<br />
:Even a difference of 1 AC makes a huge difference in 5e; please read [[Understanding Bounded Accuracy (5e Guideline)]]. Not only is the base AC 1 higher, but it also uses the wizard's primary stat, {{5a|int}}, instead of using {{5a|dex}} like ''{{5e|Mage Armor}}'' which for the wizard is likely to be a secondary or tertiary stat. Having said that, I think 3rd level is a reasonable level to put the spell, so I've done that. {{User:Geodude671/Signature}} . . 09:55, 19 December 2019 (MST)<br />
<br />
== Silly Me ==<br />
<br />
Silly me. I saw Hello Neighbor was free on the Epic Games Store and thought of you. I went to your Discord server, to find I was banned. Sent you a friend request, you've blocked me. I log in here, I have a "second warning." I suppose that's all my reward for keeping an old friend in mind. Whatever. Do what you guys want to do. I'm just here to drop off a link.<br />
<br />
Merry Christmas: [https://www.epicgames.com/store/fr/product/hello-neighbor/home Yeah, it's in French. You can fix it yourself if you still don't have the game.]<br />
<br />
--[[User:GamerAim|GamerAim]] (2:0) [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 09:21, 30 December 2019 (MST)<br />
<br />
<br />
== I'm New + 5e Homebrew Class is Incomplete ==<br />
<br />
First off hello and sorry for the inconvenience; I'm new here, would you kindly point me to the "how to not be a dumb N00B" Page? (including the Article edit Rules)<br />
<br />
Secoundly the homebrew Class [[Witch, Variant (5e Class)]] is Incomplete (Or I need mutch stronger glasses...), the Feature [[Witch,_Variant_(5e_Class)#Witch_Covenant|Witch Covenant]] is pointet out to be a integral part of the [[Witch, Variant (5e Class)]] jet litteraly everything it promisses to deliver is missing. Can I expand on this, or sould I inform the original author that a vital part seems to be missing?<br />
<br />
Thak you for your time,<br />
— [[User:Leux|Leux]] ([[User talk:Leux|talk]]) 18:30, 03 Jan 2020 (GMT+0) Leux<br />
<br />
:You're right; that page does appear to be missing pieces. I've marked the class as incomplete. You can feel free to expand on it yourself. {{User:Geodude671/Signature}} . . 11:55, 3 January 2020 (MST)<br />
<br />
== Angels Tear ==<br />
<br />
Thanks for the help. [[User:AriaVehemente|AriaVehemente]] ([[User talk:AriaVehemente|talk]])<br />
<br />
== Dialga ==<br />
<br />
Hey, Geodude, do you mind looking at my Dialga page? I'd ask Yanied, but I think I asked him of too much already today. --[[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 14:57, 26 January 2020 (MST)<br />
<br />
==Problematic Users==<br />
I am requesting a warning, if not outright block, of user Hentaiguy due to each of their “contributions” being incomprehensible, if not offensive, vandalism and spam. I had originally brought this up with Coaldstone, but he is offline at the moment. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:30, 10 February 2020 (MST)<br />
<br />
Thank you! -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:31, 10 February 2020 (MST)<br />
<br />
== Deletion ==<br />
<br />
You deleted my first creation saying “it doesn’t stand a snowballs chance in hell”. Why did you do that?<br />
Feb 20<br />
:My bad; I was cleaning up some very low-effort pages and didn't realize that your page didn't belong. The page you created should not have been deleted, and I'll restore it shortly. {{User:Geodude671/Signature}} . . 13:47, 20 February 2020 (MST)<br />
<br />
== Per Discord ==<br />
<br />
This is mighty vague and doesn't help users/admins that may not use it. If I recall, details were going to be provided on wiki proper and not a two word entry "per discord". [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:12, 21 February 2020 (MST)<br />
:I've undeleted the page in question and re-deleted it with a better reason. {{User:Geodude671/Signature}} . . 10:11, 21 February 2020 (MST)<br />
<br />
::Awesome sauce! I just noticed the delete log and then then was looking for something that had an edit per discord as well, and was like um hopefully this don't start trending. Anyways, I for sure appreciate it. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:04, 21 February 2020 (MST)<br />
<br />
== [[Template:Rediona]] ==<br />
<br />
Hey Geo, is this template still being worked on? Also, your friend's campaign setting isn't on the WIP dpl but neither is it getting edited/transcribed. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:53, 3 March 2020 (MST)<br />
:Apparently not; he seemed eager to put it on the wiki when I first brought it up but then he apparently changed his mind. I'm going to go ahead and speedily delete it since there's nothing there. {{User:Geodude671/Signature}} . . 13:28, 3 March 2020 (MST)<br />
<br />
:Saul Good! Thanks Geo. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:28, 4 March 2020 (MST)<br />
<br />
== Dragon Names ==<br />
<br />
So, I know this isn’t very important, but I want to design a dragon soon, but I need a name. Any suggestions? Thanks!<br />
<br />
—[[User:Me0wFish|Me0wFish]] ([[User talk:Me0wFish|talk]])<br />
:Me0wFish, I guess the biggest thing that I can think of that would name a dragon would the dragon's appearance or abilities. Once you have those in mind, the name might just come to you. --[[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 08:14, 27 April 2020 (MDT)<br />
<br />
Adding to the discussion of this dragon, I have its name and stats, Azazog, The Black King, however, I just want to ask if you think it would be wise to increase stats beyond 30. It currently has all of its stats maxed out at 30, which I am considering changing, but since I now know how to alter the ability score modifier, I was wondering if I should increase stats beyond 30.<br />
<br />
— [[User:Me0wFish|Me0wFish]] ([[User talk:Me0wFish|talk]])<br />
<br />
== Bot Usage ==<br />
<br />
Thank goodness I am manually going through the delete candidates. I might be alone in this (since my ol' chap when out with a blazing guns of glory) but mass delete via a bot would have removed this article that has seen improvement and is almost complete. We've got a dozen admins and we all have the ability to review these articles to ensure they aren't being marked delete by trolls as well. I'll try to wrap these up in the next week or so though so ease up on that trigger finger homie. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 12:23, 27 April 2020 (MDT) <br><br />
[[Machine (5e Race)]] was something marked abandoned then proposed for the delete the same day. There's another article that really didn't need deleting that I fixed as well. I won't keep posting these for the sake of not beating a dead horse though :-p [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 12:43, 27 April 2020 (MDT)<br />
<br />
== Peer Review ==<br />
<br />
Been awhile since I did anything on this site, but if you have the time I'd love a second pair of eyes on a subclass I'd tinkering with. https://www.dandwiki.com/wiki/Holy_Waters_Domain_(5e_Subclass)<br />
Thank you.--[[User:Notlonelyloner|Notlonelyloner]] ([[User talk:Notlonelyloner|talk]]) 22:42, 27 May 2020 (MDT)</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Holy_Waters_Domain_(5e_Subclass)&diff=1340768Holy Waters Domain (5e Subclass)2020-05-28T04:36:01Z<p>Notlonelyloner: /* Holy Waters Domain */ Rebalancing would greatly appreciate peer review.</p>
<hr />
<div>=== Holy Waters Domain ===<br />
<br />
The Domain of Holy Waters is worshiped by those who have realized the potential of the oft overlooked liquid. They spend years bathing in Holy Water, drinking Holy Water and only eating food grown with Holy Water so that its essence suffuses them to the core. These Clerics are always in service to a Good aligned deity, due to the nature of what they wield. <br />
One of these Clerics at a high enough level can make all the difference in battle, being a versatile skirmisher, healer and blocking blows aimed at their comrades. A large enough army of them could very well cleanse the River Styx, destroying the lifeblood of the Lower Planes. Fiends and Undead beware, the Clerics of Holy Water are coming.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Sky Domain Spells<br />
|-<br />
! Cleric Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''Shape Holy Water, [[5e SRD:Cure Wounds|Cure Wounds]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''Healing Spirit, Snilloc's Snowball Swarm''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''Wall of Water, Mass Healing Word''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align: left;" | ''Watery Sphere, Ice Storm''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''Holy Weapon, Maelstrom''<br />
|}<br />
<br />
<br />
=====<span style="font-size:125%">Blessing of Water</span>=====<br />
You are blessed by the pure water of the heavens. At 1st level, Holy Water begins circulating across your body as several streams of its own accord. The maximum amount of Holy Water on you is equal to the number of your spell slots (one spell slot = one vial of Holy Water). This Holy Water can't be decanted into vials for resale, leaving you turns it into mundane water. A stream evaporates when you use a spell, and when you use a stream for any of the following features it acts as if you have used a spell slot for it. You lose access to a spell slot of your choice when used.<br />
<br />
As an action, you can use one stream as if you were throwing or splashing a flask of Holy Water on a target, range (20/60). You use Wisdom for the attack rolls and are proficient in this action. You choose which spell slot to lose.<br />
<br />
After a long rest, a small cloud forms above you and rains on you refilling all uses of holy water. After the rain, any excess water not flowing on your body evaporates harmlessly leaving no trace.<br />
<br />
=====<span style="font-size:125%">Channel Divinity: Cloudburst</span>=====<br />
<br />
Starting at 2nd level, you can cause the Holy Water circulating your body to bring widespread damage for your enemies and salvation for your allies. As an Action, you may conjure a rain cloud in a location of your choice within a range determined by your level times 5 feet. The diameter of the cloud is a size determined by half (rounded down) the Holy Water Streams that are currently circulating your body times 5 feet (minimum of 5 feet, not counting any streams currently Holy Ice). You choose what effect your cloud does:<br />
<br />
Cats and Dogs: The rain beats down upon those you deem to be foes. Each hostile creature in the area of effect must make a Constitution saving throw or take Xd4 bludgeoning damage, half on success. X is determined by half your streams rounded down. <br />
<br />
Water of Vitality: The rain heals all allies within its area of effect. Any creatures that you regard as an ally in the effect are healed for Xd4 Hit Points. X is determined by half your streams rounded down.<br />
<br />
=====<span style="font-size:125%">Blessed Water User</span>=====<br />
Beginning at 6th level, the Holy Water that you can buy in shops or make through a ritual may be used as a component for Shape Holy Water. This doesn't allow you to cast more spells, but supplements the cost of creating armaments via Shape Holy Water. <br />
<br />
Additionally when you perform the spell Ceremony to make Holy Water(SRD), you produce twice the amount.<br />
<br />
=====<span style="font-size:125%">The Water Burns!</span>=====<br />
At 8th level, you gain the ability to bring out more power from Holy Water to vanquish your foes. Your attacks with Holy Ice deal an additional 1d4 radiant damage and 1d4 cold damage. In addition Fiends and Undead now take the normal 2d6 radiant damage associated with Holy Water when subjected to Cloudburst and 1d6 radiant damage when you are wielding Holy Ice weapons.<br />
<br />
At 14th level, this damage changes to 1d6 Radiant and 1d6 cold for Holy Ice. Fiends and Undead are now dealt 3d6 radiant damage by Holy Water and 2d6 from Holy Ice.<br />
<br />
=====<span style="font-size:125%">Holy Water Savant</span>=====<br />
Starting at 17th level, you are a true master of the Holy Waters and Holy Ice. Additionally, you can quickly bless some water making it Holy Water by taking an action to spill some of your Holy Water streams into mundane water. This creates quadruple the quantity of Holy Water that you spend but does not replenish the spell slot cost. The excess can be used to throw at someone or shape into armaments, not cast spells. You regain us of this ability after a Long Rest.<br />
<br />
=====<span style="font-size:125%">Shape Holy Water</span>=====<br />
You have access to the signature technique of your Domain. Shape Holy Water is a cantrip that is cast as an action to form any weapon/armor from the holy water circulating across your body, turning it into Holy Ice. The weapon can be of any melee type you are proficient with using it's statistics, except that it uses the damage calculation provided and you use Wisdom for attack and damage modifiers. The armor form acts as a bonus to whatever armor you are currently donning, having no effect on it's class. Once formed into a item, it takes an action to change from one form to another. I.E. You've previously created a Hammer for 5 streams, you can take an action to change it into a coat of armor for 3 streams and then another action on the next turn for a dagger using 2 streams. <br />
<br />
When in weapon/armor form you cannot use the holy water to cast a spell(s), when not in a Holy Ice form the water returns to coursing around your body and you can use spells again.<br />
<br />
Shield form is used to add a bonus to AC for yourself or to a creature you can see being attacked within a 15 foot range as a reaction using Holy Water Streams. Because the shield is made hastily it shatters and evaporates after the attack is resolved, regardless of if it was effective or not. You can't use Holy Ice for this form.<br />
<br />
The downside of this technique is that it is brittle. When your armor augmentation successfully negates an attack that would have otherwise hit, part of it chips off causing it to lose one stream worth of Holy Ice. When you hit with a weapon the damage follows suit, losing a degree of power. I.E. Your 7th level Cleric has a Shortsword at 6 streams, ice armor for 3 streams and 2 on their body in liquid form. The cleric makes a successful attack against an enemy, their armor wards off one blow, while they use their reaction blocking an attack for a comrade at the cost of 2 streams. Your Cleric now has a Shortsword at 5 streams, armor for 2 streams and no liquid on their body.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Shape Holy Water table<br />
|-<br />
! Streams of Holy Water !! style="text-align: left;" | Weapon Damage Die | Shield AC| Armor AC|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 Streams || style="text-align: right;" | 1d2 (1-2) | Shield AC 1 | Armor AC 1 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 Streams || style="text-align: right;" | 1d4 (1-4) | Shield AC 2 | Armor AC 2 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 Streams || style="text-align: right;" | 1d6 (1-6) | Shield AC 3 | Armor AC 3 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 Streams || style="text-align: right;" | 2d4 (2-8) | Shield AC 4 | Armor AC 4 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 Streams || style="text-align: right;" | 1d6+1d4 (2-10) | Shield AC 5 | Armor AC 5 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 Streams || style="text-align: right;" | 2d6 (2-12) | Shield AC 6 | Armor AC 6 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 Streams || style="text-align: right;" | 2d4+1d6 (3-14) | Shield AC 7 | Armor AC 7 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 Streams || style="text-align: right;" | 2d6+1d4 (3-16) | Shield AC 8 | Armor AC 8 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 Streams || style="text-align: right;" | 3d6 (3-18) | Shield AC 9 | Armor AC 9 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 Streams || style="text-align: right;" | 2d6+2d4 (4-20) | Shield AC 10 | Armor AC 10 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 Streams || style="text-align: right;" | 3d6+1d4 (4-22) | Shield AC 11 | Armor AC 11 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 Streams || style="text-align: right;" | 4d6 (4-24) | Shield AC 12 | Armor AC 12 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 Streams || style="text-align: right;" | 3d6+2d4 (5-26) | Shield AC 13 | Armor AC 13 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 Streams || style="text-align: right;" | 4d6+1d4 (5-28) | Shield AC 14 | Armor AC 14 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 Streams || style="text-align: right;" | 5d6 (5-30) | Shield AC 15 | Armor AC 15 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 Streams || style="text-align: right;" | 4d6+2d4 (6-32) | Shield AC 16 | Armor AC 16 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 Streams || style="text-align: right;" | 5d6+1d4 (6-34) | Shield AC 17 | Armor AC 17 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 Streams || style="text-align: right;" | 6d6 (6-36) | Shield AC 18 | Armor AC 18 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 Streams || style="text-align: right;" | 5d6+2d4 (7-38) | Shield AC 19 | Armor AC 19 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 Streams || style="text-align: right;" | 6d6+1d4 (7-40) | Shield AC 20 | Armor AC 20 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 Streams || style="text-align: right;" | 7d6 (7-42) | Shield AC 21 | Armor AC 21 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22 Streams || style="text-align: right;" | 6d6+2d4 (8-44) | Shield AC 22 | Armor AC 22 | <br />
|}<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Circle_of_the_First_Forest_(5e_Subclass)&diff=1313386Circle of the First Forest (5e Subclass)2020-04-06T03:39:00Z<p>Notlonelyloner: /* Animal Sympathy */ Treating it more like a reverse Frightful Presence.</p>
<hr />
<div><br />
==='''Circle of The First Forest'''===<br />
You must be a plant based race to use this subclass...use of this is up to the DM as it is meant for plant based races. It could also be explained by a strange mutation caused by a curse or blessing.<br />
<br />
Druids of the First Forest remember the real power of the wild. The plants that surround them and make up their bodies. These druids use their innate power to protect the woods.<br />
<br />
Plant based races on the wiki:<br />
<br />
*[[Cleansed Blight (5e Race)|Cleansed Blight]]<br />
*[[Floran (5e Race)|Floran]]<br />
*[[Half-Dryad (5e Race)|Half-Dryad]]<br />
*[[Myconid (5e Race)|Myconid]]<br />
*[[Tevi (5e Race)|Tevi]]<br />
*[[Arbor Qui (5e_Race)|Arbor Qui]]<br />
*[[Treefolk (5e Race)|Treefolk]]<br />
*[[Flora Colossus]]<br />
*[[Sylvari (5e Race)|Sylvari]]<br />
*[[Alraune (5e Race)|Alraune]]<br />
*[[Deku Scrub (5e Race)|Deku Scrub]]<br />
*[[Korok (5e Race)|Korok]]<br />
<br />
====Bloom====<br />
At 2nd level, you lose the Wild Shape class feature. Your plant-like body is unfit for wildshaping but can be improved in different ways. Powerful magic flows through your living body, an ecosystem in its own right. You can now produce a variety of magical effects using the magic of your own body. You can produce the following effects by spending bloom points: You can use Natural Light and Bramble Shield, which you learn automatically. You learn two new Bloom effects every level. You cannot learn a bloom effect with a cost greater than your highest level spell slot. You regain all lost bloom points after a short or long rest. Using a bloom effect requires an action unless specified in the description. Also, continuous bloom effects do not use concentration as they are a natural part of your body and instead simply last for the written duration. Bloom effects do not count as spells even if the description is written as casting the spell. This means that you cannot use metamagic to affect bloom effects and counterspell/dispel magic do not work. An antimagic circle however will stop all bloom effects. Viewing active bloom effects with detect magic will always be seen as transmutation and detect evil and good will sense a fey presence. You can use the dismissal effect of dispel evil and good to end bloom effects. Protection from evil and good will incur disadvantage on a druid using bloom points.<br />
<br />
====Plant Familiar====<br />
At 2nd level, you learn the Find Familiar spell. Your familiar is made of plant matter and is vulnerable to fire damage. In addition, communication distance increases to one mile. At 6th level you can channel any bloom effect through your familiar by spending an additional point, the creature’s hit points equal its max plus your druid level, and your familiar adds your proficiency bonus to skills it’s proficient in. Additionally at 8th level when you conjure your familiar the creature’s form can be a twig blight, needle blight, shrieker, violet fungus, awakened shrub, or any beast with a CR of 1 or lower in addition to the default familiars offered by the spell.<br />
<br />
====Overgrowth====<br />
Starting at 4th Level and beyond, when you would roll a strength check or saving throw you can spend 1 bloom point to substitute your Strength score with your Wisdom score.<br />
<br />
====Great Wood Origin====<br />
At 6th level you are considered fey/plant. All your attacks are considered magical. Fey creatures treat you with respect and you have advantage on persuasion, deception, and insight checks while dealing with fey. In addition: you can attack twice, instead of once when you take the attack action on your turn.<br />
<br />
====Empowered Bloom====<br />
At 8th level, when a creature has to make a save against a bloom effect, you can spend an additional bloom point to make them have disadvantage on their saving throw. You must take a long rest to use this ability again.<br />
<br />
====Regrowth====<br />
At 10th level, upon being reduced to zero hit points or below, you can spend a spell slot to instantly stabilize yourself and regain hit points equal to the level of the slot x your wisdom modifier. You can use this feature once per long rest.<br />
<br />
====Sympathy of the Woods====<br />
At 14th level, all woodland beings respect you as a forest lord. All beasts, monstrosities, plants, and fey when they come within 30 feet of you must make a Wisdom saving throw or they immediately become friendly as if charmed. This save is made at advantage if you or your allies are currently engaged in combat with them. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sympathy of the Woods for the next 24 hours.<br />
<br />
In addition, all of your summoned creatures are stronger, hardier and more intelligent. All summoned creatures add your Wisdom modifier to their stats, gain hit points equal to your druid level, and can communicate with you in Druidic.<br />
<br />
====Nature's Gift====<br />
At 18th level, double your bloom point maximum<br />
<br />
====Archdruid====<br />
At 20th level, increase your wisdom by 4. Your max wisdom score is now 24.<br />
<br />
==='''Bloom Effects'''===<br />
'''Natural Light'''(0) you cast the spell Dancing Lights using the glowing spores your body can emit.;<br />
<br />
'''Bramble Shield'''(0) as a bonus action you can create a natural shield to increase your AC by 2. The shield is destroyed when you take more than 10 points of damage from a single attack, upon taking fire damage, or after 1 minute.<br />
<br />
'''Deep Roots'''(1)as a reaction to being moved against your will, you can root yourself in place. While you are rooted, you can not be knocked back. This lasts for one minute or until you dispel it’s effect. You can not move while this is active.<br />
<br />
'''Driftwood'''(1)as a reaction you cast Featherfall on yourself.<br />
<br />
'''Ensnaring Strike'''(1)You cast the spell Ensnaring Strike<br />
<br />
'''Entangle'''(1)You cast the spell Entangle<br />
<br />
'''False Life'''(1)You cast the spell False Life, your body grows dense as temporary plant matter is produced<br />
<br />
'''Goodberry'''(1)You cast the spell Goodberry. “Stems sprout from your wooden body and bloom within seconds into multi coloured berries” <br />
<br />
'''Leg Growth'''(1)Your speed increases by 15 ft for one hour<br />
<br />
'''Full Cover'''(1)You kneel in front of an ally, your body grows out and you count as full cover. Additionally all spell damage to the ally is reduced by half.<br />
<br />
'''Purify Food and Drink'''(1)You cast the spell Purify Food and Drink<br />
<br />
'''Natural Weapon'''(1)You create any simple or martial melee weapon you are proficient with in your hands. The weapon lasts for one minute. You can spend an additional point to make the weapon magical and double the damage dice for one round. Finally any weapon you make with this feature uses your wisdom modifier for the attack and damage rolls.<br />
<br />
'''Barkskin'''(2)For 10 minutes, your base AC is 14 or your druid level, whichever is higher.<br />
<br />
'''Enhance Ability'''(2)You cast Enhance Ability on yourself<br />
<br />
'''Enlarge/Reduce'''(2)You cast the spell Enlarge/Reduce on yourself<br />
<br />
'''Hold Person'''(2)You cast the spell Hold Person. Instead of wisdom, the target must make a STR save as vines reach up and paralyze the creature.<br />
<br />
'''Thorn Grasp'''(2)You cast the spell Maximilian’s Earthen Grasp. The hand does piercing damage and is made of sharp, thorn covered vines.<br />
<br />
'''Pass Without Trace'''(2)You gain a +10 bonus to stealth checks for one minute.<br />
<br />
'''Climbing Vines'''(2)You cast the spell Spider Climb on yourself. Climbing vines grow across your body and you can grasp horizontal and vertical surfaces with ease.<br />
<br />
'''Spike Growth'''(2)You cast the spell Spike Growth.<br />
<br />
'''Thorn Blade'''(3)You cast the spell Flame Blade. The blade is made of sharp wood and does magical slashing damage instead of fire. You have advantage on the first attack made with the blade.<br />
<br />
'''Hail of Thorns'''(?)You shoot a number of large sharp thorns equal to the number of bloom points spent. The spines are treated like longbow arrows for damage and range. Use your wisdom modifier for the attack and damage rolls.<br />
<br />
'''Plant Growth'''(3)You cast the spell Plant Growth. For the purposes of collecting herbs and plants meant for potion brewing you can specify the type of plant grown.<br />
<br />
'''Speak with Plants'''(3)You cast the spell Speak with Plants.<br />
<br />
'''Stinking Cloud'''(3)You cast the spell Stinking Cloud.<br />
<br />
'''Vampiric Touch'''(3)You cast the spell Vampiric Touch with a range of 10 feet.<br />
<br />
'''Treant Knowledge'''(3)You instantly gain knowledge of the following within a 3 mile area:<br />
::-Terrain and bodies of water<br />
::-Prevalent plants, minerals, animals, or peoples<br />
::-Powerful celestials, fey, fiends, elementals, or undead<br />
::-Influence from other planes of existence<br />
::-Buildings<br />
<br />
'''Freedom of Movement'''(4)You cast the spell Freedom of Movement.<br />
<br />
'''Grasping Vine'''(4)You cast the spell Grasping Vine originating from yourself. You can cast touch spells through the vine.<br />
<br />
'''Spores'''(4)Poisonous spores fill a 20-foot radius sphere centered on a point within 300 feet of you. Any creature in the sphere or a creature that enters the sphere must make a CON save or take 4d10 poison damage and 2d8 piercing damage. Creatures take half damage on a successful save. The spores require concentration and last up to 10 minutes. You can move the spores up to 50 feet as a bonus action.<br />
<br />
'''Tree Stride'''(4)You cast the spell Tree Stride.<br />
<br />
'''Thorn Cage'''(4)You create a magical cage around a creature. The cage has 100 hit points and cannot be broken by non magical weapons and you cannot leave or enter the cage through magical effects. Each turn a creature is in this cage it must succeed a CON save or take 1d12 piercing damage<br />
<br />
'''Incendiary Cloud'''(4)All creatures in a 30 foot cone originating from you must make a DEX save against your spell DC or take 8d8 fire damage.<br />
<br />
'''Stun Spore'''(4)All creatures in a 30 foot cone originating from you must make a CON save against your spell DC or become stunned for one minute.<br />
<br />
'''Investiture'''(5)Your body is empowered by the natural magic that flows through it. You have the following effects for one minute. <br />
::-You are immune to non magical piercing, slashing, and bludgeoning damage.<br />
::-Any creature that moves within five feet of you for the first time takes 1d10 poison damage. <br />
::-You can use your action to create a sharp thorn whip 15 feet long extending from you. Each creature in the line must make a DEX save or take 4d8 piercing damage, or half on a failed save.<br />
::-Your movement speed is reduced to zero, you cannot be moved by magical means<br />
<br />
'''Great Oak Pillars'''(6)You cast Bones of the Earth. The pillars are made of strong oak wood.<br />
<br />
'''Transport via Plants'''(6)You cast the spell Transport via Plants.<br />
<br />
'''Wall of Thorns'''(6)You cast the spell Wall of Thorns.<br />
<br />
==='''Bloom Points'''===<br />
::02 - 3<br />
::03 - 4<br />
::04 - 4<br />
::05 - 5<br />
::06 - 6<br />
::07 - 7<br />
::08 - 7<br />
::09 - 8<br />
::10 - 9<br />
::11 - 10<br />
::12 - 11<br />
::13 - 12<br />
::14 - 13<br />
::15 - 14<br />
::16 - 15<br />
::17 - 16<br />
::18 - 32<br />
::19 - 33<br />
::20 - 34<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:<!--Class Name-->]]<br />
<br />
[[Category:Druid]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Holy_Waters_Domain_(5e_Subclass)&diff=1285545Holy Waters Domain (5e Subclass)2020-02-12T02:41:16Z<p>Notlonelyloner: Balancing and simplifying.</p>
<hr />
<div>=== Holy Waters Domain ===<br />
<br />
The Domain of Holy Waters is worshiped by those who have realized the potential of the oft overlooked item. They spend years bathing in Holy Water, drinking Holy Water and only eating food watered by Holy Water so that its essence suffuses them to the core. These Clerics are always in service to a Good aligned deity, due to the nature of what they wield. <br />
One of these Clerics at a high enough level can make all the difference in battle, being a versatile skirmisher, healer and blocking blows aimed at their comrades. A large enough army of them could very well cleanse the River Styx, destroying the lifeblood of the Lower Planes. Fiends and Undead beware, the Clerics of Holy Water is coming.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Sky Domain Spells<br />
|-<br />
! Cleric Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''Ice Knife, [[5e SRD:Cure Wounds|Cure Wounds]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''Healing Spirit, Shape Holy Water''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''Wall of Water, Mass Healing Word''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align: left;" | ''Watery Sphere, Ice Storm''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''Holy Weapon, Maelstrom''<br />
|}<br />
<br />
<br />
=====<span style="font-size:125%">Blessing of Water</span>=====<br />
You are blessed by the pure water of the heavens. At 1st level, Holy Water begins circulating across your body as several streams of its own accord. The maximum amount of Holy Water on you is equal to the number of your spell slots (one spell slot = one flask of Holy Water). This Holy Water can't be decanted into vials for resale, leaving you turns ut into mundane water. A stream evaporates when you use a spell, and when you use a stream for any of the following features it acts as if you have used a spell slot for it. You lose access to a spell slot of your choice when used.<br />
<br />
As an action, you can use one stream as if you were throwing or splashing a flask of Holy Water on a target, range (20/60). You use Wisdom for the attack rolls and are proficient in this action. You choose which spell slot to lose.<br />
<br />
After a long rest, a small cloud forms above you and rains on you refilling all uses of holy water. After the rain, any excess water not flowing on your body evaporates harmlessly leaving no trace.<br />
<br />
<br />
=====<span style="font-size:125%">Channel Divinity: Cloudburst</span>=====<br />
<br />
Starting at 2nd level, you can cause the Holy Water circulating your body to bring widespread damage for your enemies and salvation for your allies. As an Action, you may conjure a rain cloud in a location of your choice within a range determined by your level times 5 feet. The diameter of the cloud is a size determined by half (rounded down) the Holy Water Streams that are currently circulating your body times 5 feet (minimum of 5 feet, not counting any streams currently Holy Ice). You choose what effect your cloud does:<br />
<br />
Cats and Dogs: The rain beats down upon those you deem to be foes. Each hostile creature in the area of effect must make a Constitution saving throw or take Xd4 bludgeoning damage, half on success. X is determined by half your streams rounded down. <br />
<br />
Water of Vitality: The rain heals all allies within its area of effect. Any creatures that you regard as an ally in the effect are healed for Xd4 Hit Points. X is determined by half your streams rounded down.<br />
<br />
=====<span style="font-size:125%">Blessed Water User</span>=====<br />
Beginning at 6th level, the Holy Water that you can buy in shops or make through a ritual may be used as a component for Shape Holy Water. This doesn't allow you to cast more spells, but supplements the cost of creating armaments via Shape Holy Water. <br />
<br />
Additionally when you perform the spell Ceremony to make Holy Water(SRD), you produce twice the amount.<br />
<br />
=====<span style="font-size:125%">The Water Burns!</span>=====<br />
At 8th level, you gain the ability to bring out more power from Holy Water to vanquish your foes. Your attacks with Holy Ice deal an additional 1d4 radiant damage and 1d4 cold damage. In addition Fiends and Undead now take the normal 2d6 radiant damage associated with Holy Water when subjected to Bring the Rain and 1d6 radiant damage when you are wielding Holy Ice weapons.<br />
<br />
At 14th level, this damage changes to 1d6 Radiant and 1d6 cold for Holy Ice. Fiends and Undead are now dealt 3d6 radiant damage by Holy Water and 2d6 from Holy Ice.<br />
<br />
=====<span style="font-size:125%">Holy Water Savant</span>=====<br />
Starting at 17th level, you are a true master of the Holy Waters and Holy Ice. Your weapons and armor made of Holy Ice only lose a stream level after two attacks instead of one. Additionally, you can quickly bless some water making it Holy Water by taking an action to spill some of your Holy Water streams into mundane water. This creates quadruple the quantity of Holy Water that you spend. The excess can be used to throw at someone or shape into armaments, not cast spells. You may do this a number of times equal to your Wisdom Modifier after a Long Rest.<br />
<br />
=====<span style="font-size:125%">Shape Holy Water</span>=====<br />
You now have access to the signature technique of your Domain. Shape Holy Water is a cantrip that is cast as an action to form any weapon/armor from the holy water circulating across your body, turning it into Holy Ice. The weapon can be of any melee type you are proficient with using it's statistics, except that it uses the damage calculation provided and you use Wisdom for attack and damage modifiers. The armor form acts as a bonus to whatever armor you are currently donning, having no effect on it's class. Once formed into a item, it takes an action to change from one form to another. I.E. You've previously created a Hammer for 5 streams, you can take an action to change it into a coat of armor for 3 streams and dagger for 2 streams. <br />
<br />
When in weapon/armor form you cannot use the holy water to cast a spell(s), when not in a Holy Ice form the water returns to coursing around your body and you can use spells again.<br />
<br />
Shield form is used to add bonus AC to yourself or to a creature you can see being attacked in a 15 feet range as a reaction using Holy Water Streams. Because the shield is made hastily it shatters and evaporates after the attack is resolved, regardless of if it was effective or not. You can't use Holy Ice for this form.<br />
<br />
The downside of this technique is that it is slightly brittle. When your armor augmentation successfully negates an attack that would have otherwise hit, part of it chips off causing it to lose one stream worth of Holy Ice. When you hit with a weapon the damage follows suit, lose a degree of power. I.E. Your 7th level Cleric has a Shortsword at 6 streams, ice armor for 3 streams and 2 on their body in liquid form. The cleric makes a successful attack against an enemy, their armor wards off one blow, while they use their reaction blocking an attack for a comrade at the cost of 2 streams. Your Cleric now has a Shortsword at 5 streams, armor for 2 streams and no liquid on their body.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Shape Holy Water table<br />
|-<br />
! Streams of Holy Water !! style="text-align: left;" | Weapon Damage Die | Shield AC| Armor AC|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 Streams || style="text-align: right;" | 1d2 (1-2) | Shield AC 1 | Armor AC 1 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 Streams || style="text-align: right;" | 1d4 (1-4) | Shield AC 2 | Armor AC 2 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 Streams || style="text-align: right;" | 1d6 (1-6) | Shield AC 3 | Armor AC 3 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 Streams || style="text-align: right;" | 2d4 (2-8) | Shield AC 4 | Armor AC 4 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 Streams || style="text-align: right;" | 1d6+1d4 (2-10) | Shield AC 5 | Armor AC 5 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 Streams || style="text-align: right;" | 2d6 (2-12) | Shield AC 6 | Armor AC 6 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 Streams || style="text-align: right;" | 2d4+1d6 (3-14) | Shield AC 7 | Armor AC 7 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 Streams || style="text-align: right;" | 2d6+1d4 (3-16) | Shield AC 8 | Armor AC 8 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 Streams || style="text-align: right;" | 3d6 (3-18) | Shield AC 9 | Armor AC 9 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 Streams || style="text-align: right;" | 2d6+2d4 (4-20) | Shield AC 10 | Armor AC 10 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 Streams || style="text-align: right;" | 3d6+1d4 (4-22) | Shield AC 11 | Armor AC 11 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 Streams || style="text-align: right;" | 4d6 (4-24) | Shield AC 12 | Armor AC 12 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 Streams || style="text-align: right;" | 3d6+2d4 (5-26) | Shield AC 13 | Armor AC 13 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 Streams || style="text-align: right;" | 4d6+1d4 (5-28) | Shield AC 14 | Armor AC 14 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 Streams || style="text-align: right;" | 5d6 (5-30) | Shield AC 15 | Armor AC 15 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 Streams || style="text-align: right;" | 4d6+2d4 (6-32) | Shield AC 16 | Armor AC 16 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 Streams || style="text-align: right;" | 5d6+1d4 (6-34) | Shield AC 17 | Armor AC 17 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 Streams || style="text-align: right;" | 6d6 (6-36) | Shield AC 18 | Armor AC 18 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 Streams || style="text-align: right;" | 5d6+2d4 (7-38) | Shield AC 19 | Armor AC 19 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 Streams || style="text-align: right;" | 6d6+1d4 (7-40) | Shield AC 20 | Armor AC 20 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 Streams || style="text-align: right;" | 7d6 (7-42) | Shield AC 21 | Armor AC 21 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22 Streams || style="text-align: right;" | 6d6+2d4 (8-44) | Shield AC 22 | Armor AC 22 | <br />
|}<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Talk:Robe_of_the_Abyss_(5e_Equipment)&diff=1254646Talk:Robe of the Abyss (5e Equipment)2019-12-28T16:25:43Z<p>Notlonelyloner: </p>
<hr />
<div>Request a name change to Fiend's Embrace to be true to the Greyhawk lore.<br />
Nevermind, did more reading on Dungeon 149.--[[User:Notlonelyloner|Notlonelyloner]] ([[User talk:Notlonelyloner|talk]]) 09:25, 28 December 2019 (MST)</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Robe_of_the_Abyss_(5e_Equipment)&diff=1254645Robe of the Abyss (5e Equipment)2019-12-28T16:25:05Z<p>Notlonelyloner: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Robe of the Abyss<br />
|type=Wondrous Item<br />
|rarity=artifact<br />
|attunement=requires attunement by a creature of non-good alignment<br />
|description=A crimson, demonic bloodstained robe that grants the vigor of the demonic blood that is within its cloth. Made from the skin of Drokkarn.<br/><br />
'''''Demon Blood Shielding.''''' When wearing this robe, you have immunity to lightning and poison damage as well as the poisoned condition. In addition, you have resistance to acid, cold and fire damage.<br/><br />
'''''Veil of Evil.''''' While wearing this robe, you are permanently under the effect of the [[5e SRD:Protection from Evil and Good|''protection from evil and good'']] spell. In addition, you understand Abyssal and Infernal.<br/><br />
'''''Familiar.''''' As long as you wear this robe, you have a [[5e SRD:Quasit|quasit]] familiar. His name is Black Comet.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Wondrous Items Breadcrumb}}[[Category:User]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Talk:Robe_of_the_Abyss_(5e_Equipment)&diff=1254641Talk:Robe of the Abyss (5e Equipment)2019-12-28T16:09:07Z<p>Notlonelyloner: Created page with "Request a name change to Fiend's Embrace to be true to the Greyhawk lore."</p>
<hr />
<div>Request a name change to Fiend's Embrace to be true to the Greyhawk lore.</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Robe_of_the_Abyss_(5e_Equipment)&diff=1254639Robe of the Abyss (5e Equipment)2019-12-28T16:07:53Z<p>Notlonelyloner: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Fiend's Embrace<br />
|type=Wondrous Item<br />
|rarity=artifact<br />
|attunement=requires attunement by a creature of non-good alignment<br />
|description=A crimson, demonic bloodstained robe that grants the vigor of the demonic blood that is within its cloth. Made from the skin of Drokkarn.<br/><br />
'''''Demon Blood Shielding.''''' When wearing this robe, you have immunity to lightning and poison damage as well as the poisoned condition. In addition, you have resistance to acid, cold and fire damage.<br/><br />
'''''Veil of Evil.''''' While wearing this robe, you are permanently under the effect of the [[5e SRD:Protection from Evil and Good|''protection from evil and good'']] spell. In addition, you understand Abyssal and Infernal.<br/><br />
'''''Familiar.''''' As long as you wear this robe, you have a [[5e SRD:Quasit|quasit]] familiar. His name is Black Comet.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Wondrous Items Breadcrumb}}[[Category:User]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Kajask_(5e_Race)&diff=1215469Kajask (5e Race)2019-09-08T03:47:15Z<p>Notlonelyloner: Some things addressed on the talk page.</p>
<hr />
<div>{{needsbalance|See {{t}}.}}<br />
==Kajask==<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:40%;float:right"> {{5e Image|float:right|https://pre00.deviantart.net/d2d7/th/pre/f/2014/087/f/f/tribal_elf_by_orochi_spawn-d7c09if.jpg|A Lionblood Kajask Male. This picture is owned by [https://orochi-spawn.deviantart.com/art/Tribal-Elf-443430951 Nico Lee Lazarus]}}</div><br />
Kajask could easily be mistaken for a wood or desert elf at first glance. This is due largely in part to their long pointed ears and how long they live. Kajask have feline features varying from the slit eyes of cats, the powerful musculature of saber-tooths or the black hair of panthers. Their humanoid forms vary within the human range, and often decorate themselves flamboyantly with richly coloured clothes and accessories. In their cat forms, they are indistinguishable from other non-magical felines with the naked eye.<br />
<br />
===History===<br />
Kajask were created when a human transmutation wizard of a certain empire, wanted to have a more personal and intelligent interaction with his cat familiar. So, he started some tests on the cognitive capabilities of his furry friend, and made a discovery. The first kajask was born. The peculiarity of a side effect was the ability to shift between their cat and humanoid form. All the wizard was wanting for for his cat to speak, not turn into something else. But the specimen flourished in the magical arts under his tutelage. But kajask, like their feline ancestors, have an itchy foot and don't like being confined to a lab. The kajask asked about their freedom and it was granted. Now to see a kajask is rare due to their low number, and slow breeding habits. But should a cat seem to be listening to your conversation, be nice as it could very well be a wandering kajask.<br />
<br />
===Society===<br />
Kajask are very rare and rarely seen by themselves. They usually decide to either live in other populated cities or create their own small settlements and live there. Either way, there will always be a pride leader. The pride leader is usually charasmatic, wise, and intelligent. They love the arcane and all forms of magic, going on expeditions to locate more books is a common reason for kajasks, to leave their pride. Leadership is determined by vote or challenge, the challenged party may choose the method. Challenges may be either psychical or mental and votes by democratic majority.<br />
<br />
===Kajask Names===<br />
<br />
'''Male:''' Ka'tan, Cazar, Srat'on, Yoten<br />
<br />
'''Female:''' Mai, Teran, Li'to, Talin<br />
<br />
===Kajask Traits===<br />
{{5e Racial Traits<br />
|summary= Kajask are intelligent feline humanoids with the ability to transform into feline creatures.<br />
|abilities= Your {{5a|int}} score increases by 2.<br />
|age= Kajasks reach maturity at about 18. Thanks to their innately magical bodies, a Kajask can live to be 5000 years old.<br />
|alignment= Kajask tend to be good creatures. However, they can be any alignment.<br />
|size= A kajasks height and build vary depending on their blood. Pantherblood are the smallest and tend to be between 5'10" and 6'5" and are slender. Tigerblood tend to be around 6' to 6'8" and are an average build. Lionblood can be up to 7 and a half feet tall and are bulkier. Saberblood are the largest and average 7' to 8' tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1= Feline Transformation<br />
|description1=Your feline roots combined with your magical being lets you transform into feline beasts. As an action, you may transform into a feline beast of your choice available to you. You can use this trait once per long rest. You can use this feature twice after a long rest starting at 10th level.<br><br />
At 1st level, you can transform into a {{5e|Cat}} with this trait. When you reach 3rd level, you can transform into a {{5e|Panther}} with this trait, a {{5e|Lion}} at 5th level, a {{5e|Tiger}} at 7th level, and a {{5e|Saber-Toothed Tiger}} at 10th level.<br><br />
While you are transformed, the following rules apply:<br><br />
'''&bull;''' Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores.<br><br />
'''&bull;''' The transformation lasts until you revert to your normal form by using an action, and return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit point, any excess damage carries over to your normal form. As long as the excess damage does not reduce your normal form to 0 hit point, you are not knocked {{5c|Unconscious}}.<br><br />
'''&bull;''' For every class level you have above the required level for that transformation, you can increase the base amount of hp by one hit dice. (d4 for cat, d8 for panther, d10 for tiger and saber tooth tiger). For example, at lvl 10 you transform into a tiger and have 37 + 3d10 + 6 ({{5a|con}} modifier per level.) hp.<br><br />
'''&bull;''' You cannot cast spells, and any action that requires hands is limited to the capabilities of your beast form. Transforming does not break your concentration on a spell you have already cast, however, or prevent you from taking actions that are a part of a spell that you have already cast.<br />
|trait2=Brave<br />
|description2=You have advantage on saving throws against being frightened.<br />
|trait3=Innately Magical<br />
|description3=You known one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.<br />
|trait4=Beast Lingo<br />
|description4=You can comprehend and verbally communicate with beasts when in your Feline Transformation, as if you are always under the effect of the ''{{5e|Speak with Animals}}'' spell.<br />
|languages= You can speak, read, and write Common and one language of your choice.<br />
|subrace= Choose one of the following subraces: Lionblood, Pantherblood, Tigerblood or Saberblood. <br />
}}<br />
<br />
====Lionblood====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait2=Fleet of Foot<br />
|description2=Your base walking speed increases to 35 feet.<br />
}}<br />
<br />
====Pantherblood====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait2=Climber<br />
|description2=You have a climbing speed of 30ft.<br />
}}<br />
====Tigerblood====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait2=Darkvision<br />
|description2=Your feline senses aren't hindered in the dark. {{5e Darkvision}}<br />
}}<br />
<br />
====Saberblood====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 1.<br />
|trait2=Saber Claws<br />
|description2=Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your {{5a|str}} modifier.<br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Humanoid Type]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Reaver_(5e_Subclass)&diff=1195335Reaver (5e Subclass)2019-07-16T17:18:58Z<p>Notlonelyloner: Sweet idea, the longer you fight the harder you hit, but this was WAY weaker than a 1st lvl rage damage wise, and continues to fall behind as it scales.</p>
<hr />
<div>{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
|[[File:Reaver.jpg|250px]]<br />
|-<br />
|''You’re at your best when the going gets rough.<br />
''You’ve been put to the test and it’s never enough.<br />
|}<br />
<br />
===Reaver===<br />
<br />
====Bloodrage====<br />
Starting from when you choose this subclass at 3rd level, while you are at or below half your hit point maximum, you gain a bonus to your weapons' damage rolls equal to your proficiency bonus.<br />
<br />
====Injured Animal====<br />
Starting from 7th level, when you are targeted by an attack that reduces you to half your hit point maximum or lower, you can use your reaction to make one melee attack against the attacker.<br />
<br />
====Get up and Fight====<br />
Starting from 10 level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You may do this a number of times equal to your proficiency bonus after a long rest.<br />
<br />
====Fueled by Death====<br />
Starting from 15th level, you can sustain yourself on the suffering of your enemies. While at or below half your hit point maximum, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with a melee weapon, you gain temporary hit points equal to 1d10 + your {{5a|con}} modifier.<br />
<br />
====Bloody Slaughter====<br />
Starting from 18th level, while in your Bloodrage, you can maximize damage you do for all attacks of an attack action. Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Fighter]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Myriad_Knight_(5e_Subclass)&diff=1195327Myriad Knight (5e Subclass)2019-07-16T16:36:41Z<p>Notlonelyloner: /* Myriad Knight */</p>
<hr />
<div>==='''Myriad Knight'''===<br />
Fighter subclass<br />
Myriad Knights are very scarce among adventurers and fighters alike, often seen wandering alone because they can operate independently. They use their mysterious innate myriadic powers to summon copies of themselves seemingly out of nowhere. People who fight these Knights describe having felt as though they were fighting an army all at once with no escape. While these fighters are few and far between, they are known for their extreme combat efficiency and agility.<br />
<br />
{{5e Image|float:right|https://i.pinimg.com/564x/06/d9/30/06d9302f0d6d004dc6153a71a80cf67e.jpg|Ohh? You thought you were only fighting me? What a silly misconception.}}<br />
<br />
;''Silhouette''<br />
At the 3rd level, you may cast [[5e SRD:Mirror Image|''Mirror Image'']] as an action. Duplicates made by this ability resemble translucent silhouettes of you that do not speak, enemies will not mistake them for you. Casting it this way does not count as casting a spell in regards to effects or provoking reactions. In addition, during your turn, you may spend a bonus action to command the silhouettes to move however you would like them to as opposed to copying your actions. You may only have a maximum of three silhouettes at a time. You may use this ability two times per short or long rest.<br />
<br />
;''Silhouette Swap''<br />
At the 3rd level, whenever a creature would hit you with a melee or ranged attack and one of your silhouettes are within 30ft of you, you may use your reaction to switch places with one of the silhouettes in range, having them take the blow instead. Switching this way counts as nonmagical teleportation, and does not provoke opportunity attacks. You may use this ability two times before needing to take a short or long rest.<br />
<br />
;''Silhouette Strike''<br />
At the 7th level, Silhouette Swap can be used as a bonus action during your turn. In addition, it may also be triggered as a reaction when an attack is made against a silhouette. If you swap places with a silhouette this way and the attack roll would miss you, you may make an attack without using an action.<br />
<br />
;''Impersonation''<br />
At the 10th level, your Silhouettes become duplicates that perfectly resemble you, making it far easier for them to be mistaken for you despite not passing physical inspection. In addition, you may use a bonus action to swap senses with a duplicate within 120ft of you. Until you dismiss the effect with a bonus action, you can see, hear, talk, and act through the silhouette. If it steps out of range, the effect ends prematurely.<br />
<br />
;''Crowd''<br />
At the 15th level, you can have a maximum of six silhouettes at once. In addition, your silhouettes now disappear after one hour.<br />
<br />
;''Myriad''<br />
At the 18th level, once per long rest, you may spend an action to turn your clones into myriads. When this happens, your eyes glow a color related to your character, with each silhouette's eyes glowing a different color. The silhouettes become tangible, having identical stats to you after having finished a long rest, except unable to use this ability or create their own silhouettes. They roll separate initiatives and function as an efficient team, which the player is considered a part of with telepathic communication. They can be easily differentiated by their unique color of glowing eyes. The player controls the myriads during their turns, and they revert back to silhouettes after a minute (10 combat rounds).<br />
<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Fighter]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Myriad_Knight_(5e_Subclass)&diff=1195193Myriad Knight (5e Subclass)2019-07-16T04:58:22Z<p>Notlonelyloner: Dig the idea, needed a bit of a nerf.</p>
<hr />
<div>==='''Myriad Knight'''===<br />
Fighter subclass<br />
Myriad Knights are very scarce among adventurers and fighters alike, often seen wandering alone because they can operate independently. They use their mysterious innate myriadic powers to summon copies of themselves seemingly out of nowhere. People who fight these Knights describe having felt as though they were fighting an army all at once with no escape. While these fighters are few and far between, they are known for their extreme combat efficiency and agility.<br />
<br />
{{5e Image|float:right|https://i.pinimg.com/564x/06/d9/30/06d9302f0d6d004dc6153a71a80cf67e.jpg|Ohh? You thought you were only fighting me? What a silly misconception.}}<br />
<br />
;''Silhouette''<br />
At the 3rd level, you may cast [[5e SRD:Mirror Image|''Mirror Image'']] as an action. Duplicates made by this ability resemble translucent silhouettes of you that do not speak, enemies will not mistake them for you. Casting it this way does not count as casting a spell in regards to effects or provoking reactions. In addition, during your turn, you may spend a bonus action to command the silhouettes to move however you would like them to as opposed to copying your actions. You may only have a maximum of three silhouettes at a time. You may use this ability two times per short or long rest.<br />
<br />
;''Silhouette Swap''<br />
At the 3rd level, whenever a creature would hit you with a melee or ranged attack and one of your silhouettes are within 30ft of you, you may use your reaction to switch places with one of the silhouettes in range, having them take the blow instead. Switching this way counts as nonmagical teleportation, and does not provoke opportunity attacks. You may use this ability two times before needing to take a short or long rest.<br />
<br />
;''Silhouette Strike''<br />
At the 5th level, Silhouette Swap can be used as a bonus action during your turn. In addition, it may also be triggered as a reaction when an attack is made against a silhouette. If you swap places with a silhouette this way and the attack roll would miss you, you may make an attack without using an action.<br />
<br />
;''Impersonation''<br />
At the 10th level, your Silhouettes become duplicates that perfectly resemble you, making it far easier for them to be mistaken for you despite not passing physical inspection. In addition, you may use a bonus action to swap senses with a duplicate within 120ft of you. Until you dismiss the effect with a bonus action, you can see, hear, talk, and act through the silhouette. If it steps out of range, the effect ends prematurely.<br />
<br />
;''Crowd''<br />
At the 15th level, you can have a maximum of six silhouettes at once. In addition, your silhouettes now disappear after one hour.<br />
<br />
;''Myriad''<br />
At the 18th level, once per long rest, you may spend an action to turn your clones into myriads. When this happens, your eyes glow a color related to your character, with each silhouette's eyes glowing a different color. The silhouettes become tangible, having identical stats to you after having finished a long rest, except unable to use this ability or create their own silhouettes. They roll separate initiatives and function as an efficient team, which the player is considered a part of with telepathic communication. They can be easily differentiated by their unique color of glowing eyes. The player controls the myriads during their turns, and they revert back to silhouettes after a minute (10 combat rounds).<br />
<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Fighter]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1191714Alchemist (5e Class)2019-07-08T00:02:38Z<p>Notlonelyloner: /* Discoveries */ Cleaned wording.</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with an Herbalism Kit or a Poisoner’s Kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with. Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook or a spell scroll to learn any formula that is equivalent to a spell the spellbook or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 10th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action. <br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Demolitionist<br />
Starting at 9th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase to 2d8. This damage increases to 3d8 at 17th level.<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 13th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition if it can apply to the target.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level you can apply poisons and toxins you create to a melee weapon or piece of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
<br />
''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5ft. of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15ft. sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 ft. of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15ft. cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15ft. sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 ft. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30ft. of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60ft. of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30ft. of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30ft. when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a 30ft. flying speed while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5ft. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20ft. away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5ft. of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60ft. If you already possess darkvision, increase the range you can see by 30ft. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15ft. and dim light 15ft. beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier. Additionally, the explosive's splash damage increases to 10ft. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30ft. sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in those skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Talk:Mystic,_2nd_Variant_(5e_Class)&diff=1182370Talk:Mystic, 2nd Variant (5e Class)2019-06-08T03:18:15Z<p>Notlonelyloner: </p>
<hr />
<div>Based mostly on the UA class from Wizards of the Coast and an old deleted page. It is a point based psionic caster. That isn't new and it seems to be following the scaling for other full casters, when they would get access to certain spell effects and what not. I won't pretend this is balanced perfectly, but I like it. The UA version had no capstone to their disciplines, just the ability to create more psi points which put it over the 90 point guideline from DMG. Also tried to add some more options and Nerf some damage so it scales more with the increasing psi limit. <br />
<br />
Thank you all for this wonderful place.<br />
--[[User:Notlonelyloner|Notlonelyloner]] ([[User talk:Notlonelyloner|talk]]) 12:55, 7 June 2019 (MDT)</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Talk:Mystic,_2nd_Variant_(5e_Class)&diff=1182184Talk:Mystic, 2nd Variant (5e Class)2019-06-07T18:55:42Z<p>Notlonelyloner: Open for edits and thoughts.</p>
<hr />
<div>Based mostly on the UA class from Wizards of the Coast and an old deleted page. It is a point based psionic caster. That isn't new and it seems to be following the scaling for other full casters, when they would get access to certain spell effects and what not. I won't pretend this is balanced perfectly, but I like it. The UA version had no capstone to their disciplines, just the ability to create more psi points which put it over the 90 point guideline from DMG. Also tried to add some more options and Nerf some damage so it scales more with the increasing psi limit. <br />
Thank you all for the wonderful place.<br />
--[[User:Notlonelyloner|Notlonelyloner]] ([[User talk:Notlonelyloner|talk]]) 12:55, 7 June 2019 (MDT)</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1182182Mystic, 2nd Variant (5e Class)2019-06-07T18:49:03Z<p>Notlonelyloner: To all the regular users and admins, tear it up and break it down.</p>
<hr />
<div><br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds in such ways. Be wary with them child, the tricks they play, the minds they break, the lives they save. New to their powers or ageless, much is the mystery about them, while little is mysterious to them. - Gulock, former knight and companion of a mystic.</q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
Mystics hold a peculiar place in any society in which they hold residence. They have either returned home having spent years in seclusion mastering their mental practice or are some strange figure who has strolled into town. They are few and far between as their is little written knowledge on the subject, and a technique to gain enlightenment and unlock and latent psionic prowess won't work each time for everyone. So a 'mentor' isn't always able to impart their 'knowledge' on the subject to an apprentice in a manner that makes sense. Psionics have a lot more to do with a feeling than a book study like a wizard.<br />
<br />
To make sure that the mystic is in the state of mind they need to be to practice their craft, they have developed some interesting habits. These quirks or ticks if you like are an integral part of their continued psionic practice. Harmless but peculiar these things may not ever come up but have a deep tie to the mystic themselves.<br />
<br />
You may come up with your own quirks or roll on this handily provided table. Two is recommended so they have a better chance to come up naturally in play.<br />
<br />
{| class="5e" style="text-align: left;"<br />
!colspan="5"| Mystic Quirks<br />
|-<br />
!D20<br />
!Quirk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1<br />
|You never cut your hair.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2<br />
|You refuse to wear anything of a specific color.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3<br />
|You never say your name.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4<br />
|You are always barefoot.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5<br />
|You always wear a mask.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6<br />
|You constantly dye your hair a color unnatural for your race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7<br />
|You go by a new name each day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8<br />
|You never willingly immerse yourself in water.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9<br />
|You sleep on bare earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10<br />
|You never drink alcohol.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11<br />
|You wear a veil to obscure your face.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12<br />
|You always wear the same outfit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13<br />
|You refuse to light fires.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14<br />
|You don't write with words, instead you use pictographs.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15<br />
|You never use chairs preferring to stand or sit on the floor.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16<br />
|You never answer to any name but your own.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17<br />
|You write down the name of each creature you slay, and name ones that are unnamed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18<br />
|You only consume water and uncooked vegetables.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19<br />
|You spend any money you in within 1 week of obtaining it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20<br />
|You often speak to an imaginary companion, acting only with its blessing.<br />
|}<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
How did you come to realize you can do stuff with your mind? Did a hermit passing through town ignite the first spark in you without your knowledge? Were you full of ambition to conduct magic but lacked the arcane talent? How do your quirks tie into your background and how you got to where you start your adventure? Are you a balding man who runs a school from a wheelchair?<br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Consumptive Power}} <br />
|classfeatures11={{inpage|Psionic Mastery}} (1)<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Mastery}} (2)<br />
|classfeatures14={{inpage|Mystic Order Feature}} {{inpage|Minds Edge Improvement}} <br />
|classfeatures15={{inpage|Psionic Mastery}} (3)<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Psionic Mastery}} (4)<br />
|classfeatures18={{inpage|Psionic Mastery}} (5)<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Body}} <br />
<br />
|extrasonright=4<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Talents Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Disciplines Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
<br />
|extra3_name=Psi Points<br />
|extra3_1=5<br />
|extra3_2=9<br />
|extra3_3=14<br />
|extra3_4=18<br />
|extra3_5=23<br />
|extra3_6=27<br />
|extra3_7=32<br />
|extra3_8=36<br />
|extra3_9=41<br />
|extra3_10=45<br />
|extra3_11=50<br />
|extra3_12=54<br />
|extra3_13=59<br />
|extra3_14=63<br />
|extra3_15=68<br />
|extra3_16=72<br />
|extra3_17=77<br />
|extra3_18=81<br />
|extra3_19=86<br />
|extra3_20=90<br />
<br />
|extra4_name=Psi Limit<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=5<br />
|extra4_6=5<br />
|extra4_7=6<br />
|extra4_8=6<br />
|extra4_9=7<br />
|extra4_10=7<br />
|extra4_11=8<br />
|extra4_12=8<br />
|extra4_13=9<br />
|extra4_14=9<br />
|extra4_15=10<br />
|extra4_16=10<br />
|extra4_17=11<br />
|extra4_18=11<br />
|extra4_19=12<br />
|extra4_20=12<br />
}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
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====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
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====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
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====Ability Score Increase====<br />
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When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
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====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
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In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
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====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
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====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
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====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
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You gain resistance to bludgeoning, piercing, and slashing damage.<br />
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You no longer age.<br />
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You are immune to disease, poison damage, and the poisoned condition.<br />
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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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
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===Order of the Avatar===<br />
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Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
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====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
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====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
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====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
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===Order of the Awakened===<br />
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Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
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====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
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====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
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====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
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===Order of the Immortal===<br />
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The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
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====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
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====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
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====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
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===Order of the Nomad===<br />
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Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
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====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
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====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
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====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
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===Order of the Soul Knife===<br />
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The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
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====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
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====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
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====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
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{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
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====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
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====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
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===Order of the Wu Jen===<br />
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The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
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====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
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====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
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{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
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The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
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====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
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==Psionic Disciplines==<br />
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====Adaptive Body====<br />
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You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
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====Aerokinesis====<br />
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With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
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====Aura Sight====<br />
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You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
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====Mantle of Command====<br />
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You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
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====Mantle of Fury====<br />
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You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
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====Mantle of Courage====<br />
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You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
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a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
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b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
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c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
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d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
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e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
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====Bestial Form====<br />
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You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
<br />
====Brute Force====<br />
<br />
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
<br />
====Celerity====<br />
<br />
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
<br />
====Psionic Restoration====<br />
<br />
You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
<br />
====Corrosive Metabolism====<br />
<br />
Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
<br />
====Crown of Despair====<br />
<br />
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose a intelligent creature and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
<br />
====Crown of Rage====<br />
<br />
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
<br />
====Dimensional Blockade====<br />
<br />
You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
<br />
====Diminution====<br />
<br />
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
<br />
====Crown of Disgust====<br />
<br />
You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
<br />
====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
<br />
====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
<br />
====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
<br />
====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1177710Mystic, 2nd Variant (5e Class)2019-05-27T17:22:07Z<p>Notlonelyloner: </p>
<hr />
<div>{{WIP}}<br />
<br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds in such ways. Be wary with them child, the tricks they play, the minds they break, the lives they save. New to their powers or ageless, much is the mystery about them, while little is mysterious to them. - Gulock, former knight and companion of a mystic.</q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
Mystics hold a peculiar place in any society in which they hold residence. They have either returned home having spent years in seclusion mastering their mental practice or are some strange figure who has strolled into town. They are few and far between as their is little written knowledge on the subject, and a technique to gain enlightenment and unlock and latent psionic prowess won't work each time for everyone. So a 'mentor' isn't always able to impart their 'knowledge' on the subject to an apprentice in a manner that makes sense. Psionics have a lot more to do with a feeling than a book study like a wizard.<br />
<br />
To make sure that the mystic is in the state of mind they need to be to practice their craft, they have developed some interesting habits. These quirks or ticks if you like are an integral part of their continued psionic practice. Harmless but peculiar these things may not ever come up but have a deep tie to the mystic themselves.<br />
<br />
You may come up with your own quirks or roll on this handily provided table. Two is recommended so they have a better chance to come up naturally in play.<br />
<br />
{| class="5e" style="text-align: left;"<br />
!colspan="5"| Mystic Quirks<br />
|-<br />
!D20<br />
!Quirk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1<br />
|You never cut your hair.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2<br />
|You refuse to wear anything of a specific color.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3<br />
|You never say your name.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4<br />
|You are always barefoot.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5<br />
|You always wear a mask.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6<br />
|You constantly dye your hair a color unnatural for your race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7<br />
|You go by a new name each day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8<br />
|You never willingly immerse yourself in water.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9<br />
|You sleep on bare earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10<br />
|You never drink alcohol.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11<br />
|You wear a veil to obscure your face.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12<br />
|You always wear the same outfit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13<br />
|You refuse to light fires.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14<br />
|You don't write with words, instead you use pictographs.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15<br />
|You never use chairs preferring to stand or sit on the floor.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16<br />
|You never answer to any name but your own.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17<br />
|You write down the name of each creature you slay, and name ones that are unnamed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18<br />
|You only consume water and uncooked vegetables.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19<br />
|You spend any money you in within 1 week of obtaining it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20<br />
|You often speak to an imaginary companion, acting only with its blessing.<br />
|}<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
How did you come to realize you can do stuff with your mind? Did a hermit passing through town ignite the first spark in you without your knowledge? Were you full of ambition to conduct magic but lacked the arcane talent? How do your quirks tie into your background and how you got to where you start your adventure? Are you a balding man who runs a school from a wheelchair?<br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Consumptive Power}} <br />
|classfeatures11={{inpage|Psionic Mastery}} (1)<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Mastery}} (2)<br />
|classfeatures14={{inpage|Mystic Order Feature}} {{inpage|Minds Edge Improvement}} <br />
|classfeatures15={{inpage|Psionic Mastery}} (3)<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Psionic Mastery}} (4)<br />
|classfeatures18={{inpage|Psionic Mastery}} (5)<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Body}} <br />
<br />
|extrasonright=4<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Talents Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Disciplines Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
<br />
|extra3_name=Psi Points<br />
|extra3_1=5<br />
|extra3_2=9<br />
|extra3_3=14<br />
|extra3_4=18<br />
|extra3_5=23<br />
|extra3_6=27<br />
|extra3_7=32<br />
|extra3_8=36<br />
|extra3_9=41<br />
|extra3_10=45<br />
|extra3_11=50<br />
|extra3_12=54<br />
|extra3_13=59<br />
|extra3_14=63<br />
|extra3_15=68<br />
|extra3_16=72<br />
|extra3_17=77<br />
|extra3_18=81<br />
|extra3_19=86<br />
|extra3_20=90<br />
<br />
|extra4_name=Psi Limit<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=5<br />
|extra4_6=5<br />
|extra4_7=6<br />
|extra4_8=6<br />
|extra4_9=7<br />
|extra4_10=7<br />
|extra4_11=8<br />
|extra4_12=8<br />
|extra4_13=9<br />
|extra4_14=9<br />
|extra4_15=10<br />
|extra4_16=10<br />
|extra4_17=11<br />
|extra4_18=11<br />
|extra4_19=12<br />
|extra4_20=12<br />
}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
<br />
====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
<br />
====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
<br />
====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
<br />
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
<br />
====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
<br />
====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
<br />
You gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
You no longer age.<br />
<br />
You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
<br />
===Order of the Avatar===<br />
<br />
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
<br />
====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
<br />
====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
<br />
====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
<br />
===Order of the Awakened===<br />
<br />
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
<br />
====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
===Order of the Immortal===<br />
<br />
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
<br />
====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
<br />
====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
<br />
===Order of the Nomad===<br />
<br />
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
<br />
====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
<br />
====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
<br />
====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
<br />
===Order of the Soul Knife===<br />
<br />
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
<br />
====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
<br />
====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
<br />
{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
<br />
====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
<br />
====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
<br />
===Order of the Wu Jen===<br />
<br />
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
<br />
====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
<br />
====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
<br />
{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
<br />
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
<br />
====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
<br />
==Psionic Disciplines==<br />
<br />
====Adaptive Body====<br />
<br />
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
<br />
====Aerokinesis====<br />
<br />
With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
<br />
====Aura Sight====<br />
<br />
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
<br />
====Mantle of Command====<br />
<br />
You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
<br />
====Mantle of Fury====<br />
<br />
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
<br />
====Mantle of Courage====<br />
<br />
You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
<br />
a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
<br />
b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
<br />
c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
<br />
d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
<br />
e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
<br />
====Bestial Form====<br />
<br />
You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
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====Brute Force====<br />
<br />
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
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====Celerity====<br />
<br />
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
<br />
====Psionic Restoration====<br />
<br />
You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
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====Corrosive Metabolism====<br />
<br />
Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
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====Crown of Despair====<br />
<br />
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose a intelligent creature and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
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====Crown of Rage====<br />
<br />
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
<br />
====Dimensional Blockade====<br />
<br />
You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
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====Diminution====<br />
<br />
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
<br />
====Crown of Disgust====<br />
<br />
You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
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====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
<br />
====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
<br />
====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
<br />
====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
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<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=User_talk:ConcealedLight&diff=1177068User talk:ConcealedLight2019-05-26T04:23:52Z<p>Notlonelyloner: /* Look over something */ new section</p>
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<div><center>{{infobox|Hey|Welcome to my talk page. If you'd like to start a new discussion click on the plus above or hold alt-shift-+. If you'd like to talk about an archived entry use the same header and link to the archived header. Entries should be ordered from oldest down to newest.}}</center><br />
{{Archives<br />
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<table border="1" style="background-color:yellow; font-size:120%; float:right; margin-top:0.8em;"><br />
<td><br />
'''Status''': CLEANING<br />
</td><br />
</table><br />
<br />
== Helping out ==<br />
<br />
Thank you for all the help and edits. I will continue to try my best. {{unsigned|Notlonelyloner}}<br />
:NP. {{User:ConcealedLight/Signature}} 10:07, 26 March 2019 (MDT)<br />
<br />
== I could use some review. ==<br />
<br />
Hey ConcealedLight can you take a look at these new racial feats I made I just need some input on how they fit the race: Blessed of Semuanya[[https://www.dandwiki.com/wiki/Blessed_of_Semuanya_(5e_Feat)]] & Aspect of Semuanya [[https://www.dandwiki.com/wiki/Aspect_of_Semuanya_(5e_Feat)]].<br />
:Yeah CW mentioned them today but I'll look them over when I'm back. {{User:ConcealedLight/Signature}} 16:11, 1 April 2019 (MDT)<br />
<br />
== Sleep ==<br />
<br />
Hope the sleep is good dude :p ~ [[User:BigShotFancyMan|BigShotFancyMan]] 07:49, 15 May 2019 (MDT)<br />
<br />
:You're timing is very good as usual BSFM, my last assignment is due in 3 and a bit hours so I've got it in my diary to start clearing out my backlog in the coming week. The sleep has in fact been good. Thanks for taking care of my koi while I was out. {{User:ConcealedLight/Signature}} 11:33, 16 May 2019 (MDT)<br />
<br />
::haha you're welcome. You sound quite cheerful too! Good luck on the assignment and pre-emptive welcome back :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] 12:46, 16 May 2019 (MDT)<br />
<br />
== Look over something ==<br />
<br />
When you get the time, did some work on https://www.dandwiki.com/wiki/Taninim_(5e_Race)<br />
<br />
Thank you for what you do.</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Talk:Taninim_(5e_Race)&diff=1177067Talk:Taninim (5e Race)2019-05-26T04:21:33Z<p>Notlonelyloner: /* Updated */</p>
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<div>Hey, as with my other pages, please don't change anything without first discussing it. Thank you <3--[[User:Busterwilde3|Busterwilde3]] ([[User talk:Busterwilde3|talk]]) 12:35, 2 November 2017 (MDT)<br />
<br />
== Updated ==<br />
<br />
Lot's of this page is based on 'In the Company of Dragons', an old Pathfinder supplement. https://i.4pcdn.org/tg/1454475998276.pdf<br />
<br />
I've put in some work on this page since the concept of a incognito dragon from the outer planes is relatively cool. Would love some new eyes on it, mine are getting crossed. {{User:Notlonelyloner/Signature}}</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Talk:Taninim_(5e_Race)&diff=1177066Talk:Taninim (5e Race)2019-05-26T04:21:13Z<p>Notlonelyloner: /* Updated */ new section</p>
<hr />
<div>Hey, as with my other pages, please don't change anything without first discussing it. Thank you <3--[[User:Busterwilde3|Busterwilde3]] ([[User talk:Busterwilde3|talk]]) 12:35, 2 November 2017 (MDT)<br />
<br />
== Updated ==<br />
<br />
Lot's of this page is based on 'In the Company of Dragons', an old Pathfinder supplement. https://i.4pcdn.org/tg/1454475998276.pdf<br />
<br />
I've put in some work on this page since the concept of a incognito dragon from the outer plains is relatively cool. Would love some new eyes on it, mine are getting crossed. {{User:Notlonelyloner/Signature}}</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Taninim_(5e_Race)&diff=1177065Taninim (5e Race)2019-05-26T04:16:11Z<p>Notlonelyloner: /* Taninim Traits */</p>
<hr />
<div>{{needsbalance|Stronger than any first party [[5e SRD:Races|race]] and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the [[5e Race Design Guide]] for help and see the [[Featured Articles]] pages for some exemplary content.}}<br />
<br />
{{wording|A number of spelling/grammatical/capitalization/italicization errors throughout. Consult the [[Help:When to Italicize and Capitalize]] for help.}} <br />
<br />
==Taninim==<br />
<br />
"While dragons of your realm have their history rooted in Io and his offspring --Bahamut, King of the Metallic Dragons, and Tiamat, Queen of the Chromatic Dragons--, the dragons of the Lost Isles, called "taninim," are borne from Our Lady of Rainbow Scales, Ryoquetza. We are cousins to the dragons of your world, in a sense, and we share many of our traits with the dragons of your world. Chances are good that should you encounter a taninim with red scales, it is every bit as violent and malicious as the true red dragons you know and fear. Likewise, a taninim of gold scales will show great degrees of compassion and generosity."<br />
<br />
Taninim are a way to introduce Dragons as player characters. Although smaller and weaker than their True counterparts, taninim allow players to experience first-hand the trials and tribulations of being, and traveling with, the forceful personality that is a Dragon, including how much more difficult it can become as they start to grow in power.<br />
<br />
Taninim are the intellectual property of Rite Publishing. This version is modified from the Pathfinder supplementary material the taninim were introduced in to be used with 5th Edition Dungeons and Dragons.<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://i.pinimg.com/736x/68/40/50/684050e510fca26acd0fc2d59210d4f9--fantasy-dragon-fantasy-art.jpg|Brute taninim most closely resemble<br> the "true" dragons most adventurers, <br>are familiar with.}}<br />
<br />
Taninim are born slightly smaller than dragons of your world, usually being around three and a half feet long at birth, with the neck, body, and tail all being approximately the same length. The average taninim weighs roughly 60 pounds. Taninim do not age and grow as True Dragons do, instead growing larger and more venerated as they grow more accomplished and gain a greater understanding of their place in the world.<br />
<br />
*The Brutes are those that most closely resemble True Dragons, with mighty scaled wings capable of carrying them aloft.<br />
*The Lung are longer and leaner of body than Brutes, and do not have wings, instead possessing powerful horns atop their heads and more dexterous claws.<br />
*The Feykin are born smaller than normal Taninim, being only a little over a foot long in total, and do not have the scaled wings of larger dragons, instead possessing colorful gossamer wings similar to a butterfly.<br />
*Although they physically belong to any one of the other three groups, Corrupted Taninim, those tainted by the White Worm, are considered abominations by others, and represent everything Taninim do not.<br />
<br />
All taninim are able to hold tools and weapons in their front claws, but move at half speed while doing so. Lung taninim are more adept at using rear claws and do not suffer from this loss of mobility like Brutes and Feykin. Each taninim embodies a single, tiny facet of Ryoquetza's infinite essence, and it is reflected in their appearance and behavior. <br />
<br />
===History===<br />
<br />
At the beginning of All, while the other Gods warred with each other over control of the mortal worlds, our Many-Headed Mother set her gaze outward, and in her infinite wisdom, could see all that was good and proper. She reached out with her claw and grasped the single most perfect piece of Creation, an archipelago which contained every unique biome in perfect harmony and proportion. When the other Gods finally took notice of the perfection our Mother had claimed for Herself, they set their sights upon Her territory, and awakened the very first Dragon Rage. The battle was brutal, with our Mother barely emerging victorious over the invaders of Her realm. The Gods retreated and built a barrier between Her realm and the outer world, creating what is now known as the Lost Isles. Our Sovereign of Dragons was grievously wounded, and Her blood spilled across the land She had claimed as she retreated to rest. As She watched the barrier being erected, she let out the very first Dragon Roar as a warning to Her assailants should they ever decide to return. Within this roar was contained all of Her essence, every facet of her being, and as it resonated throughout the Isles, from each pool of blood save one tainted pool rose a perfect being; the Firstborn of the Taninim. Each embodied a fragment of our Mother's infinite essence, and reflected it in their appearance.<br />
<br />
Our Empress of Eternity bequeathed Her paradise to Her children and bade them to conquer Creation, granting them the Right to Rule. Many of our Mother's children carved out their kingdoms within the Lost Isles themselves, while the more adventurous turned their talons outward. The largest and strongest of our kind tore down the barrier between worlds, and the Taninim became known to the outer realms.<br />
<br />
Darkness within the Isles followed, however. A blight had begun to spread from the pool of blood from which only a gaunt, stillborn corpse had risen. Our Sovereign of Wyrms took notice, alarmed that she had missed the blight for so long. She flew to investigate and was greeted by the first of the White Worms, the stillborn Taninim firstborn that had risen from the pool of tainted blood, likely tainted by a poison from an underhanded God during the battle for the Isles. Although still weakened and wounded, our Mother did battle with the Fell Juggernaut, but its endurance proved too much. Our Mother was forced to commit the first Dragon Sacrifice, binding her physical form to the land surrounding the blighted pool of blood, containing the cancer from spreading further, but not eliminating it.<br />
<br />
Some of our scholars were tasked with investigating the blight, but any who entered the valley were spat out again as gaunt, twisted mockeries of their former selves, resembling the twisted creation that arose from the pool originally. No one is allowed to venture near the blighted pool now, for fear of further corruption of our brothers and sisters.<br />
<br />
===Society and Names===<br />
<br />
Taninim society in the Lost Isles resembles a collection of feudal landholdings. A taninim is considered master of whatever territory he is powerful enough to hold, with lesser taninim claiming fealty to him in return for the right to lair and hunt in the master’s territory, and to assist in defense of the territory when commanded. The relationship between feudal lord and vassal is not always a friendly one, as taninim with conflicting personalities are willing to serve and be served as long as dominance is clearly established. Small settlements of a variety of other races, such as Humans, Elves, Dwarves, and many others, live in some territories, tending food and crafting items of convenience or aesthetic value for their masters.<br />
<br />
All Taninim pay tribute to the Elder Voices, a council of the greatest of all living Taninim. The Elder Voices do not govern daily taninim lives, but instead oversee disputes and important rites, and make judgments regarding dangers to our society. A few of the more important rites of taninim society include...<br />
*The Rite of Renewal. When a female taninim is ready to lay her clutch of eggs, the Elder Voices will bless her and name a Warden to guard her clutch. This is often the mother or mate, but is just as frequently a separate taninim of renown. There are rare cases of taninim being named Warden to many clutches of eggs, earning great renown within taninim society and granting the hatchlings as much prestige as having auspicious parents.<br />
*The Rite of Rejoining. Regardless of how a taninim has died, their spirit is blessed by the Elder Voices and their body is consumed by the conclave, letting their spirit rejoin their Mother.<br />
*The Rite of Naming. This is used by the Elder Voices to bestow a name or title upon a particular taninim. Those in attendance at the conclave may argue against the name through a stylized verbal argument. No show of aggression is allowed during this debate, and a taninim who breaks this rule is punished harshly. The Elder Voices are rarely swayed to change their minds in regards to these names.<br />
<br />
Taninim names are of much greater significance than the names True Dragons take. Taninim begin their lives with a single name granted to them by the Warden of their clutch. Most abandon this name when they take another, though a few will adopt their hatchling name as one of their titles. This is usually done if the taninim forms a particularly strong bond with their Warden. Taninim may also be granted a Deed Name by the Elder Voices. This is granted during the Rite of Naming, and may not be discarded or contested once granted. A Deed Name may be as much punishment as reward in some cases. The most common way in which a taninim gains a name or title is to simple take it. This final method is the most dangerous, as any other taninim has the right to contest the name. Conflict over a taken name is only over once one of the taninim accedes or is killed. It is not uncommon for taninim to have many names. "Thunders in Defiance, the Bronze Bulwark, He Who Endures, Master-in-Exile of the Windscour Cliffs, the Disrespectful Outcast" is an example of a taninim with many names, both taken and given to him by the Elder Voices.<br />
<br />
===Playing as a Taninim===<br />
<br />
<br />
<br />
===Taninim Traits===<br />
{{5e Racial Traits<br />
|summary=Dragon-like beings from a secluded outer realm known as the Lost Isles.<br />
|abilities=All taninim are hardy creatures by nature. Your Constitution score increases by 1.<br />
|age= Taninim do not age as normal races. They are born as adept fully functional adults and may live until killed.<br />
|alignment=Taninim encompass all alignments, but their alignment must be within one step on the Law<->Chaos or Good<->Evil scale of their Draconic Essence's alignment.<br />
|size=Brute and Lung taninim are between 7 and 6 feet in length. Their size is Medium. Feykin taninim are usually just over 1 foot in length. Their size in Tiny.<br />
|speed=Your walking speed is 30 feet while in human form.<br />
|trait1=Darkvision<br />
|description1=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. You can't discern color in darkness, only shades of gray.<br />
|trait2=Dragon Nature<br />
|description2=Taninim are resistant to the breath element associate with their essence.<br />
|trait3=Natural Armor<br />
|description3=Taninim possess thick scales. Their unarmored AC when in dragon form is equal to 13 + Dexterity modifier.<br />
|trait4=Bite<br />
|description4=All Taninim possess a natural Bite attack that deals 1d4 + Strength modifier damage. They are considered proficient with this attack.<br />
|trait5=Draconic Physiology<br />
|description5=You are quadrupedal in your dragon form and can't use armor, clothing or items that aren't modified to accommodate your body. You have disadvantage on attack rolls while wearing any armor, and fly at half speed while wearing armor. You have an increased carrying capacity and advantage against being knocked prone. In human form you can wear and use items as normal. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform.<br />
|trait6=Dragons Blast<br />
|description6= Starting at 6th level depending on the dragon parent you choose, you get a breath attack you can perform once after a long rest. The level of the spell is your level divided by 2. These attacks are considered 3rd level spells for the purpose of dispelling or countering. At higher levels when you cast this power using 4th level or higher, the damage increases by 1d4 for each slot level above 3rd, (I.e. A level 8 Brass Taninim would be able to perform a 4th level fireball getting a extra 1d4 more than the original). You use constitution for the Save DC.<br />
<br />
'''Fire parent''': You are able to shoot a fireball. '''Range:60ft''' The User shoots a ball of fire from their mouth which erupts in a giant explosive blast of fire in a 10 foot radius. Each creature must make a Dexterity saving throw. A target takes 7d4 Fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Lighting parent''': You are able to shoot lighting bolts. '''Range:60ft''' The User shoots 3 lightning bolts from their mouth causing 2d4 Lightning damage each. This attack is able to hit multiple enemies if the user wishes or stack it on a single enemy. Enemies must make a Dexterity saving throw. A target takes full damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Cold parent''': You are able to shoot a ball of ice. '''Range:60ft''' The User shoots a ball of ice from their mouth which causes Ice to erupt from the ground in a 10 foot radius. Each creature must make a Dexterity saving throw. A target takes 6d4 Cold damage on a failed save, or half as much damage on a successful one. On top of that the area is now considered difficult terrain for 3 turns.<br />
<br />
'''Acid parent''': You are able to shoot a ball of acid. '''Range:60ft''' The User shoots a ball of acid from their mouth which causes Acid to be scattered in a 10 foot radius. Each creature must make a Dexterity saving throw. A target takes 2d4 Acid damage on a failed save, or half as much damage on a successful one, as well the acid stays on the field causing 1d4 damage for any creatures in the area for 3 turns.<br />
<br />
'''Poison parent''': You are able to shoot large poisoned needles. '''Range:60ft''' The user shoots poisonous needles from their mouth this attack can hit three people at a time and you cannot stack this attack on one enemy. Each target makes a Dexterity saving throw. A target takes 2d4 Poison damage on a failed save as well as 2d4 Poison damage at the start of their turns for three turns, or half as much damage on a successful and no continual damage. A creature can avoid taking the continual poison damage by taking an action to remove the needle from their body.<br />
<br />
'''Thunder parent''': You are able to use a powerful shout. '''Range 60ft''' The user shouts at the target with such force that the target must make a Dexterity or Strength saving throw. The target takes 6d4 Thunder damage on a fail and is pushed back 15 feet, on a successful one they take half damage and are not moved.<br />
<br />
|trait7=Dragon Transformation <br />
|description7= Taninim are able to transform into a humanoid form and are able to keep this form until they wish to end it, or they die reverting to their full Dragon form. Choose what your humanoid form looks like, as an full round action you can transform ONLY into this one form. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform. You don't benefit from equipment in your dragon form unless you are able to wield/wear it. The hair color depends on their scales, (i.e. a Red Dragon has their hair color red, a Gold Dragon would have golden locks, etc.) Besides their hair the eyes of Taninim can betray their heritage, your eyes stay the same as when they are in dragon form. Finally, while in your humanoid form you don't have access to any of the psychical racial traits that require your dragon form, (Dragon Blast, Natural Armor, Bite, Dragon Physiology, flight etc). You only keep your darkvision trait in human form.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Draconic, Common, and due to their longevity they are able to learn one other non-exotic language of their choosing.<br />
|subrace= There are 3 different subraces of taninim, from which you must choose 1.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Brutes====<br />
<br />
Brutes are the closest in physical appearance to their cousins, the true dragons. Known for their great physical strength and imposing presence, it is difficult to discern a brute taninim from a true dragon. In taninim society, Brutes are usually the warriors and protectors of their homesteads. Due to their physical might, most wardens are brutes.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Predator's Claws<br />
|description1=You possess vicious claws that deal 1d4 + Strength modifier damage. As a bonus action, you can make a claw attack without a damage modifier after making a bite or claw attack. You are considered proficient with these attacks.<br />
|trait2=Frightful Presence<br />
|description2=As a standard action, or as a bonus action after an attack, the taninim may make any number of enemies within 60 feet make a Wisdom save (DC = 8 + taninim's proficiency bonus + taninim's Charisma modifier) or become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. You can use this ability once per long or short rest. <br />
|trait3=Flight of the Brute<br />
|description3=You show what a Taninim is capable of, striking from above with claws and maw? All in a days work for a Brute. While in your dragon form your walking speed is 30, and you have a flight speed of 30.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Lung====<br />
<br />
Lung are the scholars and chroniclers of taninim society. Legend has it that the Lung came about when a hungry Brute attacked and ate a giant oyster, pearl and all. In the struggle, the oyster ripped off the taninim's wings before succumbing. The oyster was, supposedly, the guardian of all knowledge and cursed the offending taninim and all his offspring to be the keepers of knowledge henceforth. In place of large, scaled wings, Lung instead grow mighty horns atop their head.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Gore<br />
|description1=You may use your horns to make a mighty gore attack, dealing 1d6 + your Strength modifier points of damage.<br />
|trait2=Cosmic Insight<br />
|description2=Lung possess what appears to be a radiant pearl in the center of their foreheads. They may shed light (as the spell) from the pearl at will. Once per long rest, at will, the Lung may gain advantage on any one skill check. This ability may be used after the initial roll, but before the result is determined.<br />
|trait3=Swiftness of the Lung<br />
|description3=Your kind has lost their ability to fly, but that by no means makes you weak. You ability to weave across the land is unparalleled. In dragon form you have a base walking speed of 40, and a climbing speed of 40.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Feykin====<br />
<br />
The history of the Feykin is a riddle in a mystery. According to the oldest living Feykin, Titania, Faerie Queen of the Summer Court, and her consort, Oberon, supposedly infused some of the first taninim eggs with their magic. Most other taninim regard this as mere fantasy; as if some creatures of dream could influence the Essence of their Mother to produce such ludicrous creatures from near perfection. However, the natural magic Feykin command is not easily overlooked.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 1.<br />
|trait1=Primal Spelltrick<br />
|description1=Each day, you may choose any one non-damaging 1st-level Druid spell or one 1st level spell from the Illusion school, and may cast it once after a long rest. You may choose a new spell each day. The save DC for this spell is Charisma-based.<br />
|trait2=Trickster's Vanishing<br />
|description2=Feykin may cast invisibility, targeting only themselves, once after a long rest.<br />
|trait3=Buzzing of the Feykin<br />
|description3=You're size is small in dragon form, there is no avoiding that. But you can flap your wings much faster than those bigger than you. In dragon form you walk speed is 15, but you have a flight speed of 50.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Draconic Essences and Compulsions===<br />
When creating a Taninim character, you must select one Draconic Essence to help shape their personality and appearance. The Essences coincide with the colors of True Dragons, as well as dragon-like creatures. Each Essence has an associated Compulsion, which the taninim must make a Wisdom save against each time they would act in defiance of it. Compulsions have a save equal to 8 + the Taninim's proficiency bonus + the Taninim's Charisma modifier. Failure means the taninim must comply with its unique compulsion, even if it is detrimental to the group.<br />
<br />
You may choose any one Essence regardless of your subrace selection. Your character's alignment must be within one step of the Essence's associated alignment.<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Draconic Essences<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Essence || Scale Color || Breath Element || Alignment || Compulsion<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Balanced || None (Wyvern) || Poison || True Neutral || Must make a Wisdom save to commit any act that is overtly Good or Evil.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Bitter || Brown || Fire || Chaotic Evil || Must make a Wisdom save to not hunt after/attack someone who previously defeated you or escaped previously.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brave || Bronze || Lightning || Lawful Good || Must make a Wisdom save to run or retreat from any encounter.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Creative || Brass || Fire || Chaotic Good || Must make a Wisdom save to destroy any object with unique value, <br>or to stifle another creature's artistic expressions.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Deceitful || Yellow || Lightning || Chaotic Evil || Must make a Wisdom save to not exaggerate or attack someone when they catch you in a lie.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Destructive || Red || Fire || Chaotic Evil || Must make a Wisdom save to resist killing an enemy it has beaten in battle, <br>or to resist taking advantage of opportunities to hurt its enemies by destroying things precious to them.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Detached || Iron || Lightning || Lawful Good || Must make a Wisdom save to socialize with others, leaving the area for a place of solitude <br>or chasing off others on a failure.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Devious || Black || Acid || Chaotic Evil || Must make a Wisdom save to openly share important information and be truthful.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Fixated || Lead || Poison || Chaotic Good || Must make a Wisdom save to change who you attack during combat.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Ghoulish || Pink || Cold || Lawful Evil || Must make a Wisdom save to not laugh and joke at the misfortune of others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Gluttonous || Purple || Acid || Lawful Evil || Must make a Wisdom save to resist trying to obtain more than necessary of an object or food you desire.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Heinous || Orange || Poison || Chaotic Evil || Must make a Wisdom save to not torture anyone you've captured, or not make ornaments from the dead.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Honorable || Silver || Cold || Lawful Good || Must make a Wisdom save to resist defending the helpless or to deceive another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Imperious || Green || Poison || Lawful Evil || Must make a Wisdom save to take commands from any creature not obviously more powerful than it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lazy || Gray || Cold || Lawful Evil || Must make a Wisdom save to do anything that wouldn't directly benefit it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Militant || Blue || Lightning || Lawful Evil || Must make a Wisdom save to peacefully solve a conflict that can be reconciled with force.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Paranoid || White || Cold || Chaotic Evil || Must make a Wisdom save to trust anyone other than close friends.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Prankster || Mercury || Poison || Chaotic Good || Must make a Wisdom save to not play a prank on someone when the opportunity presents itself.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Regal || Gold || Fire || Lawful Good || Must make a Wisdom save to take any action that might be considered demeaning or embarrassing.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Snoopy || Steel || Acid || Lawful Good || Must make a Wisdom save to not attack anyone who might be listening to you, <br>or to not eavesdrop on others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Spirited || Cobalt || Cold || Lawful Good || Must make a Wisdom save to not challenge a strong opponent to combat, or ask them to train you.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Talkative || Magenta || Thunder || Lawful Evil || Must make a Wisdom save to resist trying to talk with another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Territorial || None <br>(Dragon Turtle) || Fire || Lawful Neutral || Must make a Wisdom save every 24 hours while outside of the area it considers its protectorate <br>or it is treated as if it had 1 level of Exhaustion until it returns or succeeds the save.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Vain || None <br>(Faerie Dragon) || Thunder || Chaotic Neutral || Must make a Wisdom save to resist overreacting to any perceived insult.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Witty || Copper || Acid || Chaotic Good || Must make a Wisdom save to remain silent or speak seriously in tense situations.<br />
|}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Sub-race || Base Length || Length Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brute || 6'0" || +2d6" || 150 lb. || +2d6 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lung || 6'6" || +2d6" || 170 lb. || +2d4 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Feykin || 1'0" || +2d4" || 10 lb. || +1d8 lb.<br />
|- style="white-space: nowrap;"<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Tiny Size]]<br />
[[Category:Small Size]]<br />
[[Category:Dragon Type]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Taninim_(5e_Race)&diff=1177064Taninim (5e Race)2019-05-26T04:12:22Z<p>Notlonelyloner: /* Feykin */</p>
<hr />
<div>{{needsbalance|Stronger than any first party [[5e SRD:Races|race]] and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the [[5e Race Design Guide]] for help and see the [[Featured Articles]] pages for some exemplary content.}}<br />
<br />
{{wording|A number of spelling/grammatical/capitalization/italicization errors throughout. Consult the [[Help:When to Italicize and Capitalize]] for help.}} <br />
<br />
==Taninim==<br />
<br />
"While dragons of your realm have their history rooted in Io and his offspring --Bahamut, King of the Metallic Dragons, and Tiamat, Queen of the Chromatic Dragons--, the dragons of the Lost Isles, called "taninim," are borne from Our Lady of Rainbow Scales, Ryoquetza. We are cousins to the dragons of your world, in a sense, and we share many of our traits with the dragons of your world. Chances are good that should you encounter a taninim with red scales, it is every bit as violent and malicious as the true red dragons you know and fear. Likewise, a taninim of gold scales will show great degrees of compassion and generosity."<br />
<br />
Taninim are a way to introduce Dragons as player characters. Although smaller and weaker than their True counterparts, taninim allow players to experience first-hand the trials and tribulations of being, and traveling with, the forceful personality that is a Dragon, including how much more difficult it can become as they start to grow in power.<br />
<br />
Taninim are the intellectual property of Rite Publishing. This version is modified from the Pathfinder supplementary material the taninim were introduced in to be used with 5th Edition Dungeons and Dragons.<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://i.pinimg.com/736x/68/40/50/684050e510fca26acd0fc2d59210d4f9--fantasy-dragon-fantasy-art.jpg|Brute taninim most closely resemble<br> the "true" dragons most adventurers, <br>are familiar with.}}<br />
<br />
Taninim are born slightly smaller than dragons of your world, usually being around three and a half feet long at birth, with the neck, body, and tail all being approximately the same length. The average taninim weighs roughly 60 pounds. Taninim do not age and grow as True Dragons do, instead growing larger and more venerated as they grow more accomplished and gain a greater understanding of their place in the world.<br />
<br />
*The Brutes are those that most closely resemble True Dragons, with mighty scaled wings capable of carrying them aloft.<br />
*The Lung are longer and leaner of body than Brutes, and do not have wings, instead possessing powerful horns atop their heads and more dexterous claws.<br />
*The Feykin are born smaller than normal Taninim, being only a little over a foot long in total, and do not have the scaled wings of larger dragons, instead possessing colorful gossamer wings similar to a butterfly.<br />
*Although they physically belong to any one of the other three groups, Corrupted Taninim, those tainted by the White Worm, are considered abominations by others, and represent everything Taninim do not.<br />
<br />
All taninim are able to hold tools and weapons in their front claws, but move at half speed while doing so. Lung taninim are more adept at using rear claws and do not suffer from this loss of mobility like Brutes and Feykin. Each taninim embodies a single, tiny facet of Ryoquetza's infinite essence, and it is reflected in their appearance and behavior. <br />
<br />
===History===<br />
<br />
At the beginning of All, while the other Gods warred with each other over control of the mortal worlds, our Many-Headed Mother set her gaze outward, and in her infinite wisdom, could see all that was good and proper. She reached out with her claw and grasped the single most perfect piece of Creation, an archipelago which contained every unique biome in perfect harmony and proportion. When the other Gods finally took notice of the perfection our Mother had claimed for Herself, they set their sights upon Her territory, and awakened the very first Dragon Rage. The battle was brutal, with our Mother barely emerging victorious over the invaders of Her realm. The Gods retreated and built a barrier between Her realm and the outer world, creating what is now known as the Lost Isles. Our Sovereign of Dragons was grievously wounded, and Her blood spilled across the land She had claimed as she retreated to rest. As She watched the barrier being erected, she let out the very first Dragon Roar as a warning to Her assailants should they ever decide to return. Within this roar was contained all of Her essence, every facet of her being, and as it resonated throughout the Isles, from each pool of blood save one tainted pool rose a perfect being; the Firstborn of the Taninim. Each embodied a fragment of our Mother's infinite essence, and reflected it in their appearance.<br />
<br />
Our Empress of Eternity bequeathed Her paradise to Her children and bade them to conquer Creation, granting them the Right to Rule. Many of our Mother's children carved out their kingdoms within the Lost Isles themselves, while the more adventurous turned their talons outward. The largest and strongest of our kind tore down the barrier between worlds, and the Taninim became known to the outer realms.<br />
<br />
Darkness within the Isles followed, however. A blight had begun to spread from the pool of blood from which only a gaunt, stillborn corpse had risen. Our Sovereign of Wyrms took notice, alarmed that she had missed the blight for so long. She flew to investigate and was greeted by the first of the White Worms, the stillborn Taninim firstborn that had risen from the pool of tainted blood, likely tainted by a poison from an underhanded God during the battle for the Isles. Although still weakened and wounded, our Mother did battle with the Fell Juggernaut, but its endurance proved too much. Our Mother was forced to commit the first Dragon Sacrifice, binding her physical form to the land surrounding the blighted pool of blood, containing the cancer from spreading further, but not eliminating it.<br />
<br />
Some of our scholars were tasked with investigating the blight, but any who entered the valley were spat out again as gaunt, twisted mockeries of their former selves, resembling the twisted creation that arose from the pool originally. No one is allowed to venture near the blighted pool now, for fear of further corruption of our brothers and sisters.<br />
<br />
===Society and Names===<br />
<br />
Taninim society in the Lost Isles resembles a collection of feudal landholdings. A taninim is considered master of whatever territory he is powerful enough to hold, with lesser taninim claiming fealty to him in return for the right to lair and hunt in the master’s territory, and to assist in defense of the territory when commanded. The relationship between feudal lord and vassal is not always a friendly one, as taninim with conflicting personalities are willing to serve and be served as long as dominance is clearly established. Small settlements of a variety of other races, such as Humans, Elves, Dwarves, and many others, live in some territories, tending food and crafting items of convenience or aesthetic value for their masters.<br />
<br />
All Taninim pay tribute to the Elder Voices, a council of the greatest of all living Taninim. The Elder Voices do not govern daily taninim lives, but instead oversee disputes and important rites, and make judgments regarding dangers to our society. A few of the more important rites of taninim society include...<br />
*The Rite of Renewal. When a female taninim is ready to lay her clutch of eggs, the Elder Voices will bless her and name a Warden to guard her clutch. This is often the mother or mate, but is just as frequently a separate taninim of renown. There are rare cases of taninim being named Warden to many clutches of eggs, earning great renown within taninim society and granting the hatchlings as much prestige as having auspicious parents.<br />
*The Rite of Rejoining. Regardless of how a taninim has died, their spirit is blessed by the Elder Voices and their body is consumed by the conclave, letting their spirit rejoin their Mother.<br />
*The Rite of Naming. This is used by the Elder Voices to bestow a name or title upon a particular taninim. Those in attendance at the conclave may argue against the name through a stylized verbal argument. No show of aggression is allowed during this debate, and a taninim who breaks this rule is punished harshly. The Elder Voices are rarely swayed to change their minds in regards to these names.<br />
<br />
Taninim names are of much greater significance than the names True Dragons take. Taninim begin their lives with a single name granted to them by the Warden of their clutch. Most abandon this name when they take another, though a few will adopt their hatchling name as one of their titles. This is usually done if the taninim forms a particularly strong bond with their Warden. Taninim may also be granted a Deed Name by the Elder Voices. This is granted during the Rite of Naming, and may not be discarded or contested once granted. A Deed Name may be as much punishment as reward in some cases. The most common way in which a taninim gains a name or title is to simple take it. This final method is the most dangerous, as any other taninim has the right to contest the name. Conflict over a taken name is only over once one of the taninim accedes or is killed. It is not uncommon for taninim to have many names. "Thunders in Defiance, the Bronze Bulwark, He Who Endures, Master-in-Exile of the Windscour Cliffs, the Disrespectful Outcast" is an example of a taninim with many names, both taken and given to him by the Elder Voices.<br />
<br />
===Playing as a Taninim===<br />
<br />
<br />
<br />
===Taninim Traits===<br />
{{5e Racial Traits<br />
|summary=Dragon-like beings from a secluded outer realm known as the Lost Isles.<br />
|abilities=All taninim are hardy creatures by nature. Your Constitution score increases by 1.<br />
|age= Taninim do not age as normal races. They are born as adept fully functional adults and may live until killed.<br />
|alignment=Taninim encompass all alignments, but their alignment must be within one step on the Law<->Chaos or Good<->Evil scale of their Draconic Essence's alignment.<br />
|size=Brute and Lung taninim are between 7 and 6 feet in length. Their size is Medium. Feykin taninim are usually just over 1 foot in length. Their size in Tiny.<br />
|speed=Your walking speed is 30 feet while in human form.<br />
|trait1=Darkvision<br />
|description1=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. You can't discern color in darkness, only shades of gray.<br />
|trait2=Dragon Nature<br />
|description2=Taninim are resistant to the breath element associate with their essence.<br />
|trait3=Natural Armor<br />
|description3=Taninim possess thick scales. Their unarmored AC when in dragon form is equal to 13 + Dexterity modifier.<br />
|trait4=Bite<br />
|description4=All Taninim possess a natural Bite attack that deals 1d4 + Strength modifier damage. They are considered proficient with this attack.<br />
|trait5=Draconic Physiology<br />
|description5=You are quadrupedal in your dragon form and can't use armor, clothing or items that aren't modified to accommodate your body. You have disadvantage on attack rolls while wearing any armor, and fly at half speed while wearing armor. You have an increased carrying capacity and advantage against being knocked prone. In human form you can wear and use items as normal. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform.<br />
|trait6=Dragons Blast<br />
|description6= Starting at 6th level depending on the dragon parent you choose, you get a breath attack you can perform once after a long rest. The level of the spell is your level divided by 2. These attacks are considered 3rd level spells for the purpose of dispelling or countering. At higher levels when you cast this power using 4th level or higher, the damage increases by 1d4 for each slot level above 3rd, (I.e. A level 8 Brass Taninim would be able to perform a 4th level fireball getting a extra 1d4 more than the original). You use constitution for the Save DC.<br />
<br />
'''Fire parent''': You are able to shoot a fireball. '''Range:60ft''' The User shoots a ball of fire from their mouth which erupts in a giant explosive blast of fire 20x20 square. Each creature must make a Dexterity saving throw. A target takes 7d4 Fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Lighting parent''': You are able to shoot lighting bolts. '''Range:60ft''' The User shoots 3 lightning bolts from their mouth causing 2d4 Lightning damage each. This attack is able to hit multiple enemies if the user wishes or stack it on a single enemy. Enemies must make a Dexterity saving throw. A target takes full damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Cold parent''': You are able to shoot a ball of ice. '''Range:60ft''' The User shoots a ball of ice from their mouth which causes Ice to erupt from the ground in a 20x20 square. Each creature must make a Dexterity saving throw. A target takes 6d4 Cold damage on a failed save, or half as much damage on a successful one. On top of that the area is now considered difficult terrain for 3 turns.<br />
<br />
'''Acid parent''': You are able to shoot a ball of acid. '''Range:60ft''' The User shoots a ball of acid from their mouth which causes Acid to be scattered in a 20x20 square. Each creature must make a Dexterity saving throw. A target takes 4d4 Acid damage on a failed save, or half as much damage on a successful one, as well the acid stays on the field causing 1d4 damage for any creatures in the area for 3 turns.<br />
<br />
'''Poison parent''': You are able to shoot large poisoned needles. '''Range:60ft''' The user shoots poisonous needles from their mouth this attack can hit three people at a time and you cannot stack this attack on one enemy. Each target makes a Dexterity saving throw. A target takes 3d4 Poison damage on a failed save as well as 2d4 Poison damage for three turns, or half as much damage on a successful and no continual damage. A creature can avoid taking the continual poison damage by taking an action to remove the needle from their body.<br />
<br />
'''Thunder parent''': You are able to use a powerful shout. '''Range 60ft''' The user shouts at the target with such force that the target must make a Dexterity or Strength saving throw. The target takes 6d4 Thunder damage on a fail and is pushed back 15 feet, on a successful one they take half damage and are not moved.<br />
<br />
|trait7=Dragon Transformation <br />
|description7= Taninim are able to transform into a humanoid form and are able to keep this form until they wish to end it, or they die reverting to their full Dragon form. Choose what your humanoid form looks like, as an full round action you can transform ONLY into this one form. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform. You don't benefit from equipment in your dragon form unless you are able to wield/wear it. The hair color depends on their scales, (i.e. a Red Dragon has their hair color red, a Gold Dragon would have golden locks, etc.) Besides their hair the eyes of Taninim can betray their heritage, your eyes stay the same as when they are in dragon form. Finally, while in your humanoid form you don't have access to any of the psychical racial traits that require your dragon form, (Dragon Blast, Natural Armor, Bite, Dragon Physiology, flight etc). You only keep your darkvision trait in human form.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Draconic, Common, and due to their longevity they are able to learn one other non-exotic language of their choosing.<br />
|subrace= There are 3 different subraces of taninim, from which you must choose 1.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Brutes====<br />
<br />
Brutes are the closest in physical appearance to their cousins, the true dragons. Known for their great physical strength and imposing presence, it is difficult to discern a brute taninim from a true dragon. In taninim society, Brutes are usually the warriors and protectors of their homesteads. Due to their physical might, most wardens are brutes.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Predator's Claws<br />
|description1=You possess vicious claws that deal 1d4 + Strength modifier damage. As a bonus action, you can make a claw attack without a damage modifier after making a bite or claw attack. You are considered proficient with these attacks.<br />
|trait2=Frightful Presence<br />
|description2=As a standard action, or as a bonus action after an attack, the taninim may make any number of enemies within 60 feet make a Wisdom save (DC = 8 + taninim's proficiency bonus + taninim's Charisma modifier) or become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. You can use this ability once per long or short rest. <br />
|trait3=Flight of the Brute<br />
|description3=You show what a Taninim is capable of, striking from above with claws and maw? All in a days work for a Brute. While in your dragon form your walking speed is 30, and you have a flight speed of 30.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Lung====<br />
<br />
Lung are the scholars and chroniclers of taninim society. Legend has it that the Lung came about when a hungry Brute attacked and ate a giant oyster, pearl and all. In the struggle, the oyster ripped off the taninim's wings before succumbing. The oyster was, supposedly, the guardian of all knowledge and cursed the offending taninim and all his offspring to be the keepers of knowledge henceforth. In place of large, scaled wings, Lung instead grow mighty horns atop their head.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Gore<br />
|description1=You may use your horns to make a mighty gore attack, dealing 1d6 + your Strength modifier points of damage.<br />
|trait2=Cosmic Insight<br />
|description2=Lung possess what appears to be a radiant pearl in the center of their foreheads. They may shed light (as the spell) from the pearl at will. Once per long rest, at will, the Lung may gain advantage on any one skill check. This ability may be used after the initial roll, but before the result is determined.<br />
|trait3=Swiftness of the Lung<br />
|description3=Your kind has lost their ability to fly, but that by no means makes you weak. You ability to weave across the land is unparalleled. In dragon form you have a base walking speed of 40, and a climbing speed of 40.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Feykin====<br />
<br />
The history of the Feykin is a riddle in a mystery. According to the oldest living Feykin, Titania, Faerie Queen of the Summer Court, and her consort, Oberon, supposedly infused some of the first taninim eggs with their magic. Most other taninim regard this as mere fantasy; as if some creatures of dream could influence the Essence of their Mother to produce such ludicrous creatures from near perfection. However, the natural magic Feykin command is not easily overlooked.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 1.<br />
|trait1=Primal Spelltrick<br />
|description1=Each day, you may choose any one non-damaging 1st-level Druid spell or one 1st level spell from the Illusion school, and may cast it once after a long rest. You may choose a new spell each day. The save DC for this spell is Charisma-based.<br />
|trait2=Trickster's Vanishing<br />
|description2=Feykin may cast invisibility, targeting only themselves, once after a long rest.<br />
|trait3=Buzzing of the Feykin<br />
|description3=You're size is small in dragon form, there is no avoiding that. But you can flap your wings much faster than those bigger than you. In dragon form you walk speed is 15, but you have a flight speed of 50.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Draconic Essences and Compulsions===<br />
When creating a Taninim character, you must select one Draconic Essence to help shape their personality and appearance. The Essences coincide with the colors of True Dragons, as well as dragon-like creatures. Each Essence has an associated Compulsion, which the taninim must make a Wisdom save against each time they would act in defiance of it. Compulsions have a save equal to 8 + the Taninim's proficiency bonus + the Taninim's Charisma modifier. Failure means the taninim must comply with its unique compulsion, even if it is detrimental to the group.<br />
<br />
You may choose any one Essence regardless of your subrace selection. Your character's alignment must be within one step of the Essence's associated alignment.<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Draconic Essences<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Essence || Scale Color || Breath Element || Alignment || Compulsion<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Balanced || None (Wyvern) || Poison || True Neutral || Must make a Wisdom save to commit any act that is overtly Good or Evil.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Bitter || Brown || Fire || Chaotic Evil || Must make a Wisdom save to not hunt after/attack someone who previously defeated you or escaped previously.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brave || Bronze || Lightning || Lawful Good || Must make a Wisdom save to run or retreat from any encounter.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Creative || Brass || Fire || Chaotic Good || Must make a Wisdom save to destroy any object with unique value, <br>or to stifle another creature's artistic expressions.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Deceitful || Yellow || Lightning || Chaotic Evil || Must make a Wisdom save to not exaggerate or attack someone when they catch you in a lie.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Destructive || Red || Fire || Chaotic Evil || Must make a Wisdom save to resist killing an enemy it has beaten in battle, <br>or to resist taking advantage of opportunities to hurt its enemies by destroying things precious to them.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Detached || Iron || Lightning || Lawful Good || Must make a Wisdom save to socialize with others, leaving the area for a place of solitude <br>or chasing off others on a failure.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Devious || Black || Acid || Chaotic Evil || Must make a Wisdom save to openly share important information and be truthful.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Fixated || Lead || Poison || Chaotic Good || Must make a Wisdom save to change who you attack during combat.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Ghoulish || Pink || Cold || Lawful Evil || Must make a Wisdom save to not laugh and joke at the misfortune of others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Gluttonous || Purple || Acid || Lawful Evil || Must make a Wisdom save to resist trying to obtain more than necessary of an object or food you desire.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Heinous || Orange || Poison || Chaotic Evil || Must make a Wisdom save to not torture anyone you've captured, or not make ornaments from the dead.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Honorable || Silver || Cold || Lawful Good || Must make a Wisdom save to resist defending the helpless or to deceive another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Imperious || Green || Poison || Lawful Evil || Must make a Wisdom save to take commands from any creature not obviously more powerful than it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lazy || Gray || Cold || Lawful Evil || Must make a Wisdom save to do anything that wouldn't directly benefit it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Militant || Blue || Lightning || Lawful Evil || Must make a Wisdom save to peacefully solve a conflict that can be reconciled with force.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Paranoid || White || Cold || Chaotic Evil || Must make a Wisdom save to trust anyone other than close friends.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Prankster || Mercury || Poison || Chaotic Good || Must make a Wisdom save to not play a prank on someone when the opportunity presents itself.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Regal || Gold || Fire || Lawful Good || Must make a Wisdom save to take any action that might be considered demeaning or embarrassing.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Snoopy || Steel || Acid || Lawful Good || Must make a Wisdom save to not attack anyone who might be listening to you, <br>or to not eavesdrop on others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Spirited || Cobalt || Cold || Lawful Good || Must make a Wisdom save to not challenge a strong opponent to combat, or ask them to train you.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Talkative || Magenta || Thunder || Lawful Evil || Must make a Wisdom save to resist trying to talk with another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Territorial || None <br>(Dragon Turtle) || Fire || Lawful Neutral || Must make a Wisdom save every 24 hours while outside of the area it considers its protectorate <br>or it is treated as if it had 1 level of Exhaustion until it returns or succeeds the save.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Vain || None <br>(Faerie Dragon) || Thunder || Chaotic Neutral || Must make a Wisdom save to resist overreacting to any perceived insult.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Witty || Copper || Acid || Chaotic Good || Must make a Wisdom save to remain silent or speak seriously in tense situations.<br />
|}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Sub-race || Base Length || Length Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brute || 6'0" || +2d6" || 150 lb. || +2d6 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lung || 6'6" || +2d6" || 170 lb. || +2d4 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Feykin || 1'0" || +2d4" || 10 lb. || +1d8 lb.<br />
|- style="white-space: nowrap;"<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Tiny Size]]<br />
[[Category:Small Size]]<br />
[[Category:Dragon Type]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Lajav_(5e_Equipment)&diff=1177063Lajav (5e Equipment)2019-05-26T03:49:41Z<p>Notlonelyloner: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category= Martial Melee Weapon<br />
|weapon= Lajav<br />
|damage= 1d8 Bludgeoning<br />
|cost= 50 gp(half for Kreen)<br />
|weight= 5 lb.<br />
|properties= Finesse, Heavy, Two-Handed, Special <br />
|description= The Lajav is a [[Kreen (5e Race)|Kreen]] weapon that looks much like an over size nut cracker, standing about the size of a staff when straightened. This weapon is two pieces of wood, bone, or metal connected by a sturdy but flexible hinge. Each side of the weapon has a griping handle at the ends. Above these grips starts a row teeth used for crushing, usually made of Dasl but other materials have been used. This weapon is often used to grab a hold of enemies then crush them like a nut.<br />
*'''Special:''' The Lajav can be used in a combo chain over two turns to deal more damage, if at any point the combo is interrupted or does not land a strike you must start from the beginning. After the Lajav lands an attack a bonus action can be taken to attack with the other end as it swings around. If hit the target takes 1d6 Bludgeoning damage and must make a strength or dexterity saving throw. On a failed save the target is grappled, only large or smaller creatures can be grappled. The target can make Str. or Dex. saves at the start of there turns as normal, the target must still be grappled at the start of your next turn to finish the combo. If the target is still grappled you may make an attack pulling both ends together crushes the target. This does 1d12 damage on hit, you must end the grapple on the target to restart this combo chain.<br />
===Venom and Crystal===<br />
The production of Dasl is a well guarded secret among the kreen and is a very special to them. So special in fact that they almost view it as part of themselves and will not often part with it or weapons made of it. The making of dasl is done by chewing on common sappy plants and mixing their venom with the chewed plant juice, then spiting it onto sand. However this paralysis the kreens venom glands any time they chew it and dose not allow them to use there venomous bite, after a long rest the kreen regain it's use. The dasl mixture stays soft for about a day and can be shaped by the maker till it hardens. Due to dasl's composition it must be made into smaller pieces then bound together with more wet dasl, this still gives a seamless and smooth look but takes time. The time a dasl weapon takes to make is the weapons weight times 5. For example a Lajav weights 5 lb times 5, this weapon will take 25 days to make. Dasl properties dose not allow for it to make longer weapons like swords or wider/thinner structures like armor, if it was ever made like this it would shatter the first time used. Dasl is best used for short thicker blades like wide daggers, gythka heads, axe blades, arrow and spear heads, and morning star spikes. I have changed some things to work better in 5e and general campaigns. If you would like more info I obtained my source material from this book it is 2e so may things are updated but the lore is sound and good. https://dnd.rem.uz/Advanced%20D%26D%20(unsorted)/Accessory%20-%20DS%20-%20Thri-Kreen%20of%20Athas.pdf<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://db4sgowjqfwig.cloudfront.net/campaigns/123492/assets/658277/lajav.jpg?1477830674<br />
|-<br />
| Lajav<br />
|}<br />
|}</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Shadow_Walker_(5e_Class)&diff=1171353Shadow Walker (5e Class)2019-05-07T18:12:21Z<p>Notlonelyloner: Some changes</p>
<hr />
<div>==Shadow Walker== <br />
<br />
A figure in dark robes slips into an ally, when his pursuers turn the corner, he is gone, slipped into the shadows. He steps out of the darkness in the halls of a stone castle. He walks down the hall counting the doors on his right, when he gets to the third, he stops. Then he begins to turn foggy and phases through the locked wooden door. As he approaches a man standing on the balcony with the assurance he wont hear him. The man is looking out into the darkness of the night, the dark figure slits his throat then lets the body down gently. He then walks out the door and down the hall as if nothing happened.<br />
<br />
A young woman runs through the streets at night and jumps into a dark shadow. She pops out of another shadow on the roof of a nearby cathedral. Tying a rope around her waist and hooking it to a nook on the roof, she begins repelling down the side. She pushes back and on her swing forward phases through the stained glass. Cutting the rope and silently falling the rest of the way, she makes her way behind the alter to avoid two priests. She raises her hand and makes a noise in the other room causing the priest to investigate. Now alone, she starts to pick the lock of a hidden chest inside the alter. She pulls out a golden necklace lined with jewels and replaces it with a fake one. Putting away her lock picking set, she climbs the wall and phases through the glass into the streets.<br />
<br />
A man in dark red leather armor perches in a tree waiting for a patrol of goblins. As one walks by they stop, distracted by a glowing symbol in the ground. The man jumps from the tree and stabs two goblins through the chest as he lands. As the goblins surround him he closes his eyes and breathes, focusing on the dark force in him. He begins to block, counter and attack the goblins in a furry of flowing and precise movements. When all the goblins around him drop, he wipes the blood of his blade, sheaths it and walks down the path, ready to confront the rest.<br />
<br />
A Shadow Walker relies on skill stealth and the gifts given to them from the darkness. They find it easy to infiltrate and exterminate. They can learn to kill specified targets, steal valuable items or topple enemy soldiers.<br />
<br />
====The Darkness====<br />
<br />
The Darkness is a force that can be harnessed by a select few.<br />
<br />
Shadow Walker Quirk<br />
<br />
d6 Quirk<br />
<br />
1. You are always cold to the touch.<br />
<br />
2. Your smile is always very cruel looking.<br />
<br />
3. You don't seem to bleed, even when badly injured.<br />
<br />
4. You often talk with your shadow, though you never get any response.<br />
<br />
5. Sometimes when you breath heavily you exhale dark mist.<br />
<br />
6. You sleep best with a night light.<br />
<br />
===Creating a Shadow Walker===<br />
A few starting questions. Are you a native of the Shadowfell and now exploring the other planes? Were you banished by a Celestial for breaking an oath, or a pact with some Fiend, and have since adapted to your bleak new home? Perhaps you have been drawn to the whispers of the very essence of the Shadowfell? Or are you merely the hired 'Fixer' for a dark goddess or necromancer? And, do you want to leave this path behind, (chosen or forced), or sink deeper into the shadow and become something new to the world?<br />
<br />
;Quick Build<br />
You can make a Shadow Walker quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Charisma and Constitution. Second, choose the [[Shadow Bringer (5e Background)|Shadow Bringer]] background.<br />
<br />
<br />
{{5e Class Features<br />
|name= Shadow Walker<br />
|summary= Individuals that feel a connection to the Shadow Plane and have learned to manipulate it to their advantage.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--> <br />
|armor= Light, Medium, and Shields<br />
|weapons=Simple weapons and Martial weapons<br />
|tools= <br />
|saves= Dexterity, Charisma<br />
|skills=Choose two from Acrobatics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" being alternatives. Leaving the "b" empty removes the choice. --> a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item2a=a Light crossbow and 20 bolts<br />
|item2b=two daggers<br />
|item3a=Studded Leather armor and thieves tools<br />
|item3b=<br />
|item4a=cloak and hood (optional color)<br />
|item4b=common clothes<br />
<br />
<br />
|classfeatures1=Shadow Strike, Night Eyes<br />
|classfeatures2=Spell Casting, Dark Velocity, Umbral Visage<br />
|classfeatures3=Deadly Whisper<br />
|classfeatures4= <br />
|classfeatures5=Shadow Shift<br />
|classfeatures6=Umbral Visage<br />
|classfeatures7=Evasion<br />
|classfeatures8=<br />
|classfeatures9=Devastating Cantrip<br />
|classfeatures10=Ability Score Improvement, Shadow Casting<br />
|classfeatures11=Aura of Darkness, Night Eyes<br />
|classfeatures12=<br />
|classfeatures13=Corrupt Magic Device<br />
|classfeatures14=Voids Embrace<br />
|classfeatures15=Corrupted Mind<br />
|classfeatures16=<br />
|classfeatures17=Shadow Double<br />
|classfeatures18=Consumption<br />
|classfeatures19=<br />
|classfeatures20= Nights Kiss<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 2<br />
||extra2_name=Spells Known<br />
|extra2_1=&mdash; <br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=3<br />
|extra2_5=4<br />
|extra2_6=4<br />
|extra2_7=5<br />
|extra2_8=5<br />
|extra2_9=6<br />
|extra2_10=6<br />
|extra2_11=7<br />
|extra2_12=7<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=9<br />
|extra2_16=9<br />
|extra2_17=10<br />
|extra2_18=10<br />
|extra2_19=11<br />
|extra2_20=11<br />
|extra3_name=Spell Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=1<br />
|extra3_3=1<br />
|extra3_4=1<br />
|extra3_5=1<br />
|extra3_6=2<br />
|extra3_7=2<br />
|extra3_8=2<br />
|extra3_9=2<br />
|extra3_10=2<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=3<br />
|extra3_17=3<br />
|extra3_18=3<br />
|extra3_19=3<br />
|extra3_20=3<br />
|extra4_name=Slot Level<br />
|extra4_1=&mdash; <br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=1st<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=2nd<br />
|extra4_10=2nd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=3rd<br />
|extra4_14=3rd<br />
|extra4_15=3rd<br />
|extra4_16=4th<br />
|extra4_17=4th<br />
|extra4_18=4th<br />
|extra4_19=4th<br />
|extra4_20=4th<br />
|extra1_name=Shadow <br/> Strike<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=2d4<br />
|extra1_4=2d4<br />
|extra1_5=2d4<br />
|extra1_6=3d4<br />
|extra1_7=3d4<br />
|extra1_8=4d4<br />
|extra1_9=4d4<br />
|extra1_10=4d4<br />
|extra1_11=5d4<br />
|extra1_12=5d4<br />
|extra1_13=5d4<br />
|extra1_14=5d4<br />
|extra1_15=5d4<br />
|extra1_16=6d4<br />
|extra1_17=6d4<br />
|extra1_18=6d4<br />
|extra1_19=6d4<br />
|extra1_20=6d4<br />
<br />
}}<br />
<br />
==== Shadow Strike ====<br />
Beginning at 1st level, you use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 1d4 of the damage type to a creature you hit with an attack if you and your target are in dim light or darkness. The attack must use a one handed melee weapon or ranged weapon.<br />
<br />
You don’t need to be in dim light or darkness if the enemy is incapacitated, or you have advantage on the attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Shadow Strike column of the Shadow Walker table.<br />
<br />
==== Night Eyes ====<br />
At level 1, You gain Darkvision out to 60ft, if you don't already have it. If you already have Darkvision it is extended another 30 feet. <br />
<br />
At 11th level, Your Darkvision extends to 120 feet, if it wasn't already larger. You also gain Magical Darkvision out to the same distance. (You can see through magical darkness from any source)<br />
<br />
==== Spell Casting ====<br />
You have a special connection with The Shadowfell, at level 2 it grants you the ability to shape the magic within you to help survive in the bright world you are exploring. Your spells come from the warlock spell list. <br />
<br />
;Cantrips<br />
<br />
At 2nd level, you know one cantrip, the [[Arrow of dusk (5e Spell)]] Cantrip. This is the only cantrip you learn.<br />
<br />
;Spell Slots<br />
The Shadow Walker table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest in dim or darker lighting.<br />
<br />
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell [[5e SRD:Hellish Rebuke|''hellish rebuke'']], you must spend one of those slots, and you cast it as a 2nd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 2nd level, you know two 1st-level spells of your choice from the [[5e SRD:Warlock Spell List|warlock spell list]].<br />
<br />
The Spells Known column of the Shadow Walker table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 9th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} is your spellcasting ability for your warlock spells, so you use your {{5a|cha}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
Additionally you have learned how to use your spells without material components as they are hard to come by in the Shadowfell. A dark shadowy mark appears on your person normally your off-hand, it is considered to be your arcane focus. As you gain levels in the Shadow Walker Class, the mark will grow. It is purely cosmetic and doesn't affect gameplay other than people will be curious if not wary of your otherworldly marks.<br />
<br />
;Shadow Walker Additional Spells<br />
These spells are added to your known spells without counting against your total.<br />
<br />
1st Level: Zephyr Strike<br />
<br />
2nd Level: Pass Without Trace<br />
<br />
3rd Level: Blink<br />
<br />
4th Level: Greater Invisibility<br />
<br />
==== Dark Velocity ====<br />
Starting at 2nd level, your light shadowy body allows you to disappear from view and move quicker than most. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.<br />
<br />
==== Umbral Visage ====<br />
At 2nd level, Due to your body now existing fractionally in the Plane of Shadow, you get proficiency in the Stealth Skill or expertise if already proficient.<br />
<br />
At 6th level you draw all of your biological needs directly from the Plane of Shadow, eliminating the need to eat, drink, sleep, or breathe.<br />
<br />
==== Deadly Whisper ====<br />
At 3rd level, the Shadowfell is starting to deeply effect your being. When you cast a spell or cantrip, you can cast it without breaking your stealth. When you cast the spell or cantrip you roll you Stealth against the targets Passive Perception or Perception. The DM would use Passive for a non-damaging spell effect.<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.<br />
<br />
==== Shadow Shift ====<br />
At 5th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. If you take the Attack Action before the end of your turn you can make two attacks.<br />
Shadows created from creatures your size category or larger than you can be shifted to.<br />
<br />
==== Evasion ====<br />
At 7th level, your connection to the Shadowfell protects you from certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Devastating Cantrip ====<br />
At 9th level, When you cast the Arrow of Dusk cantrip you can add half (rounded down) your Shadow Strike dice to the damage. All the other rules for the Shadow Strike class feature still apply to you.<br />
<br />
==== Shadow Casting ====<br />
Starting at 10th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.<br />
<br />
==== Aura of Darkness ====<br />
At 11th level, as an Action, shadows wreathe your body, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. You can dismiss the darkness as a bonus action.<br />
<br />
==== Corruption of Magical Devices ====<br />
By 13th level, you have a strong enough connection to the Shadowfell that you can force the use of items even when they are not intended for you. You ignore all class, race,alinment, and level requirements on the use of magic items.<br />
<br />
==== Voids Embrace ====<br />
At 14th level, the darkness inside you allows you to overcome death. When you would make a death saving throw, you can instead sink into the darkness. You forcefully explode from a creature's shadow or area of dim light/darkness within 60 feet and regain 1/4 your hit point maximum. Each creature of your choice within 15 feet of your point of reappearance takes 2d8 + your Charisma modifier Force Damage and must also make a Strength saving throw vs your spell save DC or be knocked prone.<br />
<br />
You can use this feature once per Long Rest.<br />
<br />
==== Corrupted Mind ====<br />
At 15th level, Your mind is a dark miasma of shadowy thoughts. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).<br />
<br />
==== Shadow Double ====<br />
At 17th level, Your connection to the Shadowfell brings your shadow to life. When you make a melee weapon attack or cast the Arrow of Dusk cantrip your shadow can make an attack against either the same or a different target within range. <br />
<br />
While you have a shadow, it covers you like a second skin protecting you from attacks, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn.<br />
<br />
==== Consumption ====<br />
At 18th level, Your eyes go completely black as you are completely consumed by the Shadowfell's dark power. You are immune to charmed, frightened. Your hit point maximum also cannot be reduced.<br />
<br />
==== The Night's Last Kiss ====<br />
At 20th level, <br />
<br />
- You stop aging and are immune to being magically aged.<br />
<br />
- You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
- You can move through other creatures and objects as if they weren't there. You take 1d10 force damage if you end your turn inside an object.<br />
<br />
- 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 your gear disappear. You appear at a spot of your choice 1d3 days later in the Shadowfell, having gained the benefits of one long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' Due to this class being an avatar of the Shadowfell, it is exceedingly rare for a Walker to pull themselves from the grasp of the darkness, even rarer that someone is willing to touch it. You must meet these prerequisites: 15 {{5a|dex}} and 14 {{5a|cha}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the Shadow Walker class, you gain the following proficiencies: Light and Medium Armor, and Martial Weapons..<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Arrow_of_Dusk_(5e_Spell)&diff=1171339Arrow of Dusk (5e Spell)2019-05-07T17:51:55Z<p>Notlonelyloner: </p>
<hr />
<div>*Note: this is a fanmade update of the Shadowcaster class found in the Tome of magic. I claim no ownership of any of this content. This was made solely because no official content update for the Shadowcaster class has been released by Wizards of the Coast*<br />
{{5e Spell<br />
|name=Arrow of Dusk<br />
|school=Evocation<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=S<br />
|dur=Instantaneous <br />
|summary=A bolt of shadow springs from your hand and toward a creature within range, draining vitality where it strikes.<br />
}}<br />
<br />
A bolt of shadow springs from your hand and toward a creature within range, draining vitality where it strikes. Make a ranged spell attack against the target. On a hit, it takes 1d8 piercing damage. If you score a critical hit, triple the damage. If this damage would reduce a creature to 0 {{5e|Hit Points|hit points}} or fewer, it is rendered {{5c|Unconscious}}, but stable.<br />
<br />
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)<br />
<br />
----<br />
{{5e Shadowcaster Spells Breadcrumb}}<!--repeat for every class which can cast this spell--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Spell 0]]<br />
[[Category:Shadowcaster 0]]<!--repeat for every class which can cast this spell--></div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Wolf-Demon_(5e_Race)&diff=1171093Wolf-Demon (5e Race)2019-05-07T05:08:43Z<p>Notlonelyloner: /* Wolf-Demon Traits */</p>
<hr />
<div>{{needsbalance|Uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Issues like unconditional advantages, "as a ritual at will" being contradictory, etc. Needs a rework both from a mechanic. Consult the [[5e Race Design Guide]] for help and see the [[Featured Articles]] pages for some exemplary content.}}<br />
<br />
==Wolf-Demon==<br />
{{quote|Life is just a fog, you will wander aimlessly...You will, stumble, crash, and fall...Don't let it define your plans young pup, let it empower you, to grow strong.|orig=Unknown}}<br />
<br />
===Physical Description===<br />
{{5e Image|float:right| http://data.whicdn.com/images/179150002/large.jpg | art credit,http://weheartit.com/catandtiger_ek}}<br />
<br />
Wolf-Demons possess long wolflike ears and a tail. They have short patches of fur on their arms, legs and along their neck. Wolf-demons can live for thousands of years, maturing at about the same rate as humans and appearing as pale-skinned human teenagers or adults for much of their lives. Many look like a human of 20 until they die at nearly two thousand years of age. Their hair can be anything from shades of black, white, and gray, to blondish gold, brown, and red. Their eyes can be brown, black, silver, blue, green, yellow and sometimes even red. Some are talkative, but most are quiet and keep to themselves. They are taller than humans on average, standing at anywhere five and a half feet tall to over six feet tall. The tallest ever recorded was seven feet tall. They're usually slender, but muscular with weights ranging from 90 pounds to over 200 pounds, making them either extremely muscular or fat.<br />
<br />
===History===<br />
Despite their name, wolf-demons are not actually demons. They were born from the demi-goddess Sandra, who wanted to experiment with her magic on animals and humans. After many failed attempts, she had created the minotaur, the medusa, and the harpy. Unsatisfied with her creations, she decided to try one more hybrid. Through this process, the oka-amii were born. They appeared to be human, but with canine teeth, wolvish ears, with thick fur on their arms and back. She wasn’t completely happy with her creation, but she thought she'd give it a chance. They proved cunning and quick to learn new things. Slowly they gained her favor, proving to the goddess that they wouldn’t become savages, vile seducers, or statue makers. Instead, they were like civilized humans, excellent hunters and brave warriors living much like nomads of mountains, grasslands and forest. Often curious, oka-amii found new and inventive ways to make stylish, but effective weapons. Their art was often simple, but elegant at the same time. Despite this, over time the oka-amii and their goddess Sandra forgot each other, leaving oka-amii vulnerable to the six-eyed Demon Cra’sib Da. Cra’sib Da scooped up the oka-amii, turning them into dark people. She twisted their once calm and peaceful world into one of vicious savages and violent dogs of war. They ceased to be oka-amii and became wolf-demons. Now, humans are quick to fight against their former allies, showing no hesitation. Though there are some wolf-demons that are ‘tame’ and refer to themselves as oka-amii, humans are often quick to hurl racist insults their way as though they still follow Cra’sib Da’s path of devastation and tyranny.<br />
<br />
===Society===<br />
Peaceful wolf-demons tend to live secluded lives in monasteries, windy meadows, forests, and mountains. This being said, there are also barbaric clans living in the mountains and thick forests. Although different from ancestors, their art remains simplistic, and breathtaking.<br />
<br />
===Wolf-Demon Names===<br />
Wolf-demon names are often lost in translation, or meaningless in human tongues. However, it's heard that outcasts borrow names other cultures, ashamed of their own. <br />
<br />
===Wolf-Demon Traits===<br />
{{5e Racial Traits<br />
|summary=Resilient, and clever people that have wolfish features. <br />
|abilities=Your Constitution score increases by 2, wisdom score increase by 1. Wolf-demon is resilient and clever people. <br />
|age=though it is not clear how long a Wolf-Demon can actually live, there are some that have lived for a few thousand years. They mature at the same rate as humans. They often appear to stop aging at around 20 years of age. <br />
|alignment=Wolf-Demons are usually extremely curious, usually poking around at things that shouldn't have been touched. These people are mostly Chaotic, but never intentionally evil.<br />
|size=Wolf-Demons are usually the same size as humans, ranging from 5 ft. up to 7 ft. Your size is medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|languages=You can speak, read, and write Common and your choice of either Abyssal or Sylvan.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Innate Casting<br />
|description2=You can cast ''{{5e|speak with animals}}'' as a ritual. Beginning at the 3rd level, you learn the art of hunting, stealth being the key to your hunts. You can cast ''{{5e|pass without trace}}''. Beginning at the 5th level, you can cast ''{{5e|Thunderwave}}'' once per day dealing necrotic damage instead of thunder damage. While doing so you let loose a terrifying howl that haunts your enemies bodies. Your casting ability is your {{5a|wis}}, you may only cast each of these spells once after a long rest.<br />
|trait3=Keen Senses<br />
|description3=As a wolf, you have a keen sense of hearing and smell. You have an advantage on {{5s|Perception}} checks that rely on hearing or smell.<br />
|trait4=Swift movements<br />
|description4=You may, as a bonus action, perform an extra attack. Use of this trait is regained after completing a long rest.<br />
|trait5=Trained by Nature<br />
|description5=You gain proficency with the {{5s|nature}} skill.<br />
|trait6=Tribal Art<br />
|description6=You gain proficiency with your choice of wood carving tools or weavers tools. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight <br />
|name=Wolf-Demon<br />
|feet=5<br />
|inches=3<br />
|heightmod=3d6<br />
|weight=85<br />
|weightmod=1d8<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mechanised_Arm_Crossbow_(5e_Equipment)&diff=1171088Mechanised Arm Crossbow (5e Equipment)2019-05-07T04:50:58Z<p>Notlonelyloner: Nerfed.</p>
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<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon=Mechanized Arm Crossbow<br />
|damage=1d6 piercing<br />
|cost=450 gp<br />
|weight=2 lb<br />
|properties=Light, loading, special, Ammunition (30,120), reload (3 shots)<br />
|description=A clockwork crossbow operated with either both hands or finger movements. You can fire this weapon using only the arm wearing it expending ammunition held within the magazine. Once the magazine is empty you will have to reload it.<br />
}}<br />
|<br />
{{5e Image|"float:right"|http://raymondswanland.com/Images/Oddworld%20Gallery/Odd09.jpg|Sorce: http://raymondswanland.com/Pages/Oddworld%20Gallery/Odd09.html }}<br />
|}</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Hasani_(5e_Race)&diff=1170356Hasani (5e Race)2019-05-04T15:09:53Z<p>Notlonelyloner: All weapons that can be forged? C'mon.</p>
<hr />
<div>==Hasani==<br />
"Fiery eyes look through the darkness."<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://cdn.discordapp.com/attachments/380461349605736451/503282653458464768/Hanasi.png|Charcoal skinned and red flamed Hasani Woman, credit to [https://www.deviantart.com/chocacrow/ ChocaCrow]}}</div><br />
These fiery creatures are completely humanoid apart from their slender hooved feet. Their hair is a bright flame that cannot burn things around them but does give off a good amount of warmth and are hot to the touch. Their skin is made of charcoal or coal but their hands and tip of their tails are burning like a hot match and are extremely warm. Those with charcoal skin are born closer to the surface than those born with coal skin. Claws sprout from the end of their fingertips and they have sharp canine teeth that are often hidden. Usually, due to their off-putting appearance, they hide their hair and body as much as possible. Though some individuals are very open to showing their skin on the surface world. At the tip of their tail, a tuft of flame emerges and moves like fur yet is just as warm as their hair. This fluff of fire can take many shapes or could completely cover the tail. This fire of their hair is what keeps them alive since it burns the wick that is inside of their body that acts as their heart. Their eyes are usually just as fiery as their hair but sometimes their eyes are made completely made of the magma some reside in. Though the color of their eyes do always match the color of their flame unless they have magma eyes. Most of the time the flames of their bodies are a bright fiery red but sometimes they can also take on a bluer flame which is a lot hotter than their red counterparts. Other rarer forms of their fire are a sort of ghostly flame and white magnesium fire. Sometimes if they have demonic blood in them they will sprout charcoal horns or horns completely made from fire. They do not eat but do absorb light from torches and candles to keep their wick burning. They also keep their flame alive through the process of breathing but if they do not absorb any fire for more than 3 days they will start to go out.<br />
<br />
===History===<br />
Hasani are the product of an ancient fire elemental breathing life into the charcoal near their home for some form of company. Some of these new forms then mated with demons which gave them a more humanoid appearance. These creatures are very rare and often stay underground in the Underdark considering how the creatures of the surface world view them in a negative light. During the first portions of their life, they are mostly just small coal/charcoal humanoids with no flame. They are born in areas underground with no magma or fire and in order to stay alive and make it into adulthood, they must find a fire to light their bodies. Some are also born in caves near the surface and must gain their light from settlements nearby.<br />
<br />
===Society===<br />
Hasani usually live by themselves in the underground, but some form up to create packs or tribes to survive. These tribes are based on the color of flames and what their skin is made of. Since they live underground they only really speak to other Hasani and often conflict with the other races of the Underdark, like the drow. If a child enters a tribe and displays a flame or composition different from that of their tribe they are usually banished, either to another tribe or out of the Underdark. The Hasani are very hot-tempered and short-sighted which often leads to these banishments and wars between tribes. <br />
*Hasani come in these certain types:<br />
**'''Charcoal Skin:''' Often found closer to the surface in caves and usually get their flame from villages nearby. These types of Hasani are the most friendly since they are actually able to socialize with other creatures besides other Hasani. Their skin is slightly lighter than coal-skinned Hasani and they have a smoky fireplace scent to them. They are also the more adventurous and hearty types of Hasani.<br />
**'''Coal Skin:''' These Hasani are found deeper underground and often have no access to the surface. They tend to be more hot-headed and aggressive toward other races. They also have an intense, ongoing feud with the drow, and thus do not trust most elves. Their skin is a lot darker than the charcoal-skinned Hasani and they have a burning torch smell.<br />
**'''Blue Flame:''' These flames are uncommon and are much hotter than red-flamed Hasani but give off less light. They are also most commonly found deeper beneath the surface. These types of Hasani are also more likely to have horns than other types.<br />
**'''Red Flame:''' These are the most common types of Hasani and can be found both underground and above ground. Since they live more toward the surface, most of the time they develop a warmer personality.<br />
**'''Ghostly Flame:''' These Hasani, with blueish-purple flames that wisp around like ghosts, are only really found by receiving their light from candles in graveyards. They will usually spend their time there and are a lot less hot-headed than other Hasani, though they still have a brilliant light to them. They cover themselves up more than other Hasani and are usually very shy. <br />
**'''White Magnesium Flame:''' These are the rarest types of Hasani and are found quite far underground. They are usually the loudest and most outgoing out of all Hasani, which means they proudly show off their heritage and barely cover themselves up.<br />
<br />
===Hasani Names===<br />
Most Hasani are not born with names, and are mostly referred to by a distinct feature they have when they arrive at the tribe. Those who go up to the surface usually just take a common word from Ignan or a name that relates to fire.<br />
<br />
'''Male:''' Brande, Kegan, Blas, Pyralis, Keahi, Adar, Serafine, Bahani, Vahni, Joyti<br />
<br />
'''Female:''' Enya, Ember, Blasa, Celosia, Tana, Effie, Adara, Serefina, Jwala, Eithanna, Ingia, Fia<br />
<br />
===Hasani Traits===<br />
{{5e Racial Traits<br />
|summary= Humanoids formed of charcoal and coal whose fire, lights up the Underdark.<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|age= These creatures live an extremely long time due to only having to feed off of fire to keep their fire going. The fire that makes up their hair is what keeps them healthy, so putting it out for too long could cause serious damage. However, if they manage to keep their fire alive, their lifespan is comparable to some elves. They reach adulthood around the age of 15 years.<br />
|alignment= Due to the Hasani’s unpredictable nature, they are often found on the chaotic spectrum but those found farther underground tend to lean more toward neutral or evil. <br />
|size= They are usually around 5 to 6 feet tall once they hit adulthood. Before then they are only about 3 to 4 feet tall. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet. <br />
|trait1= Darkvision<br />
|description1= {{5e Darkvision}}<br />
|trait2= Breath of Flame<br />
|description2= There might be fire on the outside of the Hasani's skin, but flame also courses all through their body, allowing them to expel some in a fiery attack toward their enemies. You can cast the ''{{5e|Fire Bolt}}'' cantrip.<br />
|trait3= Elemental Legacy<br />
|description3= You are resistant to fire damage and you don't require sleep.<br />
|trait4= Shining Light<br />
|description4= Your light burns bright. As a bonus action, you can ignite your flame or extinguish it, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.<br />
|languages= You can speak, read, and write Common and Ignan. <br />
|subrace= Choose one from the following two subraces: Charcoal and Coal.<br />
}}<br />
<br />
====Charcoal====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} and {{5a|cha}} score each increases by 1.<br />
|trait1= Life on the Surface<br />
|description1= Living up on the surface gives you the ability to speak in another language of your choosing.<br />
|trait3= Voice of Flame<br />
|description3= Your bright, beautiful flames guide your voice to have the same warmth as them. You have proficiency in the {{5s|Persuasion}} skill.<br />
}}<br />
<br />
====Coal====<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} and {{5a|dex}} score each increase by 1.<br />
|trait1= Underdark Dwellers<br />
|description1= Living underground in the Underdark has given you the ability to speak, read and write Undercommon.<br />
|trait2= Life of Darkness<br />
|description2= Since your subrace lives primarily in the darkest depths of the Underdark, you have grown accustomed to surprises from said darkness. You have an advantage on saving throws against being {{5c|Frightened}}.<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Lamia,_2nd_Variant_(5e_Race)&diff=1170330Lamia, 2nd Variant (5e Race)2019-05-04T05:02:29Z<p>Notlonelyloner: </p>
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<div>==Lamia, 2nd Variant==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://1d4chan.org/images/thumb/c/c3/PF_Lamia_Matriarch.jpg/857px-PF_Lamia_Matriarch.jpg|A lamia fighter, by [https://www.deviantart.com/katemaxpaint/art/Lamia-Matriarch-476478584/ Maximovich Ekaterina]}}<br />
</div><br />
Not to be confused with the sphinx-like creatures of the same name, the lamia are a humanoid race with the upper body of a humanoid and a lower body of a long, powerful, snake-like tail. While most commonly born of a lamia mother and human male, other father races are by no means unheard of, and lamia with elven, dwarven, halfling, tiefling, and countless other humanoid bodies are known to exist. Lamia move by swaying in an upright, undulating "dance", and accelerate by lowering their upper body to quickly writhe forward. lamia clothing is therefore light, and concentrated on the upper body, the tail is occupied only by ornaments. The scale patterns vary greatly.<br />
<br />
===History===<br />
Serpentine ancients with a history dating back to the oldest gods, the lamia were gardeners of the primordial world. Great golden cities rose from the living rock, magic and science were molded as one, and early humans sought to emulate the serpent's power with horrific rites. Lamia have a long standing hatred for the yuan-ti whose rituals lamia consider vile and cruel.<br />
<br />
In the modern day these snakefolk have largely retreated from the world. Practicing a simpler, harmonious way of life, they have become equal parts revered myth and scaled bogeyman. Also known as naga, the lamia balance patience and fascination, drawn inexorably to meddle and partake in the fleeting joys beyond their nest. <br />
<br />
===Society===<br />
Lamia live in clans ranging from a dozen to hundreds of individuals, in which the eldest and wisest take the titles of clan elders. Their population is predominantly female with about only %10 being male, thus their society is matriarchal. Lamia are invested in variety, above all things: balance of body and mind, desire and logic, earth and water, world and person. In practice, the search for harmony is seldom smooth. Lamia quickly take to bad habits and addictions, and are often enchanted by the exotic novelty of other races, convinced that their life's imbalance is caused by the absence of some vital missing piece.<br />
<br />
Their clans and cities are often in harsh environments that most would consider too difficult to develop into a functioning settlement. Lamia clans can be found amid the rolling dunes of the desert, thick swampy marshes and jungles, and underneath air tight reefs or burrowed into sea cliffs.<br />
<br />
Young lamia are often enticed to see the world by nothing but the sheer indulgence of two-legged, warm-blooded races with a thousand different songs and spices.<br />
<br />
===Lamia Names===<br />
Naga names are given on birth, and make extensive use of sibilants: harder sounds are associated with female names, and are rare even then.<br />
<br />
'''Male:''' Akalash, Dazhmaar, Dejhasha, Karathresh, Naszjak, Ohraaki, Raksakas, Shahadei, Shalzuuru, Takshaka, Vaszuki, Yamaatha<br />
<br />
'''Female:''' Azshara, Graathslan, Kiiyoha, Myiah, Maafnasha, Radjavaa, Salmissra, Sthevess, Stheino, Szaalah, Vajz, Yharaali, Zenathaar<br />
<br />
===Lamia Traits===<br />
{{5e Racial Traits<br />
|summary=Serpentine grace, big tail and a nighttime blanket hog.<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age=Lamia mature at a similar rate to their non-lamia parent, and may live for upwards of two hundred years, although few ever reach their third century.<br />
|alignment= Lamia tend toward neutral alignments owing to their habit of living secluded amongst their own kind, although those that do leave the commune often adopt the alignment of their new homes.<br />
|size=Lamia are slightly taller than humans, measuring 6 to almost 7 feet in height. Your size is medium. The unique anatomy of the lamia however necessitates an extra 5 feet of slithering space behind you at all times for your long, muscular tail, which may stretch anywhere from 10 to 15 feet in length when straightened out.<br />
|speed=Your base walking speed is 30 feet. You also have a climbing speed equal to your walking speed.<br />
|trait1=Thermal Vision<br />
|description1=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. While in darkness, you perceive your surroundings in a thermal spectrum, with living creatures and warm surfaces not hidden by magic, cover or thermal camouflage appearing as heat signatures due to your pit organs, but you cannot otherwise discern color in darkness.<br />
|trait2=Constricting Tail<br />
|description2=Your tail is a natural weapon which you are proficient with, it can be used to make unarmed attacks. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can use your tail to grapple a creature without occupying your hands, and can choose to make and control this grapple with Dexterity (Acrobatics) instead of Strength (Athletics).<br />
|trait3=Mesothermal<br />
|description3=Owing to your limited ability to regulate your body temperature, you have disadvantage on saving throws against spells and effects that deal cold damage, and have disadvantage on Constitution saving throws made to withstand environments of extreme cold.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Draconic.<br />
|subrace= Depending on where you grew up, you are either a Water Snake, Desert Snake or Jungle Snake.<br />
}}<br />
<br />
====Water Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Aquatic Movement<br />
|description1=You can hold your breath for 30 minutes and have a swim speed equal to your walking speed.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Desert Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 1.<br />
|trait1=Venomous<br />
|description1=You are resistant to poison damage and have proficiency with the Poisoner Kit.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Jungle Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Swamp Life<br />
|description1=You are accustomed to moving through less than ideal footing. Difficult terrain akin to mud or quicksand does not affect your movement.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Lamia<br />
|feet=5<br />
|inches=10<br />
|heightmod=2d6<br />
|weight=400<br />
|weightmod=5<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
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<!--[[Category:RaceSubtype Tag]]--></div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1170242Mystic, 2nd Variant (5e Class)2019-05-03T18:03:38Z<p>Notlonelyloner: /* Mystic, Mastery Variant */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a Mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds unlike others. Be wary with them child, the tricks they play, the minds they break, the lives they save. New to their powers or ageless, much is the mystery about them, while little is mysterious to them. - Gulock, former Knight and companion of one.</q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Consumptive Power}} <br />
|classfeatures11={{inpage|Psionic Mastery}} (1)<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Mastery}} (2)<br />
|classfeatures14={{inpage|Mystic Order Feature}} {{inpage|Minds Edge Improvement}} <br />
|classfeatures15={{inpage|Psionic Mastery}} (3)<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Psionic Mastery}} (4)<br />
|classfeatures18={{inpage|Psionic Mastery}} (5)<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Body}} <br />
<br />
|extrasonright=4<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Talents Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Disciplines Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
<br />
|extra3_name=Psi Points<br />
|extra3_1=5<br />
|extra3_2=9<br />
|extra3_3=14<br />
|extra3_4=18<br />
|extra3_5=23<br />
|extra3_6=27<br />
|extra3_7=32<br />
|extra3_8=36<br />
|extra3_9=41<br />
|extra3_10=45<br />
|extra3_11=50<br />
|extra3_12=54<br />
|extra3_13=59<br />
|extra3_14=63<br />
|extra3_15=68<br />
|extra3_16=72<br />
|extra3_17=77<br />
|extra3_18=81<br />
|extra3_19=86<br />
|extra3_20=90<br />
<br />
|extra4_name=Psi Limit<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=5<br />
|extra4_6=5<br />
|extra4_7=6<br />
|extra4_8=6<br />
|extra4_9=7<br />
|extra4_10=7<br />
|extra4_11=8<br />
|extra4_12=8<br />
|extra4_13=9<br />
|extra4_14=9<br />
|extra4_15=10<br />
|extra4_16=10<br />
|extra4_17=11<br />
|extra4_18=11<br />
|extra4_19=12<br />
|extra4_20=12<br />
}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
<br />
====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
<br />
====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
<br />
====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
<br />
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
<br />
====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
<br />
====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
<br />
You gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
You no longer age.<br />
<br />
You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
<br />
===Order of the Avatar===<br />
<br />
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
<br />
====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
<br />
====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
<br />
====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
<br />
===Order of the Awakened===<br />
<br />
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
<br />
====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
===Order of the Immortal===<br />
<br />
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
<br />
====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
<br />
====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
<br />
===Order of the Nomad===<br />
<br />
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
<br />
====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
<br />
====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
<br />
====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
<br />
===Order of the Soul Knife===<br />
<br />
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
<br />
====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
<br />
====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
<br />
{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
<br />
====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
<br />
====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
<br />
===Order of the Wu Jen===<br />
<br />
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
<br />
====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
<br />
====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
<br />
{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
<br />
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
<br />
====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
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==Psionic Disciplines==<br />
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====Adaptive Body====<br />
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You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
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====Aerokinesis====<br />
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With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
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====Aura Sight====<br />
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You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
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====Mantle of Command====<br />
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You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
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====Mantle of Fury====<br />
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You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
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====Mantle of Courage====<br />
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You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
<br />
a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
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b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
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c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
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d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
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e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
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====Bestial Form====<br />
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You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
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====Brute Force====<br />
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You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
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====Celerity====<br />
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You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
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====Psionic Restoration====<br />
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You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
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====Corrosive Metabolism====<br />
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Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
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====Crown of Despair====<br />
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You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose a intelligent creature and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
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====Crown of Rage====<br />
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You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
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====Dimensional Blockade====<br />
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You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
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====Diminution====<br />
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You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
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====Crown of Disgust====<br />
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You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
<br />
====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
<br />
====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
<br />
====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
<br />
====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Planar_Sniper_(5e_Class)&diff=1169646Planar Sniper (5e Class)2019-05-02T04:41:56Z<p>Notlonelyloner: /* Planar Connection Upgrade */ Making it more of a detriment in game play to use it, can't just make 5 magazines for an average of just 13 damage.</p>
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<div><vote type=1 /><br />
{{Protection Against IP Edits}}<br />
== Planar Sniper==<br />
<br />
You are a Planar Sniper. A being that through some means, has bonded with a Rifle of the Planes.This unique weapon allows you to perform feats that few believe possible by harnessing the power of the Planes of Reality themselves. This power is focused in your Rifle, and is initially dormant. As the bearer of the Rifle gains more power, more elements of that individual Rifle of the Planes emerge.<br />
<br />
=== Creating a Planar Sniper ===<br />
<br />
Before creating your Planar Sniper, ask your self a few questions first. How did your character come into contact with their Rifle of the Planes? Was it looted treasure from an adventure? A family heirloom passed down as a decoration? Or was it stolen from a rich nobleman or some important figure?<br />
<br />
;Quick Build<br />
You can make a Planar Sniper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal background.<br />
<br />
{{5e Class Features<br />
|name= <br />
|summary=<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple, Rifle of the Planes<br />
|tools=Thieves' Tools<br />
|saves=Dexterity and Wisdom<br />
|skills=Choose 3 from: Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth<br />
|item1a=Rifle of the Planes<br />
|item1b=<br />
|item1c=<br />
|item2a=a shortsword<br />
|item2b=two daggers<br />
|item2c=<br />
|item3a=a burglar's pack<br />
|item3b=an explorer's pack<br />
|item3c=<br />
|item4a=Leather armor, thieves' tools<br />
|item4b=<br />
|item4c=<br />
|wealth=<!--Alternatively, you may start with 3d4x10 and a Rifle of the Planes--><br />
|classfeatures1={{inpage|Rifle of the Planes, Planar Scope Upgrade}} <br />
|classfeatures2={{inpage|Sniper's Shot}} <br />
|classfeatures3={{inpage|Rifle's Aim, Planar Barrel Upgrade}} <br />
|classfeatures4={{inpage|Ability Score Improvement}} <br />
|classfeatures5={{inpage|Planar Visor, Planar Visor Upgrade}} <br />
|classfeatures6={{inpage|Aim Feature}} <br />
|classfeatures7={{inpage|Planar Magazine Upgrade}} <br />
|classfeatures8={{inpage|Ability Score Improvement}} <br />
|classfeatures9={{inpage|Planar Connection Upgrade}} <br />
|classfeatures10={{inpage|Aim Feature}} <br />
|classfeatures11={{inpage|Planar Stock Upgrade}} <br />
|classfeatures12={{inpage|Ability Score Improvement}}<br />
|classfeatures13={{inpage|Planar Loading Upgrade}} <br />
|classfeatures14={{inpage|Aim Feature}} <br />
|classfeatures15={{inpage|Planar Bipod Upgrade}} <br />
|classfeatures16={{inpage|Ability Score Improvement}}<br />
|classfeatures17={{inpage|Planar Merge Upgrade}} <br />
|classfeatures18={{inpage|Aim Feature}} <br />
|classfeatures19={{inpage|Ability Score Improvement}}<br />
|classfeatures20={{inpage|Reap What You Sow}} <br />
}}<br />
<br />
==== Rifle of the Planes ====<br />
<br />
Starting at 1st Level you gain the use of a Rifle of the Planes, which has the following statistics.<br />
<br />
Weapon - Rifle of the Planes<br />
<br />
Price - None<br />
<br />
Damage - 1d8 Piercing<br />
<br />
Weight - 16lbs<br />
<br />
Properties - Ammunition, Heavy, Range, Special<br />
<br />
Range - 150/600 Feet<br />
<br />
Ammo - 2 Magazines Per Long Rest, 10 Shots Per Magazine<br />
<br />
Special - You may punch through materials made of Wood and Bone with an object AC less 15, and that are less than 3 inches thick.<br />
<br />
You automatically have proficiency in the Rifle, and add your {{5a|dex}} modifier to its damage.<br />
<br />
The Rifle's damage increases to 2d6 at 5th level, 2d8 at 8th level, 3d6 at 12th level, 2d10 at 15th level, and 3d8 at 18th level.<br />
<br />
Starting at 6th level, your Rifle of the Planes shots count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.<br />
<br />
At 1st level, you may also select a Planar Scope Upgrade. Planar Upgrades are how you determine the abilities of your rifle. Scope Planar Upgrades may be selected from the list below.<br />
<br />
'''Elemental Plane of Fire''' - '''Thermal Scope.''' Your scope highlights sources of heat out to a distance of 120 feet. This effect does not work through obstacles.<br />
<br />
'''Elemental Plane of Air''' - '''Predictive Air Currents.''' If an enemy moves within 20 feet of you, you may make one shot against it as a reaction.<br />
<br />
'''Elemental Plane of Water''' - '''Water Reading.''' The scope places a marker of the general emotional state of every sentient creature you can see, out to 120 feet.<br />
<br />
'''Elemental Plane of Earth''' - '''Metal Sight.''' Your scope highlights refined metal objects (Weapons, armor, other metal objects, and Constructs) out to a distance of 120 feet.<br />
<br />
==== Sniper's Shot ====<br />
Starting at 2nd level, once every long rest you may make a targeted shot at a specific part of the body with your Rifle. Each part has different effects as shown below. To fire at certain shot, the target must have at least one of the associated body part. This increases to twice every long rest at 8th level, and to three times every long rest at 14th level.<br />
<br />
'''Head''' - DC 18 {{5a|dex}} check - Target takes an additional 1d10 piercing damage.<br />
<br />
'''Hand''' - DC 15 {{5a|dex}} check - Target drops what they are holding in one hand, and cannot pick it up for 1 round.<br />
<br />
'''Foot''' - DC 15 {{5a|dex}} check - Target's speed becomes 0 for 1 round.<br />
<br />
'''Torso''' - DC 15 {{5a|dex}} check - Target must make a DC 15 Constitution Saving Throw or be Stunned for 1 round.<br />
<br />
==== Rifle's Aim ====<br />
At 3rd level, you choose an Aim. Choose between Aim of the Marksman, Aim of the Assassin, and Aim of the One, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.<br />
Additionally, you may select a Planar Barrel Upgrade from the list below.<br />
<br />
'''Divine Plane''' - '''Executioner's Mark.''' As a bonus action, you may make a visible red mark of your choice appear over the head of a creature that you can see within 120 feet for 1 minute. While the mark is active, the target takes an additional 1d8 Radiant damage from you. You may use this once, regaining the use upon finishing a Short rest.<br />
<br />
'''Demonic Plane''' - '''Sign In Blood.''' You gain a quill of the same material as your rifle that can be manifested from your rifle as a bonus action. As an action you may make a melee attack against a target while speaking terms they must abide by. If they break these terms, you immediately know where they are, and that information updates every night at midnight for the next 3 nights. The target also takes 1d12 Necrotic damage when they break the terms, which manifests in a red mark of your choice that appears above their head for 3 days and nights. You may only have one person under terms at a time. You may use this only one time, and can use it again after one Long rest.<br />
<br />
'''Celestial Plane''' - '''Spirit of Warning.''' You can speak through your rifle to a creature you can see within 120 feet.<br />
<br />
'''Fiendish Plane''' - '''Black Death.''' Bullets no longer create any audible noise past a distance of 5 feet.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Planar Visor ====<br />
At 5th level, your connection to your Rifle, and thus to the Planes it is connected to, has deepened. This connection has reached sufficient depth to unlock the Rifle's companion, the Realm Visor. The Visor appears to be a black helmet that fully encloses the head, with a clear pane on the front. From the outside, this pane appears to be opaque, and of a color chosen by the wearer. The Visor may be freely worn and removed by the wearer, but may not be removed by an outside force. When wearing the Visor, you are immune to the Blinded and Deafened conditions, have Darkvision out to 120 feet, and may choose to see through the scope of your Rifle remotely to any distance. You may also select a Planar Visor Upgrade from the list below.<br />
<br />
'''Astral Plane''' - '''Astral Control.''' This visor allows you to turn and aim your rifle remotely at a distance of up to 600 feet, rotating in space in the last place that it was set down.<br />
<br />
'''Neutral Aligned Plane''' - '''Plane Vision.''' You can see the home plane and true form of any creature.<br />
<br />
'''Shadowfell''' - '''Darkened Eyes.''' Allows you to move your center of vision up to 30 feet in any direction from where you currently stand.<br />
<br />
==== Planar Magazine Upgrade ====<br />
Starting at 7th level, you have gained the ability to condense part of the essence of some of Realms into special Magazines. You may select a Planar Magazine Upgrade from the list below. You may generate 1 Special Magazine per long rest.<br />
<br />
'''Dead Magic Plane''' - '''Dead Magic Magazine.''' On a hit, the target must make a DC 15 Constitution Saving Throw or be unable to cast spells or use spell-like abilities for 1 round.<br />
<br />
'''Wild Magic Plane''' - '''Wild Magic Magazine.''' On a hit, the target must make a DC 20 Constitution Saving Throw or have any spell they cast of Level 1 or more act as Wild Magic on the Sorcerer's Wild Magic table for 1 round.<br />
<br />
'''Feywild''' - '''Feywild Magazine.''' On a hit, the target must make a DC 10 Constitution Saving Throw or become unconscious for 1 round.<br />
<br />
==== Planar Connection Upgrade ====<br />
Starting at 9th level, your gun has visibly bonded with you, granting you two options as to where it connects. You may select a Planar Connection Upgrade from the list below.<br />
<br />
'''Positive Energy Plane''' - '''Vital Aim''' [Tubes to Chest] Shoot non-magical missiles out of the air, as a reaction, up to a range of 30 feet.<br />
<br />
'''Negative Energy Plane''' - '''Blood Draw''' [Tubes to Arm] Take 1d8 unblockable Necrotic damage to generate a Standard Magazine that lasts for 30 minutes.<br />
<br />
==== Planar Stock Upgrade ====<br />
Starting at 11th level, the Planes integrate further into your Rifle, altering and expanding its capabilities. You may select one Planar Stock Upgrade from the list below.<br />
<br />
'''Chaos Aligned Plane''' - '''Break The Shackles.''' Twice per long rest, choose a circular area with a 30 foot radius within 300 feet of you. Every sentient creature within that area must make a DC 15 {{5a|cha}} saving throw or for the next minute attempt to do what they most desire. This desire is unaffected by spells such as Modify Memory or other mind tampering effects.<br />
<br />
'''Law Aligned Plane''' - '''Orders Ordained.''' Once per long rest, as a bonus action you may generate a bullet above your palm that you may then give one command it will attempt to perform to the best of its ability. The bullet may not accomplish tasks for which it does not have the capacity, such as picking up things, but may perform normally impossible actions such as turning in midair. These commands lose effect if the bullet goes more than 120 feet from where you originally fired it.<br />
<br />
'''Good Aligned Plane''' - '''See The Stained.''' Three times per long rest, you may as an action see the Stained. For the next minute, you see a bloody mark over the head of those who have committed certain crimes. This manifests as a tear for those who have killed a sentient being in the last 24 hours, a coin for those who have stolen a combined worth of 10 GP or more in the last 24 hours, and a clenched fist for those who have plotted to harm others in the last 24 hours.<br />
<br />
'''Evil Aligned Plane''' - '''Throw Down The Righteous.''' One per Long rest, as an action you may create a Demiplane opening beneath the feet of one creature. The creature must make a DC 20 {{5a|dex}} Saving Throw or fall inside. Succeed or fail, the opening then closes. 5 minutes later, a similar opening appears in front of you which the creature is raised out of. The opening opens on a non-harmful or difficult, solid surface in the surrounding area. If no such area is available, the opening opens when such an area becomes available. The Demiplane does not work on flying or swimming enemies.<br />
<br />
==== Planar Loading Upgrade ====<br />
Starting at 13th level, you have learned how to access and harness more complex Planes of reality. As such, you have learned how to imbue your bullets with the power of the Composite Planes. You may select one Planar Loading Upgrade from the list below.<br />
<br />
'''Composite Plane of Ice''' - '''Glacial Bullets.''' Grants 1d8 Cold damage to Standard Magazines.<br />
<br />
'''Composite Plane of Smoke''' - '''Inhalation Bullets.''' Grants 1d8 Poison damage to Standard Magazines<br />
<br />
'''Composite Plane of Ooze''' - '''Slime Bullets.''' Grants 1d8 Acid damage to Standard Magazines<br />
<br />
'''Composite Plane of Magma''' - '''Molten Bullets.''' Grants 1d8 Fire damage to Standard Magazines<br />
<br />
==== Planar Bi-pod Upgrade ====<br />
Starting at 15th level, you have taken the power of the darker Planes and incorporated them into your Rifle. You may select one Planar Bipod Upgrade from the list below.<br />
<br />
'''The Abyss''' - '''Emptiness.''' Once per Long rest, as an action you may cast Greater Invisibility on yourself.<br />
<br />
'''Limbo''' - '''Step Through Nothing.''' Twice per Long rest, you may walk through a solid objects until the end of your turn.<br />
<br />
'''Nine Hells''' - '''Wrath of the Underworld.''' Once per Long rest, you may have a bullet you fire transform upon impact into a Fiend of CR 6 or lower that remains for 1 minute or until it dies. The Fiend is friendly to you and hostile to everyone else, and will obey verbal instructions.<br />
<br />
==== Planar Merge Upgrade ====<br />
Starting at 17th level, you and your Rifle, and thus the Planes it embodies, have become so deeply intertwined as to be inseparable. This has allowed you, not just your Rifle, to harness the power of the Synergy Planes. You may select two Planar Merge Upgrades from the list below.<br />
<br />
'''Synergy Plane of Lightning''' - '''Lightning Twitch Reflexes.''' Grants a +5 to initiative, and if an opponent makes a melee attack against you, you may use your reaction to make a DC 15 {{5a|dex}} check. On a success, the attack misses.<br />
<br />
'''Synergy Plane of Vacuum''' - '''Elemental Void.''' Once per long rest, as a Reaction to an attack that deals Lightning, Cold, Fire, Psychic, Radiant, Necrotic, or Force damage, you may gain immunity to that damage type for 3 turns.<br />
<br />
'''Synergy Plane of Steam''' - '''Flowing Form.''' Twice every long rest, you may become steam for a number of rounds equal to your {{5a|dex}} modifier + your Proficiency bonus. While in steam form, you have a +5 to Stealth checks and can fit through spaces of up to 1 inch.<br />
<br />
'''Synergy Plane of Salt''' - '''Bolt of Withering.''' Once per long rest, you may fire a bolt of primal energy from the plane of salt at a target. On a hit, the target must make a DC 25 Constitution Saving Throw. On a failure, the target takes 4d10 Necrotic damage and is blinded and silenced for 2 turns. Plant-based creatures have disadvantage on the Saving Throw.<br />
<br />
'''Synergy Plane of Dust''' - '''The Ground Around Us.''' Your walking speed increases by 10 feet of movement, and you gain a climbing speed equal to twice your walking speed.<br />
<br />
'''Synergy Plane of Minerals''' - '''Deep Blade.''' Twice per long rest, you may make a melee attack against 1 target within 10 feet of you. On a hit, you deal 1d10 Piercing damage, as if by a magical weapon, and 2d10 Force damage.<br />
<br />
'''Synergy Plane of Ash''' - '''Ashes to Ashes.''' Twice per long rest, you may dissolve into ash as a bonus action. While in ash form, you may not be harmed, and have a speed of 0, though others may still move you. You also can sense all heat sources out to 120 feet, and may reform within 5 feet of one of them as an action.<br />
<br />
'''Synergy Plane of Radiance''' - '''Divine Eruption.''' You may, as an action, allow the pure radiant energy of the Plane of Radiance to flow through and out of you. Every creature in a 15-foot radius must make a DC 20 Constitution Saving Throw or be blinded for 2 rounds. You can do this one time, regaining this use on a Short rest.<br />
<br />
==== Reap What You Sow ====<br />
Starting at 20th level, you have become an Embodiment of the Rifle of the Planes. As such, you may combine the power of all Planes for one brief, glorious second. Once per day, as an Action you may make a Pure Shot. You make a number of shots against a number of enemies in a 500-foot radius. You may make 5 shots against 1 target, 3 shots against 5 targets, 2 shots against 10 targets, or 1 shot against 50 or more targets. There is no maximum to the number of targets that may be hit at once by the 1 shot per target ability.<br />
<br />
=== Aim of the Marksman ===<br />
<br />
As a Marksman, you are the farthest foe from the battle, and the one doing the most killing. Nothing can stop your bullet from reaching its destination, be it flesh or steel.<br />
<br />
;{{#anc:Shatter Strike}}<br />
Starting at 3rd level, you gain the ability to shatter the weapons of your opponents. Once every long rest, you may break an opponent's held weapon if that weapon is made of Wood. This increases to Iron and Steel at 10th level, and to Mithral at 15th level.<br />
<br />
;{{#anc:Stop For Nothing}}<br />
Starting at 6th level, your bullets let nothing stand between them and their target. Your bullets can now freely penetrate materials with a standing armor class of 17 and up to 5 inches thick, doing an additional 1d4 damage. This increases to a standing armor class of 19, 8 inches thick, and 1d6 damage at 10th level. And a final upgrade in penetration power to a standing armor class of 21, 12 inches thick, and 1d8 damage at 15th level. This feature doesn't apply to penetrating through a conscious creature's AC, but going through object they are hiding behind.<br />
<br />
;{{#anc:Let None Escape}}<br />
Starting at 10th level, you make sure that no enemy can flee from you. Twice per short rest, you may fire a Crippling Shot at an opponent. If it hits, the opponent's speed is reduced by 20 feet for until the end of their next turn. If an enemy is flying, they remain aloft if their movement is greater than 0. If it hits 0, they fall from the sky, and take the appropriate amount of fall damage. Starting at 15th level, you may also target land and air vehicles. If a vehicle is hit, its speed is reduced by 30 feet.<br />
<br />
;{{#anc:Undeniable Damage}}<br />
Starting at 14th level, your Rifle's damage may not be lowered nor mitigated. Any damage you deal with your Rifle or its abilities overcomes Resistance. At 20th level, any damage you deal with your Rifle or its abilities also overcomes Immunity.<br />
<br />
;{{#anc:A Shot To Topple A Tyrant}}<br />
Starting at 18th level, you have become the pinnacle of a Marksman. As such, you have been granted by the Planes a shot to topple empires. Once per week, you may as an Action fire a King Killer Shot. The target of the Shot must be more than 1 mile away, and must be within 20 miles. If you have seen the target within the last month, you may fire the Shot. Once fired, the Shot teleports to directly in front of the target, in the nearest unoccupied space. If there is no unoccupied space in front of the target, the Shot teleports to a random unoccupied side. The Shot deals 1d10 Piercing damage, 3d10 Force damage, 1d10 Fire damage, 1d10 Cold damage, 1d10 Radiant damage, and 1d10 Necrotic damage, which ignores Resistance.<br />
<br />
=== Aim of the Assassin ===<br />
<br />
You are the killer of kings, and the slayer of emperors. Or are you? After all, no one ever saw you do it.<br />
<br />
;{{#anc:Infiltration Gas}}<br />
Starting at 3rd level, your rifle gains a gas dispenser at the end of the barrel, allowing you to put people to sleep. Twice per long rest, you may cast the Sleep spell as a 1st level spell in a 15-foot cone originating from your rifle's tip. This increases to a 4th level spell at 14th level, and to a 7th level spell at 20th level.<br />
<br />
;{{#anc:Armor Piercing}}<br />
Starting at 6th level, your bullets are specially made to pierce armor, and the person inside it. Whenever you are rolling to attack a target, the target gains a -1 to their AC. This increases to a -3 to at 10th level, and to a -5 at 15th level.<br />
<br />
;{{#anc:Curve The Bullet}}<br />
Starting at 10th level you have gained the ability to make shots that others would rightly consider impossible. Twice per short rest, you may fire a Bouncing Shot. If you can see or have seen a creature within 120 feet within the last 6 seconds, you may make a ranged attack against them. Starting at 15th level, if have also seen up to 2 other creatures within a 60 foot radius of the original target within the same period of 6 seconds, you may choose to have the bullet bounce to them, with a -3 to the attack roll on the second target, and a -6 on the third.<br />
<br />
;{{#anc:Ghost In The Walls}}<br />
Starting at 14th level, once per long rest you may choose to enter Apparition for one minute. While in Apparition, you appear to be a translucent black and white figure. Additionally, while in Apparition, anyone who sees you and then looks away from you must make a DC 25 Wisdom Saving Throw or lose all memory of having seen you for that period of time. This memory may not be regained through any means except by a Wish spell.<br />
<br />
;{{#anc:Temporal Bullet}}<br />
Starting at 18th level, you may harness the power of the Elemental Chaos to place a temporary Temporal Anchor. Once per long rest, you may place a Temporal Anchor and then teleport you and everything non-living with 1 foot of you to a place you can see within 500 feet for 6 seconds. After those 6 seconds, you return to where you placed the Anchor, in the same state you were when you placed it.<br />
<br />
=== Aim of the One ===<br />
<br />
You have chosen to forgo the basic physical paths to delve into the bond between you and your Rifle. With a greater understanding comes increased power to you and your bonded.<br />
<br />
;{{#anc:Plane Tracker}}<br />
Starting at 3rd level, your connection to the planes has manifested once again, this time in a Rifle Tracker. You know where your Rifle is at all times. You know what location it is at, as well as what plane it is on. At 14th level, you know who or what it is currently in the possession of, if anybody. At 20th level, you also gain knowledge of the area around the Rifle up to 60 feet.<br />
<br />
;{{#anc:Planar Armor}}<br />
Starting at 6th level, you have widened your connection with not only your Rifle, but your Visor. As such, when the Visor is worn, it generates a black, skintight suit of Armor over you of the same material as your Rifle and Visor. The Armor temporarily replaces whatever armor you are currently wearing, and grants you an AC of 13 + {{5a|dex}} modifier. This increases to 14 + {{5a|dex}} modifier at 10th level, and to 15 + {{5a|dex}} modifier at 15th level. It also grants you advantage on Stealth checks, and reduces the effective damage of falling by 20 feet. This increases to 50 feet at 10th level, and to 100 feet at 15th level.<br />
<br />
;{{#anc:Synergy Armor}}<br />
Starting at 10th level, you have upgraded your armor to incorporate all elements of your arsenal. Your Rifle of the Planes becomes part of the armor, and can be stored in the armor when the armor is active. While the armor is active, the Rifle is bonded to the armor's arm. While the armor is active, you cannot be forced to drop the Rifle, and the Rifle can be used to Block as a reaction. Blocking reduces incoming damage by 1d8 damage. At 15th level, the Visor gains a built-in targeting system. This provides a +3 to ranged attacks with the Rifle while the Visor is activated.<br />
<br />
;{{#anc:Black Powder Imbuement}}<br />
Starting at 14th level, once per long rest you may activate Black Powder Imbuement for 5 Rounds. During this time, your gun retracts into your Suit and 6 Rifles sprout from your back. This grants you a flying speed equal to your walking speed, and you may make a Ranged Weapon Attack with one of your Rifles against any target of your choice that takes the Move action to move into or anywhere within a 60 foot radius of you.<br />
<br />
;{{#anc:One With The Gun}}<br />
Starting at 18th level, you have become a single entity with your Gun, Visor and Armor. There is no longer a creature inside the Armor, you are the Armor. As such you are immune to Critical Hits, take no damage from falling, have Darkvision out to 120 feet, and have 360-degree vision. You are also immune to the Poisoned condition and have Resistance to Poison damage. The Armor and Visor may no longer be removed under any circumstances.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planar Sniper class, you must meet these prerequisites: Dexterity 15, have a Rifle of the Planes<br />
<br />
'''Proficiencies.''' When you multiclass into the Planar Sniper class, you gain the following proficiencies: Stealth and Perception<br />
<br />
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[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Planar_Sniper_(5e_Class)&diff=1169644Planar Sniper (5e Class)2019-05-02T04:36:54Z<p>Notlonelyloner: /* Rifle of the Planes */ Superfluous crit explanation, brought down some damage.</p>
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== Planar Sniper==<br />
<br />
You are a Planar Sniper. A being that through some means, has bonded with a Rifle of the Planes.This unique weapon allows you to perform feats that few believe possible by harnessing the power of the Planes of Reality themselves. This power is focused in your Rifle, and is initially dormant. As the bearer of the Rifle gains more power, more elements of that individual Rifle of the Planes emerge.<br />
<br />
=== Creating a Planar Sniper ===<br />
<br />
Before creating your Planar Sniper, ask your self a few questions first. How did your character come into contact with their Rifle of the Planes? Was it looted treasure from an adventure? A family heirloom passed down as a decoration? Or was it stolen from a rich nobleman or some important figure?<br />
<br />
;Quick Build<br />
You can make a Planar Sniper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal background.<br />
<br />
{{5e Class Features<br />
|name= <br />
|summary=<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple, Rifle of the Planes<br />
|tools=Thieves' Tools<br />
|saves=Dexterity and Wisdom<br />
|skills=Choose 3 from: Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth<br />
|item1a=Rifle of the Planes<br />
|item1b=<br />
|item1c=<br />
|item2a=a shortsword<br />
|item2b=two daggers<br />
|item2c=<br />
|item3a=a burglar's pack<br />
|item3b=an explorer's pack<br />
|item3c=<br />
|item4a=Leather armor, thieves' tools<br />
|item4b=<br />
|item4c=<br />
|wealth=<!--Alternatively, you may start with 3d4x10 and a Rifle of the Planes--><br />
|classfeatures1={{inpage|Rifle of the Planes, Planar Scope Upgrade}} <br />
|classfeatures2={{inpage|Sniper's Shot}} <br />
|classfeatures3={{inpage|Rifle's Aim, Planar Barrel Upgrade}} <br />
|classfeatures4={{inpage|Ability Score Improvement}} <br />
|classfeatures5={{inpage|Planar Visor, Planar Visor Upgrade}} <br />
|classfeatures6={{inpage|Aim Feature}} <br />
|classfeatures7={{inpage|Planar Magazine Upgrade}} <br />
|classfeatures8={{inpage|Ability Score Improvement}} <br />
|classfeatures9={{inpage|Planar Connection Upgrade}} <br />
|classfeatures10={{inpage|Aim Feature}} <br />
|classfeatures11={{inpage|Planar Stock Upgrade}} <br />
|classfeatures12={{inpage|Ability Score Improvement}}<br />
|classfeatures13={{inpage|Planar Loading Upgrade}} <br />
|classfeatures14={{inpage|Aim Feature}} <br />
|classfeatures15={{inpage|Planar Bipod Upgrade}} <br />
|classfeatures16={{inpage|Ability Score Improvement}}<br />
|classfeatures17={{inpage|Planar Merge Upgrade}} <br />
|classfeatures18={{inpage|Aim Feature}} <br />
|classfeatures19={{inpage|Ability Score Improvement}}<br />
|classfeatures20={{inpage|Reap What You Sow}} <br />
}}<br />
<br />
==== Rifle of the Planes ====<br />
<br />
Starting at 1st Level you gain the use of a Rifle of the Planes, which has the following statistics.<br />
<br />
Weapon - Rifle of the Planes<br />
<br />
Price - None<br />
<br />
Damage - 1d8 Piercing<br />
<br />
Weight - 16lbs<br />
<br />
Properties - Ammunition, Heavy, Range, Special<br />
<br />
Range - 150/600 Feet<br />
<br />
Ammo - 2 Magazines Per Long Rest, 10 Shots Per Magazine<br />
<br />
Special - You may punch through materials made of Wood and Bone with an object AC less 15, and that are less than 3 inches thick.<br />
<br />
You automatically have proficiency in the Rifle, and add your {{5a|dex}} modifier to its damage.<br />
<br />
The Rifle's damage increases to 2d6 at 5th level, 2d8 at 8th level, 3d6 at 12th level, 2d10 at 15th level, and 3d8 at 18th level.<br />
<br />
Starting at 6th level, your Rifle of the Planes shots count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.<br />
<br />
At 1st level, you may also select a Planar Scope Upgrade. Planar Upgrades are how you determine the abilities of your rifle. Scope Planar Upgrades may be selected from the list below.<br />
<br />
'''Elemental Plane of Fire''' - '''Thermal Scope.''' Your scope highlights sources of heat out to a distance of 120 feet. This effect does not work through obstacles.<br />
<br />
'''Elemental Plane of Air''' - '''Predictive Air Currents.''' If an enemy moves within 20 feet of you, you may make one shot against it as a reaction.<br />
<br />
'''Elemental Plane of Water''' - '''Water Reading.''' The scope places a marker of the general emotional state of every sentient creature you can see, out to 120 feet.<br />
<br />
'''Elemental Plane of Earth''' - '''Metal Sight.''' Your scope highlights refined metal objects (Weapons, armor, other metal objects, and Constructs) out to a distance of 120 feet.<br />
<br />
==== Sniper's Shot ====<br />
Starting at 2nd level, once every long rest you may make a targeted shot at a specific part of the body with your Rifle. Each part has different effects as shown below. To fire at certain shot, the target must have at least one of the associated body part. This increases to twice every long rest at 8th level, and to three times every long rest at 14th level.<br />
<br />
'''Head''' - DC 18 {{5a|dex}} check - Target takes an additional 1d10 piercing damage.<br />
<br />
'''Hand''' - DC 15 {{5a|dex}} check - Target drops what they are holding in one hand, and cannot pick it up for 1 round.<br />
<br />
'''Foot''' - DC 15 {{5a|dex}} check - Target's speed becomes 0 for 1 round.<br />
<br />
'''Torso''' - DC 15 {{5a|dex}} check - Target must make a DC 15 Constitution Saving Throw or be Stunned for 1 round.<br />
<br />
==== Rifle's Aim ====<br />
At 3rd level, you choose an Aim. Choose between Aim of the Marksman, Aim of the Assassin, and Aim of the One, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.<br />
Additionally, you may select a Planar Barrel Upgrade from the list below.<br />
<br />
'''Divine Plane''' - '''Executioner's Mark.''' As a bonus action, you may make a visible red mark of your choice appear over the head of a creature that you can see within 120 feet for 1 minute. While the mark is active, the target takes an additional 1d8 Radiant damage from you. You may use this once, regaining the use upon finishing a Short rest.<br />
<br />
'''Demonic Plane''' - '''Sign In Blood.''' You gain a quill of the same material as your rifle that can be manifested from your rifle as a bonus action. As an action you may make a melee attack against a target while speaking terms they must abide by. If they break these terms, you immediately know where they are, and that information updates every night at midnight for the next 3 nights. The target also takes 1d12 Necrotic damage when they break the terms, which manifests in a red mark of your choice that appears above their head for 3 days and nights. You may only have one person under terms at a time. You may use this only one time, and can use it again after one Long rest.<br />
<br />
'''Celestial Plane''' - '''Spirit of Warning.''' You can speak through your rifle to a creature you can see within 120 feet.<br />
<br />
'''Fiendish Plane''' - '''Black Death.''' Bullets no longer create any audible noise past a distance of 5 feet.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Planar Visor ====<br />
At 5th level, your connection to your Rifle, and thus to the Planes it is connected to, has deepened. This connection has reached sufficient depth to unlock the Rifle's companion, the Realm Visor. The Visor appears to be a black helmet that fully encloses the head, with a clear pane on the front. From the outside, this pane appears to be opaque, and of a color chosen by the wearer. The Visor may be freely worn and removed by the wearer, but may not be removed by an outside force. When wearing the Visor, you are immune to the Blinded and Deafened conditions, have Darkvision out to 120 feet, and may choose to see through the scope of your Rifle remotely to any distance. You may also select a Planar Visor Upgrade from the list below.<br />
<br />
'''Astral Plane''' - '''Astral Control.''' This visor allows you to turn and aim your rifle remotely at a distance of up to 600 feet, rotating in space in the last place that it was set down.<br />
<br />
'''Neutral Aligned Plane''' - '''Plane Vision.''' You can see the home plane and true form of any creature.<br />
<br />
'''Shadowfell''' - '''Darkened Eyes.''' Allows you to move your center of vision up to 30 feet in any direction from where you currently stand.<br />
<br />
==== Planar Magazine Upgrade ====<br />
Starting at 7th level, you have gained the ability to condense part of the essence of some of Realms into special Magazines. You may select a Planar Magazine Upgrade from the list below. You may generate 1 Special Magazine per long rest.<br />
<br />
'''Dead Magic Plane''' - '''Dead Magic Magazine.''' On a hit, the target must make a DC 15 Constitution Saving Throw or be unable to cast spells or use spell-like abilities for 1 round.<br />
<br />
'''Wild Magic Plane''' - '''Wild Magic Magazine.''' On a hit, the target must make a DC 20 Constitution Saving Throw or have any spell they cast of Level 1 or more act as Wild Magic on the Sorcerer's Wild Magic table for 1 round.<br />
<br />
'''Feywild''' - '''Feywild Magazine.''' On a hit, the target must make a DC 10 Constitution Saving Throw or become unconscious for 1 round.<br />
<br />
==== Planar Connection Upgrade ====<br />
Starting at 9th level, your gun has visibly bonded with you, granting you two options as to where it connects. You may select a Planar Connection Upgrade from the list below.<br />
<br />
'''Positive Energy Plane''' - '''Vital Aim''' [Tubes to Chest] Shoot non-magical missiles out of the air, as a reaction, up to a range of 30 feet.<br />
<br />
'''Negative Energy Plane''' - '''Blood Draw''' [Tubes to Arm] Take 1d4 unblockable Necrotic damage to generate a Standard Magazine.<br />
<br />
==== Planar Stock Upgrade ====<br />
Starting at 11th level, the Planes integrate further into your Rifle, altering and expanding its capabilities. You may select one Planar Stock Upgrade from the list below.<br />
<br />
'''Chaos Aligned Plane''' - '''Break The Shackles.''' Twice per long rest, choose a circular area with a 30 foot radius within 300 feet of you. Every sentient creature within that area must make a DC 15 {{5a|cha}} saving throw or for the next minute attempt to do what they most desire. This desire is unaffected by spells such as Modify Memory or other mind tampering effects.<br />
<br />
'''Law Aligned Plane''' - '''Orders Ordained.''' Once per long rest, as a bonus action you may generate a bullet above your palm that you may then give one command it will attempt to perform to the best of its ability. The bullet may not accomplish tasks for which it does not have the capacity, such as picking up things, but may perform normally impossible actions such as turning in midair. These commands lose effect if the bullet goes more than 120 feet from where you originally fired it.<br />
<br />
'''Good Aligned Plane''' - '''See The Stained.''' Three times per long rest, you may as an action see the Stained. For the next minute, you see a bloody mark over the head of those who have committed certain crimes. This manifests as a tear for those who have killed a sentient being in the last 24 hours, a coin for those who have stolen a combined worth of 10 GP or more in the last 24 hours, and a clenched fist for those who have plotted to harm others in the last 24 hours.<br />
<br />
'''Evil Aligned Plane''' - '''Throw Down The Righteous.''' One per Long rest, as an action you may create a Demiplane opening beneath the feet of one creature. The creature must make a DC 20 {{5a|dex}} Saving Throw or fall inside. Succeed or fail, the opening then closes. 5 minutes later, a similar opening appears in front of you which the creature is raised out of. The opening opens on a non-harmful or difficult, solid surface in the surrounding area. If no such area is available, the opening opens when such an area becomes available. The Demiplane does not work on flying or swimming enemies.<br />
<br />
==== Planar Loading Upgrade ====<br />
Starting at 13th level, you have learned how to access and harness more complex Planes of reality. As such, you have learned how to imbue your bullets with the power of the Composite Planes. You may select one Planar Loading Upgrade from the list below.<br />
<br />
'''Composite Plane of Ice''' - '''Glacial Bullets.''' Grants 1d8 Cold damage to Standard Magazines.<br />
<br />
'''Composite Plane of Smoke''' - '''Inhalation Bullets.''' Grants 1d8 Poison damage to Standard Magazines<br />
<br />
'''Composite Plane of Ooze''' - '''Slime Bullets.''' Grants 1d8 Acid damage to Standard Magazines<br />
<br />
'''Composite Plane of Magma''' - '''Molten Bullets.''' Grants 1d8 Fire damage to Standard Magazines<br />
<br />
==== Planar Bi-pod Upgrade ====<br />
Starting at 15th level, you have taken the power of the darker Planes and incorporated them into your Rifle. You may select one Planar Bipod Upgrade from the list below.<br />
<br />
'''The Abyss''' - '''Emptiness.''' Once per Long rest, as an action you may cast Greater Invisibility on yourself.<br />
<br />
'''Limbo''' - '''Step Through Nothing.''' Twice per Long rest, you may walk through a solid objects until the end of your turn.<br />
<br />
'''Nine Hells''' - '''Wrath of the Underworld.''' Once per Long rest, you may have a bullet you fire transform upon impact into a Fiend of CR 6 or lower that remains for 1 minute or until it dies. The Fiend is friendly to you and hostile to everyone else, and will obey verbal instructions.<br />
<br />
==== Planar Merge Upgrade ====<br />
Starting at 17th level, you and your Rifle, and thus the Planes it embodies, have become so deeply intertwined as to be inseparable. This has allowed you, not just your Rifle, to harness the power of the Synergy Planes. You may select two Planar Merge Upgrades from the list below.<br />
<br />
'''Synergy Plane of Lightning''' - '''Lightning Twitch Reflexes.''' Grants a +5 to initiative, and if an opponent makes a melee attack against you, you may use your reaction to make a DC 15 {{5a|dex}} check. On a success, the attack misses.<br />
<br />
'''Synergy Plane of Vacuum''' - '''Elemental Void.''' Once per long rest, as a Reaction to an attack that deals Lightning, Cold, Fire, Psychic, Radiant, Necrotic, or Force damage, you may gain immunity to that damage type for 3 turns.<br />
<br />
'''Synergy Plane of Steam''' - '''Flowing Form.''' Twice every long rest, you may become steam for a number of rounds equal to your {{5a|dex}} modifier + your Proficiency bonus. While in steam form, you have a +5 to Stealth checks and can fit through spaces of up to 1 inch.<br />
<br />
'''Synergy Plane of Salt''' - '''Bolt of Withering.''' Once per long rest, you may fire a bolt of primal energy from the plane of salt at a target. On a hit, the target must make a DC 25 Constitution Saving Throw. On a failure, the target takes 4d10 Necrotic damage and is blinded and silenced for 2 turns. Plant-based creatures have disadvantage on the Saving Throw.<br />
<br />
'''Synergy Plane of Dust''' - '''The Ground Around Us.''' Your walking speed increases by 10 feet of movement, and you gain a climbing speed equal to twice your walking speed.<br />
<br />
'''Synergy Plane of Minerals''' - '''Deep Blade.''' Twice per long rest, you may make a melee attack against 1 target within 10 feet of you. On a hit, you deal 1d10 Piercing damage, as if by a magical weapon, and 2d10 Force damage.<br />
<br />
'''Synergy Plane of Ash''' - '''Ashes to Ashes.''' Twice per long rest, you may dissolve into ash as a bonus action. While in ash form, you may not be harmed, and have a speed of 0, though others may still move you. You also can sense all heat sources out to 120 feet, and may reform within 5 feet of one of them as an action.<br />
<br />
'''Synergy Plane of Radiance''' - '''Divine Eruption.''' You may, as an action, allow the pure radiant energy of the Plane of Radiance to flow through and out of you. Every creature in a 15-foot radius must make a DC 20 Constitution Saving Throw or be blinded for 2 rounds. You can do this one time, regaining this use on a Short rest.<br />
<br />
==== Reap What You Sow ====<br />
Starting at 20th level, you have become an Embodiment of the Rifle of the Planes. As such, you may combine the power of all Planes for one brief, glorious second. Once per day, as an Action you may make a Pure Shot. You make a number of shots against a number of enemies in a 500-foot radius. You may make 5 shots against 1 target, 3 shots against 5 targets, 2 shots against 10 targets, or 1 shot against 50 or more targets. There is no maximum to the number of targets that may be hit at once by the 1 shot per target ability.<br />
<br />
=== Aim of the Marksman ===<br />
<br />
As a Marksman, you are the farthest foe from the battle, and the one doing the most killing. Nothing can stop your bullet from reaching its destination, be it flesh or steel.<br />
<br />
;{{#anc:Shatter Strike}}<br />
Starting at 3rd level, you gain the ability to shatter the weapons of your opponents. Once every long rest, you may break an opponent's held weapon if that weapon is made of Wood. This increases to Iron and Steel at 10th level, and to Mithral at 15th level.<br />
<br />
;{{#anc:Stop For Nothing}}<br />
Starting at 6th level, your bullets let nothing stand between them and their target. Your bullets can now freely penetrate materials with a standing armor class of 17 and up to 5 inches thick, doing an additional 1d4 damage. This increases to a standing armor class of 19, 8 inches thick, and 1d6 damage at 10th level. And a final upgrade in penetration power to a standing armor class of 21, 12 inches thick, and 1d8 damage at 15th level. This feature doesn't apply to penetrating through a conscious creature's AC, but going through object they are hiding behind.<br />
<br />
;{{#anc:Let None Escape}}<br />
Starting at 10th level, you make sure that no enemy can flee from you. Twice per short rest, you may fire a Crippling Shot at an opponent. If it hits, the opponent's speed is reduced by 20 feet for until the end of their next turn. If an enemy is flying, they remain aloft if their movement is greater than 0. If it hits 0, they fall from the sky, and take the appropriate amount of fall damage. Starting at 15th level, you may also target land and air vehicles. If a vehicle is hit, its speed is reduced by 30 feet.<br />
<br />
;{{#anc:Undeniable Damage}}<br />
Starting at 14th level, your Rifle's damage may not be lowered nor mitigated. Any damage you deal with your Rifle or its abilities overcomes Resistance. At 20th level, any damage you deal with your Rifle or its abilities also overcomes Immunity.<br />
<br />
;{{#anc:A Shot To Topple A Tyrant}}<br />
Starting at 18th level, you have become the pinnacle of a Marksman. As such, you have been granted by the Planes a shot to topple empires. Once per week, you may as an Action fire a King Killer Shot. The target of the Shot must be more than 1 mile away, and must be within 20 miles. If you have seen the target within the last month, you may fire the Shot. Once fired, the Shot teleports to directly in front of the target, in the nearest unoccupied space. If there is no unoccupied space in front of the target, the Shot teleports to a random unoccupied side. The Shot deals 1d10 Piercing damage, 3d10 Force damage, 1d10 Fire damage, 1d10 Cold damage, 1d10 Radiant damage, and 1d10 Necrotic damage, which ignores Resistance.<br />
<br />
=== Aim of the Assassin ===<br />
<br />
You are the killer of kings, and the slayer of emperors. Or are you? After all, no one ever saw you do it.<br />
<br />
;{{#anc:Infiltration Gas}}<br />
Starting at 3rd level, your rifle gains a gas dispenser at the end of the barrel, allowing you to put people to sleep. Twice per long rest, you may cast the Sleep spell as a 1st level spell in a 15-foot cone originating from your rifle's tip. This increases to a 4th level spell at 14th level, and to a 7th level spell at 20th level.<br />
<br />
;{{#anc:Armor Piercing}}<br />
Starting at 6th level, your bullets are specially made to pierce armor, and the person inside it. Whenever you are rolling to attack a target, the target gains a -1 to their AC. This increases to a -3 to at 10th level, and to a -5 at 15th level.<br />
<br />
;{{#anc:Curve The Bullet}}<br />
Starting at 10th level you have gained the ability to make shots that others would rightly consider impossible. Twice per short rest, you may fire a Bouncing Shot. If you can see or have seen a creature within 120 feet within the last 6 seconds, you may make a ranged attack against them. Starting at 15th level, if have also seen up to 2 other creatures within a 60 foot radius of the original target within the same period of 6 seconds, you may choose to have the bullet bounce to them, with a -3 to the attack roll on the second target, and a -6 on the third.<br />
<br />
;{{#anc:Ghost In The Walls}}<br />
Starting at 14th level, once per long rest you may choose to enter Apparition for one minute. While in Apparition, you appear to be a translucent black and white figure. Additionally, while in Apparition, anyone who sees you and then looks away from you must make a DC 25 Wisdom Saving Throw or lose all memory of having seen you for that period of time. This memory may not be regained through any means except by a Wish spell.<br />
<br />
;{{#anc:Temporal Bullet}}<br />
Starting at 18th level, you may harness the power of the Elemental Chaos to place a temporary Temporal Anchor. Once per long rest, you may place a Temporal Anchor and then teleport you and everything non-living with 1 foot of you to a place you can see within 500 feet for 6 seconds. After those 6 seconds, you return to where you placed the Anchor, in the same state you were when you placed it.<br />
<br />
=== Aim of the One ===<br />
<br />
You have chosen to forgo the basic physical paths to delve into the bond between you and your Rifle. With a greater understanding comes increased power to you and your bonded.<br />
<br />
;{{#anc:Plane Tracker}}<br />
Starting at 3rd level, your connection to the planes has manifested once again, this time in a Rifle Tracker. You know where your Rifle is at all times. You know what location it is at, as well as what plane it is on. At 14th level, you know who or what it is currently in the possession of, if anybody. At 20th level, you also gain knowledge of the area around the Rifle up to 60 feet.<br />
<br />
;{{#anc:Planar Armor}}<br />
Starting at 6th level, you have widened your connection with not only your Rifle, but your Visor. As such, when the Visor is worn, it generates a black, skintight suit of Armor over you of the same material as your Rifle and Visor. The Armor temporarily replaces whatever armor you are currently wearing, and grants you an AC of 13 + {{5a|dex}} modifier. This increases to 14 + {{5a|dex}} modifier at 10th level, and to 15 + {{5a|dex}} modifier at 15th level. It also grants you advantage on Stealth checks, and reduces the effective damage of falling by 20 feet. This increases to 50 feet at 10th level, and to 100 feet at 15th level.<br />
<br />
;{{#anc:Synergy Armor}}<br />
Starting at 10th level, you have upgraded your armor to incorporate all elements of your arsenal. Your Rifle of the Planes becomes part of the armor, and can be stored in the armor when the armor is active. While the armor is active, the Rifle is bonded to the armor's arm. While the armor is active, you cannot be forced to drop the Rifle, and the Rifle can be used to Block as a reaction. Blocking reduces incoming damage by 1d8 damage. At 15th level, the Visor gains a built-in targeting system. This provides a +3 to ranged attacks with the Rifle while the Visor is activated.<br />
<br />
;{{#anc:Black Powder Imbuement}}<br />
Starting at 14th level, once per long rest you may activate Black Powder Imbuement for 5 Rounds. During this time, your gun retracts into your Suit and 6 Rifles sprout from your back. This grants you a flying speed equal to your walking speed, and you may make a Ranged Weapon Attack with one of your Rifles against any target of your choice that takes the Move action to move into or anywhere within a 60 foot radius of you.<br />
<br />
;{{#anc:One With The Gun}}<br />
Starting at 18th level, you have become a single entity with your Gun, Visor and Armor. There is no longer a creature inside the Armor, you are the Armor. As such you are immune to Critical Hits, take no damage from falling, have Darkvision out to 120 feet, and have 360-degree vision. You are also immune to the Poisoned condition and have Resistance to Poison damage. The Armor and Visor may no longer be removed under any circumstances.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Planar Sniper class, you must meet these prerequisites: Dexterity 15, have a Rifle of the Planes<br />
<br />
'''Proficiencies.''' When you multiclass into the Planar Sniper class, you gain the following proficiencies: Stealth and Perception<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1169390Mystic, 2nd Variant (5e Class)2019-05-01T03:24:10Z<p>Notlonelyloner: /* Psionic Talents */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a Mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds unlike others. </q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Consumptive Power}} <br />
|classfeatures11={{inpage|Psionic Mastery}} (1)<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Mastery}} (2)<br />
|classfeatures14={{inpage|Mystic Order Feature}} {{inpage|Minds Edge Improvement}} <br />
|classfeatures15={{inpage|Psionic Mastery}} (3)<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Psionic Mastery}} (4)<br />
|classfeatures18={{inpage|Psionic Mastery}} (5)<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Body}} <br />
<br />
|extrasonright=4<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Talents Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Disciplines Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
<br />
|extra3_name=Psi Points<br />
|extra3_1=5<br />
|extra3_2=9<br />
|extra3_3=14<br />
|extra3_4=18<br />
|extra3_5=23<br />
|extra3_6=27<br />
|extra3_7=32<br />
|extra3_8=36<br />
|extra3_9=41<br />
|extra3_10=45<br />
|extra3_11=50<br />
|extra3_12=54<br />
|extra3_13=59<br />
|extra3_14=63<br />
|extra3_15=68<br />
|extra3_16=72<br />
|extra3_17=77<br />
|extra3_18=81<br />
|extra3_19=86<br />
|extra3_20=90<br />
<br />
|extra4_name=Psi Limit<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=5<br />
|extra4_6=5<br />
|extra4_7=6<br />
|extra4_8=6<br />
|extra4_9=7<br />
|extra4_10=7<br />
|extra4_11=8<br />
|extra4_12=8<br />
|extra4_13=9<br />
|extra4_14=9<br />
|extra4_15=10<br />
|extra4_16=10<br />
|extra4_17=11<br />
|extra4_18=11<br />
|extra4_19=12<br />
|extra4_20=12<br />
}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
<br />
====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
<br />
====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
<br />
====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
<br />
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
<br />
====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
<br />
====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
<br />
You gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
You no longer age.<br />
<br />
You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
<br />
===Order of the Avatar===<br />
<br />
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
<br />
====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
<br />
====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
<br />
====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
<br />
===Order of the Awakened===<br />
<br />
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
<br />
====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
===Order of the Immortal===<br />
<br />
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
<br />
====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
<br />
====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
<br />
===Order of the Nomad===<br />
<br />
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
<br />
====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
<br />
====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
<br />
====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
<br />
===Order of the Soul Knife===<br />
<br />
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
<br />
====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
<br />
====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
<br />
{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
<br />
====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
<br />
====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
<br />
===Order of the Wu Jen===<br />
<br />
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
<br />
====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
<br />
====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
<br />
{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
<br />
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
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====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
<br />
==Psionic Disciplines==<br />
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====Adaptive Body====<br />
<br />
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
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====Aerokinesis====<br />
<br />
With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
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====Aura Sight====<br />
<br />
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
<br />
====Mantle of Command====<br />
<br />
You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
<br />
====Mantle of Fury====<br />
<br />
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
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====Mantle of Courage====<br />
<br />
You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
<br />
a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
<br />
b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
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c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
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d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
<br />
e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
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====Bestial Form====<br />
<br />
You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
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====Brute Force====<br />
<br />
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
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====Celerity====<br />
<br />
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
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====Psionic Restoration====<br />
<br />
You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
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====Corrosive Metabolism====<br />
<br />
Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
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====Crown of Despair====<br />
<br />
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose a intelligent creature and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
<br />
====Crown of Rage====<br />
<br />
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
<br />
====Dimensional Blockade====<br />
<br />
You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
<br />
====Diminution====<br />
<br />
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
<br />
====Crown of Disgust====<br />
<br />
You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
<br />
====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
<br />
====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
<br />
====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
<br />
====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1169389Mystic, 2nd Variant (5e Class)2019-05-01T03:23:26Z<p>Notlonelyloner: /* Creating a Mystic, Mastery Variant */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a Mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds unlike others. </q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Consumptive Power}} <br />
|classfeatures11={{inpage|Psionic Mastery}} (1)<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Mastery}} (2)<br />
|classfeatures14={{inpage|Mystic Order Feature}} {{inpage|Minds Edge Improvement}} <br />
|classfeatures15={{inpage|Psionic Mastery}} (3)<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Psionic Mastery}} (4)<br />
|classfeatures18={{inpage|Psionic Mastery}} (5)<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Body}} <br />
<br />
|extrasonright=4<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Talents Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Disciplines Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
<br />
|extra3_name=Psi Points<br />
|extra3_1=5<br />
|extra3_2=9<br />
|extra3_3=14<br />
|extra3_4=18<br />
|extra3_5=23<br />
|extra3_6=27<br />
|extra3_7=32<br />
|extra3_8=36<br />
|extra3_9=41<br />
|extra3_10=45<br />
|extra3_11=50<br />
|extra3_12=54<br />
|extra3_13=59<br />
|extra3_14=63<br />
|extra3_15=68<br />
|extra3_16=72<br />
|extra3_17=77<br />
|extra3_18=81<br />
|extra3_19=86<br />
|extra3_20=90<br />
<br />
|extra4_name=Psi Limit<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=5<br />
|extra4_6=5<br />
|extra4_7=6<br />
|extra4_8=6<br />
|extra4_9=7<br />
|extra4_10=7<br />
|extra4_11=8<br />
|extra4_12=8<br />
|extra4_13=9<br />
|extra4_14=9<br />
|extra4_15=10<br />
|extra4_16=10<br />
|extra4_17=11<br />
|extra4_18=11<br />
|extra4_19=12<br />
|extra4_20=12<br />
}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
<br />
====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
<br />
====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
<br />
====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
<br />
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
<br />
====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
<br />
====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
<br />
You gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
You no longer age.<br />
<br />
You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
<br />
===Order of the Avatar===<br />
<br />
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
<br />
====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
<br />
====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
<br />
====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
<br />
===Order of the Awakened===<br />
<br />
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
<br />
====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
===Order of the Immortal===<br />
<br />
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
<br />
====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
<br />
====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
<br />
===Order of the Nomad===<br />
<br />
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
<br />
====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
<br />
====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
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====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
<br />
===Order of the Soul Knife===<br />
<br />
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
<br />
====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
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====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
<br />
====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
<br />
{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
<br />
====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
<br />
====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
<br />
===Order of the Wu Jen===<br />
<br />
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
<br />
====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
<br />
====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
<br />
{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
<br />
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
<br />
====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
<br />
==Psionic Disciplines==<br />
<br />
====Adaptive Body====<br />
<br />
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
<br />
====Aerokinesis====<br />
<br />
With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
<br />
====Aura Sight====<br />
<br />
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
<br />
====Mantle of Command====<br />
<br />
You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
<br />
====Mantle of Fury====<br />
<br />
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
<br />
====Mantle of Courage====<br />
<br />
You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
<br />
a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
<br />
b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
<br />
c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
<br />
d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
<br />
e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
<br />
====Bestial Form====<br />
<br />
You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
<br />
====Brute Force====<br />
<br />
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
<br />
====Celerity====<br />
<br />
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
<br />
====Psionic Restoration====<br />
<br />
You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
<br />
====Corrosive Metabolism====<br />
<br />
Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
<br />
====Crown of Despair====<br />
<br />
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose a intelligent creature and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
<br />
====Crown of Rage====<br />
<br />
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
<br />
====Dimensional Blockade====<br />
<br />
You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
<br />
====Diminution====<br />
<br />
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
<br />
====Crown of Disgust====<br />
<br />
You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
<br />
====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
<br />
====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
<br />
====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
<br />
====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1169385Mystic, 2nd Variant (5e Class)2019-05-01T03:21:44Z<p>Notlonelyloner: /* Crown of Despair */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a Mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds unlike others. </q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Consumptive Power}} <br />
|classfeatures11={{inpage|Psionic Master (1)}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Master (2)}} <br />
|classfeatures14={{inpage|Mystic Order Feature}} {{inpage|Minds Edge Improvement}} <br />
|classfeatures15={{inpage|Psionic Master (3)}} <br />
|classfeatures16=<br />
|classfeatures17={{inpage|Psionic Master (4)}} <br />
|classfeatures18={{inpage|Psionic Master (5)}} <br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Body}} <br />
<br />
|extrasonright=4<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Talents Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Disciplines Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
<br />
|extra3_name=Psi Points<br />
|extra3_1=5<br />
|extra3_2=9<br />
|extra3_3=14<br />
|extra3_4=18<br />
|extra3_5=23<br />
|extra3_6=27<br />
|extra3_7=32<br />
|extra3_8=36<br />
|extra3_9=41<br />
|extra3_10=45<br />
|extra3_11=50<br />
|extra3_12=54<br />
|extra3_13=59<br />
|extra3_14=63<br />
|extra3_15=68<br />
|extra3_16=72<br />
|extra3_17=77<br />
|extra3_18=81<br />
|extra3_19=86<br />
|extra3_20=90<br />
<br />
|extra4_name=Psi Limit<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=5<br />
|extra4_6=5<br />
|extra4_7=6<br />
|extra4_8=6<br />
|extra4_9=7<br />
|extra4_10=7<br />
|extra4_11=8<br />
|extra4_12=8<br />
|extra4_13=9<br />
|extra4_14=9<br />
|extra4_15=10<br />
|extra4_16=10<br />
|extra4_17=11<br />
|extra4_18=11<br />
|extra4_19=12<br />
|extra4_20=12<br />
}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
<br />
====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
<br />
====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
<br />
====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
<br />
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
<br />
====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
<br />
====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
<br />
You gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
You no longer age.<br />
<br />
You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
<br />
===Order of the Avatar===<br />
<br />
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
<br />
====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
<br />
====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
<br />
====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
<br />
===Order of the Awakened===<br />
<br />
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
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====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
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====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
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====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
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===Order of the Immortal===<br />
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The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
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====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
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====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
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====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
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===Order of the Nomad===<br />
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Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
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====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
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====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
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====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
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===Order of the Soul Knife===<br />
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The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
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====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
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====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
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====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
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{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
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====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
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====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
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===Order of the Wu Jen===<br />
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The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
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====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
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====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
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====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
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====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
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{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
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The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
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====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
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==Psionic Disciplines==<br />
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====Adaptive Body====<br />
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You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
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====Aerokinesis====<br />
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With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
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====Aura Sight====<br />
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You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
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====Mantle of Command====<br />
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You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
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====Mantle of Fury====<br />
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You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
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====Mantle of Courage====<br />
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You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
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a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
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b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
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c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
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d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
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e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
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====Bestial Form====<br />
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You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
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====Brute Force====<br />
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You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
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====Celerity====<br />
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You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
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====Psionic Restoration====<br />
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You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
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====Corrosive Metabolism====<br />
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Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
<br />
====Crown of Despair====<br />
<br />
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose a intelligent creature and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
<br />
====Crown of Rage====<br />
<br />
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
<br />
====Dimensional Blockade====<br />
<br />
You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
<br />
====Diminution====<br />
<br />
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
<br />
====Crown of Disgust====<br />
<br />
You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
<br />
====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
<br />
====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
<br />
====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
<br />
====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1169384Mystic, 2nd Variant (5e Class)2019-05-01T03:19:17Z<p>Notlonelyloner: /* Psionic Mastery */ Clean up.</p>
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<div>{{WIP}}<br />
<br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a Mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds unlike others. </q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Consumptive Power}} <br />
|classfeatures11={{inpage|Psionic Master (1)}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Master (2)}} <br />
|classfeatures14={{inpage|Mystic Order Feature}} {{inpage|Minds Edge Improvement}} <br />
|classfeatures15={{inpage|Psionic Master (3)}} <br />
|classfeatures16=<br />
|classfeatures17={{inpage|Psionic Master (4)}} <br />
|classfeatures18={{inpage|Psionic Master (5)}} <br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Body}} <br />
<br />
|extrasonright=4<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Talents Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Disciplines Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
<br />
|extra3_name=Psi Points<br />
|extra3_1=5<br />
|extra3_2=9<br />
|extra3_3=14<br />
|extra3_4=18<br />
|extra3_5=23<br />
|extra3_6=27<br />
|extra3_7=32<br />
|extra3_8=36<br />
|extra3_9=41<br />
|extra3_10=45<br />
|extra3_11=50<br />
|extra3_12=54<br />
|extra3_13=59<br />
|extra3_14=63<br />
|extra3_15=68<br />
|extra3_16=72<br />
|extra3_17=77<br />
|extra3_18=81<br />
|extra3_19=86<br />
|extra3_20=90<br />
<br />
|extra4_name=Psi Limit<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=5<br />
|extra4_6=5<br />
|extra4_7=6<br />
|extra4_8=6<br />
|extra4_9=7<br />
|extra4_10=7<br />
|extra4_11=8<br />
|extra4_12=8<br />
|extra4_13=9<br />
|extra4_14=9<br />
|extra4_15=10<br />
|extra4_16=10<br />
|extra4_17=11<br />
|extra4_18=11<br />
|extra4_19=12<br />
|extra4_20=12<br />
}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
<br />
====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
<br />
====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
<br />
====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
<br />
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
<br />
====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once after a long rest. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
<br />
====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
<br />
You gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
You no longer age.<br />
<br />
You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
<br />
===Order of the Avatar===<br />
<br />
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
<br />
====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
<br />
====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
<br />
====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
<br />
===Order of the Awakened===<br />
<br />
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
<br />
====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
===Order of the Immortal===<br />
<br />
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
<br />
====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
<br />
====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
<br />
===Order of the Nomad===<br />
<br />
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
<br />
====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
<br />
====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
<br />
====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
<br />
===Order of the Soul Knife===<br />
<br />
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
<br />
====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
<br />
====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
<br />
{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
<br />
====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
<br />
====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
<br />
===Order of the Wu Jen===<br />
<br />
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
<br />
====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
<br />
====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
<br />
{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
<br />
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
<br />
====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
<br />
==Psionic Disciplines==<br />
<br />
====Adaptive Body====<br />
<br />
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
<br />
====Aerokinesis====<br />
<br />
With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
<br />
====Aura Sight====<br />
<br />
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
<br />
====Mantle of Command====<br />
<br />
You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
<br />
====Mantle of Fury====<br />
<br />
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
<br />
====Mantle of Courage====<br />
<br />
You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
<br />
a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
<br />
b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
<br />
c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
<br />
d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
<br />
e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
<br />
====Bestial Form====<br />
<br />
You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
<br />
====Brute Force====<br />
<br />
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
<br />
====Celerity====<br />
<br />
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
<br />
====Psionic Restoration====<br />
<br />
You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
<br />
====Corrosive Metabolism====<br />
<br />
Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
<br />
====Crown of Despair====<br />
<br />
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose up to 5 intelligent creatures and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
<br />
====Crown of Rage====<br />
<br />
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
<br />
====Dimensional Blockade====<br />
<br />
You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
<br />
====Diminution====<br />
<br />
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
<br />
====Crown of Disgust====<br />
<br />
You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
<br />
====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
<br />
====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
<br />
====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
<br />
====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1169380Mystic, 2nd Variant (5e Class)2019-05-01T03:13:06Z<p>Notlonelyloner: /* Creating a Mystic, Mastery Variant */ Brought more in line with spell point system</p>
<hr />
<div>{{WIP}}<br />
<br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a Mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds unlike others. </q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
|classfeatures10={{inpage|Consumptive Power}} <br />
|classfeatures11={{inpage|Psionic Master (1)}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Master (2)}} <br />
|classfeatures14={{inpage|Mystic Order Feature}} {{inpage|Minds Edge Improvement}} <br />
|classfeatures15={{inpage|Psionic Master (3)}} <br />
|classfeatures16=<br />
|classfeatures17={{inpage|Psionic Master (4)}} <br />
|classfeatures18={{inpage|Psionic Master (5)}} <br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Body}} <br />
<br />
|extrasonright=4<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Talents Known<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Disciplines Known<br />
|extra2_1=1<br />
|extra2_2=1<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=5<br />
|extra2_10=5<br />
|extra2_11=6<br />
|extra2_12=6<br />
|extra2_13=7<br />
|extra2_14=7<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=9<br />
|extra2_18=9<br />
|extra2_19=10<br />
|extra2_20=10<br />
<br />
|extra3_name=Psi Points<br />
|extra3_1=5<br />
|extra3_2=9<br />
|extra3_3=14<br />
|extra3_4=18<br />
|extra3_5=23<br />
|extra3_6=27<br />
|extra3_7=32<br />
|extra3_8=36<br />
|extra3_9=41<br />
|extra3_10=45<br />
|extra3_11=50<br />
|extra3_12=54<br />
|extra3_13=59<br />
|extra3_14=63<br />
|extra3_15=68<br />
|extra3_16=72<br />
|extra3_17=77<br />
|extra3_18=81<br />
|extra3_19=86<br />
|extra3_20=90<br />
<br />
|extra4_name=Psi Limit<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=5<br />
|extra4_6=5<br />
|extra4_7=6<br />
|extra4_8=6<br />
|extra4_9=7<br />
|extra4_10=7<br />
|extra4_11=8<br />
|extra4_12=8<br />
|extra4_13=9<br />
|extra4_14=9<br />
|extra4_15=10<br />
|extra4_16=10<br />
|extra4_17=11<br />
|extra4_18=11<br />
|extra4_19=12<br />
|extra4_20=12<br />
}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
<br />
====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
<br />
====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
<br />
====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
<br />
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
<br />
====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once per short rest, although you gain new uses of it as you level up. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
<br />
====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
<br />
You gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
You no longer age.<br />
<br />
You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
<br />
===Order of the Avatar===<br />
<br />
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
<br />
====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
<br />
====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
<br />
====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
<br />
===Order of the Awakened===<br />
<br />
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
<br />
====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
===Order of the Immortal===<br />
<br />
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
<br />
====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
<br />
====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
<br />
===Order of the Nomad===<br />
<br />
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
<br />
====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
<br />
====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
<br />
====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
<br />
===Order of the Soul Knife===<br />
<br />
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
<br />
====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
<br />
====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
<br />
{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
<br />
====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
<br />
====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
<br />
===Order of the Wu Jen===<br />
<br />
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
<br />
====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
<br />
====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
<br />
{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
<br />
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
<br />
====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
<br />
==Psionic Disciplines==<br />
<br />
====Adaptive Body====<br />
<br />
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
<br />
====Aerokinesis====<br />
<br />
With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
<br />
====Aura Sight====<br />
<br />
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
<br />
====Mantle of Command====<br />
<br />
You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
<br />
====Mantle of Fury====<br />
<br />
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
<br />
====Mantle of Courage====<br />
<br />
You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
<br />
a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
<br />
b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
<br />
c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
<br />
d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
<br />
e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
<br />
====Bestial Form====<br />
<br />
You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
<br />
====Brute Force====<br />
<br />
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
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====Celerity====<br />
<br />
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
<br />
====Psionic Restoration====<br />
<br />
You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
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====Corrosive Metabolism====<br />
<br />
Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
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====Crown of Despair====<br />
<br />
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose up to 5 intelligent creatures and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
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====Crown of Rage====<br />
<br />
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
<br />
====Dimensional Blockade====<br />
<br />
You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
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====Diminution====<br />
<br />
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
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====Crown of Disgust====<br />
<br />
You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
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====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
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====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
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====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
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====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Mystic,_2nd_Variant_(5e_Class)&diff=1169305Mystic, 2nd Variant (5e Class)2019-04-30T19:32:34Z<p>Notlonelyloner: /* Creating a Mystic, Mastery Variant */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Mystic, Mastery Variant ==<br />
<br />
<center><q>There are few people as strange as a Mystic. Some say that their minds snapped as a side effect of gaining their powers. Others say it is only because of their peculiarity that they even could begin to use their minds unlike others. </q></center><br /><br />
<br />
A high elf quietly sips tea on her balcony, reading a book whilst barefoot. But it is how she is reading and drinking that would catch your attention. Her cup floats in the air, being calmly stirred by a spoon. Three books float in front of her, turning their pages as she reads all of them, a new one floats out to her from her library as she finishes one.<br />
<br />
:A centaur clops forward to where the wizard had previously been standing. The centaur holds out his hand, feeling the residue in the weave from their teleportation spell. He smirks, looks in the direction that the wizard went and appears behind him. Startled the wizard tries to flee again, only to find the centaur has prevented him from doing so. The centaur calmly asks for the wizards name before killing him. <br />
<br />
The gnome lass, with bright blue hair walks into a family gathering. The music is slow and the party seems to barely have a pulse. She picks up an instrument and plays it. Others turn toward her, a new energy ripples out from her as the center. The guests become lively, and the party is saved.<br />
<br />
=== Madness, Brillance ===<br />
<br />
<br />
<br />
=== Creating a Mystic, Mastery Variant ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Mystic, Mastery Variant quickly by following these suggestions. First, {{5a|int}} should be your highest ability score, followed by {{5a|dex}} and {{5a|con}}. Second, choose the [[Psychic (5e Background)|Psychic]] background. Third, choose the quarterstaff, crossbow and explorer's pack. <br />
<br />
{{5e Class Features<br />
|name=Mystic, Mastery Variant<br />
|summary=More disciplines, fewer restrictions, higher cost powers.<br />
|hd=1d6<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion<br />
|item1a= a quarterstaff<br />
|item1b= a dagger<br />
|item2a= a melee weapon you are proficient with<br />
|item2b= a light crossbow and 20 bolts<br />
|item3a= a explorer's pack <br />
|item3b= a scholar's pack<br />
|item4a= leather armor<br />
|item4b= <br />
|classfeatures1={{inpage|Psionics}} {{inpage|Mystic Order}} <br />
|classfeatures2={{inpage|Mystical Recovery}} {{inpage|Telepathy}}<br />
|classfeatures3={{inpage|Mystic Order Feature}} <br />
|classfeatures4={{inpage|Strength of Mind}} <br />
|classfeatures5=<br />
|classfeatures6={{inpage|Mystic Order Feature}} <br />
|classfeatures7=<br />
|classfeatures8={{inpage|Minds Edge}} <br />
|classfeatures9=<br />
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|classfeatures11={{inpage|Psionic Master (1)}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Psionic Master (2)}} <br />
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<br />
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}}<br />
<br />
====Psionics====<br />
<br />
As a student of psionics, you can master and use psionic disciplines and talents. Psionics is a special form of power, distinct from spellcasting and magic althogether.<br />
;Psionic Talents<br />
A psionic talent is a minor psionic effect you have mastered, and is effectively the Psionic version of a cantrip. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.<br />
;Boundaries of Psionics<br />
Psionics draw power directly of your conscious mind, so your mind has to be sharp and sound to use them. You can’t use any of your psionic powers if you have some condition that prevents you to think clearly, such as charmed, frightened, incapacitated, or stunned. You also have to expend an extra Psi Point to use an effect for each level of exhaustion you have. Nevertheless, physical bounds that normally restrict other casters, such as paralyzed or restrained, don’t impede a psionic character to use its powers. Of course, you can’t use also effects that require sight if you are blinded or can't see your target.<br />
;Psionic Disciplines<br />
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. At 1st level, you know two psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.<br />
;Psi Points<br />
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.<br />
;Psi Limit<br />
Your mind, powerful as it is, isn’t omnipotent... yet. You have a hard limit in which you can warp the reality consensus, reflected on the maximum number of psi points you can spend to activate a psionic discipline. This limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, independently of how many psi points you have.<br />
;Psychic Focus<br />
You can focus your subconscious mind into one discipline you know to draw passive benefits from it. These benefits vary from discipline to discipline, and you can only focus on one discipline at a time, unless you have the Psychic Mastery feature of that discipline. When you change your focus for another discipline’s one, you can shift your focus a number of times equal to you Intelligence modifier + your proficiency bonus which resets after a long rest. You choose your psychic focus when you finish a long rest, and shift it later as a bonus action. Your psychic focus ends when you are incapacitated.<br />
;Psionic Ability<br />
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.<br />
<br />
'''Discipline save DC''' = 8 + your proficiency bonus + your Intelligence modifier<br />
<br />
'''Discipline attack modifier''' = your proficiency bonus + your Intelligence modifier<br />
<br />
====Mystic Order====<br />
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.<br />
<br />
====Mystical Recovery====<br />
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.<br />
<br />
====Telepathy====<br />
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Strength of Mind====<br />
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.<br />
<br />
====Mind's Edge====<br />
At 8th level, you are more competent with psionics, and infuse it with your mind power. On each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.<br />
<br />
In addition at 8th level, you add your Intelligence modifier to any damage roll you make for a psionic talent. Also at 14th level, when concentrating on a Psionic Discipline, you add your Intelligence modifier to the saving throw that dictates whether or not you can maintain concentration when being attacked.<br />
<br />
====Consumptive Power====<br />
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
====Psionic Mastery====<br />
Beginning at 11th level, your mastery over your of psionic energy allows you to push your mind beyond its normal limits. Choose a discipline you know. You gain the Mastery Focus: all the benefits of its psychic focus are permanent to you and don’t count against your psychic focus limits, so you can choose another discipline to have as your psychic focus and still gain its benefits. You also gain that discipline’s Mastery effects, described in each discipline. Mastery effects with a given cost can’t be used more than once per short rest, although you gain new uses of it as you level up. As normal, Mastery Focus still ends when you are incapacitated. You gain new Masteries when you reach the 13th, 15th, 17th, and 18th levels.<br />
<br />
====Psionic Body====<br />
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:<br />
<br />
You gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
You no longer age.<br />
<br />
You are immune to disease, poison damage, and the poisoned condition.<br />
<br />
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 your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.<br />
<br />
===Order of the Avatar===<br />
<br />
Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Martial Order====<br />
At 1st level, you gain proficiency with medium armor, shields and one martial weapon of your choice.<br />
<br />
====Avatar of Battle====<br />
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.<br />
<br />
====Avatar of Healing====<br />
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.<br />
<br />
====Avatar of Speed====<br />
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you as a bonus action can combat roll, this action counts as both a dash and disengage.<br />
<br />
===Order of the Awakened===<br />
<br />
Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Awakened Expertise====<br />
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in any two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make using that skill.<br />
<br />
====Psionic Investigation====<br />
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
====Psychic Surge====<br />
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Spectral Form====<br />
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
===Order of the Immortal===<br />
<br />
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Durable Flesh====<br />
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor , your base AC equals 10 + your Dexterity modifier + your Constitution modifier. You still benefit from this ability even when wielding a shield.<br />
<br />
====Psionic Resilience====<br />
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.<br />
<br />
====Surge of Health====<br />
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.<br />
<br />
====Immortal Will====<br />
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.<br />
<br />
===Order of the Nomad===<br />
<br />
Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Breadth of Knowledge====<br />
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.<br />
<br />
====Memory of One Thousand Steps====<br />
At 3rd 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 can’t use it again until you finish a short or long rest.<br />
<br />
====Superior Teleportation====<br />
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.<br />
<br />
====Effortless Journey====<br />
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit any portion of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.<br />
<br />
===Order of the Soul Knife===<br />
<br />
The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.<br />
<br />
====Battle Ready====<br />
At 1st level, You gain the Two-Weapon Fighting fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Knife====<br />
Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. You are proficient with your Soul Knife these knives count as having the light and finesse properties. They deal 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.<br />
<br />
====Hone the Blade====<br />
Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. You cannot stack these bonuses. This bonus lasts for 10 minutes.<br />
<br />
{|class=wikitable<br />
!Psi Points<br />
!Attack and Damage Bonus<br />
|-<br />
|3 || +1<br />
|-<br />
|6 || +2<br />
|-<br />
|9 || +3<br />
|-<br />
|12 || +4<br />
|}<br />
<br />
====Consumptive Knife====<br />
Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 3 psi points.<br />
<br />
====Phantom Knife====<br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.<br />
<br />
===Order of the Wu Jen===<br />
<br />
The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as Wu Jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. In practical terms, Wu Jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.<br />
<br />
====Bonus Disciplines====<br />
At 1st level, you learn one additional psionic disciplines of your choice.<br />
<br />
====Hermit's Studies====<br />
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.<br />
<br />
====Elemental Attunement====<br />
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.<br />
<br />
====Arcane Dabbler====<br />
At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.<br />
<br />
{|class=wikitable<br />
!Spell Slot Level<br />
!Psi Cost<br />
|-<br />
|1st || 3<br />
|-<br />
|2nd || 4<br />
|-<br />
|3rd || 5<br />
|-<br />
|4th || 6<br />
|-<br />
|5th || 7<br />
|}<br />
<br />
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.<br />
<br />
====Elemental Mastery====<br />
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.<br />
<br />
==Psionic Disciplines==<br />
<br />
====Adaptive Body====<br />
<br />
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.<br />
;Psychic Focus<br />
While focused on this discipline, 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.<br />
;Environmental Adaptation (2 psi)<br />
As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.<br />
;Adaptive Shield (3 psi)<br />
When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.<br />
;Energy Adaptation (5 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Energy Immunity (7 psi; conc., 1 hr.)<br />
As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.<br />
;Perfect Health (Mastery)<br />
If you choose this discipline as your mastery, you gain 30 maximum hit points and gain proficiency on Constitution saves.<br />
<br />
====Aerokinesis====<br />
<br />
With your psychic ability air is yours to command.<br />
;Psychic Focus<br />
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.<br />
;Wind Step (1-12 psi)<br />
As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.<br />
;Wind Stream (1-12 psi)<br />
As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Whirlwind (2 psi)<br />
As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere 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 it if the object weighs no more than 100 pounds.<br />
;Cloak of Air (3 psi; conc., 10 min.)<br />
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.<br />
;Gale (6 psi; conc., 1 min.)<br />
As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.<br />
;Animate Air (7 psi; conc., 1 hr.)<br />
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Hurricane (Mastery, 12 psi, 1d12 hours)<br />
You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.<br />
<br />
====Aura Sight====<br />
<br />
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Insight) checks.<br />
;Assess Foe (2 psi)<br />
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.<br />
;Read Moods (2 psi) <br />
As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.<br />
;View Aura (3 psi; conc., 1 hr.) <br />
As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.<br />
;Perceive the Unseen (5 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.<br />
;Hide Power (Mastery, 8 Psi, 24 hours) <br />
As an action, you can hide yourself and up to five allies from any scrying or divination power, such as aura readings or spells. Insight checks against you also have disadvantage.<br />
<br />
====Mantle of Command====<br />
<br />
You exert an aura of trust and authority, enhancing the coordination among your allies.<br />
;Psychic Focus<br />
While focused on this discipline, when you end your turn 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 of your choice. To move in this way, the ally mustn’t be incapacitated.<br />
;Coordinated Movement (2 psi) <br />
As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.<br />
;Commander’s Sight (2 psi; conc., 1 rnd.) <br />
As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.<br />
;Command to Strike (3 psi)<br />
As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.<br />
;Strategic Mind (5 psi; conc., 1 min.) <br />
As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.<br />
;Overwhelming Attack (7 psi) <br />
As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.<br />
;Tactical Acumen (Mastery, 9 psi) <br />
As an action, you can use the Strategic Mind benefit to up to 5d10 creatures, without concentration required.<br />
<br />
====Mantle of Fury====<br />
<br />
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.<br />
;Psychic Focus <br />
While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.<br />
;Incite Fury (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.<br />
;Mindless Charge (2 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.<br />
;Aura of Bloodletting (3 psi; conc., 1 min.) <br />
As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.<br />
;Overwhelming Fury (5 psi; conc., 1 min.)<br />
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, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Righteous Fury (Mastery, 10 Psi, 1 min.) <br />
You emit an aura of disciplined fury in a 15-feet radius around you. For the duration, all melee attacks made by your allies add 2d8 + their proficiency bonus damage of the same type to the attack. They also can’t be charmed for the duration.<br />
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====Mantle of Courage====<br />
<br />
You focus your mind on courage, radiating confidence and bravado to your allies.<br />
;Psychic Focus <br />
While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.<br />
;Incite Courage (2 psi) <br />
As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.<br />
;Aura of Victory (1–12 psi; conc., 10 min.) <br />
As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.<br />
;Pillar of Confidence (6 psi; conc., 1 round.) <br />
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.<br />
;Talisman of Courage (Mastery; 8 psi) <br />
You expend an action to touch a trinket (see trinkets in PHB) and charge it with psionic power. This item cannot be used by you, and isn’t considered magical. The object remains charged until all their properties are used, or until the creature for whom you made it loses it. A creature can attune to the item as an action, instead of a short rest, but it still costs one attunement slot. The talisman has the following powers: <br />
<br />
a) While the talisman is charged, the creature has advantage on all saving throws against fear. <br />
<br />
b) A creature can repeat one failed saving throw with advantage against an effect that will impose the fear, charmed or any madness condition.<br />
<br />
c) A creature can calm down a condition that is currently affecting its mind, ending it with an action.<br />
<br />
d) A creature can use it to push against its normal limits, and ignore 1 level of exhaustion for one hour.<br />
<br />
e) A creature reduced to 0 HP isn’t unconscious, and can still fight until it’s dead or recovers. It still must succeed on Death Saving Throws once per turn to stabilize.<br />
<br />
====Bestial Form====<br />
<br />
You transform your body, gaining several new biological traits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.<br />
;Bestial Claws (1-12 psi) <br />
You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per psi point spent.<br />
;Bestial Transformation <br />
As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.<br />
;Amphibious (2 psi) <br />
You gain gills, you can breathe air and water.<br />
;Climbing (2 psi) <br />
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.<br />
;Flight (5 psi) <br />
Wings sprout from your back. You gain a flying speed equal to your walking speed.<br />
;Keen Senses (2 psi) <br />
Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks that rely on them.<br />
;Perfect Senses (3 psi) <br />
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.<br />
;Swimming (2 psi) <br />
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.<br />
;Tough Hide (2 psi) <br />
Your skin becomes as tough as leather; your natural armor is 12 instead of 10. (This effect stacks with unarmored effects)<br />
;Mutation (Mastery) <br />
You gain 1 trait from the bestial transformation effect. This trait leaves a rather obvious stigma on you, and anyone seeing it may treat it as unnatural. If you choose to master this discipline again, you gain 2 new traits, and the stigmas are more prevalent and hideous.<br />
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====Brute Force====<br />
<br />
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength (Athletics) checks.<br />
;Brute Strike (1-12 psi) <br />
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.<br />
;Knock Back (1-12 psi) <br />
When you hit a target with a melee attack, you can activate this ability as a bonus action. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.<br />
;Mighty Leap (1-12 psi) <br />
As part of your movement, you jump in any direction up to 20 feet per psi point spent.<br />
;Feat of Strength (2 psi) <br />
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.<br />
;Toguro’s Strength (Mastery, 10 psi, up to 10 minutes)<br />
You increase your muscle mass to an incredible degree. Your size increases in one level, and you are considered to have a 22 in strength. This feat is physically taxing. After this effect is over, you gain 1 level of exhaustion.<br />
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====Celerity====<br />
<br />
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.<br />
;Psychic Focus <br />
While focused on this discipline, your walking speed increases by 10 feet.<br />
;Rapid Step (1-12 psi) <br />
As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.<br />
;Agile Defense (2 psi) <br />
As a bonus action, you take the Dodge action.<br />
;Blur of Motion (2 psi) <br />
As an action, you cause yourself to be invisible during any of your movement during the current turn.<br />
;Surge of Speed (2 psi) <br />
As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.<br />
;Surge of Action (5 psi) <br />
As a bonus action, you can Dash or make one weapon attack.<br />
;Speed Force (Mastery, 8 Psi) <br />
Your mastery over your own body creates an 15 feet radius aura around you that allows your allies to also benefit from any Celerity effect that you trigger.<br />
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====Psionic Restoration====<br />
<br />
You wield psionic energy to cure wounds and restore health to yourself and others.<br />
;Psychic Focus <br />
While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.<br />
;Mend Wounds (1-12 psi) <br />
As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.<br />
;Restore Health (3 psi) <br />
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.<br />
;Restore Vigor (5 psi) <br />
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.<br />
;Restore Life (7 psi) <br />
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.<br />
;Restoration (Mastery, 9 psi) <br />
As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature<br />
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====Corrosive Metabolism====<br />
<br />
Your control over your body allows you to deliver acid attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to acid damage.<br />
;Acid Spray (2 psi) <br />
As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive Touch (1-12 psi) <br />
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Corrosive spit (mastery) <br />
If you have this discipline as your mastery focus, you can use a bonus action to spit acid saliva as a ranged weapon attack with 30 feet reach, dealing 2d10 acid damage on a hit.<br />
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====Crown of Despair====<br />
<br />
You have learned to sow seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Crowned in Sorrow (1-12 psi) <br />
As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.<br />
;Call to Inaction (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Charisma saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Visions of Despair (3 psi) <br />
As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.<br />
;Dolorous Mind (5 psi; conc., 1 min.) <br />
As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Mastery of Despair (Mastery) <br />
When you choose Psionic Mastery on this discipline, you can talk with a creature during a short rest using a collection of fallacies, then make a Deception check. The creature must succeed on an Intelligence Saving Throw or gain one indefinite madness, such as alcoholism, apathy, or depression. Alternatively, you can aid one creature to recover from one indefinite madness, using your Intelligence modifier to aid to a new saving throw.<br />
;The sound of silence (Mastery, 12 psi) <br />
As an action, choose up to 5 intelligent creatures and you talk to them, filling their minds with despair. That creatures must succeed on a Charisma save or their Charisma is reduced to 1, being rendered incapacitated permanently. The creatures remain incapacitated until a Greater Restoration, a Wish or long counseling treatment (such as the Mastery of Despair). The creatures are immune to this effect if they can’t hear you or understand your language.<br />
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====Crown of Rage====<br />
<br />
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.<br />
;Psychic Focus <br />
While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.<br />
;Primal Fury (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.<br />
;Fighting Words (2 psi; conc., 10 min.) <br />
If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.<br />
;Mindless Courage (2 psi) <br />
You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.<br />
;Punishing Fury (5 psi; conc., 1 min.) <br />
You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.<br />
;Blood Fury (Mastery, 11 psi, 10 minutes) <br />
As an action, you unleash a powerful, irrational aura in a 30 feet radius. Any creature in the area must succeed in a Charisma saving throw, or being affected by it. A creature affected by blood fury is hostile against every other creature, and attacks without strategy or reason, with its fists, claws, kicks and bites. It no longer benefits from any Dexterity modifier, every attack against it is made with advantage and doesn’t stop fighting until it reaches 0 hp. A creature can repeat the save every round, ending the effect with a success. The mystic can shield a number creatures from this effect up to its Intelligence modifier. Creatures are immune to this effect if they can’t be charmed.<br />
<br />
====Dimensional Blockade====<br />
<br />
You wield psionic energy to exert control over teleportation.<br />
;Psychic Focus <br />
While focused on this discipline, you can read the traces that teleportation leaves behind, and making an Intelligence (Arcana) check to know how many entities were moving, and pinpoint the approximate direction or plane to which they were teleported.<br />
;Dimensional Anchor (1 psi, 24 hours) <br />
You create an anchor in a space that you can see that lasts for the duration. This anchor impedes any teleportation, summoning or non-physical movement in a 120 feet radius around you giving it disadvantage.<br />
;Baleful anchor (3 psi, 1 hour) <br />
As an Action, You create an invisible, disruptive anchor with a 120 feet radius around you that makes teleportation difficult. Any creature that teleports without your “permission” must succeed on an Intelligence saving throw or take 1d10 plus your proficiency bonus force damage for every 10-feet teleported, and end in a random location inside the radius instead.<br />
;Exclusion Zone (7psi, 24 hours) <br />
As an Action, You create a 60-foot radius sphere where no form of movement except basic walking can happen inside. (no flight, burrowing, swimming, teleporting, dimensional travel, creatures cannot take the dash action, or the like) Creatures cannot enter the zone by any means besides walking on the ground. If a creature attempts to do any prohibited action is instantly proned. You can end this effect as a bonus action.<br />
;Anchor of Banishment (Mastery, 11 psi, Conc., 1 hour) <br />
As an Action, You designate an area with a radius up to 50 feet. That area is shielded against planar intrusion of any kind. Any power dependent of extraplanar sources (such as arcane or divine magic) required to succeed on a Charisma save first, and extraplanar entities are blinded and banished from this spot, being pushed if physically present to the border of the area. Internal power sources, such as ki, rages and psionics, work normally.<br />
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====Diminution====<br />
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You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Miniature Form (2 psi; conc., 10 min.) <br />
As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. You gain vulnerability to bludgeoning damage.<br />
;Toppling Shift (2 psi) <br />
As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.<br />
;Sudden Shift (5 psi) <br />
As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.<br />
;Microscopic Form (7 psi; conc., 10 min.) <br />
As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, you can’t make weapon attacks, and you have vulnerability against bludgeoning damage.<br />
;Mass shift (mastery, 8 psi) <br />
If you choose this discipline as your mastery, you can increase and concentrate all mass of your body in a single point. As a reaction when you are attacking with a melee weapon, you deal an extra 7d10 damage of the same type of the weapon attack.<br />
<br />
====Crown of Disgust====<br />
<br />
You cause a creature to be flooded with emotions of disgust.<br />
;Psychic Focus <br />
While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.<br />
;Eye of Horror (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.<br />
;Wall of Repulsion (3 psi; conc., 10 min.) <br />
As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.<br />
;Visions of Disgust (5 psi; conc., 1 min.) <br />
You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.<br />
;World of Horror (7 psi; conc., 1 min.) <br />
As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d4 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Scapegoat (Mastery, 9 psi, Conc., 1 minute ) <br />
Choose a creature. That must succeed on a Charisma save or emit a strong, unsettling aura that makes of them the target of all hate and disgust. Every creature aside from you that could perceive the target must succeed on an Intelligence saving throw to realize that something odd is happening. If the save fails, the other creatures turn hostile to the target, to the point of prioritizing it as the target their attacks. If the save is successful, the creatures realize that it is under a condition, but still feel the disgust and repulsion.<br />
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====Enhance Force====<br />
<br />
You manipulate force to hurt people.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to force damage.<br />
;Force Blast (2 psi) <br />
As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.<br />
;Force Wave (3 psi) <br />
As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.<br />
;Concuss (5 psi) <br />
As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.<br />
;Force Bombs (6 psi, 1 minute) <br />
As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed away 5 feet away prior to the attack.<br />
;Sínsumi’s Psionic Wave (mastery, 10 psi) <br />
As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren’t knocked prone. You gain 1 level of exhaustion after using this ability.<br />
<br />
====Force Fields====<br />
<br />
You utilize force to defend yourself.<br />
;Psychic Focus <br />
While focused on this discipline, you create a myriad of small barriers that deflect projectiles. Mundane ranged attacks have disadvantage against you.<br />
;Inertial Armor (2 psi) <br />
As an action, you sheathe yourself in an intangible field of mental force. For 8 hours, your base AC is equal to 10 + your Intelligence modifier + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.<br />
;Telekinetic Barrier (3 psi; conc., 10 min.) <br />
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.<br />
;Chaotic Fields (5 psi; conc., 1 min) <br />
While you concentrate on this effect, you can create a myriad of small, soft barriers coming from every direction that prevent enemies to move near you. You can choose any number of areas that you want in a 30 feet radius sphere centered in you and transform it on difficult terrain. As a bonus action, you can generate a new pattern, and also open one “side” of the field: creatures entering the area from that direction aren’t affected by the field, and doesn’t consider terrain as difficult.<br />
;Force Prison (Mastery, 9 psi; conc., 1 min) <br />
Using this effect, you create as an action up to 5 force barriers with an area of 100 square foot in a place that you can see within 100 feet of you. You can shape the barriers in any form you want, but they must be interconnected to each other. This way, you can form a box of 10 feet on a side, or a continuous, 5 ft. high wall of up to 100 feet long. The barriers are solid to the tact, but they aren’t destructible as they regenerate all the time. Creatures trapped inside the barriers can pass through them with a successful Strength saving throw, but it is considered difficult terrain and they also lose automatically 20 feet of their movement. Teleporting functions normally on each side of the area, but ethereal and astral creatures cannot pass by the barriers if they don’t teleport. Big objects such as boulders thrown by giants still pass by, but they have disadvantage to strike, and the walls absorb half their damage. Small objects, such as arrows, small rocks and certain spell attacks (such as Firebolts) cannot trespass the barriers.<br />
<br />
====Electrokinesis====<br />
<br />
You snap and crackle with static, sparking and arcing electricity.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to lightning damage.<br />
;Ozai’s Whip (1-12 psi) <br />
As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.<br />
;Azula’s Wrath (5 psi)<br />
As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one, and its stunned until your next round. You can increase this ability’s damage by 1d6 per additional psi point spent on it.<br />
;Lighting Absorption (7 psi) <br />
As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect is ends.<br />
;Iroh’s Training (Mastery) <br />
If you choose this discipline as mastery, you can forgo the Dexterity save of any lightning bolt directed at you and instead make a Dexterity (Acrobatics) check with the same DC. If you succeed, you take no damage from it and you can redirect the attack or spell to any direction you want, even pointing to their source. Any redirected lightning imposes disadvantage on their Saving Throws.<br />
;Sozin’s Coat (Mastery. 8 psi, conc. 1 minute) <br />
You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat’s duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn’t stunned.<br />
<br />
====Geokinesis====<br />
<br />
You attune your mind to seize control of metal and earth.<br />
;Psychic Focus <br />
While focused on this discipline, any attempt of knock you prone or shove you is made at disadvantage.<br />
;Animate Weapon (1-12 psi) <br />
As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one- handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.<br />
;Warp Weapon (2 psi) <br />
As an action, choose one nonmagical metal weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.<br />
;Warp Armor (3 psi) <br />
As an action, choose a nonmagical suit of metal armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the creature is restrained until your next turn.<br />
;Animate Earth (7 psi; conc., 1 hr.) <br />
As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;One with Earth (Mastery, 9 psi, Conc., 10 min) <br />
As an action, you become 1 with earth. You gain burrowing speed of 30 feet and tremorsense up to 120 feet. You also can control blocks of earth to construct barriers and protections. Each round you can create an earthen wall 60 feet long, 5 feet wide, and you can shape it in any geometrical form you want (as a small fort, as a long trench, etc. You can also increase the height of a 5-feet square of land up to 30 feet, or six up to 5 feet, or any combination in between by round. All this walls and elevated terrains last until you lost concentration.<br />
<br />
====Giant Growth====<br />
<br />
You control your bodily flow to grow tremendously, bolstering your strength and durability.<br />
;Psychic Focus <br />
While focused on this discipline your carrying capacity works as if you were 1 size larger.<br />
;Ogre Form (2 psi; conc., 1 min.) <br />
As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.<br />
;Giant Form (7 psi; conc., 1 min.) <br />
As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.<br />
;Metabolic Growth (Mastery) <br />
If you choose to make this discipline your Mastery, you grow one category size. You need twice as much food and water.<br />
;Toughness (mastery, 10 psi, 1 min) <br />
For the duration of the effect you flood your body with hormones, you gain 5 Damage Resistance to all types of damage. You also regenerate 5 hit points every turn, but you have disadvantage on any psychic or spell attacks, as you are too unfocused by the unbalance.<br />
<br />
====Gravity Manipulation====<br />
<br />
What is gravity but attraction of objects to each other? You can alter which attraction is stronger.<br />
;Psychic Focus <br />
While focused on this discipline, your carrying capacity doubles.<br />
;Invisible Grasp (2 psi; conc., 1 min.) <br />
As an action, choose a point in space that you can see up to 60 feet from you. Any creature in a 10 feet radius of this space must succeed on a Strength saving throw or being grappled. They can escape with a successful Strength (Athletics) check against a DC equal to your Saving Throw, but they can’t escape via Acrobatics.<br />
;Weight of the World (5 psi; conc., 1 min.) <br />
As an action, you target one creature. That creature’s personal and equipment weight increases three times. Calculate the new weight and compare it with the carrying capacity of the creature. Weapons increase also their weight, losing the “Light” property if they are, and gaining the “heavy” property if already haven’t. If they are already heavy, they are considered 1 size larger for carrying and combat purposes. Also, if the creature doesn’t succeed on a Strength Saving Throw, it doesn’t benefit from Dexterity for calculating its AC.<br />
;Heavy Air (7 psi, conc, 1 min) <br />
As an action, you create a 30 feet radius area of heavy gravity around yourself. That area has twice the normal gravity, and becomes difficult terrain if already isn’t. Also, any creature that crosses that land must check its carrying capacity, all attack rolls are made at disadvantage, and projectiles halve their range.<br />
;Singularity (Mastery, 12 psi, Conc.) <br />
As an action, you fully concentrate to create a hole in reality, in which time and matter don’t follow the normal rules. You choose a point in space that you can see, up to 120 feet away from you. This point rapidly increases its mass and size. The first round, all creatures in a 15 feet radius must succeed on a Strength saving throw or be grappled. The second round that you maintain concentration, the area increases another 15 feet, and the creatures trapped in the inner circle must succeed on another Strength saving throw or become restrained. The third round, the area increases another 15 feet, and the restrained creatures in the inner circle are pulled to the center of mass, taking 5d10 force damage every round. In the fourth round, the area increases one more time by 15 more feet, with the center effects replicating in the second ring. Creatures in the center take another 5d10 force damage, and are disrupted from time. Not even light can escape from it, and anything trapped in the event horizon is considered in temporal stasis. In the fifth round, the area increases one last time by 15 feet. The center becomes stable, and the mystic can end their concentration as an action collapsing the hole. Creatures and objects within a 15 feet radius outside the hole are slowly pulled into it, and small pebbles and dust orbit it, slowly being pulled inside. After the singularity reaches full stability the area collapses, creatures and objects within the area are ripped from space and time, and nothing less than the wish spell can bring them back to life. Until the hole is stable, the mystic cannot move or take another action or reaction. If it does, even if it isn’t by their own will, the singularity dissipates causing no further damage.<br />
<br />
====Hydrokinesis====<br />
<br />
You are attuned to the element of water, the ebb and flow.<br />
;Psychic Focus <br />
While focused on this discipline, you have a swimming speed equal to your walking speed.<br />
;Desiccate (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.<br />
;Watery Grasp (2 psi) <br />
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 2d4 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. You can increase this ability’s damage by 1d6 per additional psi point spent on it<br />
;Water Whip (3 psi) <br />
As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn’t work on deserts or dry places.<br />
;Water Breathing (5 psi) <br />
As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.<br />
;Water Sphere (6 psi; conc., 1 min.) <br />
As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.<br />
;Animate Water (7 psi; conc., 1 hr.) <br />
As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Bubble Cage (9 psi, conc., 10 minutes) <br />
You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.<br />
;Waterborn (Mastery) <br />
If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.<br />
;Water Portal (mastery, 11 psi) <br />
You have mastered the connection between normal water and the Weave of Magic to open a portal to the Water Plane from any natural body of water, such as a lake, pond or pool.<br />
<br />
====Enlightenment====<br />
<br />
You realize that the mind is the strongest tool, you are only as heavy as you believe yourself to be.<br />
;Psychic Focus <br />
While focused on this discipline, your weight reduces by half, and you can’t be knocked prone.<br />
;Levitation (2 psi, conc., 10 minutes) <br />
You gain the power of levitate up to 120 feet of the ground, moving up or down or laterally at a speed of 15 feet. If you lose concentration, you fall down promptly.<br />
;Walking on Waters (3 psi; conc., 10 min.) <br />
As an action, you can manipulate your body to compensate the effects of your body over liquid. You gain the ability to walk over any body of liquid. If you lose concentration, you fall down promptly.<br />
;Rising over the filth (5 psi, conc., 30 min.) <br />
You have learned to think high and elevate over the mundane. As a bonus action, you gain a flying speed of 30 ft. Once you have spent the initial 5 psi points, you can extend the initial duration by 10 minutes by expending 1 additional Psi Point, which doesn’t count against your Psi Limit. If you lose concentration, you fall down promptly.<br />
;Mystical Isolation (7 Psi, conc., up to 1 hour.) <br />
You have learned to slowly isolate an enemy and force it to meditate. You select a medium or lower sized creature, and trap it within a stasis field. The creature must succeed on a Strength saving throw or is first grappled by an invisible force. The second round, the creature can reroll a save, or become restrained. The third round, the creature has a third chance, or becomes paralyzed, blinded and deafened, although it still remains conscious for the rest of its duration. Once it’s trapped in the stasis field, it can no longer repeat saves, and it has immunity to all damage except psychic, and it is weightless and floats on the same spot that it was trapped. It can be moved as a whole, but it cannot interact with the outside in any other way. The mystic can move it as a bonus action with its mind by expending 1 psi point.<br />
;Mastery over Matter (mastery, 8 Psi, Conc, up to 10 minutes) <br />
You create a gravity field in an area shaped as you want with a maximum area of 300 square feet. Any creature that enters on this field levitates uncontrollably and cannot move except by pushing against a solid object. All attacks in this area are made at disadvantage, and have the possibility to lose the weapon or object to the atmosphere.<br />
<br />
====Intellect Fortress====<br />
<br />
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to psychic damage.<br />
;Psychic Backlash (2 psi) <br />
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.<br />
;Psychic Parry (1-12 psi) <br />
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before knowing the results.<br />
;Psychic Redoubt (5 psi; conc., 10 min.) <br />
As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.<br />
;Intellect Labyrinth (Mastery, 9 psi, 1 minute) <br />
You master your mind beyond your normal limits. You gain immunity against psychic damage for the duration of the effect, and you are immune to mind-altering effects, such as charm, fear, unconscious (if you fall below 0 HP you still are incapacitated and your movement becomes 0), and stunned.<br />
<br />
====Nomadic Arrow====<br />
<br />
You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.<br />
;Psychic Focus <br />
While you are focused on this discipline, any attack roll you make for a ranged weapon using it's long range ignores disadvantage.<br />
;Speed Dart (1-12 psi) <br />
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.<br />
;Seeking Missile (2 psi) <br />
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.<br />
;Faithful Archer (5 psi; conc., 1 min.) <br />
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.<br />
;Arrow stream (mastery, 11 psi) <br />
You create an intelligent stream of arrows. As an action, you create a 5-feet wide stream that will flow in a snake like fashion up to 300 feet long. The stream can dodge around obstacles and twist its trajectory, and the arrows will pass through bodies they hit. The stream must return to you returning the ammunition used. Make a ranged psionic attack against any number of creatures in the stream. If you succeed, they take 11d6 piercing damage.<br />
<br />
====Iron Durability====<br />
<br />
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +1 bonus to AC.<br />
;Iron Hide (1-12 psi) <br />
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.<br />
;Steel Hide (2 psi) <br />
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.<br />
;Iron Resistance (7 psi; conc., 1 hr.) <br />
As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.<br />
;Adamantine Body (Mastery, 8 psi, 1 minute) <br />
You gain immunity to bludgeoning, piercing or slashing damage for the duration. You also gain resistance to the other two and thunder damage.<br />
<br />
====Living Knives====<br />
<br />
You hone your ability to move objects to finer manipulation, giving you sensations as if holding them.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a +5 bonus to your Passive Perception, and you can use Intelligence as your Perception ability as you “feel” the land around you rather than use your actual senses.<br />
;Disarm (2 psi) <br />
As an action, you can knock out a weapon from the hands of a foe that you can see up to 60 feet, and attract it to your hands. The foe must succeed on a Strength Saving Throw to keep hold of their weapon.<br />
;Project Shrapnel (1–12 psi) <br />
You levitate and project any small objects around you, such as gravel, nails or metal or ceramic scraps against any enemy in a 5-foot wide straight line up to 60 feet from you. All creatures in the area must succeed in a Dexterity saving throw or receive 1d10 piercing damage for each psi point you spend + your Intelligence modifier and are knocked prone. If they pass the save, they only receive half damage and suffer no other effects. Creatures in heavy armor have advantage on the check, and a shield functions as half cover against the shrapnel<br />
;Flying Knives (5 psi; conc., 1 min.) <br />
As an action, you can choose a creature that you can see in a range of 100 feet. You direct a handful of knives, arrows, spears, swords or other pointy objects at the target, who must succeed on a Dexterity save or receive up to 4d6 piercing damage each round. You must have enough pointy objects to work with, or else the damage is reduced at the DMs discretion. A creature in heavy armor has Advantage on the saving throw, and a creature with a shield can use it to gain the benefits of half cover.<br />
;Poltergeist (mastery, 8 psi, conc, 1 min.) <br />
You gain control of any non-held objects in a 30 feet radius around you for the duration. The objects cannot weight more than 10 pounds, but you can use them as follow: <br />
<br />
Barrier: the objects fly around you up to a maximum radius of 15 feet. Anyone trying to pass the barrier receives 5d6+Int modifier piercing damage, and ranged attacks have disadvantage to reach anyone inside the barrier. <br />
<br />
Living Knives: You can use the objects to attack any number of creatures inside the area of effect. You make a psychic attack against them to deal 4d4+Intelligence modifier damage of the appropriate type. <br />
<br />
Mystic Pattern: You make all the objects, even those that enter the area for the first time (such as arrows, bolts or rocks) float aloof and harmless. You can move all of them at your will, and arrange them as you please at a speed of 30 feet.<br />
<br />
====Mantle of Awe====<br />
<br />
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.<br />
;Psychic Focus <br />
While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).<br />
;Charming Presence (1-12 psi) <br />
As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.<br />
;Center of Attention (2 psi; conc., 1 min.) <br />
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.<br />
;Invoke Awe (7 psi; conc., 10 min.) <br />
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Popular leader (Mastery, 9 psi) <br />
You can subtly alter your speech patterns with psionic power. If you expend at least 10 minutes giving a rousing speech, any non-hostile creature that can hear and see you is charmed by you unless they succeed an Intelligence saving throw. While charmed this way, they gain 3d10+ your Intelligence modifier temporary hit points, and have advantage against the fear condition until they cease to be charmed or finish a long rest, and you convince them of 1 statement you make (auto- succeeding in 1 Persuasion or Deception check). Anyone that pass the save is now hostile to you, but creatures that were affected by it become friendly until you do something that will turn them hostile or suspicious.<br />
<br />
====Mantle of Fear====<br />
<br />
You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Intimidation) checks.<br />
;Incite Fear (2 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.<br />
;Unsettling Aura (3 psi; conc., 1 hr.) <br />
As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.<br />
;Incite Panic (5 psi; conc., 1 min.) <br />
As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even 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 no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.<br />
;Absolute Terror (Mastery, 10 psi) <br />
Choose one creature. You assault its inner fears and take one by one all its mind barriers. The creature must succeed on an Intelligence saving throw to understand that it is a psionic attack, or it is permanently terrified by you. The creature is too afraid to do anything that will displease you, and its only thought is to run away or appease you in any way. The creature is permanently frightened of you, and it can only rest if you aren’t near, gaining 1 exhaustion level per day if you don't let it sleep. Once per long rest, the creature can repeat the save.<br />
<br />
====Mantle of Joy====<br />
<br />
You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Persuasion) checks.<br />
;Soothing Presence (1-12 psi) <br />
As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.<br />
;Comforting Aura (2 psi; conc., 1 min.) <br />
As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.<br />
;Aura of Jubilation (3 psi; conc., 1 min.) <br />
As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.<br />
;Beacon of Recovery (5 psi) <br />
As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.<br />
;Arousal (Mastery, 10 psi, up to 1 hour) <br />
You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they chose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.<br />
<br />
====Mass Manipulation====<br />
<br />
You can interact with the density of things and the particles that compose them.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Strength saves.<br />
;Increase density (2 psi, 1 hour) <br />
As an action you can touch a piece of armor or a shield making it denser and more resilient. For the duration, that object increases its AC value by 1, but doubles its weight. This bonus can not be stacked.<br />
;Inertial punch (1-12 psi) <br />
You can project kinetic energy in a powerful blow. As a reaction against an attack, you make a melee psionic attack. If the attack is successful, you deal 1d10 bludgeoning damage for each psi point spent.<br />
;Density decrease (6 psi, 1 minute) <br />
As an action, make a melee psionic attack against a creature. If the attack is successful, you rearrange its molecular density, giving it vulnerability against bludgeoning, force, slashing and thunder damage and disadvantage in any Strength or Constitution check. It can make a Constitution save at the beginning of it's turn to remove this effect.<br />
;Molecular Deconstruction (Mastery, 9 psi) <br />
As an action, you can disassemble matter on the molecular level. Make a melee psionic attack. On a success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly decomposing until only a black, noxious ooze remains. If the target isn’t destroyed, its hit point maximum are reduced by the same number.<br />
;Molecular Reconstruction (Mastery, 11 psi) <br />
You can reassemble matter on a molecular level. You have to an amount of time equal to a Short Rest for a reconstruction, but you can reattach lost limbs, decreased maximum hit points, or fully heal a creature from any injury, no matter how serious it is. You can also restore inanimate matter, such as the bones of a skeleton, a broken statue or magical artifact such as a rusted magical sword, reassembling it from almost nothing as long as an imprint of the object can be read. You can also rearrange matter in new patterns, such as creating a steel sword from an iron bar in an hour.<br />
<br />
====Mastery of Darkness====<br />
<br />
You meddle with energy from the Shadowfell melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus <br />
While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.<br />
;Darkness (1-12 psi; conc., 1 min.) <br />
As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. The darkness lasts until your concentration ends.<br />
;Shadow Beasts (5 psi; conc., 1 min.) <br />
As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.<br />
;Shadow Clones (7 psi; conc., 1 min.) <br />
As an action, you cause two clones to appear in unoccupied spaces you can see within 60 feet of you. The clones last until your concentration ends, and they obey your verbal and telepathic commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the clones disappear. Shadow Clones are exact copies of you except they have only 1 health point and share your psi points.<br />
;The Everdark (Mastery, 9 psi) <br />
You call forth the eternal darkness that lies beyond the stars to fill the brain of a creature and shut off sight. The target must succeed on a Charisma save or take 5d10 necrotic damage and being blinded and frightnened. The blindness is permanent, and only a Greater restoration or equivalent spell could restore the eyes, but the frightened condition calls for a Charisma saving throw each round, ending in a success. This effect can be counterspelled as if it were a 7th level spell.<br />
;Banish to the Shadowfell (Mastery, 12 psi) <br />
Choose a target. The target must succeed on a Charisma saving throw or pitch black tendrils cover it and forcefully transport it to a random spot in the Shadowfell, most likely to a prison cell or pit on any of the many cities and ruined castles in the plane. The target must find its own way back.<br />
<br />
====Mastery of Light====<br />
<br />
You meddle with energy from Arcadia melding it so that it resonates in the Prime Material plane.<br />
;Psychic Focus<br />
While focused on this discipline, you have advantage on effects that would render you blind.<br />
;Light (2 psi; conc., 1 min.) <br />
As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.<br />
;Radiant Sword (4 psi, conc, 10 minutes) <br />
As a bonus action, you create a magical sword in your free hand. The sword is long and straight with the light, finesse, and thrown properties (range 20/60 feet). The blade has has no weight and lightly murmurs when you move it. On a hit, the target deals 2d10 radiant damage. You can concentrate on up to 2 radiant swords at a time, but for each sword you have to spend the main cost. The blade is the color of your aura, and sheds bright light in a 15 feet radius, and dim light for additional 15 feet. If dropped or thrown you can use your reaction to return the sword or swords to your free hand however if not held at the end of the turn the sword's light fades, disappearing and your concentration ends.<br />
;Radiant Beam (6-12 psi; conc., 1 min.) <br />
As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Blessing of the Sunlight (Mastery, 8 psi) <br />
As an action, you shed bright light in a 15 feet radius. Every creature reached by the light must succeed on a Constitution save or suffer 6d12 radiant damage and being blinded for 1d4 rounds. If the save is successful, the creature only suffers half damage.<br />
;Banish to The Feywild (Mastery, 12 psi)<br />
Choose a target. The target must succeed on a Charisma saving throw or bright sunlight beams down in a pillar and forcefully transport it to a random spot in the Feywild most likely to a glen or cell of one of the many Fey courts in the plane. The target must find its own way back.<br />
<br />
====Cyrokinesis====<br />
<br />
Like water, but harder. Ice, Ice, baby.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to cold damage.<br />
;Cold Bite (1-12 psi) <br />
As an action, you steal the heat in a 5-feet area at up to 120 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.<br />
;Ice Sheet (2 psi) <br />
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes frozen for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the iced area.<br />
;Slowdown (4 psi) <br />
Choose a 5 foot area you can see within 60 feet of you. The area is deprived from all heat and each creature must succeed on a Constitution save or take 3d8 cold damage. An affected target's speed is halved, it takes a -1 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both, and it has disadvantage on Initiative rolls. This effect lasts for five rounds, and at the beginning of the round the creature can repeat the save, ending the effect on a success.<br />
;Frozen Rain (5 psi; conc., 1 min.) <br />
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 4d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.<br />
;Ice Barrier (7 psi; conc., 10 min.) <br />
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 thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.<br />
;Steal Energy (mastery, 8 psi, conc. 1 minute) <br />
If you choose this discipline for your psychic focus, each time you deal cold damage to a creature with this discipline you gain temporary Psi points equal to one tenth of the damage done (rounded down). Those psi points must be used before concentration ends, or they are lost.<br />
<br />
====Dendrokinesis====<br />
<br />
Your mastery and understanding over the living matter is enough to allow you to control mentally the wood, without needing to deal with the spirits.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage in any use of Carpenter’s or Woodcarver’s tools. You also can use repair any wooden object as if casting the mending cantrip.<br />
;Snap, Crack, Shatter (1-12 psi) <br />
As an action, you make one wooden weapon (such as a polearm, bow or club) per psi point spent snap. The weapon must make a Constitution Saving Throw (base modifier: 0). If you choose to, you may target a shield for twice the psi point spent, and the shield has advantage.<br />
;Wall of Wood (3 psi; conc., 1 hr.) <br />
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 AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.<br />
;Woodchip Armor (6 psi; conc., 1 min.) <br />
As a bonus action, you cover yourself of small wood shards that float around you, gaining resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.<br />
;Mastery of Wood (Mastery) <br />
When you make this discipline your mastery, your reach with wooden weapons doubles, as you can extend the shaft at will, and the dice of the weapon damage increases in 1 category (a club, E.G. makes 1d6 damage instead of 1d4 and has a reach of 10 feet, and a longbow fires at 600 feet and does 1d10 damage).<br />
;Path of a thousand stakes (Mastery, 8 psi) <br />
You make the roots of nearby plants to crack the ground and grow as powerful stakes in a 20-feet square or a 60 feet line. The creatures in the area must succeed on a Dexterity save or take 8d10 piercing damage. The area is now difficult terrain, and the stakes are permanent. Passing through the area requires a Dexterity (acrobatics) check with a DC equal to your Psionic save.<br />
<br />
====Nomadic Chameleon====<br />
<br />
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Dexterity (Stealth) checks.<br />
;Chameleon (2 psi) <br />
As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.<br />
;Step from Sight (3 -12 psi; conc., 1 min.) <br />
As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.<br />
;Enduring Invisibility (7 psi; conc., 1 min.)<br />
As a bonus action, you turn invisible and remain so until your concentration ends.<br />
;No witnesses (Mastery, 9 psi) <br />
You can make your presence unremarkable and hide in plain sight. You can interact with any creature without leaving any memory of this, slowly fading from their memory itself. Whenever you interact with a creature, you can make it forget all about you, although you can’t implant new memories. The target makes an Intelligence saving throw after you make your interaction. If it fails, your target doesn’t remember anything about you, and discards any interaction as if it was unimportant replacing it for any menial phenomena involved in the interaction (such as going to the bathroom, drinking a beer, etc.), but it can’t remember anything from you or your actions. If you harm your target in any way during the interaction, it has Advantage on the save.<br />
<br />
====Nomadic Mind====<br />
<br />
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.<br />
;Wandering Mind (2–6 psi; conc., 10 min.) <br />
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.<br />
;Find Creature (2 psi; conc., 1 hr.) <br />
You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.<br />
;Item Lore (3 psi; conc., 1 hr.) <br />
You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.<br />
;Psychic Speech (5 psi) <br />
As an action, you attune your mind to the psychic imprint of all languages. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.<br />
;Wandering Eye (6 psi; conc., 1 hr.)<br />
As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. 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.<br />
;Phasing Eye (7 psi; conc., 1 hr.) <br />
As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.<br />
;Psionic Eye (Mastery, 9 psi) <br />
As Phasing eye above, except that lasts for 24 hours and don’t require concentration. You can also use your psychic powers through the sensor, although at disadvantage if they require a ranged psionic attack and granting advantage to the saving throws. You can only focus your sight on 1 sensor at a time, although you can place as many as you want to.<br />
;Connection to the Noosphere (Mastery, 9 psi)<br />
You learn how to connect yourself to the summit of the sentience knowledge. You can research any topic, and spend 1 hour in careful meditation. You must succeed on a DC 20 Intelligence saving throw or receive 4d6 psychic damage and being stunned 10 minutes. If someone knows or knew the answer, you receive a truthful, unambiguous answer. If no one has a clear answer, the psionic can pinpoint the most logical and educated guess available. Once a Saving throw is failed, the mystic cannot access to the noosphere until he finished a long rest.<br />
;Severing (mastery, 12 psi) <br />
An adept mystic can sever the connection of a creature with the noosphere. The creature must succeed on an Intelligence save or its Intelligence score is reduced to 1 and it is unconscious until regaining at least 1 point of intelligence.<br />
<br />
====Nomadic Step====<br />
<br />
You exert your mind on the area around you, twisting the interplanar pathways you perceive to allow instantaneous travel.<br />
;Psychic Focus <br />
After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by your teleportation. You can receive this increase only once per turn.<br />
;Nomadic Anchor (1 psi, 8 Hours) <br />
As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use any psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.<br />
;Step of a Dozen Paces (1-12 psi) <br />
If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.<br />
;Defensive Step (2 psi) <br />
When you are hit by an attack, you can use your reaction to gain your proficiency bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.<br />
;There and Back Again (2 psi) <br />
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.<br />
;Transposition (3 psi) <br />
If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.<br />
;Baleful Transposition (5 psi) <br />
As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination spaces.<br />
;Phantom Caravan (6 psi)<br />
As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or to an anchor you know of. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.<br />
;Nomad’s Gate (7 psi; conc., 1 hr.) <br />
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 of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.<br />
;Astral Gate (Mastery, 11 psi, conc.) <br />
You open a portal to the Astral plane that last until you lose concentration.<br />
;Nomad’s Sanctuary (Mastery, 12 psi) <br />
As an action, you create a doorway to an extraplanar space. This space is an empty room 50 feet in each dimension and made of stone. When you choose to leave, any creatures or objects inside remain trapped there, as the door disappears from the other side. Creatures inside the room don’t age while inside the room, although time passes normally. Each time you use this ability, you create a doorway to this space regardless of where you are. The space created lasts indefinitely.<br />
<br />
====Precognition====<br />
<br />
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on initiative rolls.<br />
;Precognitive Hunch (2 psi; conc., 1 min.) <br />
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.<br />
;All-Around Sight (3 psi) <br />
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.<br />
;Danger Sense (5 psi; conc., 8 hr.) <br />
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.<br />
;Victory Before Battle (7 psi) <br />
When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.<br />
;Alertness (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can’t be surprised and you can use a reaction to force your allies to re-roll surprise.<br />
;Cognitive superiority (Mastery, 10 psi, conc. 1 minute) <br />
You can read the future paths of attack avoiding them completely. Any creature with lower or equal Initiative automatically fails any attack if it is beaten in an Charisma (Deception) confronted check against your Wisdom (Insight) control. Even if they can attack you, they do it with disadvantage.<br />
<br />
====Psionic Weapon====<br />
<br />
You have learned how to channel psionic energy into your attacks, lending them devastating power.<br />
;Psychic Focus <br />
Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.<br />
;Ethereal Weapon (1 psi) <br />
As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.<br />
;Lethal Strike (1-12 psi) <br />
As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.<br />
;Augmented Weapon (5 psi; conc., 10 min.) <br />
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon adds 1d8 Psychic damage whenever you hit with it.<br />
;Intelligent Blade (Mastery) <br />
If you choose this discipline as your Psychic Mastery, you can use your Intelligence modifier instead of the normal one with the psionic weapon.<br />
;Ethereal Lance (mastery, 8 Psi, Conc.) <br />
Your psionic weapon emits a psychic blade that extends its reach 20 feet, and can attack up to 5 creatures at the same time.<br />
<br />
====Psychic Assault====<br />
<br />
You wield your mind like a weapon, unleashing salvos of psionic energy.<br />
;Psychic Focus <br />
While focused on this discipline, you add your proficiency bonus to damage rolls with psionic talents that deal psychic damage.<br />
;Psionic Blast (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target takes 1d6 psychic damage per psi point spent on this ability. Constructs are immune to this feature.<br />
;Ego Whip (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Charisma saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and no additional effects.<br />
;Id Insinuation (5 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage and no additional effects.<br />
;Psychic Blast (6 psi) <br />
As an action, you unleash devastating psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d8 for each additional psi point you spend when you use this ability.<br />
;Psychic Crush (7 psi) <br />
As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.<br />
;Pain (mastery, 11 psi, conc, 10 min) <br />
You assault the mind of a creature with overwhelming pain. Your target must succeed on an Intelligence saving throw or takes 12d10 psychic damage, and it is stunned in pain for the duration of the effect. You can interrupt the pain at any time during the effect, stopping the count of the minutes, and resume where you left. After 10 minutes have past, your target receives 1 level of exhaustion. If the target succeeds on the Intelligence save, it only takes half damage and no other effect.<br />
<br />
====Psychic Disruption====<br />
<br />
You create psychic static which disrupts other creature's ability to think.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on Charisma (Deception) checks.<br />
;Distracting Haze (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, 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.<br />
;Daze (3 psi) <br />
As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.<br />
;Mind Storm (5 psi) <br />
As an action, choose a point you can see within 60 feet of you. Each creature in a 20- foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.<br />
;Chaotic Blast (mastery, 9 psi, 1 minute) <br />
You emit a powerful overwhelming stream of contradictory information in a 60-feet cone. Each creature within range must succeed on a Intelligence saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.<br />
<br />
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.<br />
<br />
2-6. The creature doesn’t move or take actions this turn.<br />
<br />
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.<br />
<br />
9-10 The creature can act and move normally. At the end of each of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target.<br />
<br />
====Psychic Inquisition====<br />
<br />
You reach into a creature’s mind to uncover information or plant ideas within it.<br />
;Psychic Focus <br />
While focused on this discipline, you know when a creature communicating with you via telepathy is lying.<br />
;Hammer of Inquisition (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.<br />
;Forceful Query (2 psi) <br />
As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer.<br />
;Ransack Mind (5 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, 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.<br />
;Phantom Idea (7 psi; conc., 1 hr.) <br />
While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.<br />
;Hypnotic Recall (Mastery) <br />
If the mystic chooses this discipline as its psychic mastery, he may host a session of hypnosis to recall hidden memories. During a session of hypnosis of at least 1 hour, a creature may remember 1 repressed memory, and has the opportunity to get rid of an Indefinite madness via Wisdom (or Sanity) saving throw.<br />
;Memory Shards (8 psi) <br />
You can create a backup memory. You store one hub of memories from any creature in a psionically charged trinket. The memories can be accessed by meditating at least 1 hour on the trinket. The original owner of the memories may trigger an intelligence saving throw that allows him to remember an entire layer of memories (see below).<br />
;Waters of Lethe (Mastery, 12 psi; conc.) <br />
You forcefully erase the brain of a creature to a blank state during a long session, making it easy to manipulate. Choose a restrained target and contact it telepathically. During the course of five hours, the creature must succeed on 5 Intelligence saving throws, in each of one the creature loses a layer of memory. Each layer erased spends the cost, and the character must maintain concentration for 1 full hour to work. The first layer contains recent memory. All superficial, unprotected, and recent memories are erased. The second layer contains most non-significant memories of people. The third layer contains all skills not linked to body memory (such as history, arcana and such). The fourth layer contains self consciousness, the own identity of the character, such as flaws and personality traits. The fifth layer contains the last shards of personality. To erase this layer, the mystic must succeed on a Psionic Attack against an AC equal to the Intelligence, Wisdom and Charisma modifiers combined, in addition to the Saving Throw. If the mystic succeeds, the character is left blank-state, without any memory, nor even language. Charisma is reduced to 1, and the other mental stats are left at 10, and loses all class features. Aberrations are immune to this, as their minds are too alien to be understood. The mystic gains 1 level of exhaustion for every 2 layers erased.<br />
<br />
====Psychic Phantoms====<br />
<br />
Your power reaches into a creature’s mind and causes it false perceptions.<br />
;Psychic Focus <br />
While focused on this discipline, you have advantage on saving throws against charm effects.<br />
;Distracting Figment (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.<br />
;Phantom Foe (4 psi; conc., 1 min.) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for every 2 additional psi points spent on the ability.<br />
;Phantom Betrayal (5 psi; conc., 1 min.) <br />
As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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.<br />
;Phantom Riches (7 psi; conc., 1 min.) <br />
As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
;Illusory Quest (mastery, 10 psi, Conc., 1 hour) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, its mind is trapped in an illusory world that should make sense for it, and it is unconscious. Describe that world, and describe the conditions of liberation that the creature must fulfill to get rid of the illusion. If you don’t create any type of objective to fulfill in the dream world (and that could possibly release him), the creature has advantage on the save, and can repeat it every turn. The target is immune to this effect if it can’t see you.<br />
;Banish to the Dream World (mastery, 12 psi) <br />
As Illusory Quest above, except the effect is permanent. The target is immune to this effect if it can’t see you.<br />
<br />
====Psychokinesis====<br />
<br />
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.<br />
;Psychic Focus <br />
While focused on this discipline, you have a bonus to Strength checks equal to you Intelligence modifier.<br />
;Push (1-12 psi) <br />
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage and isn’t pushed.<br />
;Move (2–12 psi) <br />
Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.<br />
<br />
{|class=wikitable<br />
!Psi Spent<br />
!Weight<br />
!Bludgeoning Damage<br />
|-<br />
|2 || 25 || 2d6<br />
|-<br />
|4 || 50 || 4d6<br />
|-<br />
|6 || 250 || 6d6<br />
|-<br />
|8 || 500 || 8d6<br />
|-<br />
|10 || 1000 || 10d6<br />
|}<br />
;Grasp (3 psi; conc., 1 min.) <br />
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by 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:<br />
<br />
'''Crush (1-12 psi)''' The target takes 1d6 bludgeoning damage per psi point spent.<br />
<br />
'''Move (1-12 psi)''' You move the target up to 5 feet per psi point spent. You can move it in the air and hold it.<br />
;Telekinetic Mastery (Mastery) <br />
You gain Proficiency in Strength saving throws and the proficiency bonus is double.<br />
<br />
====Pyrokinesis====<br />
<br />
You can use the elemental power of fire.<br />
;Psychic Focus <br />
While focused on this discipline, you gain resistance to fire damage.<br />
;Combustion (1-12 psi; conc., 1 min.) <br />
As an action, choose one creature or object you can see within 120 feet of you. You burn the area around them. The target must make a Constitution save. On a failed save, the target takes 1d8 fire damage per psi point spent, 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 adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.<br />
;Rolling Flame (3 psi; conc., 1 min.) <br />
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.<br />
;Coat of the Crimson King (4 psi; conc., 1 min.) <br />
As a bonus action, the area around you ignites in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage, but if you move more than 15 feet in your turn you catch fire too.<br />
;Detonation (5 psi) <br />
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 6d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.<br />
;Animate Fire (7 psi; conc., 1 hr.) <br />
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In 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.<br />
;Control Fire (Mastery) <br />
If you choose this discipline as your psychic mastery, you learn the control flames and create bonfire cantrips. They are magical and they are casted normally.<br />
;Arson (mastery, 10 psi) <br />
You start a fire that affects any combustible surface in a 30-feet radius. Roll 3d10. That’s the number of 5-foot areas that ignite randomly. The fire is non magical and spreads in the wind’s direction. You have no control over it. Every fire area burns hot, and any creature that begins or ends its turn on them takes 3d10 fire damage and catches fire. Once per round, every 5-feet area covered in fire spreads in the wind direction, covering a new area. If no wind is present, all surrounding areas catch fire. The arson also causes heavy smoke to spread, causing the area to be heavily obscured, and choking creatures in twice the normal time. Every column of fire has 5d10 “Hit Points”, and 1 gallon of water douses 1d10 fire points. The fire will extinguish itself when there isn’t anything else to consume, or if a strong rain douses it.<br />
<br />
====Sonokenesis====<br />
<br />
You tune your mind and voice to the power of sound.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance to thunder damage and advantage on any musical instrument tool check.<br />
;Sonic Blast (1-12 psi) <br />
You scream loudly and powerfully, making fragile compounds such as glass or ceramic break in a 60 feet radius. Each creature in a 20 foot cone must succeed on a Constitution save or take 1d6 thunder damage per psi point spent and be deafened for 1 minute. Succeeding on the save halves the damage and prevents deafening.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Wall of Thunder (6 psi; conc., 10 min.) <br />
As an action, you create a wall of thunder, 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. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.<br />
;Thunder Clap (7 psi) <br />
As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. Black Canary (mastery, 10 psi, conc. 1 minute) Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a bonus action. You can project your voice in a 60-foot cone and make 8d6 thunder damage, or reduce the cone final edge in 5-feet steps increasing 1d6 damage for each decrease in area.<br />
;Black Canary (mastery, 10 psi, conc. 1 minute) <br />
Your voice is trained to a millimetric precision. During your concentration, you can choose to make a sound attack as a action. You can project your voice in a 60-foot cone and make all creatures make a Constitution saving throw or take 8d6 thunder damage. You can choose to tighten and intensify the effect, by reducing the cones area in 10-feet steps increasing 1d6 damage for each decrease in area.<br />
<br />
====Substitutiary Locomotion====<br />
<br />
A practice learned from and ancient British witch, great against armies.<br />
;Psychic Focus <br />
While focused on this discipline, you gain reach with every weapon. If the weapon already has reach, it increases in 5 feet.<br />
;Psychic Command (2 psi, conc., 10 minutes) <br />
As an action, you target one weapon at hand. You make it levitate, and use it as a melee weapon attack with a range of 60 feet. You use your Intelligence score instead of your strength or dexterity score when using your weapon this way, and you are considered proficient with it.<br />
;Blade Whirlwind (3 psi points, conc., 1 minute) <br />
As a bonus action, you can command a light weapon in which you have proficiency that isn’t worn or grabbed by other person. The weapon floats and you can make a melee weapon attack as a bonus action every round to any creature up to 30 feet of you. This attack uses your Psionic ability instead of your strength or dexterity modifier.<br />
;Hoplomacheia (4 psi, conc., 1 minute) <br />
As an action, you control a suit of armor that fights within 100 feet of you. You control its actions with a bonus action, or it remains motionless. The animated armor hasn’t any reactions, but you can use your own to make Opportunity Attacks through the armor. See the Animated Armor in the MM for its stats, but the nature of the armor will establish the AC (EG: an animated leather armor will have AC 11). The suit of armor must be available to this effect to work, and it will not work if it is worn by an unwilling creature, or has a body in it.<br />
;Far Shield (2 psi, conc., 1 minute) <br />
As an action, you target one shield, table or any other plank of wood or metal weighting no more than 10 pounds and lift it with the power of your mind. For the duration, the object hovers around you and give you half cover.<br />
;Substitutiary Locomotion (Mastery, 9 psi, conc, 1 minute) <br />
Your psionic power allows you to command several weapons at once. You choose 7 weapons, and make an attack roll with advantage with for all of them, or move them independently and make one normal attack with each one in any combination against targets. These attacks use your psionic ability instead of strength or dexterity.<br />
<br />
====Telepathic Contact====<br />
<br />
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.<br />
;Psychic Focus <br />
While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.<br />
;Occluded Mind (2 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Broken Will (5 psi) <br />
As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.<br />
;Psychic Grip (6 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.<br />
;Psychic Domination (7 psi; conc., 1 min.) <br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.<br />
;Telepath (Mastery) <br />
If you choose this discipline as your Psychic mastery, you have no number limits on creatures that you can use your Telepathy feature.<br />
<br />
====Third Eye====<br />
<br />
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.<br />
;Psychic Focus <br />
While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.<br />
;Tremorsense (2 psi; conc., 1 min.) <br />
As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.<br />
;Unwavering Eye (2 psi) <br />
As a bonus action, you gain advantage on Wisdom checks for 1 minute.<br />
;Piercing Sight (3 psi; conc., 1 min.) <br />
As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.<br />
;Truesight (5 psi; conc., 1 min.) <br />
As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.<br />
;Far Sight (Mastery, must be at least level 15 to gain this mastery) <br />
You gain truesight with a radius of 120 feet and you also can see through the Ethereal and Astral plane connections to the plane in which you are.<br />
<br />
====Venomous Metabolism====<br />
<br />
Your control over your body allows you to deliver venomous attacks.<br />
;Psychic Focus <br />
While focused on this discipline, you have resistance poison damage.<br />
;Venom Strike (1-12 psi) <br />
As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d8 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.<br />
;Assassin’s Friend (4 psi, 1 minute) <br />
You exude poisonous sweat. As a bonus action, you can coat a weapon with poison. For the next attack, the weapon deals 1d8 extra poison damage, and your targets must succeed on a Constitution save or being poisoned for a minute. They can repeat the save each round, ending the effect on a success.<br />
;Breath of the Green Dragon (7 psi) <br />
You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.<br />
;Venomous (Mastery) <br />
If you choose this discipline as your Psychic mastery, you become immune to poison damage and the poisoned condition. When you gain immunity to poison from Psionic Body you instead are healed for half damage when you take poison damage.<br />
;Exotic Venom (mastery, 9 psi, conc., 1 minute) <br />
For the duration, all your poisonous attacks are improved. Your poison ignores poison resistance and creatures have disadvantage on their saving throws, and any magical healing attempts (such as an use of the paladin’s Lay on hands) only trigger a new Saving throw without disadvantage, but does not cure them outright.<br />
<br />
====Walker of the Mist====<br />
<br />
You can change your body and objects near you to phase them.<br />
;Psychic Focus <br />
You vibrate and look fuzzy in the distance. While focused on this discipline, ranged attacks coming from more than 50 feet have disadvantage.<br />
;Phasing (2 psi) <br />
As a bonus action, you can phase though one single, immobile physical obstacle, such as a wall. This counts as difficult terrain for you. If the wall is thicker than you have movement this ability fails and the psi points are consumed.<br />
;Ethereal Weapon (4 psi; conc., 1 min.) <br />
As a bonus action, your next weapon or unarmed attack ignores cover and any bonus granted by physical armor not made of mithril or adamantine.<br />
;Intangibility (7 psi, conc., 1 minute) <br />
For 1 minute you gain the power of traversing physical obstacles as if they were difficult terrain, and you can touch any one creature and share that intangibility while you are touching it. A creature that ends or begins its turn in a solid obstacle is restrained by it and suffers 8d10 force damage, but they may use their reaction to succeed on a Dexterity save and move to the next unoccupied space.<br />
;Phantom Hands (Mastery) <br />
If you choose to make this discipline your Psionic Mastery, you can use a Bonus action to attack or interact with the Ethereal plane even if you are in the Material Plane, and vice versa.<br />
;Etherealness (Mastery, 10 psi, Conc, 10 minutes) <br />
As an action you can gain the traits of an ethereal creature. You can enter as a bonus action to the border Ethereal Plane from the Material Plane, or vice versa. You are visible, although blurry and immaterial, on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane except for force or psychic energy. You can also phase through any physical object in both planes as if they were difficult terrain, but you receive 1d10 force damage if you end its turn inside an object.<br />
<br />
==Psionic Talents==<br />
<br />
===Beacon===<br />
<br />
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as bonus action.<br />
<br />
===Blade Meld===<br />
<br />
As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.<br />
<br />
===Blind Spot===<br />
<br />
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.<br />
<br />
===Delusion===<br />
<br />
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. 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.<br />
<br />
<br />
===Energy Beam===<br />
<br />
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
===Light Step===<br />
<br />
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, you r walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so .<br />
<br />
===Mind Meld===<br />
<br />
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.<br />
<br />
===Mind Slam===<br />
<br />
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mind Thrust===<br />
<br />
As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Mystic Charm===<br />
<br />
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you for 1 minute<br />
<br />
===Mystic Hand===<br />
<br />
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.<br />
<br />
===Psychic Hammer===<br />
<br />
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<br />
<br />
===Thought Spear===<br />
<br />
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Mystic, Mastery Variant class, you must meet these prerequisites: Intelligence 16.<br />
<br />
'''Proficiencies.''' When you multiclass into the Mystic, Mastery Variant class, you gain the following proficiencies: Simple Weapons<br />
<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Lamia,_2nd_Variant_(5e_Race)&diff=1167374Lamia, 2nd Variant (5e Race)2019-04-25T02:41:03Z<p>Notlonelyloner: </p>
<hr />
<div>{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Lamia, 2nd Variant==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://1d4chan.org/images/thumb/c/c3/PF_Lamia_Matriarch.jpg/857px-PF_Lamia_Matriarch.jpg|A lamia fighter, by [https://www.deviantart.com/katemaxpaint/art/Lamia-Matriarch-476478584/ Maximovich Ekaterina]}}<br />
</div><br />
Not to be confused with the sphinx-like creatures of the same name, the lamia are a humanoid race with the upper body of a humanoid and a lower body of a long, powerful, snake-like tail. While most commonly born of a lamia mother and human male, other father races are by no means unheard of, and lamia with elven, dwarven, halfling, tiefling, and countless other humanoid bodies are known to exist. Lamia move by swaying in an upright, undulating "dance", and accelerate by lowering their upper body to quickly writhe forward. lamia clothing is therefore light, and concentrated on the upper body, the tail is occupied only by ornaments. The scale patterns vary greatly.<br />
<br />
===History===<br />
Serpentine ancients with a history dating back to the oldest gods, the lamia were gardeners of the primordial world. Great golden cities rose from the living rock, magic and science were molded as one, and early humans sought to emulate the serpent's power with horrific rites. Lamia have a long standing hatred for the yuan-ti whose rituals lamia consider vile and cruel.<br />
<br />
In the modern day these snakefolk have largely retreated from the world. Practicing a simpler, harmonious way of life, they have become equal parts revered myth and scaled bogeyman. Also known as naga, the lamia balance patience and fascination, drawn inexorably to meddle and partake in the fleeting joys beyond their nest. <br />
<br />
===Society===<br />
Lamia live in clans ranging from a dozen to hundreds of individuals, in which the eldest and wisest take the titles of clan elders. Their population is predominantly female with about only %10 being male, thus their society is matriarchal. Lamia are invested in variety, above all things: balance of body and mind, desire and logic, earth and water, world and person. In practice, the search for harmony is seldom smooth. Lamia quickly take to bad habits and addictions, and are often enchanted by the exotic novelty of other races, convinced that their life's imbalance is caused by the absence of some vital missing piece.<br />
<br />
Their clans and cities are often in harsh environments that most would consider too difficult to develop into a functioning settlement. Lamia clans can be found amid the rolling dunes of the desert, thick swampy marshes and jungles, and underneath air tight reefs or burrowed into sea cliffs.<br />
<br />
Young lamia are often enticed to see the world by nothing but the sheer indulgence of two-legged, warm-blooded races with a thousand different songs and spices.<br />
<br />
===Lamia Names===<br />
Naga names are given on birth, and make extensive use of sibilants: harder sounds are associated with female names, and are rare even then.<br />
<br />
'''Male:''' Akalash, Dazhmaar, Dejhasha, Karathresh, Naszjak, Ohraaki, Raksakas, Shahadei, Shalzuuru, Takshaka, Vaszuki, Yamaatha<br />
<br />
'''Female:''' Azshara, Graathslan, Kiiyoha, Myiah, Maafnasha, Radjavaa, Salmissra, Sthevess, Stheino, Szaalah, Vajz, Yharaali, Zenathaar<br />
<br />
===Lamia Traits===<br />
{{5e Racial Traits<br />
|summary=Serpentine grace, big tail and a nighttime blanket hog.<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age=Lamia mature at a similar rate to their non-lamia parent, and may live for upwards of two hundred years, although few ever reach their third century.<br />
|alignment= Lamia tend toward neutral alignments owing to their habit of living secluded amongst their own kind, although those that do leave the commune often adopt the alignment of their new homes.<br />
|size=Lamia are slightly taller than humans, measuring 6 to almost 7 feet in height. Your size is medium. The unique anatomy of the lamia however necessitates an extra 5 feet of slithering space behind you at all times for your long, muscular tail, which may stretch anywhere from 10 to 15 feet in length when straightened out.<br />
|speed=Your base walking speed is 30 feet. You also have a climbing speed equal to your walking speed.<br />
|trait1=Thermal Vision<br />
|description1=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. While in darkness, you perceive your surroundings in a thermal spectrum, with living creatures and warm surfaces not hidden by magic, cover or thermal camouflage appearing as heat signatures due to your pit organs, but you cannot otherwise discern color in darkness.<br />
|trait2=Constricting Tail<br />
|description2=Your tail is a natural weapon which you are proficient with, it can be used to make unarmed attacks. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can use your tail to grapple a creature without occupying your hands, and can choose to make and control this grapple with Dexterity (Acrobatics) instead of Strength (Athletics).<br />
|trait3=Mesothermal<br />
|description3=Owing to your limited ability to regulate your body temperature, you have disadvantage on saving throws against spells and effects that deal cold damage, and have disadvantage on Constitution saving throws made to withstand environments of extreme cold.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Draconic.<br />
|subrace= Depending on where you grew up, you are either a Water Snake, Desert Snake or Jungle Snake.<br />
}}<br />
<br />
====Water Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Aquatic Movement<br />
|description1=You can hold your breath for 30 minutes and have a swim speed equal to your walking speed.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Desert Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 1.<br />
|trait1=Venomous<br />
|description1=You are resistant to poison damage and have proficiency with the Poisoner Kit.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Jungle Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Swamp Life<br />
|description1=You are accustomed to moving through less than ideal footing. Difficult terrain akin to mud or quicksand does not affect your movement.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Lamia<br />
|feet=5<br />
|inches=10<br />
|heightmod=2d6<br />
|weight=400<br />
|weightmod=5<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Lamia,_2nd_Variant_(5e_Race)&diff=1167373Lamia, 2nd Variant (5e Race)2019-04-25T02:40:46Z<p>Notlonelyloner: Rough, but functional.</p>
<hr />
<div>{{WIP}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Lamia, 2nd Variant==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://1d4chan.org/images/thumb/c/c3/PF_Lamia_Matriarch.jpg/857px-PF_Lamia_Matriarch.jpg|A lamia fighter, by [https://www.deviantart.com/katemaxpaint/art/Lamia-Matriarch-476478584/ Maximovich Ekaterina]}}<br />
</div><br />
Not to be confused with the sphinx-like creatures of the same name, the lamia are a humanoid race with the upper body of a humanoid and a lower body of a long, powerful, snake-like tail. While most commonly born of a lamia mother and human male, other father races are by no means unheard of, and lamia with elven, dwarven, halfling, tiefling, and countless other humanoid bodies are known to exist. Lamia move by swaying in an upright, undulating "dance", and accelerate by lowering their upper body to quickly writhe forward. lamia clothing is therefore light, and concentrated on the upper body, the tail is occupied only by ornaments. The scale patterns vary greatly.<br />
<br />
===History===<br />
Serpentine ancients with a history dating back to the oldest gods, the lamia were gardeners of the primordial world. Great golden cities rose from the living rock, magic and science were molded as one, and early humans sought to emulate the serpent's power with horrific rites. Lamia have a long standing hatred for the yuan-ti whose rituals lamia consider vile and cruel.<br />
<br />
In the modern day these snakefolk have largely retreated from the world. Practicing a simpler, harmonious way of life, they have become equal parts revered myth and scaled bogeyman. Also known as naga, the lamia balance patience and fascination, drawn inexorably to meddle and partake in the fleeting joys beyond their nest. <br />
<br />
===Society===<br />
Lamia live in clans ranging from a dozen to hundreds of individuals, in which the eldest and wisest take the titles of clan elders. Their population is predominantly female with about only %10 being male, thus their society is matriarchal. Lamia are invested in variety, above all things: balance of body and mind, desire and logic, earth and water, world and person. In practice, the search for harmony is seldom smooth. Lamia quickly take to bad habits and addictions, and are often enchanted by the exotic novelty of other races, convinced that their life's imbalance is caused by the absence of some vital missing piece.<br />
<br />
Their clans and cities are often in harsh environments that most would consider too difficult to develop into a functioning settlement. Lamia clans can be found amid the rolling dunes of the desert, thick swampy marshes and jungles, and underneath air tight reefs or burrowed into sea cliffs.<br />
<br />
Young lamia are often enticed to see the world by nothing but the sheer indulgence of two-legged, warm-blooded races with a thousand different songs and spices.<br />
<br />
===Lamia Names===<br />
Naga names are given on birth, and make extensive use of sibilants: harder sounds are associated with female names, and are rare even then.<br />
<br />
'''Male:''' Akalash, Dazhmaar, Dejhasha, Karathresh, Naszjak, Ohraaki, Raksakas, Shahadei, Shalzuuru, Takshaka, Vaszuki, Yamaatha<br />
<br />
'''Female:''' Azshara, Graathslan, Kiiyoha, Myiah, Maafnasha, Radjavaa, Salmissra, Sthevess, Stheino, Szaalah, Vajz, Yharaali, Zenathaar<br />
<br />
===Lamia Traits===<br />
{{5e Racial Traits<br />
|summary=Serpentine grace, big tail and a nighttime blanket hog.<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age=Lamia mature at a similar rate to their non-lamia parent, and may live for upwards of two hundred years, although few ever reach their third century.<br />
|alignment= Lamia tend toward neutral alignments owing to their habit of living secluded amongst their own kind, although those that do leave the commune often adopt the alignment of their new homes.<br />
|size=Lamia are slightly taller than humans, measuring 6 to almost 7 feet in height. Your size is medium. The unique anatomy of the lamia however necessitates an extra 5 feet of slithering space behind you at all times for your long, muscular tail, which may stretch anywhere from 10 to 15 feet in length when straightened out.<br />
|speed=Your base walking speed is 30 feet. You also have a climbing speed equal to your walking speed.<br />
|trait1=Thermal Vision<br />
|description1=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. While in darkness, you perceive your surroundings in a thermal spectrum, with living creatures and warm surfaces not hidden by magic, cover or thermal camouflage appearing as heat signatures due to your pit organs, but you cannot otherwise discern color in darkness.<br />
|trait2=Constricting Tail<br />
|description2=Your tail is a natural weapon which you are proficient with, it can be used to make unarmed attacks. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can use your tail to grapple a creature without occupying your hands, and can choose to make and control this grapple with Dexterity (Acrobatics) instead of Strength (Athletics).<br />
|trait3=Mesothermal<br />
|description3=Owing to your limited ability to regulate your body temperature, you have disadvantage on saving throws against spells and effects that deal cold damage, and have disadvantage on Constitution saving throws made to withstand environments of extreme cold.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Draconic.<br />
|subrace= Depending on where you grew up, you are either a Water Snake, Desert Snake or Jungle Snake.<br />
}}<br />
<br />
====Water Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Aquatic Movement<br />
|description1=You can hold your breath for 30 minutes and have a swim speed equal to your walking speed.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Desert Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 1.<br />
|trait1=Venomous<br />
|description1=You are resistant to poison damage and have proficiency with the Poisoner Kit.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Jungle Snake====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Swamp Life<br />
|description1=You are accustomed to moving through less than ideal footing. Difficult terrain akin to mud or quicksand does not affect your movement.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Lamia<br />
|feet=5<br />
|inches=10<br />
|heightmod=2d6<br />
|weight=400<br />
|weightmod=5<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Lamia,_2nd_Variant_(5e_Race)&diff=1167052Lamia, 2nd Variant (5e Race)2019-04-24T04:55:30Z<p>Notlonelyloner: just starting, will do more.</p>
<hr />
<div>{{WIP}}<br />
<br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Lamia, 2nd Variant==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Not to be confused with the sphinx-like creatures of the same name, The Lamia are a humanoid race with the upper body of a humanoid and a lower body of a long, powerful, snake-like tail. While most commonly born of a Lamia mother and human male, other father races are by no means unheard of, and Lamia with elven, dwarven, halfling, tiefling, and countless other humanoid bodies are known to exist. <br />
<br />
===History===<br />
<br />
<br />
===Society===<br />
<br />
<br />
===<Race Name> Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary=Serpentine grace, big tail<br />
|abilities=Your {{5a|str/dex/con/wis/int/cha}} score increases by 2 and your {{5a|str/dex/con/wis/int/cha}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=<!--State the age of maturity if any and the standard lifespan--><br />
|alignment=<!--Describe alignment tendencies or restrictions--><br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.--><br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=<!-- All creatures have some method of sight, whether it's darkvision, normal vision, superior darkvision, or tremorsense. For standard 60 ft. darkvision put "{{5E|Darkvision}}" in otherwise replace this field with your vision. If the race has normal vision, use this for the first trait--><br />
|description1=<!-- Put in your race's vision, like "{{5e Darkvision}}" here. --><br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====<Subrace Name>====<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=<br />
|description1=<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Chain_Wielder_(5e_Subclass)&diff=1167051Chain Wielder (5e Subclass)2019-04-24T04:48:40Z<p>Notlonelyloner: /* Chain Dread */</p>
<hr />
<div><br />
===Chain wielder===<br />
There are a rare few who decide to use a chain as a weapon. <br />
Even fewer make their chains seem to move of their own accord.<br />
<br />
===Chain wielder===<br />
<br />
====Chain proficiency====<br />
<br />
At the third level, you learned the trick of wielding chains and weighted ropes as weapons. You are automatically proficient with chains. Chains deal 2d4 bludgeoning damage(thrown(1/4 chain length(max(35)), chain length(max 150)), returning, finesse, special). For you, chains now count as flails for most purposes.<br />
<br />
'''''Special: Double ended.''''' when wielding the chain and nothing in your off hand, you may grasp the opposite end of the chain and use it as a second weapon. You are considered to be dual wielding, ignoring the light weapon requirement(This only applies to the chain. If dual wielding a chain and some other weapon, normal dual wielding rules apply).<br />
<br />
====Chain mastery====<br />
<br />
At the third level, you can forgo damage on one successful chain attack to wrap the target's weapon with your chain. If successful, you may attempt a strength check to disarm the person holding the weapon as part of the same action(DC 8 + their proficiency bonus + their strength modifier).<br />
<br />
====Chain mage====<br />
At the seventh level, you may attune to chains(normal attunement rules apply). While an attuned chain is on your person, you know and can cast mage hand with the following modifications:<br />
<br />
-The "hand" is the end of your chain.<br />
-The range increases to the length of your chain.<br />
-The "hand" can carry up to 30 pounds of weight.<br />
all other rules apply. <br />
<br />
You also know 6 spells, 5 of which must be on this list: ''[[Animate Rope (5e Spell)]](chains only), [[5e SRD:Entangle]], [[5e SRD:Animate Objects]](chains only), [[5e SRD:Black Tentacles]], [[5e SRD:Imprisonment]](chain version only)''<br />
{| class=d20<br />
|+ spell slots per fighter level<br />
! !! lvl. 3 !! lvl. 7 !! lvl. 11 !! lvl. 15 !! lvl 18<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd level spell slots ||1 ||2 ||3 ||3 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
|5th level spell slots ||0 ||0 ||1 ||2 ||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
|9th level spell slots ||0 ||0 ||0 ||0 ||1<br />
|}<br />
<br />
====Chain points====<br />
At tenth level, you gain a deeper connection with your chain that allows you to briefly animate your chain.<br />
you have a pool of 6 chain points, increasing to 12 at the fifthteenth level.<br />
<br />
'''Maneuver save DC''' = 8 + proficiency bonus + Strength or dexterity (your choice).<br />
<br />
====Flying chains====<br />
At tenth level, you may use these maneuvers as a reaction to an enemy attack or as part of an attack on your turn.<br />
<br />
*'''''Cripple.''''' Using one chain point as you attack, you animate your chain to hit an under-protected pressure point. If hit, the enemy must make a Con save or have disadvantage to attacks until your next turn.<br />
<br />
*'''''Intervene.''''' You may spend one chain point when an ally within 10 feet is attacked to deflect the attack with your chain, your ally gains a bonus to ac equal to your dex modifier against the attack.<br />
<br />
*'''''Strangling Chain''''' Using one chain point as you make an attack, you attempt to make your chain twist around the throat of an enemy. If your attack hits, the target of your attack must make a dex save or start suffocating. While suffocating, the target suffers 1d4 bludgeoning damage. Each round afterward, they are [[restrained]] and suffocating until they escape. They may escape by making a strength or dex save. The particular chain end used may not be used to attack anything else while it is strangling something unless the thing it is strangling is Tiny, releasing the chain from your hand ends the suffocation. <br />
<br />
====Improved chain mastery====<br />
At fifteenth level your chains now spring up to defend you. you now have resistance to bludgeoning, piercing and slashing damage. you also take no fall damage if you fall a distance less then or equal to your chain length, and half if it exceeds your chain length by no more than 50 feet. <br />
<br />
====Chain Dread====<br />
At 18th level your mastery of chains is now almost absolute. You may treat chains as if under the effect of a telekinesis spell. You also now have a climb and a land speed of 40' so long as you have at least 20 feet of chain on you, and you now can move up to 1/2 the length of chain you have off of the surface you're on. <br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Fighter]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Holy_Waters_Domain_(5e_Subclass)&diff=1167028Holy Waters Domain (5e Subclass)2019-04-24T02:56:28Z<p>Notlonelyloner: /* Holy Water Savant */</p>
<hr />
<div>=== Holy Waters Domain ===<br />
<br />
The Domain of Holy Waters is worshiped by those who have realized the potential of the oft overlooked item. They spend years bathing in Holy Water, drinking Holy Water and only eating food watered by Holy Water so that its essence suffuses them to the core. These Clerics are always in service to a Good aligned deity, due to the nature of what they wield. <br />
One of these Clerics at a high enough level can make all the difference in battle, being a versatile skirmisher, healer and blocking blows of their comrades. An large enough army of them could very well cleanse the River Styx, destroying the life blood of the Lower Planes. Fiends and Undead beware, the Cleric of Holy Waters is coming.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Sky Domain Spells<br />
|-<br />
! Cleric Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''Ice Knife, [[5e SRD:Cure Wounds|Cure Wounds]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''Curing Mist, Shape Holy Water''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''Wall of Water, Chain Heal''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align: left;" | ''Storm Sphere, Anesthesia''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''Frozen Defenses, Maelstrom''<br />
|}<br />
<br />
<br />
=====<span style="font-size:125%">Blessing of Water</span>=====<br />
You are blessed by the pure water of the heavens. At 1st level, Holy Water begins circulating across your body as several streams of its own accord. The maximum amount of Holy Water on you is equal to the number of your spell slots (one spell slot = one flask of Holy Water). All rain water that lands on you becomes holy water. This Holy Water can't be decanted into vials for re-sale, leaving you turns them into mundane water. A stream evaporates when you use a spell, and when you use a stream in any of the following features it acts as if you have used a spell slot for it. You lose access to a spell slot of your choice when used.<br />
<br />
As an action you can use one stream as if you were throwing or splashing a vial of Holy Water on a target, range (20/60). You use Wisdom for the attack rolls and are proficient in this action. You choose which spell to lose.<br />
<br />
After a long rest a small cloud forms above you and rains on you refilling all uses of holy water. After the rain any excess water not flowing on your body evaporates harmlessly leaving no trace. You can also gain one stream of Holy Water for each minute you spend in rain. When you reach your maximum number of streams, you may hold a container catching the water that flows off your head, purifying it in a stable form at the rate of 1 vials worth per hour. All spells that have to due with water or ice count as being made with Holy Water or Holy Ice for their effect.<br />
<br />
Also starting at 1st level, when there is overcast weather conditions you get +2 on all rolls.<br />
<br />
=====<span style="font-size:125%">Channel Divinity: Bring the Rain</span>=====<br />
<br />
Starting at 2nd level, you can cause the Holy Water circulating your body to bring wide spread damage for your enemies and salvation for your allies. As an Action, you may conjure a bright rain cloud in a location of your choice within a range determined by your level times 5 feet. The cloud is of a size determined by half (rounded down) the Holy Water streams that are currently circulating your body times 5 feet (minimum of 5 feet, not counting Holy Ice). You choose what effect your cloud does:<br />
<br />
Cats and Dogs: The rain beats down upon those you deem to be foes. Any creatures that you mark as an enemy that begin their turn in the effect must make a Constitution saving throw or take Xd4 bludgeoning damage, half on success. X is determined by half your streams rounded down. The cloud lasts for a number of rounds equal to X. <br />
<br />
Light Drizzle: The rain heals all allies within it's area of effect. Any creatures that you regard as an ally that begin their turn in the effect are healed for Xd4 Hit Points. X is determined by half your streams rounded down. The cloud lasts for a number of rounds equal to X.<br />
<br />
=====<span style="font-size:125%">Blessed Water User</span>=====<br />
Beginning at 6th level, the Holy Water that you can buy in shops or make through a ritual may be used as an component for Shape Holy Water. This doesn't allow you to cast more spells, but supplements the cost of creating items. <br />
<br />
Additionally when you perform the ritual to make Holy Water(SRD), you don't require the powdered silver component, and produce twice the amount.<br />
<br />
=====<span style="font-size:125%">The Water Burns!</span>=====<br />
At 8th level, you gain the ability to bring out the caustic nature of Holy Water to vanquish your foes. Your attacks with Holy Ice and Holy Water deal an additional 1d4 radiant damage and 1d4 cold. In addition Fiends and Undead now take the normal 2d6 damage associated with Holy Water when subjected to Bring the Rain and 1d6 when using Holy Ice weapons.<br />
<br />
At 14th level, this damage changes to 1d8 Radiant and 1d8 cold for regular folks. Fiends and Undead are now dealt 4d6 by Holy Water and 2d6 from Holy Ice.<br />
<br />
=====<span style="font-size:125%">Holy Water Savant</span>=====<br />
Starting at 17th level, you are a true master of the Holy Waters and Holy Ice. Your weapons and armor made of Holy Ice only lose a stream level after two attacks instead of one. Additionally you can quickly bless some water making it Holy Water by taking an action to spill some of your Holy Water streams into mundane water. This quadruples the quantity of Holy Water that you spent. The excess can be used to throw at someone or shape into armaments, not cast spells. You may do this a number of times equal to your Wisdom Modifier after a Long Rest.<br />
<br />
=====<span style="font-size:125%">Shape Holy Water</span>=====<br />
You now have access to the signature technique of your Domain. Shape Holy Water is a cantrip that is cast as a action to form any weapon/armor from the holy water circulating across your body, turning it into Holy Ice. The weapon can be of any melee type you are proficient with using it's statistics, except that it uses the damage calculation provided and you use Wisdom for attack and damage modifiers. The armor form acts as a bonus to whatever armor you are currently donning, having no effect on it's class. Once formed into a item, it takes an action to change from one form to another. I.E. You've previously created a Hammer for 5 streams, you can take an action to change it into a coat of armor for 3 streams and dagger for 2 streams. <br />
<br />
When in weapon/armor form you cannot use the holy water to cast spell(s), when not in a Holy Ice form the water returns to coursing around your body and you can use spells again.<br />
<br />
Shield form is used to add bonus AC to yourself or to a creature you can see being attacked in a 15 feet range as a reaction using Holy Water streams. Because the shield is made hastily it shatters and evaporates after the attack is resolved, regardless of if it was effective or not. You can't use Holy Ice for this form<br />
<br />
The downside of this technique is that it is slightly brittle. When your armor augmentation successfully negates an attack that would have otherwise hit, part of it chips off causing it to lose one stream worth of Holy Ice. When you hit with a weapon the damage follows suit, lose a degree of power. I.E. Your 7th level Cleric has a Shortsword at 6 streams, ice armor for 3 streams and 2 on their body in liquid form. The cleric makes a successful attack against an enemy, their armor wards off one blow, while they use their reaction blocking an attack for a comrade at the cost of 2 streams. Your Cleric now has a Shortsword at 5 streams, armor for 2 streams and no liquid on their body.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Shape Holy Water table<br />
|-<br />
! Streams of Holy Water !! style="text-align: left;" | Weapon Damage Die | Shield AC| Armor AC|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 Streams || style="text-align: right;" | 1d2 (1-2) | Shield AC 1 | Armor AC 1 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 Streams || style="text-align: right;" | 1d4 (1-4) | Shield AC 2 | Armor AC 2 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 Streams || style="text-align: right;" | 1d6 (1-6) | Shield AC 3 | Armor AC 3 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 Streams || style="text-align: right;" | 2d4 (2-8) | Shield AC 4 | Armor AC 4 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 Streams || style="text-align: right;" | 1d6+1d4 (2-10) | Shield AC 5 | Armor AC 5 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 Streams || style="text-align: right;" | 2d6 (2-12) | Shield AC 6 | Armor AC 6 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 Streams || style="text-align: right;" | 2d4+1d6 (3-14) | Shield AC 7 | Armor AC 7 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 Streams || style="text-align: right;" | 2d6+1d4 (3-16) | Shield AC 8 | Armor AC 8 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 Streams || style="text-align: right;" | 3d6 (3-18) | Shield AC 9 | Armor AC 9 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 Streams || style="text-align: right;" | 2d6+2d4 (4-20) | Shield AC 10 | Armor AC 10 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 Streams || style="text-align: right;" | 3d6+1d4 (4-22) | Shield AC 11 | Armor AC 11 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 Streams || style="text-align: right;" | 4d6 (4-24) | Shield AC 12 | Armor AC 12 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 Streams || style="text-align: right;" | 3d6+2d4 (5-26) | Shield AC 13 | Armor AC 13 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 Streams || style="text-align: right;" | 4d6+1d4 (5-28) | Shield AC 14 | Armor AC 14 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 Streams || style="text-align: right;" | 5d6 (5-30) | Shield AC 15 | Armor AC 15 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 Streams || style="text-align: right;" | 4d6+2d4 (6-32) | Shield AC 16 | Armor AC 16 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 Streams || style="text-align: right;" | 5d6+1d4 (6-34) | Shield AC 17 | Armor AC 17 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 Streams || style="text-align: right;" | 6d6 (6-36) | Shield AC 18 | Armor AC 18 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 Streams || style="text-align: right;" | 5d6+2d4 (7-38) | Shield AC 19 | Armor AC 19 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 Streams || style="text-align: right;" | 6d6+1d4 (7-40) | Shield AC 20 | Armor AC 20 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 Streams || style="text-align: right;" | 7d6 (7-42) | Shield AC 21 | Armor AC 21 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22 Streams || style="text-align: right;" | 6d6+2d4 (8-44) | Shield AC 22 | Armor AC 22 | <br />
|}<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Holy_Waters_Domain_(5e_Subclass)&diff=1167027Holy Waters Domain (5e Subclass)2019-04-24T02:55:24Z<p>Notlonelyloner: </p>
<hr />
<div>=== Holy Waters Domain ===<br />
<br />
The Domain of Holy Waters is worshiped by those who have realized the potential of the oft overlooked item. They spend years bathing in Holy Water, drinking Holy Water and only eating food watered by Holy Water so that its essence suffuses them to the core. These Clerics are always in service to a Good aligned deity, due to the nature of what they wield. <br />
One of these Clerics at a high enough level can make all the difference in battle, being a versatile skirmisher, healer and blocking blows of their comrades. An large enough army of them could very well cleanse the River Styx, destroying the life blood of the Lower Planes. Fiends and Undead beware, the Cleric of Holy Waters is coming.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Sky Domain Spells<br />
|-<br />
! Cleric Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''Ice Knife, [[5e SRD:Cure Wounds|Cure Wounds]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''Curing Mist, Shape Holy Water''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''Wall of Water, Chain Heal''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align: left;" | ''Storm Sphere, Anesthesia''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''Frozen Defenses, Maelstrom''<br />
|}<br />
<br />
<br />
=====<span style="font-size:125%">Blessing of Water</span>=====<br />
You are blessed by the pure water of the heavens. At 1st level, Holy Water begins circulating across your body as several streams of its own accord. The maximum amount of Holy Water on you is equal to the number of your spell slots (one spell slot = one flask of Holy Water). All rain water that lands on you becomes holy water. This Holy Water can't be decanted into vials for re-sale, leaving you turns them into mundane water. A stream evaporates when you use a spell, and when you use a stream in any of the following features it acts as if you have used a spell slot for it. You lose access to a spell slot of your choice when used.<br />
<br />
As an action you can use one stream as if you were throwing or splashing a vial of Holy Water on a target, range (20/60). You use Wisdom for the attack rolls and are proficient in this action. You choose which spell to lose.<br />
<br />
After a long rest a small cloud forms above you and rains on you refilling all uses of holy water. After the rain any excess water not flowing on your body evaporates harmlessly leaving no trace. You can also gain one stream of Holy Water for each minute you spend in rain. When you reach your maximum number of streams, you may hold a container catching the water that flows off your head, purifying it in a stable form at the rate of 1 vials worth per hour. All spells that have to due with water or ice count as being made with Holy Water or Holy Ice for their effect.<br />
<br />
Also starting at 1st level, when there is overcast weather conditions you get +2 on all rolls.<br />
<br />
=====<span style="font-size:125%">Channel Divinity: Bring the Rain</span>=====<br />
<br />
Starting at 2nd level, you can cause the Holy Water circulating your body to bring wide spread damage for your enemies and salvation for your allies. As an Action, you may conjure a bright rain cloud in a location of your choice within a range determined by your level times 5 feet. The cloud is of a size determined by half (rounded down) the Holy Water streams that are currently circulating your body times 5 feet (minimum of 5 feet, not counting Holy Ice). You choose what effect your cloud does:<br />
<br />
Cats and Dogs: The rain beats down upon those you deem to be foes. Any creatures that you mark as an enemy that begin their turn in the effect must make a Constitution saving throw or take Xd4 bludgeoning damage, half on success. X is determined by half your streams rounded down. The cloud lasts for a number of rounds equal to X. <br />
<br />
Light Drizzle: The rain heals all allies within it's area of effect. Any creatures that you regard as an ally that begin their turn in the effect are healed for Xd4 Hit Points. X is determined by half your streams rounded down. The cloud lasts for a number of rounds equal to X.<br />
<br />
=====<span style="font-size:125%">Blessed Water User</span>=====<br />
Beginning at 6th level, the Holy Water that you can buy in shops or make through a ritual may be used as an component for Shape Holy Water. This doesn't allow you to cast more spells, but supplements the cost of creating items. <br />
<br />
Additionally when you perform the ritual to make Holy Water(SRD), you don't require the powdered silver component, and produce twice the amount.<br />
<br />
=====<span style="font-size:125%">The Water Burns!</span>=====<br />
At 8th level, you gain the ability to bring out the caustic nature of Holy Water to vanquish your foes. Your attacks with Holy Ice and Holy Water deal an additional 1d4 radiant damage and 1d4 cold. In addition Fiends and Undead now take the normal 2d6 damage associated with Holy Water when subjected to Bring the Rain and 1d6 when using Holy Ice weapons.<br />
<br />
At 14th level, this damage changes to 1d8 Radiant and 1d8 cold for regular folks. Fiends and Undead are now dealt 4d6 by Holy Water and 2d6 from Holy Ice.<br />
<br />
=====<span style="font-size:125%">Holy Water Savant</span>=====<br />
Starting at 17th level, you are a true master of the Holy Waters and Holy Ice. Your weapons and armor made of Holy Ice only lose a stream level after two attacks instead of one. Additionally you can quickly bless some water making it Holy Water by taking an action to spill some of your Holy Water streams into mundane water. This quadruples the quantity of Holy Water that you spent. The excess can be used to throw at someone or shape into armaments, not cast spells. You may do this a number of times equal to your Wisdom Modifier (rounded down) after a Long Rest.<br />
<br />
=====<span style="font-size:125%">Shape Holy Water</span>=====<br />
You now have access to the signature technique of your Domain. Shape Holy Water is a cantrip that is cast as a action to form any weapon/armor from the holy water circulating across your body, turning it into Holy Ice. The weapon can be of any melee type you are proficient with using it's statistics, except that it uses the damage calculation provided and you use Wisdom for attack and damage modifiers. The armor form acts as a bonus to whatever armor you are currently donning, having no effect on it's class. Once formed into a item, it takes an action to change from one form to another. I.E. You've previously created a Hammer for 5 streams, you can take an action to change it into a coat of armor for 3 streams and dagger for 2 streams. <br />
<br />
When in weapon/armor form you cannot use the holy water to cast spell(s), when not in a Holy Ice form the water returns to coursing around your body and you can use spells again.<br />
<br />
Shield form is used to add bonus AC to yourself or to a creature you can see being attacked in a 15 feet range as a reaction using Holy Water streams. Because the shield is made hastily it shatters and evaporates after the attack is resolved, regardless of if it was effective or not. You can't use Holy Ice for this form<br />
<br />
The downside of this technique is that it is slightly brittle. When your armor augmentation successfully negates an attack that would have otherwise hit, part of it chips off causing it to lose one stream worth of Holy Ice. When you hit with a weapon the damage follows suit, lose a degree of power. I.E. Your 7th level Cleric has a Shortsword at 6 streams, ice armor for 3 streams and 2 on their body in liquid form. The cleric makes a successful attack against an enemy, their armor wards off one blow, while they use their reaction blocking an attack for a comrade at the cost of 2 streams. Your Cleric now has a Shortsword at 5 streams, armor for 2 streams and no liquid on their body.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ Shape Holy Water table<br />
|-<br />
! Streams of Holy Water !! style="text-align: left;" | Weapon Damage Die | Shield AC| Armor AC|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 Streams || style="text-align: right;" | 1d2 (1-2) | Shield AC 1 | Armor AC 1 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 Streams || style="text-align: right;" | 1d4 (1-4) | Shield AC 2 | Armor AC 2 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 Streams || style="text-align: right;" | 1d6 (1-6) | Shield AC 3 | Armor AC 3 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 Streams || style="text-align: right;" | 2d4 (2-8) | Shield AC 4 | Armor AC 4 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 Streams || style="text-align: right;" | 1d6+1d4 (2-10) | Shield AC 5 | Armor AC 5 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 Streams || style="text-align: right;" | 2d6 (2-12) | Shield AC 6 | Armor AC 6 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 Streams || style="text-align: right;" | 2d4+1d6 (3-14) | Shield AC 7 | Armor AC 7 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 Streams || style="text-align: right;" | 2d6+1d4 (3-16) | Shield AC 8 | Armor AC 8 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 Streams || style="text-align: right;" | 3d6 (3-18) | Shield AC 9 | Armor AC 9 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 Streams || style="text-align: right;" | 2d6+2d4 (4-20) | Shield AC 10 | Armor AC 10 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 Streams || style="text-align: right;" | 3d6+1d4 (4-22) | Shield AC 11 | Armor AC 11 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 Streams || style="text-align: right;" | 4d6 (4-24) | Shield AC 12 | Armor AC 12 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 Streams || style="text-align: right;" | 3d6+2d4 (5-26) | Shield AC 13 | Armor AC 13 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 Streams || style="text-align: right;" | 4d6+1d4 (5-28) | Shield AC 14 | Armor AC 14 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 Streams || style="text-align: right;" | 5d6 (5-30) | Shield AC 15 | Armor AC 15 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 Streams || style="text-align: right;" | 4d6+2d4 (6-32) | Shield AC 16 | Armor AC 16 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 Streams || style="text-align: right;" | 5d6+1d4 (6-34) | Shield AC 17 | Armor AC 17 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 Streams || style="text-align: right;" | 6d6 (6-36) | Shield AC 18 | Armor AC 18 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 Streams || style="text-align: right;" | 5d6+2d4 (7-38) | Shield AC 19 | Armor AC 19 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 Streams || style="text-align: right;" | 6d6+1d4 (7-40) | Shield AC 20 | Armor AC 20 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 Streams || style="text-align: right;" | 7d6 (7-42) | Shield AC 21 | Armor AC 21 | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22 Streams || style="text-align: right;" | 6d6+2d4 (8-44) | Shield AC 22 | Armor AC 22 | <br />
|}<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Cleric]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Taninim_(5e_Race)&diff=1167026Taninim (5e Race)2019-04-24T02:52:41Z<p>Notlonelyloner: </p>
<hr />
<div>{{needsbalance|Stronger than any first party [[5e SRD:Races|race]] and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the [[5e Race Design Guide]] for help and see the [[Featured Articles]] pages for some exemplary content.}}<br />
<br />
{{wording|A number of spelling/grammatical/capitalization/italicization errors throughout. Consult the [[Help:When to Italicize and Capitalize]] for help.}} <br />
<br />
==Taninim==<br />
<br />
"While dragons of your realm have their history rooted in Io and his offspring --Bahamut, King of the Metallic Dragons, and Tiamat, Queen of the Chromatic Dragons--, the dragons of the Lost Isles, called "taninim," are borne from Our Lady of Rainbow Scales, Ryoquetza. We are cousins to the dragons of your world, in a sense, and we share many of our traits with the dragons of your world. Chances are good that should you encounter a taninim with red scales, it is every bit as violent and malicious as the true red dragons you know and fear. Likewise, a taninim of gold scales will show great degrees of compassion and generosity."<br />
<br />
Taninim are a way to introduce Dragons as player characters. Although smaller and weaker than their True counterparts, taninim allow players to experience first-hand the trials and tribulations of being, and traveling with, the forceful personality that is a Dragon, including how much more difficult it can become as they start to grow in power.<br />
<br />
Taninim are the intellectual property of Rite Publishing. This version is modified from the Pathfinder supplementary material the taninim were introduced in to be used with 5th Edition Dungeons and Dragons.<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://i.pinimg.com/736x/68/40/50/684050e510fca26acd0fc2d59210d4f9--fantasy-dragon-fantasy-art.jpg|Brute taninim most closely resemble<br> the "true" dragons most adventurers, <br>are familiar with.}}<br />
<br />
Taninim are born slightly smaller than dragons of your world, usually being around three and a half feet long at birth, with the neck, body, and tail all being approximately the same length. The average taninim weighs roughly 60 pounds. Taninim do not age and grow as True Dragons do, instead growing larger and more venerated as they grow more accomplished and gain a greater understanding of their place in the world.<br />
<br />
*The Brutes are those that most closely resemble True Dragons, with mighty scaled wings capable of carrying them aloft.<br />
*The Lung are longer and leaner of body than Brutes, and do not have wings, instead possessing powerful horns atop their heads and more dexterous claws.<br />
*The Feykin are born smaller than normal Taninim, being only a little over a foot long in total, and do not have the scaled wings of larger dragons, instead possessing colorful gossamer wings similar to a butterfly.<br />
*Although they physically belong to any one of the other three groups, Corrupted Taninim, those tainted by the White Worm, are considered abominations by others, and represent everything Taninim do not.<br />
<br />
All taninim are able to hold tools and weapons in their front claws, but move at half speed while doing so. Lung taninim are more adept at using rear claws and do not suffer from this loss of mobility like Brutes and Feykin. Each taninim embodies a single, tiny facet of Ryoquetza's infinite essence, and it is reflected in their appearance and behavior. <br />
<br />
===History===<br />
<br />
At the beginning of All, while the other Gods warred with each other over control of the mortal worlds, our Many-Headed Mother set her gaze outward, and in her infinite wisdom, could see all that was good and proper. She reached out with her claw and grasped the single most perfect piece of Creation, an archipelago which contained every unique biome in perfect harmony and proportion. When the other Gods finally took notice of the perfection our Mother had claimed for Herself, they set their sights upon Her territory, and awakened the very first Dragon Rage. The battle was brutal, with our Mother barely emerging victorious over the invaders of Her realm. The Gods retreated and built a barrier between Her realm and the outer world, creating what is now known as the Lost Isles. Our Sovereign of Dragons was grievously wounded, and Her blood spilled across the land She had claimed as she retreated to rest. As She watched the barrier being erected, she let out the very first Dragon Roar as a warning to Her assailants should they ever decide to return. Within this roar was contained all of Her essence, every facet of her being, and as it resonated throughout the Isles, from each pool of blood save one tainted pool rose a perfect being; the Firstborn of the Taninim. Each embodied a fragment of our Mother's infinite essence, and reflected it in their appearance.<br />
<br />
Our Empress of Eternity bequeathed Her paradise to Her children and bade them to conquer Creation, granting them the Right to Rule. Many of our Mother's children carved out their kingdoms within the Lost Isles themselves, while the more adventurous turned their talons outward. The largest and strongest of our kind tore down the barrier between worlds, and the Taninim became known to the outer realms.<br />
<br />
Darkness within the Isles followed, however. A blight had begun to spread from the pool of blood from which only a gaunt, stillborn corpse had risen. Our Sovereign of Wyrms took notice, alarmed that she had missed the blight for so long. She flew to investigate and was greeted by the first of the White Worms, the stillborn Taninim firstborn that had risen from the pool of tainted blood, likely tainted by a poison from an underhanded God during the battle for the Isles. Although still weakened and wounded, our Mother did battle with the Fell Juggernaut, but its endurance proved too much. Our Mother was forced to commit the first Dragon Sacrifice, binding her physical form to the land surrounding the blighted pool of blood, containing the cancer from spreading further, but not eliminating it.<br />
<br />
Some of our scholars were tasked with investigating the blight, but any who entered the valley were spat out again as gaunt, twisted mockeries of their former selves, resembling the twisted creation that arose from the pool originally. No one is allowed to venture near the blighted pool now, for fear of further corruption of our brothers and sisters.<br />
<br />
===Society and Names===<br />
<br />
Taninim society in the Lost Isles resembles a collection of feudal landholdings. A taninim is considered master of whatever territory he is powerful enough to hold, with lesser taninim claiming fealty to him in return for the right to lair and hunt in the master’s territory, and to assist in defense of the territory when commanded. The relationship between feudal lord and vassal is not always a friendly one, as taninim with conflicting personalities are willing to serve and be served as long as dominance is clearly established. Small settlements of a variety of other races, such as Humans, Elves, Dwarves, and many others, live in some territories, tending food and crafting items of convenience or aesthetic value for their masters.<br />
<br />
All Taninim pay tribute to the Elder Voices, a council of the greatest of all living Taninim. The Elder Voices do not govern daily taninim lives, but instead oversee disputes and important rites, and make judgments regarding dangers to our society. A few of the more important rites of taninim society include...<br />
*The Rite of Renewal. When a female taninim is ready to lay her clutch of eggs, the Elder Voices will bless her and name a Warden to guard her clutch. This is often the mother or mate, but is just as frequently a separate taninim of renown. There are rare cases of taninim being named Warden to many clutches of eggs, earning great renown within taninim society and granting the hatchlings as much prestige as having auspicious parents.<br />
*The Rite of Rejoining. Regardless of how a taninim has died, their spirit is blessed by the Elder Voices and their body is consumed by the conclave, letting their spirit rejoin their Mother.<br />
*The Rite of Naming. This is used by the Elder Voices to bestow a name or title upon a particular taninim. Those in attendance at the conclave may argue against the name through a stylized verbal argument. No show of aggression is allowed during this debate, and a taninim who breaks this rule is punished harshly. The Elder Voices are rarely swayed to change their minds in regards to these names.<br />
<br />
Taninim names are of much greater significance than the names True Dragons take. Taninim begin their lives with a single name granted to them by the Warden of their clutch. Most abandon this name when they take another, though a few will adopt their hatchling name as one of their titles. This is usually done if the taninim forms a particularly strong bond with their Warden. Taninim may also be granted a Deed Name by the Elder Voices. This is granted during the Rite of Naming, and may not be discarded or contested once granted. A Deed Name may be as much punishment as reward in some cases. The most common way in which a taninim gains a name or title is to simple take it. This final method is the most dangerous, as any other taninim has the right to contest the name. Conflict over a taken name is only over once one of the taninim accedes or is killed. It is not uncommon for taninim to have many names. "Thunders in Defiance, the Bronze Bulwark, He Who Endures, Master-in-Exile of the Windscour Cliffs, the Disrespectful Outcast" is an example of a taninim with many names, both taken and given to him by the Elder Voices.<br />
<br />
===Playing as a Taninim===<br />
<br />
<br />
<br />
===Taninim Traits===<br />
{{5e Racial Traits<br />
|summary=Dragon-like beings from a secluded outer realm known as the Lost Isles.<br />
|abilities=All taninim are hardy creatures by nature. Your Constitution score increases by 1.<br />
|age= Taninim do not age as normal races. They are born as adept fully functional adults and may live until killed.<br />
|alignment=Taninim encompass all alignments, but their alignment must be within one step on the Law<->Chaos or Good<->Evil scale of their Draconic Essence's alignment.<br />
|size=Brute and Lung taninim are between 7 and 6 feet in length. Their size is Medium. Feykin taninim are usually just over 1 foot in length. Their size in Tiny.<br />
|speed=Your walking speed is 30 feet while in human form.<br />
|trait1=Darkvision<br />
|description1=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. You can't discern color in darkness, only shades of gray.<br />
|trait2=Dragon Nature<br />
|description2=Taninim are resistant to the breath element associate with their essence.<br />
|trait3=Natural Armor<br />
|description3=Taninim possess thick scales. Their unarmored AC when in dragon form is equal to 13 + Dexterity modifier.<br />
|trait4=Bite<br />
|description4=All Taninim possess a natural Bite attack that deals 1d4 + Strength modifier damage. They are considered proficient with this attack.<br />
|trait5=Draconic Physiology<br />
|description5=You are quadrupedal in your dragon form and can't use armor, clothing or items that aren't modified to accommodate your body. You have disadvantage on attack rolls while wearing any armor, and fly at half speed while wearing armor. You have an increased carrying capacity and advantage against being knocked prone. In human form you can wear and use items as normal. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform.<br />
|trait6=Dragons Blast<br />
|description6= Starting at 6th level depending on the dragon parent you choose, you get a breath attack you can perform once after a long rest. The level of the spell is your level divided by 2. These attacks are considered 3rd level spells for the purpose of dispelling or countering. At higher levels when you cast this power using 4th level or higher, the damage increases by 1d4 for each slot level above 3rd, (I.e. A level 8 Brass Taninim would be able to perform a 4th level fireball getting a extra 1d4 more than the original). You use constitution for the Save DC.<br />
<br />
'''Fire parent''': You are able to shoot a fireball. '''Range:60ft''' The User shoots a ball of fire from their mouth which erupts in a giant explosive blast of fire 20x20 square. Each creature must make a Dexterity saving throw. A target takes 7d4 Fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Lighting parent''': You are able to shoot lighting bolts. '''Range:60ft''' The User shoots 3 lightning bolts from their mouth causing 2d4 Lightning damage each. This attack is able to hit multiple enemies if the user wishes or stack it on a single enemy. Enemies must make a Dexterity saving throw. A target takes full damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Cold parent''': You are able to shoot a ball of ice. '''Range:60ft''' The User shoots a ball of ice from their mouth which causes Ice to erupt from the ground in a 20x20 square. Each creature must make a Dexterity saving throw. A target takes 6d4 Cold damage on a failed save, or half as much damage on a successful one. On top of that the area is now considered difficult terrain for 3 turns.<br />
<br />
'''Acid parent''': You are able to shoot a ball of acid. '''Range:60ft''' The User shoots a ball of acid from their mouth which causes Acid to be scattered in a 20x20 square. Each creature must make a Dexterity saving throw. A target takes 4d4 Acid damage on a failed save, or half as much damage on a successful one, as well the acid stays on the field causing 1d4 damage for any creatures in the area for 3 turns.<br />
<br />
'''Poison parent''': You are able to shoot large poisoned needles. '''Range:60ft''' The user shoots poisonous needles from their mouth this attack can hit three people at a time and you cannot stack this attack on one enemy. Each target makes a Dexterity saving throw. A target takes 3d4 Poison damage on a failed save as well as 2d4 Poison damage for three turns, or half as much damage on a successful and no continual damage. A creature can avoid taking the continual poison damage by taking an action to remove the needle from their body.<br />
<br />
'''Thunder parent''': You are able to use a powerful shout. '''Range 60ft''' The user shouts at the target with such force that the target must make a Dexterity or Strength saving throw. The target takes 6d4 Thunder damage on a fail and is pushed back 15 feet, on a successful one they take half damage and are not moved.<br />
<br />
|trait7=Dragon Transformation <br />
|description7= Taninim are able to transform into a humanoid form and are able to keep this form until they wish to end it, or they die reverting to their full Dragon form. Choose what your humanoid form looks like, as an full round action you can transform ONLY into this one form. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform. You don't benefit from equipment in your dragon form unless you are able to wield/wear it. The hair color depends on their scales, (i.e. a Red Dragon has their hair color red, a Gold Dragon would have golden locks, etc.) Besides their hair the eyes of Taninim can betray their heritage, your eyes stay the same as when they are in dragon form. Finally, while in your humanoid form you don't have access to any of the psychical racial traits that require your dragon form, (Dragon Blast, Natural Armor, Bite, Dragon Physiology, flight etc). You only keep your darkvision trait in human form.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Draconic, Common, and due to their longevity they are able to learn one other non-exotic language of their choosing.<br />
|subrace= There are 3 different subraces of taninim, from which you must choose 1.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Brutes====<br />
<br />
Brutes are the closest in physical appearance to their cousins, the true dragons. Known for their great physical strength and imposing presence, it is difficult to discern a brute taninim from a true dragon. In taninim society, Brutes are usually the warriors and protectors of their homesteads. Due to their physical might, most wardens are brutes.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Predator's Claws<br />
|description1=You possess vicious claws that deal 1d4 + Strength modifier damage. As a bonus action, you can make a claw attack without a damage modifier after making a bite or claw attack. You are considered proficient with these attacks.<br />
|trait2=Frightful Presence<br />
|description2=As a standard action, or as a bonus action after an attack, the taninim may make any number of enemies within 60 feet make a Wisdom save (DC = 8 + taninim's proficiency bonus + taninim's Charisma modifier) or become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. You can use this ability once per long or short rest. <br />
|trait3=Flight of the Brute<br />
|description3=You show what a Taninim is capable of, striking from above with claws and maw? All in a days work for a Brute. While in your dragon form your walking speed is 30, and you have a flight speed of 30.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Lung====<br />
<br />
Lung are the scholars and chroniclers of taninim society. Legend has it that the Lung came about when a hungry Brute attacked and ate a giant oyster, pearl and all. In the struggle, the oyster ripped off the taninim's wings before succumbing. The oyster was, supposedly, the guardian of all knowledge and cursed the offending taninim and all his offspring to be the keepers of knowledge henceforth. In place of large, scaled wings, Lung instead grow mighty horns atop their head.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Gore<br />
|description1=You may use your horns to make a mighty gore attack, dealing 1d6 + your Strength modifier points of damage.<br />
|trait2=Cosmic Insight<br />
|description2=Lung possess what appears to be a radiant pearl in the center of their foreheads. They may shed light (as the spell) from the pearl at will. Once per long rest, at will, the Lung may gain advantage on any one skill check. This ability may be used after the initial roll, but before the result is determined.<br />
|trait3=Swiftness of the Lung<br />
|description3=Your kind has lost their ability to fly, but that by no means makes you weak. You ability to weave across the land is unparalleled. In dragon form you have a base walking speed of 40, and a climbing speed of 40.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Feykin====<br />
<br />
The history of the Feykin is a riddle in a mystery. According to the oldest living Feykin, Titania, Faerie Queen of the Summer Court, and her consort, Oberon, supposedly infused some of the first taninim eggs with their magic. Most other taninim regard this as mere fantasy; as if some creatures of dream could influence the Essence of their Mother to produce such ludicrous creatures from near perfection. However, the natural magic Feykin command is not easily overlooked.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 1.<br />
|trait1=Primal Spelltrick<br />
|description1=Each day, you may choose any one 1st-level Druid spell or one 1st level spell from the Illusion school, and may cast it up to 3 times per day. You may choose a new spell each day. The save DC for this spell is Charisma-based.<br />
|trait2=Trickster's Vanishing<br />
|description2=Feykin may cast invisibility, targeting only themselves, up to 3 times after a long rest.<br />
|trait3=Buzzing of the Feykin<br />
|description3=You're size is small in dragon form, there is no avoiding that. But you can flap your wings much faster than those bigger than you. In dragon form you walk speed is 15, but you have a flight speed of 50.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Draconic Essences and Compulsions===<br />
When creating a Taninim character, you must select one Draconic Essence to help shape their personality and appearance. The Essences coincide with the colors of True Dragons, as well as dragon-like creatures. Each Essence has an associated Compulsion, which the taninim must make a Wisdom save against each time they would act in defiance of it. Compulsions have a save equal to 8 + the Taninim's proficiency bonus + the Taninim's Charisma modifier. Failure means the taninim must comply with its unique compulsion, even if it is detrimental to the group.<br />
<br />
You may choose any one Essence regardless of your subrace selection. Your character's alignment must be within one step of the Essence's associated alignment.<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Draconic Essences<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Essence || Scale Color || Breath Element || Alignment || Compulsion<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Balanced || None (Wyvern) || Poison || True Neutral || Must make a Wisdom save to commit any act that is overtly Good or Evil.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Bitter || Brown || Fire || Chaotic Evil || Must make a Wisdom save to not hunt after/attack someone who previously defeated you or escaped previously.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brave || Bronze || Lightning || Lawful Good || Must make a Wisdom save to run or retreat from any encounter.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Creative || Brass || Fire || Chaotic Good || Must make a Wisdom save to destroy any object with unique value, <br>or to stifle another creature's artistic expressions.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Deceitful || Yellow || Lightning || Chaotic Evil || Must make a Wisdom save to not exaggerate or attack someone when they catch you in a lie.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Destructive || Red || Fire || Chaotic Evil || Must make a Wisdom save to resist killing an enemy it has beaten in battle, <br>or to resist taking advantage of opportunities to hurt its enemies by destroying things precious to them.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Detached || Iron || Lightning || Lawful Good || Must make a Wisdom save to socialize with others, leaving the area for a place of solitude <br>or chasing off others on a failure.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Devious || Black || Acid || Chaotic Evil || Must make a Wisdom save to openly share important information and be truthful.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Fixated || Lead || Poison || Chaotic Good || Must make a Wisdom save to change who you attack during combat.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Ghoulish || Pink || Cold || Lawful Evil || Must make a Wisdom save to not laugh and joke at the misfortune of others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Gluttonous || Purple || Acid || Lawful Evil || Must make a Wisdom save to resist trying to obtain more than necessary of an object or food you desire.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Heinous || Orange || Poison || Chaotic Evil || Must make a Wisdom save to not torture anyone you've captured, or not make ornaments from the dead.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Honorable || Silver || Cold || Lawful Good || Must make a Wisdom save to resist defending the helpless or to deceive another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Imperious || Green || Poison || Lawful Evil || Must make a Wisdom save to take commands from any creature not obviously more powerful than it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lazy || Gray || Cold || Lawful Evil || Must make a Wisdom save to do anything that wouldn't directly benefit it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Militant || Blue || Lightning || Lawful Evil || Must make a Wisdom save to peacefully solve a conflict that can be reconciled with force.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Paranoid || White || Cold || Chaotic Evil || Must make a Wisdom save to trust anyone other than close friends.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Prankster || Mercury || Poison || Chaotic Good || Must make a Wisdom save to not play a prank on someone when the opportunity presents itself.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Regal || Gold || Fire || Lawful Good || Must make a Wisdom save to take any action that might be considered demeaning or embarrassing.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Snoopy || Steel || Acid || Lawful Good || Must make a Wisdom save to not attack anyone who might be listening to you, <br>or to not eavesdrop on others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Spirited || Cobalt || Cold || Lawful Good || Must make a Wisdom save to not challenge a strong opponent to combat, or ask them to train you.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Talkative || Magenta || Thunder || Lawful Evil || Must make a Wisdom save to resist trying to talk with another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Territorial || None <br>(Dragon Turtle) || Fire || Lawful Neutral || Must make a Wisdom save every 24 hours while outside of the area it considers its protectorate <br>or it is treated as if it had 1 level of Exhaustion until it returns or succeeds the save.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Vain || None <br>(Faerie Dragon) || Thunder || Chaotic Neutral || Must make a Wisdom save to resist overreacting to any perceived insult.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Witty || Copper || Acid || Chaotic Good || Must make a Wisdom save to remain silent or speak seriously in tense situations.<br />
|}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Sub-race || Base Length || Length Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brute || 6'0" || +2d6" || 150 lb. || +2d6 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lung || 6'6" || +2d6" || 170 lb. || +2d4 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Feykin || 1'0" || +2d4" || 10 lb. || +1d8 lb.<br />
|- style="white-space: nowrap;"<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Tiny Size]]<br />
[[Category:Small Size]]<br />
[[Category:Dragon Type]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Taninim_(5e_Race)&diff=1167025Taninim (5e Race)2019-04-24T02:52:09Z<p>Notlonelyloner: /* Taninim Traits */</p>
<hr />
<div>{{needsbalance|Stronger than any first party [[5e SRD:Races|race]] and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks, 1d8 unarmed strike. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the [[5e Race Design Guide]] for help and see the [[Featured Articles]] pages for some exemplary content.}}<br />
<br />
{{wording|A number of spelling/grammatical/capitalization/italicization errors throughout. Consult the [[Help:When to Italicize and Capitalize]] for help.}} <br />
<br />
==Taninim==<br />
<br />
"While dragons of your realm have their history rooted in Io and his offspring --Bahamut, King of the Metallic Dragons, and Tiamat, Queen of the Chromatic Dragons--, the dragons of the Lost Isles, called "taninim," are borne from Our Lady of Rainbow Scales, Ryoquetza. We are cousins to the dragons of your world, in a sense, and we share many of our traits with the dragons of your world. Chances are good that should you encounter a taninim with red scales, it is every bit as violent and malicious as the true red dragons you know and fear. Likewise, a taninim of gold scales will show great degrees of compassion and generosity."<br />
<br />
Taninim are a way to introduce Dragons as player characters. Although smaller and weaker than their True counterparts, taninim allow players to experience first-hand the trials and tribulations of being, and traveling with, the forceful personality that is a Dragon, including how much more difficult it can become as they start to grow in power.<br />
<br />
Taninim are the intellectual property of Rite Publishing. This version is modified from the Pathfinder supplementary material the taninim were introduced in to be used with 5th Edition Dungeons and Dragons.<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://i.pinimg.com/736x/68/40/50/684050e510fca26acd0fc2d59210d4f9--fantasy-dragon-fantasy-art.jpg|Brute taninim most closely resemble<br> the "true" dragons most adventurers, <br>are familiar with.}}<br />
<br />
Taninim are born slightly smaller than dragons of your world, usually being around three and a half feet long at birth, with the neck, body, and tail all being approximately the same length. The average taninim weighs roughly 60 pounds. Taninim do not age and grow as True Dragons do, instead growing larger and more venerated as they grow more accomplished and gain a greater understanding of their place in the world.<br />
<br />
*The Brutes are those that most closely resemble True Dragons, with mighty scaled wings capable of carrying them aloft.<br />
*The Lung are longer and leaner of body than Brutes, and do not have wings, instead possessing powerful horns atop their heads and more dexterous claws.<br />
*The Feykin are born smaller than normal Taninim, being only a little over a foot long in total, and do not have the scaled wings of larger dragons, instead possessing colorful gossamer wings similar to a butterfly.<br />
*Although they physically belong to any one of the other three groups, Corrupted Taninim, those tainted by the White Worm, are considered abominations by others, and represent everything Taninim do not.<br />
<br />
All taninim are able to hold tools and weapons in their front claws, but move at half speed while doing so. Lung taninim are more adept at using rear claws and do not suffer from this loss of mobility like Brutes and Feykin. Each taninim embodies a single, tiny facet of Ryoquetza's infinite essence, and it is reflected in their appearance and behavior. <br />
<br />
===History===<br />
<br />
At the beginning of All, while the other Gods warred with each other over control of the mortal worlds, our Many-Headed Mother set her gaze outward, and in her infinite wisdom, could see all that was good and proper. She reached out with her claw and grasped the single most perfect piece of Creation, an archipelago which contained every unique biome in perfect harmony and proportion. When the other Gods finally took notice of the perfection our Mother had claimed for Herself, they set their sights upon Her territory, and awakened the very first Dragon Rage. The battle was brutal, with our Mother barely emerging victorious over the invaders of Her realm. The Gods retreated and built a barrier between Her realm and the outer world, creating what is now known as the Lost Isles. Our Sovereign of Dragons was grievously wounded, and Her blood spilled across the land She had claimed as she retreated to rest. As She watched the barrier being erected, she let out the very first Dragon Roar as a warning to Her assailants should they ever decide to return. Within this roar was contained all of Her essence, every facet of her being, and as it resonated throughout the Isles, from each pool of blood save one tainted pool rose a perfect being; the Firstborn of the Taninim. Each embodied a fragment of our Mother's infinite essence, and reflected it in their appearance.<br />
<br />
Our Empress of Eternity bequeathed Her paradise to Her children and bade them to conquer Creation, granting them the Right to Rule. Many of our Mother's children carved out their kingdoms within the Lost Isles themselves, while the more adventurous turned their talons outward. The largest and strongest of our kind tore down the barrier between worlds, and the Taninim became known to the outer realms.<br />
<br />
Darkness within the Isles followed, however. A blight had begun to spread from the pool of blood from which only a gaunt, stillborn corpse had risen. Our Sovereign of Wyrms took notice, alarmed that she had missed the blight for so long. She flew to investigate and was greeted by the first of the White Worms, the stillborn Taninim firstborn that had risen from the pool of tainted blood, likely tainted by a poison from an underhanded God during the battle for the Isles. Although still weakened and wounded, our Mother did battle with the Fell Juggernaut, but its endurance proved too much. Our Mother was forced to commit the first Dragon Sacrifice, binding her physical form to the land surrounding the blighted pool of blood, containing the cancer from spreading further, but not eliminating it.<br />
<br />
Some of our scholars were tasked with investigating the blight, but any who entered the valley were spat out again as gaunt, twisted mockeries of their former selves, resembling the twisted creation that arose from the pool originally. No one is allowed to venture near the blighted pool now, for fear of further corruption of our brothers and sisters.<br />
<br />
===Society and Names===<br />
<br />
Taninim society in the Lost Isles resembles a collection of feudal landholdings. A taninim is considered master of whatever territory he is powerful enough to hold, with lesser taninim claiming fealty to him in return for the right to lair and hunt in the master’s territory, and to assist in defense of the territory when commanded. The relationship between feudal lord and vassal is not always a friendly one, as taninim with conflicting personalities are willing to serve and be served as long as dominance is clearly established. Small settlements of a variety of other races, such as Humans, Elves, Dwarves, and many others, live in some territories, tending food and crafting items of convenience or aesthetic value for their masters.<br />
<br />
All Taninim pay tribute to the Elder Voices, a council of the greatest of all living Taninim. The Elder Voices do not govern daily taninim lives, but instead oversee disputes and important rites, and make judgments regarding dangers to our society. A few of the more important rites of taninim society include...<br />
*The Rite of Renewal. When a female taninim is ready to lay her clutch of eggs, the Elder Voices will bless her and name a Warden to guard her clutch. This is often the mother or mate, but is just as frequently a separate taninim of renown. There are rare cases of taninim being named Warden to many clutches of eggs, earning great renown within taninim society and granting the hatchlings as much prestige as having auspicious parents.<br />
*The Rite of Rejoining. Regardless of how a taninim has died, their spirit is blessed by the Elder Voices and their body is consumed by the conclave, letting their spirit rejoin their Mother.<br />
*The Rite of Naming. This is used by the Elder Voices to bestow a name or title upon a particular taninim. Those in attendance at the conclave may argue against the name through a stylized verbal argument. No show of aggression is allowed during this debate, and a taninim who breaks this rule is punished harshly. The Elder Voices are rarely swayed to change their minds in regards to these names.<br />
<br />
Taninim names are of much greater significance than the names True Dragons take. Taninim begin their lives with a single name granted to them by the Warden of their clutch. Most abandon this name when they take another, though a few will adopt their hatchling name as one of their titles. This is usually done if the taninim forms a particularly strong bond with their Warden. Taninim may also be granted a Deed Name by the Elder Voices. This is granted during the Rite of Naming, and may not be discarded or contested once granted. A Deed Name may be as much punishment as reward in some cases. The most common way in which a taninim gains a name or title is to simple take it. This final method is the most dangerous, as any other taninim has the right to contest the name. Conflict over a taken name is only over once one of the taninim accedes or is killed. It is not uncommon for taninim to have many names. "Thunders in Defiance, the Bronze Bulwark, He Who Endures, Master-in-Exile of the Windscour Cliffs, the Disrespectful Outcast" is an example of a taninim with many names, both taken and given to him by the Elder Voices.<br />
<br />
===Playing as a Taninim===<br />
<br />
<br />
<br />
===Taninim Traits===<br />
{{5e Racial Traits<br />
|summary=Dragon-like beings from a secluded outer realm known as the Lost Isles.<br />
|abilities=All taninim are hardy creatures by nature. Your Constitution score increases by 1.<br />
|age= Taninim do not age as normal races. They are born as adept fully functional adults and may live until killed.<br />
|alignment=Taninim encompass all alignments, but their alignment must be within one step on the Law<->Chaos or Good<->Evil scale of their Draconic Essence's alignment.<br />
|size=Brute and Lung taninim are between 7 and 6 feet in length. Their size is Medium. Feykin taninim are usually just over 1 foot in length. Their size in Tiny.<br />
|speed=Your walking speed is 30 feet while in human form.<br />
|trait1=Darkvision<br />
|description1=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. You can't discern color in darkness, only shades of gray.<br />
|trait2=Dragon Nature<br />
|description2=Taninim are resistant to the breath element associate with their essence.<br />
|trait3=Natural Armor<br />
|description3=Taninim possess thick scales. Their unarmored AC when in dragon form is equal to 13 + Dexterity modifier.<br />
|trait4=Bite<br />
|description4=All Taninim possess a natural Bite attack that deals 1d4 + Strength modifier damage. They are considered proficient with this attack.<br />
|trait5=Draconic Physiology<br />
|description5=You are quadrupedal in your dragon form and can't use armor, clothing or items that aren't modified to accommodate your body. You have disadvantage on attack rolls while wearing any armor, and fly at half speed while wearing armor. You have an increased carrying capacity and advantage against being knocked prone. In human form you can wear and use items as normal. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform.<br />
|trait6=Dragons Blast<br />
|description6= Starting at 6th level depending on the dragon parent you choose, you get a breath attack you can perform once after a long rest. The level of the spell is your level divided by 2. These attacks are considered 3rd level spells for the purpose of dispelling or countering. At higher levels when you cast this power using 4th level or higher, the damage increases by 1d4 for each slot level above 3rd, (I.e. A level 8 Brass Taninim would be able to perform a 4th level fireball getting a extra 1d4 more than the original). You use constitution for the Save DC.<br />
<br />
'''Fire parent''': You are able to shoot a fireball. '''Range:60ft''' The User shoots a ball of fire from their mouth which erupts in a giant explosive blast of fire 20x20 square. Each creature must make a Dexterity saving throw. A target takes 7d4 Fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Lighting parent''': You are able to shoot lighting bolts. '''Range:60ft''' The User shoots 3 lightning bolts from their mouth causing 2d4 Lightning damage each. This attack is able to hit multiple enemies if the user wishes or stack it on a single enemy. Enemies must make a Dexterity saving throw. A target takes full damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Cold parent''': You are able to shoot a ball of ice. '''Range:60ft''' The User shoots a ball of ice from their mouth which causes Ice to erupt from the ground in a 20x20 square. Each creature must make a Dexterity saving throw. A target takes 6d4 Cold damage on a failed save, or half as much damage on a successful one. On top of that the area is now considered difficult terrain for 3 turns.<br />
<br />
'''Acid parent''': You are able to shoot a ball of acid. '''Range:60ft''' The User shoots a ball of acid from their mouth which causes Acid to be scattered in a 20x20 square. Each creature must make a Dexterity saving throw. A target takes 4d4 Acid damage on a failed save, or half as much damage on a successful one, as well the acid stays on the field causing 1d4 damage for any creatures in the area for 3 turns.<br />
<br />
'''Poison parent''': You are able to shoot large poisoned needles. '''Range:60ft''' The user shoots poisonous needles from their mouth this attack can hit three people at a time and you cannot stack this attack on one enemy. Each target makes a Dexterity saving throw. A target takes 3d4 Poison damage on a failed save as well as 2d4 Poison damage for three turns, or half as much damage on a successful and no continual damage. A creature can avoid taking the continual poison damage by taking an action to remove the needle from their body.<br />
<br />
'''Thunder parent''': You are able to use a powerful shout. '''Range 60ft''' The user shouts at the target with such force that the target must make a Dexterity or Strength saving throw. The target takes 6d4 Thunder damage on a fail and is pushed back 15 feet, on a successful one they take half damage and are not moved.<br />
<br />
|trait7=Dragon Transformation <br />
|description7= Taninim are able to transform into a humanoid form and are able to keep this form until they wish to end it, or they die reverting to their full Dragon form. Choose what your humanoid form looks like, as an full round action you can transform ONLY into this one form. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform. You don't benefit from equipment in your dragon form unless you are able to wield/wear it. The hair color depends on their scales, (i.e. a Red Dragon has their hair color red, a Gold Dragon would have golden locks, etc.) Besides their hair the eyes of Taninim can betray their heritage, your eyes stay the same as when they are in dragon form. Finally, while in your humanoid form you don't have access to any of the psychical racial traits that require your dragon form, (Dragon Blast, Natural Armor, Bite, Dragon Physiology, flight etc). You only keep your darkvision trait in human form.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Draconic, Common, and due to their longevity they are able to learn one other non-exotic language of their choosing.<br />
|subrace= There are 3 different subraces of taninim, from which you must choose 1.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Brutes====<br />
<br />
Brutes are the closest in physical appearance to their cousins, the true dragons. Known for their great physical strength and imposing presence, it is difficult to discern a brute taninim from a true dragon. In taninim society, Brutes are usually the warriors and protectors of their homesteads. Due to their physical might, most wardens are brutes.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Predator's Claws<br />
|description1=You possess vicious claws that deal 1d4 + Strength modifier damage. As a bonus action, you can make a claw attack without a damage modifier after making a bite or claw attack. You are considered proficient with these attacks.<br />
|trait2=Frightful Presence<br />
|description2=As a standard action, or as a bonus action after an attack, the taninim may make any number of enemies within 60 feet make a Wisdom save (DC = 8 + taninim's proficiency bonus + taninim's Charisma modifier) or become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. You can use this ability once per long or short rest. <br />
|trait3=Flight of the Brute<br />
|description3=You show what a Taninim is capable of, striking from above with claws and maw? All in a days work for a Brute. While in your dragon form your walking speed is 30, and you have a flight speed of 30.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Lung====<br />
<br />
Lung are the scholars and chroniclers of taninim society. Legend has it that the Lung came about when a hungry Brute attacked and ate a giant oyster, pearl and all. In the struggle, the oyster ripped off the taninim's wings before succumbing. The oyster was, supposedly, the guardian of all knowledge and cursed the offending taninim and all his offspring to be the keepers of knowledge henceforth. In place of large, scaled wings, Lung instead grow mighty horns atop their head.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Gore<br />
|description1=You may use your horns to make a mighty gore attack, dealing 1d6 + your Strength modifier points of damage.<br />
|trait2=Cosmic Insight<br />
|description2=Lung possess what appears to be a radiant pearl in the center of their foreheads. They may shed light (as the spell) from the pearl at will. Once per long rest, at will, the Lung may gain advantage on any one skill check. This ability may be used after the initial roll, but before the result is determined.<br />
|trait3=Swiftness of the Lung<br />
|description3=Your kind has lost their ability to fly, but that by no means makes you weak. You ability to weave across the land is unparalleled. In dragon form you have a base walking speed of 40, and a climbing speed of 40.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Feykin====<br />
<br />
The history of the Feykin is a riddle in a mystery. According to the oldest living Feykin, Titania, Faerie Queen of the Summer Court, and her consort, Oberon, supposedly infused some of the first taninim eggs with their magic. Most other taninim regard this as mere fantasy; as if some creatures of dream could influence the Essence of their Mother to produce such ludicrous creatures from near perfection. However, the natural magic Feykin command is not easily overlooked.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 1.<br />
|trait1=Primal Spelltrick<br />
|description1=Each day, you may choose any one 1st-level Druid spell or one 1st level spell from the Illusion school, and may cast it up to 3 times per day. You may choose a new spell each day. The save DC for this spell is Charisma-based.<br />
|trait2=Trickster's Vanishing<br />
|description2=Feykin may cast invisibility, targeting only themselves, up to 3 times after a long rest.<br />
|trait3=Buzzing of the Feykin<br />
|description3=You're size is small in dragon form, there is no avoiding that. But you can flap your wings much faster than those bigger than you. In dragon form you walk speed is 15, but you have a flight speed of 50.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Draconic Essences and Compulsions===<br />
When creating a Taninim character, you must select one Draconic Essence to help shape their personality and appearance. The Essences coincide with the colors of True Dragons, as well as dragon-like creatures. Each Essence has an associated Compulsion, which the taninim must make a Wisdom save against each time they would act in defiance of it. Compulsions have a save equal to 8 + the Taninim's proficiency bonus + the Taninim's Charisma modifier. Failure means the taninim must comply with its unique compulsion, even if it is detrimental to the group.<br />
<br />
You may choose any one Essence regardless of your subrace selection. Your character's alignment must be within one step of the Essence's associated alignment.<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Draconic Essences<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Essence || Scale Color || Breath Element || Alignment || Compulsion<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Balanced || None (Wyvern) || Poison || True Neutral || Must make a Wisdom save to commit any act that is overtly Good or Evil.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Bitter || Brown || Fire || Chaotic Evil || Must make a Wisdom save to not hunt after/attack someone who previously defeated you or escaped previously.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brave || Bronze || Lightning || Lawful Good || Must make a Wisdom save to run or retreat from any encounter.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Creative || Brass || Fire || Chaotic Good || Must make a Wisdom save to destroy any object with unique value, <br>or to stifle another creature's artistic expressions.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Deceitful || Yellow || Lightning || Chaotic Evil || Must make a Wisdom save to not exaggerate or attack someone when they catch you in a lie.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Destructive || Red || Fire || Chaotic Evil || Must make a Wisdom save to resist killing an enemy it has beaten in battle, <br>or to resist taking advantage of opportunities to hurt its enemies by destroying things precious to them.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Detached || Iron || Lightning || Lawful Good || Must make a Wisdom save to socialize with others, leaving the area for a place of solitude <br>or chasing off others on a failure.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Devious || Black || Acid || Chaotic Evil || Must make a Wisdom save to openly share important information and be truthful.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Fixated || Lead || Poison || Chaotic Good || Must make a Wisdom save to change who you attack during combat.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Ghoulish || Pink || Cold || Lawful Evil || Must make a Wisdom save to not laugh and joke at the misfortune of others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Gluttonous || Purple || Acid || Lawful Evil || Must make a Wisdom save to resist trying to obtain more than necessary of an object or food you desire.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Heinous || Orange || Poison || Chaotic Evil || Must make a Wisdom save to not torture anyone you've captured, or not make ornaments from the dead.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Honorable || Silver || Cold || Lawful Good || Must make a Wisdom save to resist defending the helpless or to deceive another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Imperious || Green || Poison || Lawful Evil || Must make a Wisdom save to take commands from any creature not obviously more powerful than it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lazy || Gray || Cold || Lawful Evil || Must make a Wisdom save to do anything that wouldn't directly benefit it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Militant || Blue || Lightning || Lawful Evil || Must make a Wisdom save to peacefully solve a conflict that can be reconciled with force.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Paranoid || White || Cold || Chaotic Evil || Must make a Wisdom save to trust anyone other than close friends.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Prankster || Mercury || Poison || Chaotic Good || Must make a Wisdom save to not play a prank on someone when the opportunity presents itself.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Regal || Gold || Fire || Lawful Good || Must make a Wisdom save to take any action that might be considered demeaning or embarrassing.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Snoopy || Steel || Acid || Lawful Good || Must make a Wisdom save to not attack anyone who might be listening to you, <br>or to not eavesdrop on others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Spirited || Cobalt || Cold || Lawful Good || Must make a Wisdom save to not challenge a strong opponent to combat, or ask them to train you.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Talkative || Magenta || Thunder || Lawful Evil || Must make a Wisdom save to resist trying to talk with another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Territorial || None <br>(Dragon Turtle) || Fire || Lawful Neutral || Must make a Wisdom save every 24 hours while outside of the area it considers its protectorate <br>or it is treated as if it had 1 level of Exhaustion until it returns or succeeds the save.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Vain || None <br>(Faerie Dragon) || Thunder || Chaotic Neutral || Must make a Wisdom save to resist overreacting to any perceived insult.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Witty || Copper || Acid || Chaotic Good || Must make a Wisdom save to remain silent or speak seriously in tense situations.<br />
|}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Sub-race || Base Length || Length Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brute || 6'0" || +2d6" || 150 lb. || +2d6 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lung || 6'6" || +2d6" || 170 lb. || +2d4 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Feykin || 1'0" || +2d4" || 10 lb. || +1d8 lb.<br />
|- style="white-space: nowrap;"<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Tiny Size]]<br />
[[Category:Small Size]]<br />
[[Category:Dragon Type]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Way_of_the_Serpent_(5e_Subclass)&diff=1167020Way of the Serpent (5e Subclass)2019-04-24T02:24:43Z<p>Notlonelyloner: You would have that speed anyway.</p>
<hr />
<div>===Way of the Serpent===<br />
Monastic Tradition<br />
<br />
Monks that follow the way of the serpent, focus on evading attacks and striking with deadly poison. <br />
<br />
;Slithering Techniques<br />
You have learned to move as a serpent does. At 3rd level when you are prone you may crawl at your regular movement speed. As well while prone other creatures do not gain advantage on attacks against you because of you being prone, and you do not have disadvantage on attacks for being prone.<br />
<br />
;Injecting Strike<br />
You have trained in the art of administering poison to your opponents. At 6th level when a creature fails the saving throw for your stunning strike they also take 3d8 poison damage. <br />
The poison damage increases by 1d8 when your reach 11th and 17th level. <br />
<br />
;Ophidian Stalking<br />
When you reach 11th level while you are prone and not unconscious, you may use your bonus action and become invisible as if by the the ''Invisibility'' spell.<br />
<br />
;Fangs of the Cobra <br />
When you reach 17th Level attacks you make with your unarmed strikes or monk weapons now deal extra poison damage equal to your dexterity score, and each creature you hit must make a constitution saving throw against your Ki Save DC or become poisoned.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Monk]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Taninim_(5e_Race)&diff=1160933Taninim (5e Race)2019-04-07T21:25:20Z<p>Notlonelyloner: /* Taninim Traits */ Nerfs, clean ups.</p>
<hr />
<div>{{needsbalance|Stronger than any first party [[5e SRD:Races|race]] and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks, 1d8 unarmed strike. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the [[5e Race Design Guide]] for help and see the [[Featured Articles]] pages for some exemplary content.}}<br />
<br />
{{wording|A number of spelling/grammatical/capitalization/italicization errors throughout. Consult the [[Help:When to Italicize and Capitalize]] for help.}} <br />
<br />
==Taninim==<br />
<br />
"While dragons of your realm have their history rooted in Io and his offspring --Bahamut, King of the Metallic Dragons, and Tiamat, Queen of the Chromatic Dragons--, the dragons of the Lost Isles, called "taninim," are borne from Our Lady of Rainbow Scales, Ryoquetza. We are cousins to the dragons of your world, in a sense, and we share many of our traits with the dragons of your world. Chances are good that should you encounter a taninim with red scales, it is every bit as violent and malicious as the true red dragons you know and fear. Likewise, a taninim of gold scales will show great degrees of compassion and generosity."<br />
<br />
Taninim are a way to introduce Dragons as player characters. Although smaller and weaker than their True counterparts, taninim allow players to experience first-hand the trials and tribulations of being, and traveling with, the forceful personality that is a Dragon, including how much more difficult it can become as they start to grow in power.<br />
<br />
Taninim are the intellectual property of Rite Publishing. This version is modified from the Pathfinder supplementary material the taninim were introduced in to be used with 5th Edition Dungeons and Dragons.<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://i.pinimg.com/736x/68/40/50/684050e510fca26acd0fc2d59210d4f9--fantasy-dragon-fantasy-art.jpg|Brute taninim most closely resemble<br> the "true" dragons most adventurers, <br>are familiar with.}}<br />
<br />
Taninim are born slightly smaller than dragons of your world, usually being around three and a half feet long at birth, with the neck, body, and tail all being approximately the same length. The average taninim weighs roughly 60 pounds. Taninim do not age and grow as True Dragons do, instead growing larger and more venerated as they grow more accomplished and gain a greater understanding of their place in the world.<br />
<br />
*The Brutes are those that most closely resemble True Dragons, with mighty scaled wings capable of carrying them aloft.<br />
*The Lung are longer and leaner of body than Brutes, and do not have wings, instead possessing powerful horns atop their heads and more dexterous claws.<br />
*The Feykin are born smaller than normal Taninim, being only a little over a foot long in total, and do not have the scaled wings of larger dragons, instead possessing colorful gossamer wings similar to a butterfly.<br />
*Although they physically belong to any one of the other three groups, Corrupted Taninim, those tainted by the White Worm, are considered abominations by others, and represent everything Taninim do not.<br />
<br />
All taninim are able to hold tools and weapons in their front claws, but move at half speed while doing so. Lung taninim are more adept at using rear claws and do not suffer from this loss of mobility like Brutes and Feykin. Each taninim embodies a single, tiny facet of Ryoquetza's infinite essence, and it is reflected in their appearance and behavior. <br />
<br />
===History===<br />
<br />
At the beginning of All, while the other Gods warred with each other over control of the mortal worlds, our Many-Headed Mother set her gaze outward, and in her infinite wisdom, could see all that was good and proper. She reached out with her claw and grasped the single most perfect piece of Creation, an archipelago which contained every unique biome in perfect harmony and proportion. When the other Gods finally took notice of the perfection our Mother had claimed for Herself, they set their sights upon Her territory, and awakened the very first Dragon Rage. The battle was brutal, with our Mother barely emerging victorious over the invaders of Her realm. The Gods retreated and built a barrier between Her realm and the outer world, creating what is now known as the Lost Isles. Our Sovereign of Dragons was grievously wounded, and Her blood spilled across the land She had claimed as she retreated to rest. As She watched the barrier being erected, she let out the very first Dragon Roar as a warning to Her assailants should they ever decide to return. Within this roar was contained all of Her essence, every facet of her being, and as it resonated throughout the Isles, from each pool of blood save one tainted pool rose a perfect being; the Firstborn of the Taninim. Each embodied a fragment of our Mother's infinite essence, and reflected it in their appearance.<br />
<br />
Our Empress of Eternity bequeathed Her paradise to Her children and bade them to conquer Creation, granting them the Right to Rule. Many of our Mother's children carved out their kingdoms within the Lost Isles themselves, while the more adventurous turned their talons outward. The largest and strongest of our kind tore down the barrier between worlds, and the Taninim became known to the outer realms.<br />
<br />
Darkness within the Isles followed, however. A blight had begun to spread from the pool of blood from which only a gaunt, stillborn corpse had risen. Our Sovereign of Wyrms took notice, alarmed that she had missed the blight for so long. She flew to investigate and was greeted by the first of the White Worms, the stillborn Taninim firstborn that had risen from the pool of tainted blood, likely tainted by a poison from an underhanded God during the battle for the Isles. Although still weakened and wounded, our Mother did battle with the Fell Juggernaut, but its endurance proved too much. Our Mother was forced to commit the first Dragon Sacrifice, binding her physical form to the land surrounding the blighted pool of blood, containing the cancer from spreading further, but not eliminating it.<br />
<br />
Some of our scholars were tasked with investigating the blight, but any who entered the valley were spat out again as gaunt, twisted mockeries of their former selves, resembling the twisted creation that arose from the pool originally. No one is allowed to venture near the blighted pool now, for fear of further corruption of our brothers and sisters.<br />
<br />
===Society and Names===<br />
<br />
Taninim society in the Lost Isles resembles a collection of feudal landholdings. A taninim is considered master of whatever territory he is powerful enough to hold, with lesser taninim claiming fealty to him in return for the right to lair and hunt in the master’s territory, and to assist in defense of the territory when commanded. The relationship between feudal lord and vassal is not always a friendly one, as taninim with conflicting personalities are willing to serve and be served as long as dominance is clearly established. Small settlements of a variety of other races, such as Humans, Elves, Dwarves, and many others, live in some territories, tending food and crafting items of convenience or aesthetic value for their masters.<br />
<br />
All Taninim pay tribute to the Elder Voices, a council of the greatest of all living Taninim. The Elder Voices do not govern daily taninim lives, but instead oversee disputes and important rites, and make judgments regarding dangers to our society. A few of the more important rites of taninim society include...<br />
*The Rite of Renewal. When a female taninim is ready to lay her clutch of eggs, the Elder Voices will bless her and name a Warden to guard her clutch. This is often the mother or mate, but is just as frequently a separate taninim of renown. There are rare cases of taninim being named Warden to many clutches of eggs, earning great renown within taninim society and granting the hatchlings as much prestige as having auspicious parents.<br />
*The Rite of Rejoining. Regardless of how a taninim has died, their spirit is blessed by the Elder Voices and their body is consumed by the conclave, letting their spirit rejoin their Mother.<br />
*The Rite of Naming. This is used by the Elder Voices to bestow a name or title upon a particular taninim. Those in attendance at the conclave may argue against the name through a stylized verbal argument. No show of aggression is allowed during this debate, and a taninim who breaks this rule is punished harshly. The Elder Voices are rarely swayed to change their minds in regards to these names.<br />
<br />
Taninim names are of much greater significance than the names True Dragons take. Taninim begin their lives with a single name granted to them by the Warden of their clutch. Most abandon this name when they take another, though a few will adopt their hatchling name as one of their titles. This is usually done if the taninim forms a particularly strong bond with their Warden. Taninim may also be granted a Deed Name by the Elder Voices. This is granted during the Rite of Naming, and may not be discarded or contested once granted. A Deed Name may be as much punishment as reward in some cases. The most common way in which a taninim gains a name or title is to simple take it. This final method is the most dangerous, as any other taninim has the right to contest the name. Conflict over a taken name is only over once one of the taninim accedes or is killed. It is not uncommon for taninim to have many names. "Thunders in Defiance, the Bronze Bulwark, He Who Endures, Master-in-Exile of the Windscour Cliffs, the Disrespectful Outcast" is an example of a taninim with many names, both taken and given to him by the Elder Voices.<br />
<br />
===Playing as a Taninim===<br />
<br />
<br />
<br />
===Taninim Traits===<br />
{{5e Racial Traits<br />
|summary=Dragon-like beings from a secluded outer realm known as the Lost Isles.<br />
|abilities=All taninim are hardy creatures by nature. Your Constitution and Dexterity score increases by 1.<br />
|age= Taninim do not age as normal races. They are born as adept fully functional adults and may live until killed.<br />
|alignment=Taninim encompass all alignments, but their alignment must be within one step on the Law<->Chaos or Good<->Evil scale of their Draconic Essence's alignment.<br />
|size=Brute and Lung taninim are between 7 and 6 feet in length. Their size is Medium. Feykin taninim are usually just over 1 foot in length. Their size in Tiny.<br />
|speed=Your walking speed is 30 feet while in human form.<br />
|trait1=Darkvision<br />
|description1=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. You can't discern color in darkness, only shades of gray.<br />
|trait2=Dragon Nature<br />
|description2=Taninim are resistant to the breath element associate with their essence.<br />
|trait3=Natural Armor<br />
|description3=Taninim possess thick scales. Their unarmored AC when in dragon form is equal to 13 + Dexterity modifier.<br />
|trait4=Bite<br />
|description4=All Taninim possess a natural Bite attack that deals 1d4 + Strength modifier damage. They are considered proficient with this attack.<br />
|trait5=Draconic Physiology<br />
|description5=You are quadrupedal in your dragon form and can't use armor, clothing or items that aren't modified to accommodate your body. You have disadvantage on attack rolls while wearing any armor, and fly at half speed while wearing armor. You have an increased carrying capacity and advantage against being knocked prone. In human form you can wear and use items as normal. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform.<br />
|trait6=Dragons Blast<br />
|description6= Starting at 6th level depending on the dragon parent you choose, you get a breath attack you can perform once after a long rest. The level of the spell is your level divided by 2. These attacks are considered 3rd level spells for the purpose of dispelling or countering. At higher levels when you cast this power using 4th level or higher, the damage increases by 1d4 for each slot level above 3rd, (I.e. A level 8 Brass Taninim would be able to perform a 4th level fireball getting a extra 1d4 more than the original). You use constitution for the Save DC.<br />
<br />
'''Fire parent''': You are able to shoot a fireball. '''Range:60ft''' The User shoots a ball of fire from their mouth which erupts in a giant explosive blast of fire 20x20 square. Each creature must make a Dexterity saving throw. A target takes 7d4 Fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Lighting parent''': You are able to shoot lighting bolts. '''Range:60ft''' The User shoots 3 lightning bolts from their mouth causing 2d4 Lightning damage each. This attack is able to hit multiple enemies if the user wishes or stack it on a single enemy. Enemies must make a Dexterity saving throw. A target takes full damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Cold parent''': You are able to shoot a ball of ice. '''Range:60ft''' The User shoots a ball of ice from their mouth which causes Ice to erupt from the ground in a 20x20 square. Each creature must make a Dexterity saving throw. A target takes 6d4 Cold damage on a failed save, or half as much damage on a successful one. On top of that the area is now considered difficult terrain for 3 turns.<br />
<br />
'''Acid parent''': You are able to shoot a ball of acid. '''Range:60ft''' The User shoots a ball of acid from their mouth which causes Acid to be scattered in a 20x20 square. Each creature must make a Dexterity saving throw. A target takes 4d4 Acid damage on a failed save, or half as much damage on a successful one, as well the acid stays on the field causing 1d4 damage for any creatures in the area for 3 turns.<br />
<br />
'''Poison parent''': You are able to shoot large poisoned needles. '''Range:60ft''' The user shoots poisonous needles from their mouth this attack can hit three people at a time and you cannot stack this attack on one enemy. Each target makes a Dexterity saving throw. A target takes 3d4 Poison damage on a failed save as well as 2d4 Poison damage for three turns, or half as much damage on a successful and no continual damage. A creature can avoid taking the continual poison damage by taking an action to remove the needle from their body.<br />
<br />
'''Thunder parent''': You are able to use a powerful shout. '''Range 60ft''' The user shouts at the target with such force that the target must make a Dexterity or Strength saving throw. The target takes 6d4 Thunder damage on a fail and is pushed back 15 feet, on a successful one they take half damage and are not moved.<br />
<br />
|trait7=Dragon Transformation <br />
|description7= Taninim are able to transform into a humanoid form and are able to keep this form until they wish to end it, or they die reverting to their full Dragon form. Choose what your humanoid form looks like, as an full round action you can transform ONLY into this one form. You can choose for items to be torn, destroyed, or magically disappear and reappear with you when you transform. You don't benefit from equipment in your dragon form unless you are able to wield/wear it. The hair color depends on their scales, (i.e. a Red Dragon has their hair color red, a Gold Dragon would have golden locks, etc.) Besides their hair the eyes of Taninim can betray their heritage, your eyes stay the same as when they are in dragon form. Finally, while in your humanoid form you don't have access to any of the psychical racial traits that require your dragon form, (Dragon Blast, Natural Armor, Bite, Dragon Physiology, flight etc). You only keep your darkvision trait in human form.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Draconic, Common, and due to their longevity they are able to learn one other non-exotic language of their choosing.<br />
|subrace= There are 3 different subraces of taninim, from which you must choose 1.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Brutes====<br />
<br />
Brutes are the closest in physical appearance to their cousins, the true dragons. Known for their great physical strength and imposing presence, it is difficult to discern a brute taninim from a true dragon. In taninim society, Brutes are usually the warriors and protectors of their homesteads. Due to their physical might, most wardens are brutes.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Predator's Claws<br />
|description1=You possess vicious claws that deal 1d4 + Strength modifier damage. As a bonus action, you can make a claw attack without a damage modifier after making a bite or claw attack. You are considered proficient with these attacks.<br />
|trait2=Frightful Presence<br />
|description2=As a standard action, or as a bonus action after an attack, the taninim may make any number of enemies within 60 feet make a Wisdom save (DC = 8 + taninim's proficiency bonus + taninim's Charisma modifier) or become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. You can use this ability once per long or short rest. <br />
|trait3=Flight of the Brute<br />
|description3=You show what a Taninim is capable of, striking from above with claws and maw? All in a days work for a Brute. While in your dragon form your walking speed is 30, and you have a flight speed of 30.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Lung====<br />
<br />
Lung are the scholars and chroniclers of taninim society. Legend has it that the Lung came about when a hungry Brute attacked and ate a giant oyster, pearl and all. In the struggle, the oyster ripped off the taninim's wings before succumbing. The oyster was, supposedly, the guardian of all knowledge and cursed the offending taninim and all his offspring to be the keepers of knowledge henceforth. In place of large, scaled wings, Lung instead grow mighty horns atop their head.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Gore<br />
|description1=You may use your horns to make a mighty gore attack, dealing 1d6 + your Strength modifier points of damage.<br />
|trait2=Cosmic Insight<br />
|description2=Lung possess what appears to be a radiant pearl in the center of their foreheads. They may shed light (as the spell) from the pearl at will. Once per long rest, at will, the Lung may gain advantage on any one skill check. This ability may be used after the initial roll, but before the result is determined.<br />
|trait3=Swiftness of the Lung<br />
|description3=Your kind has lost their ability to fly, but that by no means makes you weak. You ability to weave across the land is unparalleled. In dragon form you have a base walking speed of 40, and a climbing speed of 40.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Feykin====<br />
<br />
The history of the Feykin is a riddle in a mystery. According to the oldest living Feykin, Titania, Faerie Queen of the Summer Court, and her consort, Oberon, supposedly infused some of the first taninim eggs with their magic. Most other taninim regard this as mere fantasy; as if some creatures of dream could influence the Essence of their Mother to produce such ludicrous creatures from near perfection. However, the natural magic Feykin command is not easily overlooked.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 1.<br />
|trait1=Primal Spelltrick<br />
|description1=Each day, you may choose any one 1st-level Druid spell or one 1st level spell from the Illusion school, and may cast it up to 3 times per day. You may choose a new spell each day. The save DC for this spell is Charisma-based.<br />
|trait2=Trickster's Vanishing<br />
|description2=Feykin may cast invisibility, targeting only themselves, up to 3 times after a long rest.<br />
|trait3=Buzzing of the Feykin<br />
|description3=You're size is small in dragon form, there is no avoiding that. But you can flap your wings much faster than those bigger than you. In dragon form you walk speed is 15, but you have a flight speed of 50.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Draconic Essences and Compulsions===<br />
When creating a Taninim character, you must select one Draconic Essence to help shape their personality and appearance. The Essences coincide with the colors of True Dragons, as well as dragon-like creatures. Each Essence has an associated Compulsion, which the taninim must make a Wisdom save against each time they would act in defiance of it. Compulsions have a save equal to 8 + the Taninim's proficiency bonus + the Taninim's Charisma modifier. Failure means the taninim must comply with its unique compulsion, even if it is detrimental to the group.<br />
<br />
You may choose any one Essence regardless of your subrace selection. Your character's alignment must be within one step of the Essence's associated alignment.<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Draconic Essences<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Essence || Scale Color || Breath Element || Alignment || Compulsion<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Balanced || None (Wyvern) || Poison || True Neutral || Must make a Wisdom save to commit any act that is overtly Good or Evil.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Bitter || Brown || Fire || Chaotic Evil || Must make a Wisdom save to not hunt after/attack someone who previously defeated you or escaped previously.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brave || Bronze || Lightning || Lawful Good || Must make a Wisdom save to run or retreat from any encounter.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Creative || Brass || Fire || Chaotic Good || Must make a Wisdom save to destroy any object with unique value, <br>or to stifle another creature's artistic expressions.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Deceitful || Yellow || Lightning || Chaotic Evil || Must make a Wisdom save to not exaggerate or attack someone when they catch you in a lie.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Destructive || Red || Fire || Chaotic Evil || Must make a Wisdom save to resist killing an enemy it has beaten in battle, <br>or to resist taking advantage of opportunities to hurt its enemies by destroying things precious to them.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Detached || Iron || Lightning || Lawful Good || Must make a Wisdom save to socialize with others, leaving the area for a place of solitude <br>or chasing off others on a failure.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Devious || Black || Acid || Chaotic Evil || Must make a Wisdom save to openly share important information and be truthful.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Fixated || Lead || Poison || Chaotic Good || Must make a Wisdom save to change who you attack during combat.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Ghoulish || Pink || Cold || Lawful Evil || Must make a Wisdom save to not laugh and joke at the misfortune of others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Gluttonous || Purple || Acid || Lawful Evil || Must make a Wisdom save to resist trying to obtain more than necessary of an object or food you desire.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Heinous || Orange || Poison || Chaotic Evil || Must make a Wisdom save to not torture anyone you've captured, or not make ornaments from the dead.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Honorable || Silver || Cold || Lawful Good || Must make a Wisdom save to resist defending the helpless or to deceive another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Imperious || Green || Poison || Lawful Evil || Must make a Wisdom save to take commands from any creature not obviously more powerful than it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lazy || Gray || Cold || Lawful Evil || Must make a Wisdom save to do anything that wouldn't directly benefit it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Militant || Blue || Lightning || Lawful Evil || Must make a Wisdom save to peacefully solve a conflict that can be reconciled with force.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Paranoid || White || Cold || Chaotic Evil || Must make a Wisdom save to trust anyone other than close friends.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Prankster || Mercury || Poison || Chaotic Good || Must make a Wisdom save to not play a prank on someone when the opportunity presents itself.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Regal || Gold || Fire || Lawful Good || Must make a Wisdom save to take any action that might be considered demeaning or embarrassing.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Snoopy || Steel || Acid || Lawful Good || Must make a Wisdom save to not attack anyone who might be listening to you, <br>or to not eavesdrop on others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Spirited || Cobalt || Cold || Lawful Good || Must make a Wisdom save to not challenge a strong opponent to combat, or ask them to train you.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Talkative || Magenta || Thunder || Lawful Evil || Must make a Wisdom save to resist trying to talk with another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Territorial || None <br>(Dragon Turtle) || Fire || Lawful Neutral || Must make a Wisdom save every 24 hours while outside of the area it considers its protectorate <br>or it is treated as if it had 1 level of Exhaustion until it returns or succeeds the save.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Vain || None <br>(Faerie Dragon) || Thunder || Chaotic Neutral || Must make a Wisdom save to resist overreacting to any perceived insult.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Witty || Copper || Acid || Chaotic Good || Must make a Wisdom save to remain silent or speak seriously in tense situations.<br />
|}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Sub-race || Base Length || Length Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brute || 6'0" || +2d6" || 150 lb. || +2d6 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lung || 6'6" || +2d6" || 170 lb. || +2d4 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Feykin || 1'0" || +2d4" || 10 lb. || +1d8 lb.<br />
|- style="white-space: nowrap;"<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Tiny Size]]<br />
[[Category:Small Size]]<br />
[[Category:Dragon Type]]</div>Notlonelylonerhttps://www.dandwiki.com/w/index.php?title=Taninim_(5e_Race)&diff=1160932Taninim (5e Race)2019-04-07T21:00:26Z<p>Notlonelyloner: /* Taninim Traits */</p>
<hr />
<div>{{needsbalance|Stronger than any first party [[5e SRD:Races|race]] and uses incomplete and incorrect wording throughout. The traits need to be mechanically worded correctly as they are often vague or written like casual conversation. Multiple easily questionable innate spellcasting options, ability to choose those options from a spell list, vague immunity to breath weapons? Advantage on attack rolls, innate breath weapon as strong as a dragons breath weapon, Frightful Presence, Advantage on skills checks, 1d8 unarmed strike. Overall poorly executed and needs a rework both from a mechanic and lore perspective to better integrate with the first party content. Consult the [[5e Race Design Guide]] for help and see the [[Featured Articles]] pages for some exemplary content.}}<br />
<br />
{{wording|A number of spelling/grammatical/capitalization/italicization errors throughout. Consult the [[Help:When to Italicize and Capitalize]] for help.}} <br />
<br />
==Taninim==<br />
<br />
"While dragons of your realm have their history rooted in Io and his offspring --Bahamut, King of the Metallic Dragons, and Tiamat, Queen of the Chromatic Dragons--, the dragons of the Lost Isles, called "taninim," are borne from Our Lady of Rainbow Scales, Ryoquetza. We are cousins to the dragons of your world, in a sense, and we share many of our traits with the dragons of your world. Chances are good that should you encounter a taninim with red scales, it is every bit as violent and malicious as the true red dragons you know and fear. Likewise, a taninim of gold scales will show great degrees of compassion and generosity."<br />
<br />
Taninim are a way to introduce Dragons as player characters. Although smaller and weaker than their True counterparts, taninim allow players to experience first-hand the trials and tribulations of being, and traveling with, the forceful personality that is a Dragon, including how much more difficult it can become as they start to grow in power.<br />
<br />
Taninim are the intellectual property of Rite Publishing. This version is modified from the Pathfinder supplementary material the taninim were introduced in to be used with 5th Edition Dungeons and Dragons.<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://i.pinimg.com/736x/68/40/50/684050e510fca26acd0fc2d59210d4f9--fantasy-dragon-fantasy-art.jpg|Brute taninim most closely resemble<br> the "true" dragons most adventurers, <br>are familiar with.}}<br />
<br />
Taninim are born slightly smaller than dragons of your world, usually being around three and a half feet long at birth, with the neck, body, and tail all being approximately the same length. The average taninim weighs roughly 60 pounds. Taninim do not age and grow as True Dragons do, instead growing larger and more venerated as they grow more accomplished and gain a greater understanding of their place in the world.<br />
<br />
*The Brutes are those that most closely resemble True Dragons, with mighty scaled wings capable of carrying them aloft.<br />
*The Lung are longer and leaner of body than Brutes, and do not have wings, instead possessing powerful horns atop their heads and more dexterous claws.<br />
*The Feykin are born smaller than normal Taninim, being only a little over a foot long in total, and do not have the scaled wings of larger dragons, instead possessing colorful gossamer wings similar to a butterfly.<br />
*Although they physically belong to any one of the other three groups, Corrupted Taninim, those tainted by the White Worm, are considered abominations by others, and represent everything Taninim do not.<br />
<br />
All taninim are able to hold tools and weapons in their front claws, but move at half speed while doing so. Lung taninim are more adept at using rear claws and do not suffer from this loss of mobility like Brutes and Feykin. Each taninim embodies a single, tiny facet of Ryoquetza's infinite essence, and it is reflected in their appearance and behavior. <br />
<br />
===History===<br />
<br />
At the beginning of All, while the other Gods warred with each other over control of the mortal worlds, our Many-Headed Mother set her gaze outward, and in her infinite wisdom, could see all that was good and proper. She reached out with her claw and grasped the single most perfect piece of Creation, an archipelago which contained every unique biome in perfect harmony and proportion. When the other Gods finally took notice of the perfection our Mother had claimed for Herself, they set their sights upon Her territory, and awakened the very first Dragon Rage. The battle was brutal, with our Mother barely emerging victorious over the invaders of Her realm. The Gods retreated and built a barrier between Her realm and the outer world, creating what is now known as the Lost Isles. Our Sovereign of Dragons was grievously wounded, and Her blood spilled across the land She had claimed as she retreated to rest. As She watched the barrier being erected, she let out the very first Dragon Roar as a warning to Her assailants should they ever decide to return. Within this roar was contained all of Her essence, every facet of her being, and as it resonated throughout the Isles, from each pool of blood save one tainted pool rose a perfect being; the Firstborn of the Taninim. Each embodied a fragment of our Mother's infinite essence, and reflected it in their appearance.<br />
<br />
Our Empress of Eternity bequeathed Her paradise to Her children and bade them to conquer Creation, granting them the Right to Rule. Many of our Mother's children carved out their kingdoms within the Lost Isles themselves, while the more adventurous turned their talons outward. The largest and strongest of our kind tore down the barrier between worlds, and the Taninim became known to the outer realms.<br />
<br />
Darkness within the Isles followed, however. A blight had begun to spread from the pool of blood from which only a gaunt, stillborn corpse had risen. Our Sovereign of Wyrms took notice, alarmed that she had missed the blight for so long. She flew to investigate and was greeted by the first of the White Worms, the stillborn Taninim firstborn that had risen from the pool of tainted blood, likely tainted by a poison from an underhanded God during the battle for the Isles. Although still weakened and wounded, our Mother did battle with the Fell Juggernaut, but its endurance proved too much. Our Mother was forced to commit the first Dragon Sacrifice, binding her physical form to the land surrounding the blighted pool of blood, containing the cancer from spreading further, but not eliminating it.<br />
<br />
Some of our scholars were tasked with investigating the blight, but any who entered the valley were spat out again as gaunt, twisted mockeries of their former selves, resembling the twisted creation that arose from the pool originally. No one is allowed to venture near the blighted pool now, for fear of further corruption of our brothers and sisters.<br />
<br />
===Society and Names===<br />
<br />
Taninim society in the Lost Isles resembles a collection of feudal landholdings. A taninim is considered master of whatever territory he is powerful enough to hold, with lesser taninim claiming fealty to him in return for the right to lair and hunt in the master’s territory, and to assist in defense of the territory when commanded. The relationship between feudal lord and vassal is not always a friendly one, as taninim with conflicting personalities are willing to serve and be served as long as dominance is clearly established. Small settlements of a variety of other races, such as Humans, Elves, Dwarves, and many others, live in some territories, tending food and crafting items of convenience or aesthetic value for their masters.<br />
<br />
All Taninim pay tribute to the Elder Voices, a council of the greatest of all living Taninim. The Elder Voices do not govern daily taninim lives, but instead oversee disputes and important rites, and make judgments regarding dangers to our society. A few of the more important rites of taninim society include...<br />
*The Rite of Renewal. When a female taninim is ready to lay her clutch of eggs, the Elder Voices will bless her and name a Warden to guard her clutch. This is often the mother or mate, but is just as frequently a separate taninim of renown. There are rare cases of taninim being named Warden to many clutches of eggs, earning great renown within taninim society and granting the hatchlings as much prestige as having auspicious parents.<br />
*The Rite of Rejoining. Regardless of how a taninim has died, their spirit is blessed by the Elder Voices and their body is consumed by the conclave, letting their spirit rejoin their Mother.<br />
*The Rite of Naming. This is used by the Elder Voices to bestow a name or title upon a particular taninim. Those in attendance at the conclave may argue against the name through a stylized verbal argument. No show of aggression is allowed during this debate, and a taninim who breaks this rule is punished harshly. The Elder Voices are rarely swayed to change their minds in regards to these names.<br />
<br />
Taninim names are of much greater significance than the names True Dragons take. Taninim begin their lives with a single name granted to them by the Warden of their clutch. Most abandon this name when they take another, though a few will adopt their hatchling name as one of their titles. This is usually done if the taninim forms a particularly strong bond with their Warden. Taninim may also be granted a Deed Name by the Elder Voices. This is granted during the Rite of Naming, and may not be discarded or contested once granted. A Deed Name may be as much punishment as reward in some cases. The most common way in which a taninim gains a name or title is to simple take it. This final method is the most dangerous, as any other taninim has the right to contest the name. Conflict over a taken name is only over once one of the taninim accedes or is killed. It is not uncommon for taninim to have many names. "Thunders in Defiance, the Bronze Bulwark, He Who Endures, Master-in-Exile of the Windscour Cliffs, the Disrespectful Outcast" is an example of a taninim with many names, both taken and given to him by the Elder Voices.<br />
<br />
===Playing as a Taninim===<br />
<br />
<br />
<br />
===Taninim Traits===<br />
{{5e Racial Traits<br />
|summary=Dragon-like beings from a secluded outer realm known as the Lost Isles.<br />
|abilities=All taninim are hardy creatures by nature. Your Constitution and Dexterity score increases by 1.<br />
|age= Taninim do not age as normal races. They are born as adept fully functional adults and may live until killed.<br />
|alignment=Taninim encompass all alignments, but their alignment must be within one step on the Law<->Chaos or Good<->Evil scale of their Draconic Essence's alignment.<br />
|size=Brute and Lung taninim are between 7 and 6 feet in length. Their size is Medium. Feykin taninim are usually just over 1 foot in length. Their size in Tiny.<br />
|speed=Your walking speed is 30 feet while in Human form.<br />
|trait1=Darkvision<br />
|description1=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. You can't discern color in darkness, only shades of gray.<br />
|trait2=Dragon Immunities<br />
|description2=Taninim are immune to the breath element associate with their Essence (for Faerie Dragons, they have advantage against all magic effects that require a saving throw).<br />
|trait3=Natural Armor<br />
|description3=Taninim possess thick scales. Their unarmored AC is equal to 13 + Dexterity modifier.<br />
|trait4=Bite<br />
|description4=All Taninim possess a natural Bite attack that deals 1d4 + Strength modifier damage. They are considered proficient with this attack.<br />
|trait5=Draconic Physiology<br />
|description5=You are quadrupedal in your dragon form and can't use armor, clothing or items that aren't modified to accommodate your body. You have disadvantage on attack rolls while wearing any armor, and fly at half speed while wearing armor. You have an increased carrying capacity and advantage against being knocked prone. In human form you can wear and use items as normal. Items can be torn and destroyed, or magically disappear and reappear with you when you transform.<br />
|trait6=Dragons Blast<br />
|description6= Starting at 6th level depending on the dragon parent you choose, you get a breath attack you can perform once per long rest. The level of the spell is your level divided by 2. These attacks are considered 3rd level spells for the purpose of dispelling or countering. At higher levels when you cast this power using 4th level or higher, the damage increases by 1d6 for each slot level above 3rd, (I.e. A level 8 Brass Taninim would be able to perform a 4th level fireball getting a extra 1d6 more than the original). You use Constitution for the Save DC.<br />
<br />
'''Fire parent''': You are able to shoot a fireball. '''Range:150ft''' The User shoots a ball of fire from their mouth which erupts in a giant explosive blast of fire 20x20 square. Each creature must make a Dexterity saving throw. A target takes 8d6 Fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Lighting parent''': You are able to shoot lighting bolts. '''Range:150ft''' The User shoots 4 lightning bolts from their mouth causing 2d6 Lightning damage each. This attack is able to hit multiple enemies if the user wishes or stack it on a single enemy. Enemies must make a Dexterity saving throw. A target takes full damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''Cold parent''': You are able to shoot a ball of ice. '''Range:150ft''' The User shoots a ball of ice from their mouth which causes Ice to erupt from the ground in a 30x30 square. Each creature must make a Dexterity saving throw. A target takes 6d6 Cold damage on a failed save, or half as much damage on a successful one. On top of that the area is now considered rough terrain for 3 turns.<br />
<br />
'''Acid parent''': You are able to shoot a ball of acid. '''Range:150ft''' The User shoots a ball of acid from their mouth which causes Acid to be scattered in a 40x40 square. Each creature must make a Dexterity saving throw. A target takes 4d6 Acid damage on a failed save, or half as much damage on a successful one, as well the acid stays on the field causing 2d6 damage for any creatures in the area for 3 turns.<br />
<br />
'''Poison parent''': You are able to shoot large poisoned needles. '''Range:150ft''' The user shoots poisonous needles from their mouth this attack can hit three people at a time and you cannot stack this attack on one enemy like the lightning attack. Each target makes a Dexterity saving throw. A target takes 4d6 Poison damage on a failed save as well as 1d6 Poison damage for three turns, or half as much damage on a successful and no continual damage.<br />
<br />
'''Thunder parent''': You are able to use a powerful shout. '''Range 150ft''' The user shouts at the target with such force that the target must make a Dexterity or Strength saving throw. The target takes 6d6 Thunder damage on a fail and is pushed back 15 feet, on a successful one they take half damage and are not moved.<br />
<br />
|trait7=Dragon Transformation <br />
|description7= Taninim are able to transform into humans and are able to keep this form until they wish to end it, or they die reverting to their full Dragon form. Choose what your human form looks like, as an full round action you can transform ONLY into this one form. The hair color depends on their scales, (i.e. a Red Dragon has their hair color red, a Gold Dragon would have golden locks, etc.) Besides their hair the eyes of Taninim can betray their heritage, your eyes stay the same as when they are in dragon form. Finally, while in your human form you don't have access to any of the psychical racial traits that require your dragon form, (Dragon Blast, Natural Armor, Bite, Dragon Physiology, flight etc).<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Draconic, Common, and due to their longevity they are able to learn one other non-exotic language of their choosing.<br />
|subrace= There are 3 different subraces of taninim, from which you must choose 1.<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Brutes====<br />
<br />
Brutes are the closest in physical appearance to their cousins, the True Dragons. Known for their great physical strength and imposing presence, it is difficult to discern a Brute Taninim from a True Dragon. In taninim society, Brutes are usually the warriors and protectors of their homesteads. Due to their physical might, most Wardens are Brutes.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Strength score increases by 1.<br />
|trait1=Predator's Claws<br />
|description1=You possess vicious claws that deal 1d4 + Strength modifier damage. As a bonus action, you can make a claw attack without a damage modifier after making a bite or claw attack. You are considered proficient with these attacks. You may still hold and use weapons and other tools.<br />
|trait2=Frightful Presence<br />
|description2=As a standard action, or as a bonus action after an attack, the taninim may make any number of enemies within 60 feet make a Wisdom save (DC = 8 + taninim's proficiency bonus + taninim's Charisma modifier) or become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. You can use this ability once per long or short rest. <br />
|trait3=Flight of the Brute<br />
|description3=You show what a Taninim is capable of, striking from above with claws and maw? All in a days work for a Brute. While in your dragon form your walking speed is 30, and you have a flight speed of 30.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Lung====<br />
<br />
Lung are the scholars and chroniclers of taninim society. Legend has it that the Lung came about when a hungry Brute attacked and ate a giant oyster, pearl and all. In the struggle, the oyster ripped off the taninim's wings before succumbing. The oyster was, supposedly, the guardian of all knowledge and cursed the offending taninim and all his offspring to be the keepers of knowledge henceforth. In place of large, scaled wings, Lung instead grow mighty horns atop their head.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Intelligence score increases by 1.<br />
|trait1=Gore<br />
|description1=You may use your horns to make a mighty gore attack, dealing 1d6 + your Strength modifier points of damage.<br />
|trait2=Cosmic Insight<br />
|description2=Lung possess what appears to be a radiant pearl in the center of their foreheads. They may shed light (as the spell) from the pearl at will. Once per long rest, at will, the Lung may gain advantage on any one skill check. This ability may be used after the initial roll, but before the result is determined.<br />
|trait3=Swiftness of the Lung<br />
|description3=Your kind has lost their ability to fly, but that by no means makes you weak. You ability to weave across the land is unparalleled. In dragon form you have a base walking speed of 40, and a climbing speed of 40.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Feykin====<br />
<br />
The history of the Feykin is a riddle in a mystery. According to the oldest living Feykin, Titania, Faerie Queen of the Summer Court, and her consort, Oberon, supposedly infused some of the first taninim eggs with their magic. Most other taninim regard this as mere fantasy; as if some creatures of dream could influence the Essence of their Mother to produce such ludicrous creatures from near perfection. However, the natural magic Feykin command is not easily overlooked.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 1.<br />
|trait1=Primal Spelltrick<br />
|description1=Each day, you may choose any one 1st-level Druid spell or one 1st level spell from the Illusion school, and may cast it up to 3 times per day. You may choose a new spell each day. The save DC for this spell is Charisma-based.<br />
|trait2=Trickster's Vanishing<br />
|description2=Feykin may cast invisibility, targeting only themselves, up to 3 times per day.<br />
|trait3=Buzzing of the Feykin<br />
|description3=You're size is small in dragon form, there is no avoiding that. But you can flap your wings much faster than those bigger than you. In dragon form you walk speed is 15, but you have a flight speed of 50.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Draconic Essences and Compulsions===<br />
When creating a Taninim character, you must select one Draconic Essence to help shape their personality and appearance. The Essences coincide with the colors of True Dragons, as well as dragon-like creatures. Each Essence has an associated Compulsion, which the taninim must make a Wisdom save against each time they would act in defiance of it. Compulsions have a save equal to 8 + the Taninim's proficiency bonus + the Taninim's Charisma modifier. Failure means the taninim must comply with its unique compulsion, even if it is detrimental to the group.<br />
<br />
You may choose any one Essence regardless of your subrace selection. Your character's alignment must be within one step of the Essence's associated alignment.<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Draconic Essences<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Essence || Scale Color || Breath Element || Alignment || Compulsion<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Balanced || None (Wyvern) || Poison || True Neutral || Must make a Wisdom save to commit any act that is overtly Good or Evil.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Bitter || Brown || Fire || Chaotic Evil || Must make a Wisdom save to not hunt after/attack someone who previously defeated you or escaped previously.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brave || Bronze || Lightning || Lawful Good || Must make a Wisdom save to run or retreat from any encounter.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Creative || Brass || Fire || Chaotic Good || Must make a Wisdom save to destroy any object with unique value, <br>or to stifle another creature's artistic expressions.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Deceitful || Yellow || Lightning || Chaotic Evil || Must make a Wisdom save to not exaggerate or attack someone when they catch you in a lie.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Destructive || Red || Fire || Chaotic Evil || Must make a Wisdom save to resist killing an enemy it has beaten in battle, <br>or to resist taking advantage of opportunities to hurt its enemies by destroying things precious to them.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Detached || Iron || Lightning || Lawful Good || Must make a Wisdom save to socialize with others, leaving the area for a place of solitude <br>or chasing off others on a failure.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Devious || Black || Acid || Chaotic Evil || Must make a Wisdom save to openly share important information and be truthful.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Fixated || Lead || Poison || Chaotic Good || Must make a Wisdom save to change who you attack during combat.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Ghoulish || Pink || Cold || Lawful Evil || Must make a Wisdom save to not laugh and joke at the misfortune of others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Gluttonous || Purple || Acid || Lawful Evil || Must make a Wisdom save to resist trying to obtain more than necessary of an object or food you desire.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Heinous || Orange || Poison || Chaotic Evil || Must make a Wisdom save to not torture anyone you've captured, or not make ornaments from the dead.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Honorable || Silver || Cold || Lawful Good || Must make a Wisdom save to resist defending the helpless or to deceive another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Imperious || Green || Poison || Lawful Evil || Must make a Wisdom save to take commands from any creature not obviously more powerful than it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lazy || Gray || Cold || Lawful Evil || Must make a Wisdom save to do anything that wouldn't directly benefit it.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Militant || Blue || Lightning || Lawful Evil || Must make a Wisdom save to peacefully solve a conflict that can be reconciled with force.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Paranoid || White || Cold || Chaotic Evil || Must make a Wisdom save to trust anyone other than close friends.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Prankster || Mercury || Poison || Chaotic Good || Must make a Wisdom save to not play a prank on someone when the opportunity presents itself.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Regal || Gold || Fire || Lawful Good || Must make a Wisdom save to take any action that might be considered demeaning or embarrassing.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Snoopy || Steel || Acid || Lawful Good || Must make a Wisdom save to not attack anyone who might be listening to you, <br>or to not eavesdrop on others.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Spirited || Cobalt || Cold || Lawful Good || Must make a Wisdom save to not challenge a strong opponent to combat, or ask them to train you.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Talkative || Magenta || Thunder || Lawful Evil || Must make a Wisdom save to resist trying to talk with another creature.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Territorial || None <br>(Dragon Turtle) || Fire || Lawful Neutral || Must make a Wisdom save every 24 hours while outside of the area it considers its protectorate <br>or it is treated as if it had 1 level of Exhaustion until it returns or succeeds the save.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Vain || None <br>(Faerie Dragon) || Thunder || Chaotic Neutral || Must make a Wisdom save to resist overreacting to any perceived insult.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Witty || Copper || Acid || Chaotic Good || Must make a Wisdom save to remain silent or speak seriously in tense situations.<br />
|}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Taninim Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Sub-race || Base Length || Length Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Brute || 6'0" || +2d6" || 150 lb. || +2d6 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Lung || 6'6" || +2d6" || 170 lb. || +2d4 lb.<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Feykin || 1'0" || +2d4" || 10 lb. || +1d8 lb.<br />
|- style="white-space: nowrap;"<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Tiny Size]]<br />
[[Category:Small Size]]<br />
[[Category:Dragon Type]]</div>Notlonelyloner