Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 127 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Mystic
Level Proficiency
Bonus
Features Psi
Points
Psi
Limit
Talents
Known
Disciplines
Known
1st +2 Psionics, Semi Proficiencies 4 2 3
2nd +2 Cerebral Discipline 8 2 4 2
3rd +2 Mental Awakenings, Mystic Order 12 2 4 2
4th +2 Ability Score Improvement 16 3 5 2
5th +3 Wild Talent (1d6) 20 3 5 3
6th +3 Mystic Order Feature 24 3 6 3
7th +3 Legendary Ability Score Improvement 28 4 7 3
8th +3 Ability Score Improvement 32 4 7 3
9th +4 Mental Awakenings (2) 36 4 8 3
10th +4 Mystic Order Feature 40 5 9 4
11th +4 Wild Talent (1d8) 44 5 9 4
12th +4 Ability Score Improvement 48 5 10 4
13th +5 Cerebral Evolution 52 6 11 4
14th +5 Mystic Order Feature 56 6 11 4
15th +5 Legendary Ability Score Improvement, Mental Awakenings (3) 60 6 12 5
16th +5 Ability Score Improvement 64 7 13 5
17th +6 Wild Talent (1d10) 68 7 13 5
18th +6 Mystic Order Feature 72 7 14 5
19th +6 Talent Growth (Tier 1) 76 8 15 5
20th +6 Ability Score Improvement 80 8 15 6
21st +7 Mental Awakenings (4) 88 8 16 6
22nd +7 Inner Reservoir, Talent Growth (Tier 2) 88 9 17 6
23rd +7 Legendary Ability Score Improvement, Wild Talent (1d12) 92 9 17 6
24th +7 Ability Score Improvement, Cerebral Evolution (2) 96 9 18 6
25th +8 Talent Growth (Tier 3) 100 10 18 7
26th +8 Mystic Order Feature 104 10 19 7
27th +8 Mental Awakenings (5) 108 10 19 7
28th +8 Ability Score Improvement, Talent Growth (Tier 4) 112 11 20 7
29th +9 Wild Talent (2d6) 116 11 21 7
30th +9 Psychic Culmination 120 11 21 8
Mystic Ability Score

Upon gaining this class, you must select your Mystic Ability Score. This score can be either Intelligence, Wisdom or Charisma.

Mystic Modifier

If something refers to your Mystic Modifier, then that means it is referring to the modifier of your Mystic Ability Score.

For example if your Mystic Ability Score was Intelligence and your Intelligence score was 17, your Mystic Modifier would be +3.

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d8
  • Hit Points at 1st Level: 16 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d8 (8) + two times your Constitution modifier per Mystic level after 1st.

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Intelligence/Charisma (Choose 1), Wisdom
  • Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, Nature, Perception and Religion

Psionics

As a student of psionics, you have discovered how to use these immensely powerful abilities at 1st level. Psionics are distinct from magic and spellcasting, and are more akin to the mystical energy monks wield.

Psi Points

Rather than having spell slots, Mystics have a special resource known as Psi Points. You have a number of Psi Points equal to 4 times your level in this class, you use these points to fuel your Psionic Talents and other Mystic abilities. You regain all expended psi points upon completing a long rest.

Psi Limit

Despite the large amount of psi points you possess, you can only use a certain amount of them for your abilities. Whenever a feature would allow you to expend Psi Points, you can only expend 2 psi points on it. This increases as you gain levels in this class, as shown in the Psi Limit column of the Mystic class table.

Psionic Talents

A psionic talent is a special psionic ability akin to a spell. A mystic starts knowing 3 of these talents, and they learn more as they gain levels in this class, as shown in the Talents Known column of the Mystic class table.

Every Psionic Talent requires the expenditure of psi points in order to use them, if a Psionic Talent requires a minimum number of psi points that is greater than your Psi Limit, you cannot learn that talent.

For example, if your Psi Limit was 3, you could learn any talent that requires expending at least 1, 2 or 3 psi points, but you could not learn one that requires expending 4.

Many Psionic Talents allow you to expend more Psi Points than their minimum amount in order to empower them (For example, a talent that has a cost of 1 Psi Point may allow you to expend additional points in order to deal more damage)

When empowering Psionic Talents with additional Psi Points, you must still abide by your Psi Limit.

Whenever you gain a level in this class, you may exchange one Psionic Talent you know for another you meet the prerequisites for.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any melee simple weapon of your choice
  • Studded Leather Armor
  • (a) A light crossbow and 20 bolts or (b) any simple weapon
  • (a) A scholar's pack or (b) An explorer's pack










Psionic Ability

Your psionic ability score is the same as your Mystic modifier; which can be either Intelligence, Wisdom or Charisma. Intelligence represents mental immense study and practice with your abilities. Wisdom represents mental fortitude and resilience when it comes to your powers. While Charisma represents sheer willpower over your techniques.


Psionic save DC = 8 + your proficiency bonus +
your Mystic modifier

Psionic attack modifier = your proficiency bonus +
your Mystic modifier

Using Talents

You may use a talent you know by using its required action (Most commonly an action) and expending the appropriate number of psi points (Empowering it if you so wish)

A talent specifies in its description how its specific effect works and how targeting works for it.

Components

Unlike spells, Psionics require no components. They do not need material components, verbal components or somatic components. There is often some sort of visual flair that accompanies you when you use your psionic powers however to indicate that you are using them (Such as your hair lifting upwards or your eyes glowing)

Concentration

Some talents may require you to concentrate on them, much like how some spells require you to concentrate on them. Concentrating on a talent follows the exact same rules as concentrating on a spell. Meaning you cannot concentrate on a talent and spell at the same, nor can you concentrate on two talents at the same time.

Psionics Section

The Psionics section for talents starts on Page 17

Semi Proficiencies

Finally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Mystic) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Mystic is the first class you choose. You can not have two instances of this feature from separate classes.

Cerebral Discipline

Upon reaching 2nd level you have begun to learn how to focus your psionic energy. You learn two Cerebral Disciplines of your choice from the options listed later in this document. You learn more as you gain levels in this class, as shown in the Disciplines Known column of the Mystic class table.

As a bonus action, you may begin to focus on a Cerebral Discipline you know, gaining its benefits. You only gain a disciplines benefits while you are focusing on it, and you can only focus on one at a time.

Your focus on a discipline ends if you fall unconscious or if you begin focusing on a new discipline.

Every discipline has something known as an Unleashed ability, which is typically used as some sort of action. You must be focused on a discipline in order to use its unleashed ability.

Once you use a disciplines unleashed ability, your focus on that discipline ends, and you cannot begin focusing on it again until you complete a long rest.


Mental Awakenings

At 3rd level, your mind has expanded. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Mystic class.

Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th level, 15th level, 21st level and 27th level.

Mystic Order

Additionally at 3rd level, you have chosen a psionic order that represents how you wield your powers, the options for which are listed later in the document. Your choice grants you features now and again at levels 6, 10, 14, 18 and 26.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th and 28th 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. Alternatively, you can choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Wild Talent

Upon reaching 5th level, you have unearthed the psionic talent within you. You gain a Wild Talent Die which is represented by 1d6, this die changes as you gain levels in this class.

When you make an ability check or saving throw, you may roll your Wild Talent Die and add the result to your roll. After using this feature, you cannot do so again until the start of your next turn.

If you rolled the maximum result on the die, the die size decreases by 1 (From 1d6 to 1d4 for example) If the die size was 1d4 and you rolled a 4, you cannot use this feature again until you complete a long rest.

If you rolled the minimum result on the die, the die size increases by 1 up to your maximum (If your maximum was 1d8 and you rolled a 1 on a 1d6, then your die becomes 1d8. But if your maximum was already 1d6, then rolling a 1 on that 1d6 would do nothing)

At 11th level, this die becomes 1d8. At 17th level, this die becomes 1d10. At 23rd level, this die becomes 1d12. At 29th level, this die becomes 2d6.

If the die is 2d6, its size decreases to 1d12 if you roll a 6 on one die and a 5 or 6 on the other die.


Cerebral Evolution

Beginning at 13th level, your mind continues to evolve. You may now focus on two Cerebral Disciplines you know at the same time. If you use your bonus action to swap a discipline you are focusing on, you choose which one you swap.

Upon reaching 24th level, you may focus on three Cerebral Disciplines at the same time instead.

Talent Growth

At 19th level, your talents have begun to grow. Choose a Psionic Talent you know that is 1st Tier. You may now use that talent without expending any psi points. If you wish to empower it, you must expend psi points as normal.

At 22nd level, you may choose a Psionic Talent of 2nd Tier or lower to also gain this benefit. At 25th level, you may choose a Psionic Talent of 3rd Tier or lower to also gain this benefit. Finally at 18th level, you may choose a Psionic Talent of 4th Tier or lower to gain this benefit.

Inner Reservoir

Once you reach 22nd level, you are an endless reservoir for psychic energy. For every 5 minutes that pass while you are not in combat, you regain 1 expended psi point.

Psychic Culmination

Finally at 30th level, your psychic power has culminated into this very moment. You gain the following benefits:

  • You gain resistance to bludgeoning, piercing and slashing damage.

  • Whenever you use a disciplines Unleashed ability, you are able to begin focusing on that discipline again after 10 minutes have passed, rather than needing to finish a long rest.

  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and all of your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence you died on, you and all of your gear reappear in this spot having gained the benefits of a long rest.

Order of the Immortal

Mystics of this order really, really don't want to die. They pledge themselves to becoming an impenetrable shield that their enemies break upon, they are the ultimate immovable object.

Immortal Body

Upon choosing this order at 3rd level, your body is an unstoppable wall. Your hit point maximum increases by 9, whenever you gain a level in this class, your hit point maximum increases by an additional 3 points.

Additionally, while you aren't wearing armor or wielding a shield, your AC is equal to 10 + Your Mystic Modifier + Your Constitution modifier.

Immortal Discipline

Additionally at 3rd level, you learn one of the following disciplines of your choice: Body Regulation, Disease Prevention, Iron Stomach, Steel Skin or Stormy Thoughts.

The chosen discipline does not count against your disciplines known.

Psionic Resilience

Beginning at 6th level, your psionic energy is constantly protecting you. At the start of each of your turns, you gain temporary hit points equal to your Mystic modifier (Minimum of 1)

Mental Regeneration

Once you reach 10th level, you can use your psionic energy to heal your wounds. At the start of your turn, you may expend a number of psi points up to your psi limit (No action required) You regain a number of hit points equal to 5 times the number of psi points expended.

Immortal Will

At 14th level, your will never falters. If you start your turn with 0 hit points, you can expend 5 psi points to regain a number of hit points equal to your Mystic Level + your Constitution modifier.

Unbreaking Flesh

Once you reach 18th level, your flesh is unbreakable. You gain resistance to nonmagical bludgeoning, piercing and slashing damage.

Once you reach 30th level in this class and gain Psychic Culmination, you instead gain immunity to nonmagical bludgeoning, piercing and slashing damage.

Ultimate Defense

Finally at 26th level, your defense has reached near perfection. You have resistance to all damage while you have temporary hit points.

Order of the Mind Thirst

So many people have psionic energy and they don't even realize it, they let it go to waste and squander it... Mystics of this order recognize this crime and attempt to rectify it by putting their energy to good use.

Consume Psionics

Beginning at 3rd level, you are capable of absorbing excess psionic energy from creatures. When you kill a creature with a psionic talent, you gain temporary hit points equal to your Mystic level + the Creatures CR (If it was 1 or higher)

Mind Hunter

Additionally at 3rd level, your thirst for psychic energy has fashioned you into a mighty hunter. You gain proficiency in the Stealth skill, if you already have this proficiency, you instead gain expertise.

Additionally, you are aware of the exact location of creatures within 30-feet of you that you are aware of with an Intelligence score of 6 or more.

Psionic Drain

At 6th level, your thirst can replenish your own psionic energy, when you kill a creature of CR 1 or higher with a psionic discipline, instead of gaining temporary hit points from Consume Psionics, you may choose to regain expended psi points equal to the creatures CR, to a maximum of the amount of psi points you expended on the talent used.

Safe Mind

Beginning at 10th level, you are immune to the effects of others who may attempt to attack your mind. Your Intelligence score cannot be reduced by any means, nor can you be stunned via psionic means (DM discretion, some examples would include Mind Flayers stunning you however)

Mind Consumption

Once you reach 14th level, you have begun to emulate some of the more... Extreme creatures who thirst for minds. As an action you may target a creature within 30-feet of you that you can see and force them to make an Intelligence saving throw.

On a failed saving throw, their Intelligence score is reduced by 1, and you regain expended psi points equal to their remaining Intelligence score. A creature returns to their normal Intelligence score after completing a long rest, they die if their Intelligence score becomes 0.

You may use this feature a number of times equal to your proficiency bonus, you regain all expended uses upon completing a long rest. You do not lose a usage of this feature if the creature succeeds on their saving throw.


Extreme Drain

Beginning at 18th level, there is no limit to how much you can siphon. The maximum amount of psi points you can regain from Psionic Drain is now equal to twice the amount of psi points you expended on the talent used.

Master of Consumption

Finally at 26th level, you are adept at devouring the minds of others. You may now use your Mind Consumption feature as a bonus action. Whenever you reduce a creatures Intelligence score using Mind Consumption, your Intelligence score is increased by 1 for the next minute.


Order of the Nomad

Mystics of this order travel frequently and travel everywhere. They are never beholden to one place, whether that be in life or on the battlefield.

Nomads Steps

Beginning at 3rd level, you have evolved beyond the need for walking. Whenever you would expend movement speed to move, you can instead teleport an equal distance to the amount of movement speed expended.

The location you teleport to must have been a location you could've walked to (So no teleporting through walls or over gaps)

Nomad Discipline

Additionally at 3rd level, you learn one of the following disciplines of your choice: Aquatic Adaptation, Bestial Attunement, Body Regulation, Endure Trials, Light Step, Nomadic Arrow or Nomadic Mind.

The chosen discipline does not count against your disciplines known.

Memory of a Thousand Steps

Beginning at 6th level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you.

Once you use this feature, you cannot do so again until you complete a short or long rest.

Grand Teleport

At 10th level, your teleportation abilities far exceed those that others possess. When you would teleport using a magic item or psionic talent, you may choose to double the distance at which you can teleport.

You may do so a number of times equal to your Mystic modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Once you reach 26th level, there is no limit to the number of times you can use this feature between rests.

Enduring Memory

Once you reach 14th level, your memory endures. You regain usage of Memory of a Thousand Steps after 1 minute has passed since you last used it.

Efficient Teleports

At 18th level, your teleportation becomes more efficient. Psionic talents you know that would teleport you cost 1 less psi point to use than they normally would (Minimum cost of 1)

Order of the Soul Knife

Mystics of this order manifest their will into deadly blades made of psionic energy. Often employed as assassins or bodyguards, these Mystics are at their element in combat.

Soul Knife

Starting at 3rd level, you are capable of projecting your will into blades of deadly energy. As a bonus action on your turn, you may project a blade of psychic energy from any number of your arms. Arms manifesting a blade cannot hold anything. You may dismiss any number of these blades as a bonus action.

These blades are martial melee weapons you are proficient in, they have the light and finesse properties. They have a damage die of 1d8 and they deal psychic damage.

Martial Training

Additionally at 3rd level, you gain proficiency in medium armor, shields and martial weapons.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Upon reaching 18th level, the number of attacks you can make is increased to 3.


Honed Soul

Once you reach 10th level, you can infuse your knives with your energy even more. When you manifest your Soul Knife or as a bonus action while they are manifested, you may spend a number of psi points up to your psi limit (Maximum of 10)

For every 2 points expended, you gain a +1 bonus to attack and damage rolls made using your Soul Knife for the next 10 minutes.

Psychic Smite

Beginning at 14th level, your knives tear through your enemies far better than before. When you hit with an attack using your Soul Knife, you may expend a number of psi points up to your psi limit.

For every 2 psi points expended, the attack deals an additional 1d8 psychic damage.

Cull the Weak Minded

Finally at 26th level, your blades have no time for the weak minded. When you make an attack with your Soul Knife against a creature whose Intelligence score is less than 5 + Your Proficiency bonus, you may choose to have the attack automatically hit.

Order of the Weave

Both magic and psionics are incredibly powerful forces, wielding one alone is enough to do miraculous things... But why be limited to one? Mystics who follow this order have decided to mix magic training in with their psionic abilities.

Arcane Dabbler

Beginning at 3rd level, you have begun to wield magic much like any mage would. You know two 1st level spells of your choice from any spell list, and always have these spells prepared.

As a bonus action, you may expend at least 2 psi points, creating a spell slot with a level equal to half the number of psi points expended (Rounded down) The spell slots level cannot exceed your proficiency bonus.

This spell slot remains until you finish a long rest, you can only use spell slots created from this feature to cast spells gainde from this subclass. You follow the normal rules for casting these spells, your casting ability is the same as your Mystic ability score, and you still require all components.

Whenever you gain a level in this class, you may exchange one spell you've learned from this feature for another of the same level.

Weave Discipline

Additionally at 3rd level, you learn one of the following disciplines of your choice: Body Regulation, Burning Mind, Foul Land, Frosty Mind, Psionic Sight, Psionic Weapon or Stormy Thoughts.

The chosen discipline does not count against your disciplines known.


Defense Breaker

Beginning at 6th level, defenses are useless against your powers. When you would damage a creature using a psionic talent or spell and the creature would be resistant to that damage, you can expend 1 psi point to ignore their resistance.

Additionally, you learn a 2nd level spell as per your Arcane Dabbler feature.

Overcome Weakness

Upon reaching 10th level, you can overcome weak performances from your abilities! When you roll damage for a psionic talent or spell, you can expend a number of psi points up to your psi limit to reroll a number of the effects damage die equal to the number of psi points expended.

You may choose whether to use the original roll or the new roll after using this feature.

Additionally, you learn a 3rd level spell as per your Arcane Dabbler feature.

Split Concentration

At 14th level, you break the conventional rules of concentration. You can concentrate on both a Psionic Talent and spell at the same time. If you do so, you have disadvantage on rolls made to maintain concentration.

If your concentration is broken, both effects end.

Additionally, you learn a 4th level spell as per your Arcane Dabbler feature.

Conserving Energy

Upon reaching 18th level, you are able to conserve psionic energy when used for the weave. Once every hour when you expend a spell slot created with Arcane Dabbler, you may regain psi points equal to half the spell slots level (Rounded up)

Additionally, you learn a 5th level spell as per your Arcane Dabbler feature.

Supreme Magic

Finally at 26th level, the world of the arcane is open to you. By expending psi points equal to five times the spells level, you may cast any spell with a level equal to or less than your proficiency bonus.

You ignore all material components when casting a spell using this feature.

Once you use this feature, you cannot do so again until you complete a long rest.

Additionally, you learn a 6th level spell as per your Arcane Dabbler feature.

Cerebral Disciplines

In this section you will find all the Disciplines a Mystic can begin learning. When you gain this feature at 2nd level, you know 2 of these Disciplines, and you gain more as shown in the Disciplines Known column of the Mystic class table.

You can only focus on one discipline at a time, and if you use a disciplines unleashed ability, you can't focus on it again until you complete a long rest.

Aquatic Soul

A discipline that allows a Mystic to become one with water.

Focus. You gain a swimming speed equal to your walking speed and can breathe both air and water.

Unleash. As a bonus action, you convert your body to water for 10 minutes. While your body is water, you can move through spaces as narrow as 1 inch thick without squeezing, and any critical hit made against you becomes a normal hit.

Both of these benefits are supressed if you have taken cold damage since the end of your last turn.

Battlesense

This discipline grants the Mystic a superb sense for battle.

Focus. You may use your Mystic modifier in place of your Dexterity modifier for the purposes of making Initiatie checks. Additionally, whenever you make an Initiative check, you may expend a number of psi points up to your psi limit to gain a bonus to the check equal to the number of points expended.

Unleash. As an action, you may enter a state of battle supremacy for 1 minute. For this duration, attacks cannot benefit from having advantage against you.

Bestial Attunement

For those who wish to speak in the tongue of the wild.

Focus. You may use your Mystic modifier in place of your Wisdom modifier for the purposes of making Animal Handling checks. Additionally, you may speak with beasts as if you shared a language.

Unleash. As an action, you may cause a beast of your choice that you can see within 60-feet of you to become Charmed by you provided its CR is less than or equal to your level in this class. While charmed by you from this feature, it sees you as a trusted ally to be heeded and protected.

This charm lasts until you do something to harm the beast or until you use this feature again.

Body Regulation

This discipline allows mystics to regulate their body temperature and adapt to all environments.

Focus. You are naturally adapted to both the extreme cold and heat, and you are immune to any detrimental effects caused by either. Additionally, all Cold and Fire damage you take is reduced by an amount equal to half your level in this class (Rounded down) This reduction is applied before resistances.

Unleash. As a bonus action, you gain immunity to your choice of Cold or Fire damage for 1 minute. If you have at least 15 levels in this class, you gain immunity to both.

Burning Mind

This discipline makes a Mystic literally hot-headed.

Focus. If a psionic talent you use would deal a damage type other than fire, you may cause it to deal fire damage instead.

Unleash. When you deal fire damage to a creature, you can use the maximum results for the damage die instead of rolling.

Celerity

This discipline bestows a Mystic with great speed and agility.

Focus. Your movement speed increased by 10-feet, and increased by an additional 5-feet for every 5 levels in this class you have.

Unleash. As a bonus action, you may double your speed until the end of your next turn. While your speed is doubled from this feature, your movement does provoke attacks of opportunity, and you retain this disciplines Focus benefit.

Courage

This discipline evokes courage in the Mystic and their allies.

Focus. You gain a +1 bonus to all checks you make against being Frightened, all creatures of your choice within 30-feet of you who can see you also gain this bonus.

This bonus is increased by 1 for every 3 levels in this class you have.

Unleash. As an action, you may grant yourself immunity to the frightened condition for the next hour. Creatures of your choice gain this benefit while within 30-feet of you.

Disease Prevention

This discipline allows a Mystic to focus on their body and stifle disease.

Focus. You are immune to disease. If you were already under the effects of a disease before focusing on this discipline, its effects are suspended for the duration of your focusing on this discipline.

Unleash. You and all creatures of your choice within 15-feet of you are cured of all diseases. For every level in this class you have, this abilities range is increased by 5-feet.

Empath Insight

This discipline is perfect for reading peoples truthfulness and their general emotional state.

Focus. You may use your Mystic modifier in place of your Wisdom modifier for the purposes of making Insight checks. Additionally, whenever you make an Insight check, you may expend a number of psi points up to your psi limit to gain a bonus to the check equal to the number of points expended.

Unleash. For the next hour, you know when you hear a lie. Additionally, you know the general emotional state of every creature within 30-feet of you (Whether they are angry, happy, scared, ect)

Endure Trials

This discipline forces a Mystic to endure without the need for comforts of the flesh.

Focus. You don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

Unleash. You may unleash this discipline by focusing in a trance for 1 minute, if you successfully do so, you immediately gain the benefits of a short rest.

Exert Control

This discipline allows a Mystic to control the movement of others.

Focus. If you end your turn and you didn't expend any movement, you can use your reaction to target a creature within 30-feet of you and cause them to move up to half their speed (You choose the path of their movement)

If the creature is unwilling, they may make a Wisdom saving throw, resisting this effect on a successful save.

Unleash. As an action, you may use this disciplines Focus ability on all creatures within 30-feet of you.

Foul Land

This discipline causes a Mystic to turn the land around them much more foul and disgusting than before.

Focus. The area within 5-feet of you is considered difficult terrain for creatures not immune to being frightened. You may choose to allow any number of creatures to ignore this effect.

For every 8 levels in this class you have, the area this effects is increased by 5-feet.

Unleash. As an action, you may choose a point you can see and cause the area within 5-feet of that point to become extremely foul. Movement for creatures other than yourself within that point requires expending 5-feet of movement for every foot a creature attempts to move.

This point remains foul for 1 minute. For every 8 levels in this class you have, the area this effects is increased by 5-feet.

Frosty Mind

This discipline cools down a Mystic to chilling levels.

Focus. If a psionic talent you use would deal a damage type other than cold, you may cause it to deal cold damage instead.

Unleash. When you deal cold damage to a creature, you can reduce their movement speed to 0 until the end of your next turn. While their movement speed is reduced by this feature, they are Restrained.

Icon of Terror

This discipline walks a Mystic down the path of fear and intimidation.

Focus. You may use your Mystic modifier in place of your Charisma modifier for the purposes of making Intimidation checks. Additionally, whenever you make an Intimidation check, you may expend a number of psi points up to your psi limit to gain a bonus to the check equal to the number of points expended.

Unleash. As an action, you may force all creatures of your choice within 60-feet of you who can hear or see you to make a Wisdom saving throw. On a failed saving throw, they become Frightened of you for 1 minute. At the end of each of their turns, they may repeat this saving throw, ending the effect on a successful save.

Intellect Fortress

This discipline hardens a Mystics mind into an impenetrable fortress.

Focus. Your mind cannot be read by any means, nor can you be detected through divination magic. You also reduce all Psychic damage you take by an amount equal to your level in this class. This reduction is applied before resistances.

Unleash. As a bonus action, you gain immunity to Psychic damage for 1 minute.

Iron Stomach

This discipline allows a Mystic to control their digestion and better consume things.

Focus. You can eat and digest anything without suffering any detriments (Such as from eating spoiled or poisoned food) You also reduce all Poison damage you take by an amount equal to your level in this class. This reduction is applied before resistances.

Unleash. As a bonus action, you gain immunity to Poison damage for 1 minute.

Liar Supreme

This discipline is for the dishonest Mystic.

Focus. You may use your Mystic modifier in place of your Charisma modifier for the purposes of making Deception checks. Additionally, whenever you make a Deception check, you may expend a number of psi points up to your psi limit to gain a bonus to the check equal to the number of points expended.

Unleash. As an action, you can cause magic to not be able to force you to tell the truth for 1 hour.

Light Step

This discipline allows a Mystic to move like their feet were air.

Focus. You are immune to falling damage, and you ignore nonmagical difficult terrain.

Unleash. As an action, you may grant yourself a flying speed equal to your walking speed for 1 hour.


Mind Over Matter

This discipline allows a Mystic to use their mind to do anything their muscles could do.

Focus. You may use your Mystic modifier in place of your Strength modifier for the purposes of making Athletics checks. Additionally, whenever you make an Athletics check, you may expend a number of psi points up to your psi limit to gain a bonus to the check equal to the number of points expended.

Unleash. As an action, you may cause your carrying capacity to become equal to 50 times your Mystic ability score, which lasts for a number of minutes equal to 2 times your level in this class.

While you are benefiting from this feature, you retain this disciplines Focus ability.

Nomadic Arrow

This discipline guides a Mystics bow shots to their mark.

Focus. Any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can't benefit from advantage.

Unleash. As a reaction to missing with a ranged attack roll, you can turn that miss into a hit. You also have advantage on ranged attack rolls you make until the end of your next turn.

Nomadic Mind

This discipline allows a Mystic to become well versed in many skills.

Focus. When you begin focusing on this discipline, choose a skill and language you lack proficiency in-you gain proficiency in both the skill and language.

Whenever you focus on this discipline again before the end of your next long rest, you must choose the same skill and language you chose previously.

Unleash. As a bonus action, you may grant yourself proficiency in all skills and languages for a number of rounds equal to your Mystic modifier (Minimum of 1)

Obscured

This discipline focuses psionic energy to obscur the Mystic.

Focus. You may use your Mystic modifier in place of your Dexterity modifier for the purposes of making Stealth checks. Additionally, whenever you make a Stealth check, you may expend a number of psi points up to your psi limit to gain a bonus to the check equal to the number of points expended.

Unleash. As an action, you may turn invisible, which lasts until you end it early (No action required) or until you make an attack against another creature, force them to make a saving throw or use a discipline on them.

Primal Fury

This discipline allows the Mystic to evoke bloodlust in those around them.

Focus. Creatures of your choice within 5-feet of you are unable to take actions that would not deal damage to another creature (For example, they could make a weapon attack or cast a damaging spell, but not take the dash action)

For every 8 levels in this class you have, the area this effects is increased by 5-feet.

Unleash. As an action, you may target a creature you can see within 120-feet of you and subject them to this disciplines Focus ability. This lasts until an hour as passed or until you lose concentration (As if concentrating on a talent)

Psionic Extension

Using this discipline, a Mystic can briefly extend their limbs.

Focus. Your reach increases by 5-feet.

Unleash. As a bonus action, you may cause your reach to increase by 10-feet for a number of minutes equal to your Mystic modifier (Minimum of 1)

For every 5 levels in the Mystic class you have, this reach is increased by 5-feet.

Psionic Sight

Using this discipline, a Mystic enhances their vision.

Focus. You can see through normal and magical dim light and darkness within 30-feet of you as if it were bright light. For every level in the Mystic class you have, this sight is increased by 5-feet.

Unleash. As an action, you may exalt your sight for 10 minutes. For this duration, you can perceive the true form of shapechangers, see invisible creatures and see through visual illusions.

The range at which you gain these effects is the same as the range for your darkvision from this disciplines Focus ability, the Focus ability also remains active for the duration of this unleashing.

Psionic Weapon

This discipline empowers a Mystics weapons with psionic energy.

Focus. Once on each of your turns when you hit a creature with a weapon attack, you may deal an additional 1d8 psychic damage to the target.

For every 10 levels in the Mystic class you have, this damage is increased by 1d8.

Unleash. As a bonus action you may empower a weapon you are holding with overwhelming psionic energy for the next 10 minutes, you retain this disciplines Focus ability for these 10 minutes provided you are using the empowered weapon.

Additionally for these 10 minutes, the empowered weapon ignores a targets resistance to the damage it deals.


Smooth Words

This discipline guides a Mystics tongue to be smooth and charming.

Focus. You may use your Mystic modifier in place of your Charisma modifier for the purposes of making Persuasion checks. Additionally, whenever you make a Persuasion check, you may expend a number of psi points up to your psi limit to gain a bonus to the check equal to the number of points expended.

Unleash. As an action, you may force all creatures of your choice within 30-feet of you who can hear or see you to make a Wisdom saving throw. On a failed saving throw, they become Charmed of you for 1 minute. At the end of each of their turns, they may repeat this saving throw, ending the effect on a successful save.

Steel Skin

This discipline trains a Mystic to forge their skin like steel.

Focus. Your AC is equal to 10 + Your Proficiency Bonus + Your Mystic Modifier. If you are wearing armor and its AC would be less than this, you instead use this total. You cannot use a shield and gain this benefit.

Unleash. As a reaction to being hit by an attack, you may grant yourself immunity to all of the damage of that attack, these immunities last until the start of your next turn.

Stormy Thoughts

This discipline allows a Mystic to make their mind rage like a storm.

Focus. You do not make concentration checks if you would've made one as a result of taking Lightning or Thunder damage. Additionally, all Lightning and Thunder damage you take is reduced by an amount equal to half your level in this class (Rounded down) This reduction is applied before resistances.

Unleash. As a bonus action, you gain immunity to your choice of Lightning or Thunder damage for 1 minute. If you have at least 15 levels in this class, you gain immunity to both.

Ultimate Presence

This discipline bestows a Mystic with true presence.

Focus. You gain a +1 bonus to all Charisma checks you make. For every 6 levels in this class you have, this bonus increases by 1.

Unleash. As a reaction to failing a Charisma check, you may gain a +10 bonus to that check, potentially turning it into a success.

Combat Traits

Below you will find the features you are able to select from your Mental Awakening feature at levels 3, 9, 15, 21 and 27.

Break Limits

For the purposes of empowering your psionic talents, your Psi Limit is considered to be 1 higher.

You may select this trait multiple times.

Consumptive Power

Whenever you would expend psi points to use a psionic talent, you may instead reduce your current hit points and hit point maximum by an amount equal to twice the number of psi points you would've expended. You die if this feature reduces you to 0 maximum hit points.

This reduction cannot be lessened in any way, and it lasts until you complete a long rest.

Further Learning

You learn 1 Fundamental Talent of your choice that you do not already know. You also learn 2 psionic talents of your choice from tier 1 or higher, your psi limit must be high enough for you to learn these talents.

Whenever you gain a level in this class, you may exchange any number of these talents for others within your psi limit.

You may select this trait multiple times.

Lesser Focus

Choose a Psionic Discipline you know, you are now permanently under its Focus effects, even if you are focusing on another discipline. You can no longer unleash this discipline however.

You may select this trait multiple times.

Mark of Magic

You learn two 1st level spells of your choice from any spell list, you may cast either of these spells by expending 4 psi points (Ignoring your psi limit) You ignore material components without a gold cost when cast using this feature. Your casting ability is the same as your Mystic ability score.

If your subclass is Order of the Weave, you may cast spells gained from this feature using spell slots generated via Arcane Dabbler.

You may select this trait as many times as you wish, learning new spells for subsequent takings.

If you are at least 15th level in this class, you may learn 2nd level spells with this feature-casting second level spells requires expending 8 psi points.

If you are at least 27th level in this class, you may learn 3rd level spells with this feature, casting third level spells requires expending 12 psi points.

Mystical Recovery

Immediately after spending psi points on a psionic talent, you may use your bonus action to regain hit points equal to the number of psi points expended.


Psionic Mastery

As an action, you may regain expended psi points equal to your level in this class. Once you use this feature, you may not do so again until you complete a long rest.

If you are at least 15th level in this class, you may select this feature a second time, gaining a second usage between rests. If you are at least 27th level in this class, you may select this feature a third time, gaining a third usage between rests.

Resilient Body

Your HP maximum increases by an amount equal to three times your level in this class. Everytime you gain a Mystic level, your maximum HP increases by an additional 3 HP.

You may select this trait multiple times.

Strength of Mind

At the end of a long rest, you may exchange your proficiency in Wisdom saving throws for a saving throw you lack proficiency in. If you had semi proficiency in the swapped saving throw, you now have semi proficiency in Wisdom saving throws.

This swap lasts until you begin your next long rest.

Telekinesis

You can lift objects within 30-feet of you purely by using your mind, the objects must not be worn or carried in order for you to do so. The collective weight of all objects you are lifting with this feature cannot exceed 15 times your Mystic ability score.

You can also exert fine control over objects within this range. Examples of such include turning door knobs, ripping paper, or pressing buttons.

For every level in the Mystic class you have, the range at which you can use this telekinesis is increased by 10-feet.

Telepathy

You can telepathically speak to any creature within 60-feet of you. 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.

For every level in the Mystic class you have, the range at which you can telepathically commune with creatures is increased by 20-feet.

Fundamental Control

Prerequisite: 15th Level

Choose a Fundamental Talent you know, you may now use that talent at the start of your turn (No action required) If you do so, you cannot use that talent again until the start of your next turn.

Whenever you gain a level in this class, you may change the fundamental you selected for this feature for another.

Fundamental Psionics

Also known as Tier 0 Psionics, the psionic talents in this section do not require expending psi points to use.

You can immediately begin learning and using these psionics, however you are not forced to select any of them (Theoretically you could build your Mystic in a way in which they know no fundamental psionics)

Beacon

You become the light to pierce the darkness.

As a bonus action you can cause bright light to radiate from your body in a 20-foot radius around you, and dim light for another 20-feet beyond that. You may choose what color the light is, and you may change it as a bonus action.

This light lasts until you fall unconscious or until you use a bonus action to end it.

Blade Meld

You fuse a weapon into your arm.

As a bonus action, you may merge a one handed melee weapon into your arm. You cannot let go of the weapon, nor can it be forced out of your grasp. This lasts until you are unconscious or until you use a bonus action to end it.

Blind Spot

You erase yourself from a creatures mind.

As an action you may target a creature you can see within 120-feet of you and force them to make a Wisdom saving throw. On a failed saving throw, you are invisible to that creature until the end of your next turn.

Cognitive Assault

You attack a creatures mind and overwhelm it.

As an action, you may target a creature you can see within 90-feet of you and force them to make an Intelligence saving throw. On a failed saving throw, they suffer 1d10 psychic damage.

At 5th level and for every 6 levels you have in this class afterwards, this deals an additional 1d10 psychic damage.

Delusion

You induce false realities in a creature.

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.


Disappear

You force a creature to disappear.

As a bonus action, you may target a creature you can see within 60-feet of you and force them to make a Charisma saving throw. On a failed saving throw, you teleport them to an unoccupied space of your choice within 5-feet of their initial location.

The new location must be safe-it cannot be in a trap or something that would damage them, nor can it be over a pit.

At 5th level and for every 6 levels you have in this class afterwards, the distance you can teleport them is increased by 5-feet.

Influence

You influence a creature you can see.

As an action, you may force a creature within 120-feet of you that you can see to make a Wisdom saving throw. On a failed saving throw, the target becomes Charmed by you until the end of your next turn.

Jolt

You toss a bolt of electricity at a target.

As an action, you may make a ranged psionic attack roll against a target within 60-feet of you, the attack roll has advantage if the target is made of metal or wearing armor made of metal. On a hit, they suffer 1d8 lightning damage.

At 5th level and for every 6 levels you have in this class afterwards, this deals an additional 1d8 lightning damage.

Melting Touch

You touch a creature with an acidic hand.

As an action, you may make a melee psionic attack roll against a target within 5-feet of you. On a hit, they suffer 1d10 acid damage and if they are wearing metal armor, they have their AC reduced by 1 until the end of your next turn.

At 5th level and for every 6 levels you have in this class afterwards, this deals an additional 1d10 acid damage.

Mental Flame

You light a target aflame.

As an action, you may force a target within 120-feet of you that you can see to make a Dexterity saving throw. On a failed saving throw, they suffer 1d8 fire damage and shed bright light around them in a 15-foot radius until the end of your next turn.

At 5th level and for every 6 levels you have in this class afterwards, this deals an additional 1d8 fire damage.

Mind Meld

You fuse minds with a target to briefly commune.

As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.

This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.

Mystic Hand

You use a minor form of telekinesis.

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.

Nomadic Interference

You briefly grant guidance to a creature in need.

As a reaction to you or another creature making an ability check, you may add or subtract half your Mystic modifier (Rounded up, minimum of 1) to the checks result. You must do so before you know whether or not the check succeeds.

Once a creature is affected by this ability, they cannot be affected again until an hour has passed.

Psychic Hammer

You bash a creature with a pushing psychic force.

As an action, you may force a creature within 120-feet of you that you can see to make a Strength saving throw. On a failed saving throw, the target suffers 1d6 force damage. If it takes any of this damage and is larged or smaller, it is pushed up to 10-feet in a direction of your choice.

You cannot push them directly upwards unless the creature is submerged in water or already airborne. Pushing a creature upwards in water cannot allow them to go above the water.

Shrivel

You shrivel the flesh of those around you.

As an action, you may force all creatures within 15-feet of you to make a Constitution saving throw. On a failed saving throw, a creature suffers 1d6 necrotic damage and has disadvantage on the next Strength, Dexterity or Constitution check they make before the end of your next turn.

At 5th level and for every 6 levels you have in this class afterwards, this deals an additional 1d6 necrotic damage.


Stabilize

You quickly bring a creature away from deaths door.

As a bonus action, you may touch a creature within 5-feet of you at 0 HP and making death saving throws, if you do so, you stabilize the creature.

Alternatively, you may use this feature as an action on yourself. If you do so, the next time within the next hour you fall to 0 HP, you are automatically stabilized.

Terrify

You make yourself appear horrifying to a target.

As an action, you can force one creature you can see within 60-feet of you to make a Wisdom saving throw. On a failed saving throw, that creature can't willingly move closer to you until the end of your next turn.

Creatures immune to being frightened are unaffected by this talent. Creatures with advantage on saving throws against being frightened have advantage on this saving throw too.

Venom Strike

You spray a creature with deadly venom.

As an action, you may force a creature within 30-feet of you that you can see to make a Constitution saving throw. On a failed saving throw, the target suffers 1d6 poison damage and is Poisoned until the end of your next turn.

At 5th level and for every 6 levels you have in this class afterwards, this deals an additional 1d6 poison damage.

Zen Steps

You move in a state of pure Zen.

As a bonus action, you may move up to 5-feet without provoking attacks of opportunity.

At 5th level and for every 6 levels you have in this class afterwards, this movement is increased by 5-feet.

1st Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 1, you may expend additional psi points in order to empower them however.

Your psi limit begins at a point where you can immediately begin learning and using these psionics.

Adapt

No Concentration

As an action, you and one other creature within 30-feet of you becomes immune to the extreme heat or cold (But not damage) for the next hour.

For every psi point expended beyond the initial cost, this effects duration is increased by 1 hour and you may target 1 additional creature within 30-feet of you.

Aura of Victory

Concentration, up to 1 Minute

As an action, you may project an aura of victory 30-feet around yourself. Whenever you see a hostile creature get reduced to 0 HP, you and all creatures of your choice within your aura gain temporary hit points equal to twice the number of psi points you expended on this talent.

Bestial Claws

No Concentration

As an action, you manifest sharp claws and make a melee psionic attack roll against a target within 5-feet of you. On a hit, this attack deals 1d10 slashing damage per psi point expended.

Charming Presence

No Concentration

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 current hit point, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat.

Starting with the creature that has the lowest current hit points, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's current hit points from the total before moving on to the next creature. A creature's current hit points must be equal to or less than the remaining total for that creature to be affected.

Cloud Steps

Concentration, up to 10 minutes

You create a spiral staircase of clouds in a location you can see within 30-feet of you. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.


Combustion

Concentration, up to 1 Minute

As an action, you may force a target you can see within 120-feet of you to make a Constitution saving throw. On a failed saving throw, the target takes 1d10 fire damage per psi point expended, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature within 5-feet of it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Dousing the creature in water (Such as in rain or submerging them in water) Will also end the flaming effect.

Crowned in Sorrow

No Concentration

As an action, you may force one creature that you can see within 60-feet of you to make a Charisma saving throw. On a failed saving throw, they suffer 1d8 psychic damage per psi point spent, and they can't take reactions until the start of its next turn. On a successful save, it takes half as much damage.

Darkness

No Concentration

As an action, you may choose a point you can see within 60-feet of you and cause magical darkness to spread from that point. The magical darkness is a sphere with a radius equal to 10 times the number of psi points you expended on this talent.

This darkness persists until you are unconscious, no longer within 60-feet of it, or until you end it early as a bonus action.

Desiccate

No Concentration

As an action, you may force one creature that you can see within 60-feet of you to make a Constitution saving throw. On a failed saving throw, they suffer 1d10 necrotic damage per psi point spent, or half as much on a successful one.

Distracting Figment

No Concentration

As an action, you may force one creature that you can see within 60-feet of you to make an Intelligence saving throw. On a failed saving throw, they suffer 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.

Distracting Haze

Concentration, up to 1 Minute

As an action, you may choose a creature within 60-feet of you that you can see and force it to make an Intelligence saving throw. On a failed saving throw, it takes 1d10 psychic damage per psi point spent and can't see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.

Elemental Barrier

No Concentration

When you suffer acid, cold, fire, lightning or thunder damage, you may use your reaction to roll 2d6 and reduce the damage taken by the amount rolled.

For every psi point expended beyond the initial cost, you roll an additional 2d6.

Eye of Horror

No Concentration

As an action, you may force one creature that you can see within 60-feet of you to make a Wisdom saving throw. On a failed saving throw, they suffer 1d6 psychic damage per psi point spent, and they can't move closer to you until the end of its next turn. They suffer half damage on a successful saving throw.

Hammer of Inquisition

No Concentration

As an action, you may force one creature that you can see within 60-feet of you to make an Intelligence saving throw. On a failed saving throw, they suffer 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.

Hungry Lightning

No Concentration

As an action, you may force a creature you can see within 60-feet of you to make a Dexterity saving throw, it makes this saving throw with disadvantage if it's wearing armor made of metal. The target suffers 1d8 lightning damage per psi point expended on a failed saving throw, or half as much on a successful one.

Ice Spike

No Concentration

As an action, you may make a ranged psionic attack roll against a target within 120-feet of you. On a hit, the target suffers 1d8 cold damage for every psi point expended on this talent, and their speed is halved until the start of your next turn.

Iron Hide

No Concentration

As a reaction to being hit by an attack, you may use your reaction to gain a bonus to your AC equal to the number of psi points you expended on this talent (Which applies to the triggering attack) This AC bonus lasts until the start of your next turn.


Knock Back

No Concentration

When you hit a target with a melee weapon attack (No action required) You may force them to make a Strength saving throw. On a failed saving throw, they are knocked 10-feet away from you for every psi point expended on this talent.

If the target collides with an object, their movement is immediately halted and they suffer 1d6 bludgeoning damage per psi point expended.

Lethal Strike

No Concentration

Immediately after hitting with a weapon attack, you can use this talent to cause the target of the attack to suffer 1d10 psychic damage per psi point expended on this talent.

Mend Wounds

No Concentration

As an action, you touch a creature and that creature regains 1d8 hit points per psi point expended on this talent.

Mental Push

No Concentration

As an action, you may force one creature that you can see within 60-feet of you to make a Strength saving throw. On a failed saving throw, they suffer 1d8 force damage per psi point spent and be pushed up to 5-feet away from you in a straight line per psi point expended. On a successful saving throw, they suffer half damage.

Mighty Leap

No Concentration

As a bonus action, you may leap up to 15-feet to a location of your choice within range (This does not count against your movement)

For every psi point expended beyond the initial cost, the distance you can leap is increased by 15-feet.

Nomadic Anchor

No Concentration

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 this 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.

Primal Fury

No Concentration

As an action, you may force one creature that you can see within 60-feet of you to make a Charisma saving throw. On a failed saving throw, they suffer 1d6 psychic damage per psi point spent, and they must immediately move up to their speed towards the closest enemy creature. Creatures immune to being charmed automatically succeed on this saving throw.

Psionic Blast

No Concentration

As an action, you choose one creature you can see within 60-feet of you. That creature suffers 1d8 psychic damage per psi point spent on this talent.

Psychic Discharge

No Concentration

When you hit a target with a melee weapon attack (No action required) You may discharge psychic energy into them. The target suffers an additional 1d6 psychic damage per psi point expended.

Psychic Parry

No Concentration

As a reaction to making an Intelligence, Wisdom or Charisma saving throw, you may gain a bonus to the roll equal to the number of psi points expended on this ability. You may use this feature after seeing the roll, but before you know whether you succeed or not.

Rapid Step

No Concentration

As a bonus action, you may increase your walking speed by 10-feet until the end of the current turn. If you have a swimming or climbing speed, this applies to them as well.

For every psi point expended beyond the initial cost, your speed is increased by an additional 10-feet.

Soothing Presence

No Concentration

As a bonus action, you may target up to 3 willing creatures within 60-feet of you that you can see (One of which may be yourself) Each creature gains 3 temporary hit points for every psi point expended on this talent.


Step of a Dozen Paces

No Concentration

If you haven't moved yet on your turn, you may use a bonus action to teleport up to 20-feet per psi point expended to an unoccupied space you can see. Your speed is reduced to 0 for the remainder of the turn after using this ability.

Strength Surge

No Concentration

As a bonus action, you may grant yourself a +3 bonus to all Strength checks you make until the end of your next turn.

For every psi point expended beyond the initial cost, the bonus is increased by +3.

Wind Step

No Concentration

Once per turn as apart of your movement, you can fly up to 10-feet for every psi point expended on this talent. If you end this movement in the air, you fall if nothing else is holding you aloft.

Wind Stream

No Concentration

As an action, you may create a line of focused air that is 30-feet long and 5-feet wide. Each creature within the line must succeed on a Strength saving throw, suffering 1d8 bludgeoning damage per psi point expended on a failed saving throw, or half as much on a successful one.

Creatures who fail their saving throw also fall prone.

2nd Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 2, you may expend additional psi points in order to empower them however. Your psi limit must be 3 or higher in order to do so.

Your psi limit begins at a point where you can immediately begin learning and using these psionics.

Acidic Blood

No Concentration

As a reaction to suffering piercing or slashing damage, you may deal 2d6 acid damage to each creature within 5-feet of you.

For every 2 psi points expended beyond the initial cost, this deals an additional 1d6 acid damage.

Assess Foe

No Concentration

As a bonus action, you may target 1 creature you can see and analyze it. You learn that creatures current hit point total, and all of its immunities, resistances and vulnerabilities (If any)

Bestial Form

Concentration, up to 2 Hours

You transform into a Beast of your choice that has a CR of 1 or less. You take on its statblock, gaining all of its traits and abilities. Your Intelligence, Wisdom and Charisma scores remain the same, but otherwise your statistics change to match the beasts.

Your HP remains the same in this form however, you return to your normal form if you are reduced to 0 HP. You cannot use any class features while transformed by this feature.

For every psi point expended beyond the initial cost, the CR of beast you can transform into is increased by 1.

Chameleon

No Concentration

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.

Commander's Sight

Concentration, 1 Round

As an action, you may choose a target you can see within 60-feet of you. All creatures of your choice (Other than yourself) have advantage on attack rolls made against that target until the start of your next turn.

Coordinated Movement

No Concentration

As a bonus action, you may allow up to 5 willing creatures you can see to immediately use their reaction and move up to half their movement speed. You choose the path that they travel.

Ethereal Weapon

No Concentration

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 targets armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this talent. 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.

Exacting Query

No Concentration

As an action, you can target one creature you are telepathically communing with an force them to make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. 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.

Forceful Query

No Concentration

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. A creature is immune to this ability if it is immune to being charmed.

Ice Sheet

No Concentration

As an action, you may 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 slick with ice, becoming difficult terrain. If a creature moves more than 10-feet on this ice they must succeed on a Dexterity saving thow or fall prone.

If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.

Incite Courage

No Concentration

As a bonus action, you may choose up to 6 creatures you can see within 60-feet of you. If any of those creatures are frightened, the condition immediately ends on them.

Incite Fear

Concentration, up to 1 Minute

As an action, you may force a creature you can see within 60-feet of you to make a Wisdom saving throw. On a failed saving throw, they become Frightened of you. Whenever the frightened creature ends its turn in a location where it can't see you, it may repeat its saving throw, ending the effect on a successful save.

For every 2 psi points expended beyond the initial cost, you may target an additional creature within 60-feet of you.

Incite Fury

Concentration, up to 1 Minute

As a bonus action, you may choose up to three willing creatures you can see within 60-feet of you (One of which may be yourself) So long as you are concentrating on this talent, whenever an affected creature hits with a weapon attack, their attack deals an additional 1d4 damage.

For every psi point expended beyond the initial cost, you may target an additional creature within 60-feet of you.

Inertial Armor

No Concentration

As an action, you shield yourself with intangible psionic energy. So long as you are not wearing armor or wearing a shield, your AC is equal to 13 + Your Dexterity modifier. This effect lasts for 8 hours.

For every 2 psi points expended beyond the initial cost, you gain an additional +1 bonus to your AC while this is active.

Mindless Charge

No Concentration

As a bonus action, you may choose up to three willing creatures you can see within 60-feet of you (One of which may be yourself) Each creature may use its reaction to immediately move up to its speed in a straight line towards the closest enemy.

For every psi point expended beyond the initial cost, you may target an additional creature within 60-feet of you.

Mindless Courage

No Concentration

As a bonus action, you may target one creature you can see within 60 feet of you and force it to make a Wisdom saving throw. On a failed saving throw, it can't willingly use its movement unless that movement brings it closer to the nearest enemy that it can see. This effect lasts until the end of your next turn. The save automatically succeeds if the target is immune to being charmed.

Miniature Form

No Concentration

As a bonus action, you may shrink yourself down to become tiny. While in this size, you gain a +5 bonus to Stealth checks and can move through gaps as small as 6 inches without squeezing.

For every psi point expended beyond the initial cost, the bonus to stealth checks is increased by +2.

Move Object

No Concentration

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. The maximum amount of weight the object can be is equal to 50 lbs times the number of psi points expended on this talent

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 Dexterity saving throw or take 1 bludgeoning damage for every 5 pounds the object weighed on a failed saving throw.

Read Moods

No Concentration

As a bonus action, you learn a one-word summary of the emotional state of up to 6 creatures you can see (Such as happy, sad or angry)

For every psi point expended beyond the initial cost, you may target an additional 3 creatures you can see.

Rolling Flame

Concentration, up to 1 Minute

As an action, you create a roaring flame in a 20-foot-by-20-foot cube at a point within 60-feet of you. Any creature in that area when you use this ability and any creature that ends its turn there suffers fire damage equal to twice the number of psi points expended on this talent.

Seeking Missile

No concentration

As a reaction to you missing a ranged weapon attack, you may repeat the attack roll against the same target.

Surge of Speed

No Concentration

As a bonus action, you may gain the following benefits until the end of the current turn:

  • You do not provoke attacks of opportunity while moving.

  • You gain a climbing speed equal to your walking speed.

Toppling Shift

No Concentration

As a bonus action, you shrink yourself down before suddenly enlarging yourself again. One creature of your choice within 5-feet of you must succeed on a Strength saving throw, falling prone on a failed saving throw.

For every psi point expended beyond the initial cost, you may target an additional creature within 5-feet of you.

Unwavering Eye

No Concentration

As a bonus action, you gain advantage on Wisdom checks for 1 minute.

Wall of Clouds

Concentration, up to 10 Minutes

As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. Creatures can pass through it without hindrance, but the wall blocks vision.

Warp Weapon

No Concentration

As an action, you may choose one nonmagical weapon held by a creature you can see within 60-feet of you. That creature must succeed on a Strength saving throw, or be unable to use the chosen weapon for attacks until the end of your next turn.

Whirlwind

No Concentration

As an action, you choose a point you can see within 60-feet of you and cause winds to howl within a 20-foot radius of that point. Each creature within this radius must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within the sphere if the object weighs no more than 100 pounds.

3rd Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 3, you may expend additional psi points in order to empower them however. Your psi limit must be 4 or higher in order to do so.

Your psi limit only reaches 3 once you are at least 4th level in this class, starting at that level you may begin learning and using these talents.

Agile Defense

No Concentration

As a bonus action, you take the dodge action.

All-Around Sight

In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Augment Weapon

Concentration, up to 10 Minutes

As a bonus action, you may touch a simple or martial weapon and grant that weapon a +1 bonus to its attack and damage rolls so long as you have concentration on this talent.

For every 3 psi points expended beyond the initial cost, this bonus is increased by +1.

Aura of Jubilation

Concentration, up to 10 Minutes

As a bonus action, you project an aura of distraction that extends in a 60-foot radius around yourself. Every other creature within the aura that can see you suffers disadvantage on all Perception and Investigation checks.

Blur of Motion

No Concentration

As an action, you cause yourself to become invisible during any of your movement during the current turn.

Call to Inaction

Concentration, up to 10 Minutes

If you spend at least 1 minute conversing with a creature, you may use this talent to attempt to seed them with overwhelming ennui. Provided you have been conversing with them for at least a minute, you may use your action to force them to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed.

On a failed saving throw, the creature is Incapacitated until it takes damage or you lose concentration. It also ends early if it witnesses one of its allies taking damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.


Center of Attention

Concentration, up to 1 Minute

As an action, you may force one creature within 60-feet of you to make a Charisma saving throw. On a failed saving throw, the creature becomes so distracted by you that all other creatures appear invisible to it. This effect ends if the target can no longer see or hear you or if it takes damage.

For every psi point expended beyond the initial cost, the duration you can concentrate on this effect is increased by 10 minutes.

Comforting Aura

Concentration, up to 1 Minute

As a bonus action, you may project an aura of comfort that extends in a 30-foot radius around yourself. Whenever a creature within the aura makes a saving throw, you may choose to roll 1d4 and add it to the saving throws result.

Defensive Step

No Concentration

When you are hit by an attack, you can use your reaction to gain a +3 bonus to your AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.

For every psi point expended beyond the initial cost, the AC bonus is increased by +1, and the teleport distance is increased by 5-feet.

Energy Absorber

Concentration, up to 1 Hour

As an action, you may grant yourself and 1 creature within 30-feet of you resistance to your choice of acid, cold, fire, lightning or thunder damage.

For every psi point expended beyond the initial cost, the duration you can concentrate on this effect is increased by 1 hour, and you may target 1 additional creature within 30-feet of you.

Find Creature

Concentration, up to 1 Hour

As an action, you cast your mind about for information about a specific creature. If you concentrate for this talents 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.

Frozen Sanctuary

No Concentration

As a bonus action, you may gain 20 temporary hit points.

For every psi point expended beyond the initial cost, the temporary hit points gained is increased by 8.

Grasp

Concentration, up to 1 Minute

You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, you may force a creature you can see within 60-feet of you to make a Strength saving throw. On a failed saving throw, the target becomes Grappled by you until you lose concentration or until it is further than 60-feet away from you.

The grappled target can escape by succeeding on an Athletics or Acrobatics check contested by your your d20 roll with a bonus equal to your Mystic modifier 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:

  • You expend any number of psi points (Abiding by your psi limit) and deal 1d6 bludgeoning damage to them for every psi point expended.

  • You expend any number of psi points (Abiding by your psi limit) and move it up to 5-feet per psi point expended. You can move it in the air and hold it there. It falls if the grapple ends.

Item Lore

No Concentration

As an action, you may touch an object to read its magical energy. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

Occluded Mind

No Concentration

As an action, you can target one creature you are telepathically communing with an force them to 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 talent on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.


Ogre Form

Concentration, up to 10 Minutes

As a bonus action, you may enlarge yourself. You gain the following benefits so long as your concentration remains:

  • When you use this ability and at the start of each of your turns, you gain 15 temporary hit points. Any remaining temporary hit points fade when this ability ends.

  • Your melee weapon attacks deal an additional 1d6 bludgeoning damage on a hit.

  • Your reach increases by 5-feet.

  • If you are smaller than large, your size increases to large.

Phantom Foe

Concentration, up to 1 Minute

As an action, you can force a creature you can see within 60-feet of you to make an Intelligence saving throw. On a failed saving throw, it perceives a horrid creature next to it. 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

For every psi point expended beyond the initial cost, the damage is increased by 1d8.

Precognitive Hunch

Concentration, up to 1 Minute

As a bonus action, you open your sesnes to receive psychic insight. Whenever you make an attack roll, ability check or saving throw while concentrating on this talent, you may roll 1d4 and add it to the result.

Psychic Backlash

No Concentration

As a reaction to being hit by a weapon attack, you may impose disadvantage on the attack roll. If the attack still hits, the target suffers 2d10 psychic damage.

After using this ability and seeing that the attack still hits, you may choose to expend additional psi points. For each additional psi point expended, the target suffers an additional 1d10 psychic damage.

Restore Health

No Concentration

As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

Telekinetic Barrier

Concentration, up to 10 Minutes

As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.

For every psi point expended beyond the initial cost, each 10-foot section of the wall gains an additional 5 hit points and has its AC increased by 1.

There and Back Again

No Concentration

As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Tremorsense

Concentration, up to 1 Minute

As a bonus action, you gain tremorsense with a radius of 30-feet.

For every psi point expended beyond the initial cost, the range at which you can tremorsense is increased by 10-feet.

Unsettling Aura

Concentration, up to 1 Hour

You cloak yourself in an unsettling psychic energy that encompasses a 60-foot radius around you. Whenever a creature would attempt to move towards you while within the aura, you can force them to expend 1 additional foot of movement for every foot they attempt to move. Creatures immune to being frightened ignore this effect.

Warp Armor

No Concentration

As an action, you may choose a nonmagical suit of armor worn by a creature you can see within 60-feet of you. That creature must succeed on a Constitution saving throw, or have its AC become equal to 10 + its Dexterity modifier until the end of your next turn.

Watery Grasp

No Concentration

As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage.

For every psi point expended beyond the initial cost, this deals an additional 1d6 damage.

4th Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 4, you may expend additional psi points in order to empower them however. Your psi limit must be 5 or higher in order to do so.

Your psi limit only reaches 4 once you are at least 7th level in this class, starting at that level you may begin learning and using these talents.

Animate Weapon

Concentration, up to 1 Minute

As a bonus action, you may telekinetically animate a weapon you are holding. As apart of the bonus action used for this ability or as a bonus action on subsequent turns, you may cause the weapon to fly up to 30-feet and make one melee psionic attack against a target within 5-feet of it.

The target suffers damage equal to the weapons normal damage die, you add your Mystic modifier to the damage.

Once your concentration on this effect ends, the weapon teleports back into your hand.

Aura of Bloodletting

Concentration, up to 1 Minute

As a bonus action, you release an aura of sheer bloodlust that extends out in a 60-foot radius around you. All creatures within the aura have advantage on melee attack rolls.

Cloak of Air

Concentration, up to 10 Minutes

As a bonus action, you seize control of the air around you to create a protective veil. 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.

Command to Strike

No Concentration

As an action, you may choose a willing creature you can see within 60-feet of you. That creature can immediately use its reaction to take the attack action, making the amount of attacks it normally is able to. You choose its attacks targets.

Daze

No Concentration

As an action, you may force a creature you can see within 60-feet of you to make an Intelligence saving throw. On a failed saving throw, that creature becomes incapacitated until the end of your next turn or until it takes any damage.


Ego Whip

No Concentration

As an action, you may force a creature you can see within 60-feet of you to make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, on its next turn it can only use its action to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage and is able to use its actionas normal next turn.

Fighting Words

Concentration, up to 10 Minutes

If you spend at least 1 minute conversing with a creature, you may use this talent to attempt to seed them with bloodlust towards a creature. Provided you have been conversing with them for at least a minute, you may use your action to force them to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed.

On a failed saving throw, you may name or describe a creature of your choice. If the affected target sees this creature before your concentration ends, they immediately attack and begin to be violent towards that creature.

After 5 rounds of combat, this effect ends early-this effect also ends early if the target suffers damage from a creature other than the one described.

On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Piercing Sight

Concentration, up to 1 Minute

As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you.

For every psi point expended beyond the initial cost, the range at which you can see through objects is increased by 10-feet.

Shadow Beasts

No Concentration

As an action, you summon two Shadows (Statblock in the monster manual) Both appear in an unoccupied space of your choice within 60-feet of you that you can see. The shadows last so long as your concentration does, and they obey your verbal commands. In combat, each shadow has its own separate initiative. You may dictate its actions on its turn.

For every 2 psi points expended beyond the initial cost, you may summon an additional shadow.

Steel Hide

No Concentration

As a bonus action, you may gain resistance to bludgeoning, piercing and slashing damage until the end of your next turn.

Step from Sight

Concentration, up to 1 Hour

As a bonus action, you cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this talent. The additional 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 it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.

Transposition

No Concentration

If you haven't moved yet this turn, you may choose a willing you can see within 60-feet of you as a bonus action. You and that creature teleport, swapping places. Your speed is then reduced to 0 until the end of the current turn. This ability fails and is wasted if either of you can't fit in the destination space.

View Aura

Concentration, up to 1 Hour

As an action, you study the aura of a creature you can see. So long as you are concentrating on this talent and can see the target, you know whether it is under the effects of any magical or psionic effects.

You also know its current hit point total and its basic emotional state. While this effect lasts, you have advantage on Insight and all Charisma checks you make against it.

For every psi point expended beyond the initial cost, the duration you can concentrate on this effect is increased by 1 hour.

Visions of Despair

No Concentration

As an action, you may force one creature that you can see within 60-feet of you to make a Charisma saving throw. On a failed saving throw, it suffers 4d6 psychic damage and has its speed reduced to 0 until the end of its next turn. On a successful saving throw its speed is not reduced and it takes half damage.

For every psi point expended beyond the initial cost, this deals an additional 1d6 psychic damage.


Wall of Repulsion

Concentration, up to 10 Minutes

As an action, you create an invisible, insubstantial wall of energy within 60-feet of you that can be up to 30 feet long, 10 feet high, and 1 foot thick. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, that 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.

For every psi point expended beyond the initial cost, you may make this wall up to 10-feet longer and up to 5-feet taller.

Wandering Mind

Concentration, up to 1 Hour

As an action, you gain proficiency with two skills of your choice that you lack proficiency in. You lose these proficiencies once your concentration ends.

For every 2 psi points expended beyond the initial cost, you gain proficiency in an additional skill.

Water Breathing

No Concentration

As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours.

Water Whip

No Concentration

As an action, you may project a line of water that is 60-feet long and 5-feet wide. All creatures within the line must succeed on a Strength saving throw, suffering 3d8 bludgeoning damage on a failed saving throw, or half as much on a successful one.

If a creature fails their saving throw, you may move them to any unoccupied space touching the line.

For every psi point expended beyond the initial cost, this deals an additional 1d8 damage.

5th Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 5, you may expend additional psi points in order to empower them however. Your psi limit must be 6 or higher in order to do so.

Your psi limit only reaches 5 once you are at least 10th level in this class, starting at that level you may begin learning and using these talents.

Beacon of Recovery

No Concentration

As a bonus action, you and up to 5 creatures of your choice within 60-feet of you may immediately make saving throws against every effect they are suffering from that allows them to make a saving throw at the start or end of their turn.

Breath of the Hoarfrost

No Concentration

You exhale a freezing mist in a 45-foot cone. Each creature within the cone must succeed on a Constitution saving throw, suffering 6d8 cold damage on a failed saving throw, or half as much on a successful one. Creatures who fail their saving throw by 5 or more are Restrained until the end of your next turn.

For every psi point expended beyond the initial cost, this deals an additional 1d8 cold damage.

Broken Will

No Concentration

As an action, you can target one creature you are telepathically communing with an force them to 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.

Danger Sense

Concentration, up to 8 Hours

As an action, you open yourself to glimpse briefly into the future. So long as you are concentrating on this discipline, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.

For every psi point expended beyond the initial cost, the initiative bonus is increased by +2.


Detonation

No Concentration

As an action, you may detonate flame at a point you can see within 120-feet of you. All creatures within 20-feet of that point must succeed on a Constitution saving throw, suffering 7d6 fire damage and falling prone on a failed saving throw, or half as much damage on a successful save.

For every psi point expended beyond the initial cost, this deals an additional 1d6 fire damage.

Energy Nullification

Concentration, up to 1 Hour

As an action, you may grant yourself and 1 creature within 30-feet of you immunity to your choice of acid, cold, fire, lightning or thunder damage.

For every psi point expended beyond the initial cost, the duration you can concentrate on this effect is increased by 1 hour, and you may target 1 additional creature within 30-feet of you.

Faithful Archer

As a bonus action, you imbue a ranged weapon you are holding with limited sentience. When you make this bonus action and at the start of each of your turns (No action required) you can make an extra attack with the weapon. You may also target a throwing weapon with this talent, if you do it returns to your grasp each time you make an attack with it.

Frozen Rain

Concentration, up to 1 Minute

As an action, you may choose a point you can see within 120-feet of you and cause a 20-foot radius sphere of wicked cold to form around that point. Each creature in that area must succeed on a Constitution saving throw, on a failed saving throw, a creature suffers 6d6 cold damage and has their speed reduced to 0 so long as your concentration on this effect holds. A target takes half as much damage on a successful save.

As an action, a target with its speed reduced from this talent may attempt an Athletics check against your Mystic DC to end the effect early.

For every psi point expended beyond the initial cost, this deals an additional 1d6 cold damage.

Lightning Leap

No Concentration

As an action, you create a line of lightning that is 60-feet long and 5-feet wide. Each creature within the line must succeed on a Dexterity saving throw, suffering 6d6 lightning damage on a failed saving throw, or half as much on a successful one. You may then teleport to an unoccupied space touching the line.

For every psi point expended beyond the initial cost, this deals an additional 1d6 lightning damage.

Psychic Redoubt

Concentration, up to 10 Minutes

As an action, you create an aura of psychic protection that extends 30-feet outwards from you. All creatures of your choice within the aura (Including yourself) have resistance to psychic damage, and advantage on Intelligence, Wisdom and Charisma saving throws.

Psychic Speech

No Concentration

As an action, you attune yourself to the psychic imprint of every language for 1 hour. For this duration, you can understand any language you hear or attempt to read. Whenever you speak during this duration, any creature who can understand a language can understand what you say.

Radiant Beam

Concentration, up to 1 Minute

As an action, you may force a target you can see within 60-feet of you to make a Dexterity saving throw. On a failed saving throw, the target suffers 6d6 radiant damage and is blinded until your concentration ends. They suffer half damage on a successful saving throw.

A blinded target may repeat this saving throw at the end of each of their turns, ending the effect on a successful saving throw.

For every psi point expended beyond the initial cost, this deals an additional 1d6 radiant damage.

Sudden Shift

No Concentration

As a reaction when you are hit by an attack, you may shrink yourself to avoid the attack. The attack misses, and you may immediately move up to 5-feet without provoking attacks of opportunity before returning to normal size.

Surge of Action

No Concentration

As a bonus action, you may make one weapon attack. After making this attack, you gain the benefits of the dash action.

Wind Form

Concentration, up to 1 Hour

As a bonus action, you may gain a flying speed of 60-feet.

For every psi point expended beyond the initial cost, the flying speed gained is increased by 10-feet.

6th Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 6, you may expend additional psi points in order to empower them however. Your psi limit must be 7 or higher in order to do so.

Your psi limit only reaches 6 once you are at least 13th level in this class, starting at that level you may begin learning and using these talents.

Baleful Transposition

No Concentration

As an action, you may force a creature you can see within 120-feet of you to make a Wisdom saving throw. On a failed saving throw, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can't fit in the destination space.

Breath of the Marsh

No Concentration

You exhale corrosive water in a 60-foot long line that is 5-feet wide. All creatures within the line must succeed on a Dexterity saving throw, suffering 14d4 acid damage on a failed saving throw, or half as much on a successful one. Creatures who fail their saving throw by 5 or more suffer an additional 4d4 acid damage at the start of their next turn.

For every psi point expended beyond the initial cost, the initial damage is increased by 2d4 acid damage, and the secondary damage is increased by 1d4 acid damage.

Dolorous Mind

Concentration, up to 1 Minute

As an action, you may force one creature that you can see within 60-feet of you to make a Charisma saving throw. On a failed saving throw, it becomes Incapacitated and has its speed reduced to 0. It can repeat this saving throw at the end of each of its turns, ending this effect on a successful saving throw.

Fire Form

Concentration, up to 1 Minute

As a bonus action, you may wreathe yourself in flames, shedding bright light for 15-feet and dim light for another 15-feet. Any creature that ends its turn within 5-feet of you suffers 3d6 fire damage.

For every 2 psi points expended beyond the initial cost, this damage is increased by 1d6 fire damage.


Giant Form

Concentration, up to 10 Minutes

As a bonus action, you may enlarge yourself. You gain the following benefits so long as your concentration remains:

  • When you use this ability and at the start of each of your turns, you gain 30 temporary hit points. Any remaining temporary hit points fade when this ability ends.

  • Your melee weapon attacks deal an additional 2d6 bludgeoning damage on a hit.

  • Your reach increases by 10-feet.

  • If you are smaller than huge, your size increases to huge.

Id Insinuation

No Concentration

As an action, you can choose one creature you can see within 60-feet of you and force it to make an Intelligence saving throw. On a failed saving throw, the creature takes 5d8 psychic damage and becomes filled with fury. On its next turn, it can only use its action to take the Dodge or Attack action. On a successful saving throw, it takes half as much damage and can use its action as normal.

Mind Storm

No concentration

As an action, you may choose a point within 60-feet of you that you can see. Each creature within 20-feet of that point must succeed on a Wisdom saving throw, suffering 6d8 psychic damage on a failed saving throw or half as much on a successful one. Creatures who fail this saving throw suffer disadvantage on all saving throws until the end of your next turn.

For every psi point expended beyond the initial cost, this deals an additional 1d8 psychic damage.

Misty Form

Concentration, up to 10 Minutes

As an action, your body becomes like a misty cloud. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can't take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.

Overwhelming Fury

Concentration, up to 1 Minute

As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw. On a failed saving throw, it can only use its action to make melee attacks on its turn. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Perceive the Unseen

Concentration, up to 1 Hour

As a bonus action, you open your senses up to see all. You can see all creatures within your line of sight, even hidden or invisible creatures, regardless of lighting conditions.

For every psi point expended beyond the initial cost, the duration you can concentrate on this effect is increased by 1 hour.

Phantom Betrayal

Concentration, up to 1 Minute

As an action, you can force a creature you can see within 60-feet of you to make an Intelligence saving throw. On a failed saving throw, it must target its allies with attacks and other damaging effects so long as you are concentrating on this talent. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Punishing Fury

Concentration, up to 1 Minute

As a bonus action, you can force a target you can see within 60-feet of you to make a Wisdom saving throw. On a failed saving throw, whenever the target makes an attack, any creature within 5-feet of the target can use their reaction to make a weapon attack against the target.

For every psi point expended beyond the initial cost, the duration you can concentrate on this effect is increased by 1 minute.

Ransack Mind

Concentration, up to 1 Hour

As an action, you may begin probing the mind of a creature. The creature must remain within 30 feet of you, and you must be able to see it. If you concentrate on this talent for the full hour, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.

Water Sphere

Concentration, up to 1 Minute

As an action, you may force a creature you can see within 60-feet of you to make a Dexterity saving throw. On a failed saving throw, they become trapped in a veil of water. While trapped, the target has disadvantage on all attack rolls it makes, its speed is halved and it cannot see more than 10-feet away from it.

All attack rolls made against the target also have disadvantage however. If the creature cannot breath in water, they begin to drown and cannot supply verbal components for anything. They may repeat this saving throw at the end of each of their turns, ending the effect on a successful one.

7th Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 7, you may expend additional psi points in order to empower them however. Your psi limit must be 8 or higher in order to do so.

Your psi limit only reaches 7 once you are at least 16th level in this class, starting at that level you may begin learning and using these talents.

Animate Elements

Concentration, up to 1 Hour

As an action, you cause an elemental of CR 5 or lower to appear in an unoccupied space you can see within 120-feet of you. The elemental lasts so long as your concentration does, and it obeys your verbal commands. In combat, it has its own separate initiative. You may dictate its action on its turn.

For every psi point expended beyond the initial cost, you may summon an elemental of 1 CR higher.

Breath of the Defiler

No Concentration

You exhale a cloud of poison in a 75-foot cone. Each creature within the cone must succeed on a Constitution saving throw, suffering 10d8 poison damage on a failed saving throw, or half as much on a successful one. Creatures who fail their saving throw by 5 or more are Poisoned until the end of your next turn.

For every psi point expended beyond the initial cost, this deals an additional 1d8 poison damage.

Incite Panic

Concentration, up to 1 Minute

As an action, you may choose up to 8 creatures that you can see within 90-feet of you and incite a mote of panic in them. At the start of an affected creatures turn, they must succeed on a Wisdom saving throw. On a failed saving throw, the creature becomes 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.

Nothing happens on a successful saving throw. Once a creature succeeds on three saving throws against this effect (Which need not be consecutive) the effect ends on them.


Mind Blast

No Concentration

As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw, suffeirng 8d8 psychic damage on a failed save, or half as much on a successful one. Creatures who fail their saving throw are also stunned until the end of your next turn.

For every psi point expended beyond the initial cost, this deals an additional 1d8 psychic damage.

Pillar of Confidence

Concentration, 1 Round

As an action, you grant yourself and up to 5 willing creatures you can see within 60-feet of you immense confidence. On a creatures turn who is benefiting from this feature, they gain an additional action that can only be used to make one weapon attack, or take the dash or disengage action.

This action is lost if it is not used on their turn.

For every psi point expended beyond the initial cost, this lasts an additional round.

Psychic Grip

Concentration, up to 1 Minute

As an action, you may force a creature you can see within 60-feet of you to make an Intelligence saving throw. On a failed saving throw, it becomes paralyzed until your concentration ends. It may repeat this saving throw at the end of each of its turns, ending this effect on a successful one.

When a creature fails this repeated saving throw, you may force it to move up to half its speed, even though its paralyzed.

Strategic Mind

Concentration, up to 1 Minute

As an action, you may exude an aura of trust and command. Creatures of your choice within the aura may use their bonus action to gain the benefits of both the dash and disengage action.

Creatures who take this bonus action also add 1d4 to all attack rolls they make during their current turn.

Truesight

Concentration, up to 1 Minute

As a bonus action, you gain truesight out to a range of 30-feet.

For every psi point expended beyond the initial cost, the range you gain truesight is increased by 10-feet.

Visions of Disgust

Concentration, up to 1 Minute

As an action, you may force one creature you can see within 60-feet of you to make a Wisdom saving throw. On a failed saving throw, the target suffers 5d6 psychic damage and suffers 1d6 psychic damage for every creature within 5-feet of it at the end of each of its turns.

This effect only persists so long as you are concentrating on this talent-creatures immune to being frightened are immune to the secondary effect of this talent.

On a successful saving throw, the target takes half damage and does not suffer the secondary effect.

For every psi point expended beyond the initial cost, the initial damage deals an additional 1d6 damage. For every 3 psi points expended beyond the initial cost, the secondary damage is increased by 1d6.

Wall of Wood

Concentration, up to 1 Hour

As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has an AC of 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.

For every psi point expended beyond the initial cost, each 5-foot section of the wall gains +1 AC and 25 hit points.

Wandering Eye

Concentration, up to 1 Hour

As an action, you create a psychic sensor within 60 feet of you. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

If you expend 9 psi points on this talent, the eye can pass through solid objects. If it ends its movement in one, your concentration immediately ends.

8th Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 8, you may expend additional psi points in order to empower them however. Your psi limit must be 9 or higher in order to do so.

Your psi limit only reaches 8 once you are at least 19th level in this class, starting at that level you may begin learning and using these talents.

Breath of the Storm

No Concentration

You exhale a bolt of lightning in a 90-foot long line that is 5-feet wide. All creatures within the line must succeed on a Dexterity saving throw, suffering 15d6 lightning damage on a failed saving throw, or half as much on a successful one. Creatures who fail their saving throw by 5 or more are incapable of taking reactions or legendary actions until the end of your next turn.

For every psi point expended beyond the initial cost, this deals an additional 2d6 lightning damage.

Ice Barrier

Concentation, up to 10 Minutes

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. Each 10-foot section of the wall has an AC of 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage that creature dealt to the wall.

For every psi point expended beyond the initial cost, each 10-foot section of the wall has its AC increased by 1 and gains 10 additional hit points.

Invoke Awe

Concentration, up to 10 Minutes

As an action, you may target up to 5 creatures that you can see within 60-feet of you and force them to make an Intelligence saving throw. On a failed saving throw, a creature is Charmed by you. While charmed from this talent, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive.

The target will only attack creatures that it has seen attack you since it became charmed, or creatures it was already hostile to before being charmed. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Iron Resistance

Concentration, up to 1 Hour

As an action, you may grant yourself resistance to bludgeoning, piercing and slashing damage.


Microscopic Form

Concentration, up to 10 Minutes

As a bonus action, you may shrink yourself down to an extreme amount. While in this size, you gain a +20 bonus to Stealth checks and a +5 bonus to your AC, you can also move through gaps as small as 1 inch without squeezing.

For every psi point expended beyond the initial cost, the bonus to stealth checks is increased by +3.

Phantom Caravan

No Concentration

As an action, you and any number of willing creatures within 30-feet of you that you can see are teleported to a location you can see within 1 mile of you. If there isn't an open space for all the targets to occupy at the arrival point, this talent fails and is wasted.

Phantom Idea

Concentration, up to 1 Hour

As an action, you may begin probing the mind of a creature. The creature must remain within 30 feet of you, and you must be able to see it. If you concentrate on this talent for the full hour, the target must make three Intelligence saving throws, and you 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.

Phantom Riches

Concentration, up to 1 Minute

As an action, you force a creature you can see within 60-feet of you to make an Intelligence saving throw. On a failed saving throw, you gain partial control over the targets behavior. 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.

Psychic Crush

No Concentration

As an action, you create a 20-foot cube of psychic energy at a point you can see within 120-feet of you. Each creature in the cube must succeed on an Intelligence saving throw, suffering 9d8 psychic damage and becoming stunned on a failed saving throw, or half as much on a successful one. Creatures who succeed on their saving throw aren't stunned.

For every psi point expended beyond the initial cost, this deals an additional 1d8 psychic damage.

Restore Life

No Concentration

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.

For every psi point expended beyond the initial cost, the duration the creature can have been dead for is increased by 1 hour.

Thunder Clap

No Concentration

As an action, you can choose a point you can see within 60-feet of you and cause thunderous energy to boom from that point. All creatures within 20-feet of that point must succeed on a Constitution saving throw, suffering 8d10 thunder damage and becoming stunned on a failed saving throw, or half as much on a successful one.

For every psi point expended beyond the initial cost, this deals an additional 1d10 damage.


Victory Before Battle

No Concentration

When you roll initiative, you can use this ability to grant yourself and any number of willing creatures of your choice within 60-feet of you a +10 bonus to initiative.

For every psi point expended beyond the initial cost, the bonus is increased by +2.

Wall of Thunder

Concentration, up to 10 Minutes

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 suffer 6d6 thunder damage, and be pushed in a straight line up to 30 feet away from the wall. They are then knocked prone.

Creatures who succeed on their saving throw suffer half damage, but suffer no other effects of the wall.

9th Tier Psionics

The psionic talents in this section are ones that have a minimum psi point cost of 9, you may expend additional psi points in order to empower them however. Your psi limit must be 10 or higher in order to do so.

Your psi limit only reaches 9 once you are at least 22nd level in this class, starting at that level you may begin learning and using these talents.

Breath of the Volcano

No Concentration

You exhale magma in a 105-foot cone. All creatures within the cone must succeed on a Dexterity saving throw, suffering 14d10 fire damage on a failed saving throw, or half as much on a successful one. Creatures who fail their saving throw by 5 or more are lit aflame, while aflame, a creature suffers 1 fire damage per damage die of this ability at the start of each of their turns.

A creature remains aflame until they or another creature within 5-feet of them uses their action to put them out, or until they are properly doused with water.

For every psi point expended beyond the inital cost, this deals an additional 1d10 fire damage.

Enduring Invisibility

Concentration, up to 1 Minute

As a bonus action, you turn invisible. You remain invisible so long as you are concentrating on this talent.

Nomad's Gate

Concentration, up to 1 Hour

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.

Overwhelming Attack

No Concentration

As an action, you may choose up to 6 willing creatures you can see within 60-feet of you. Those creatures can immediately use their reaction to take the attack action, making the amount of attacks they are normally able to. You choose their attack targets.


Psychic Domination

Concentration, up to 1 Minute

As an action, you force a creature you can see within 60-feet of you to make an Intelligence saving throw. On a failed saving throw, 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 talent if it is immune to being charmed.

Restore vigor

No Concentration

As an action, you touch one creature and remove the following effects on it:

  • One effect reducing one of its ability scores.

  • One effect reducing its hit point maximum.

You also reduce the creatures exhaustion level by one.

Titan Form

Concentration, up to 10 Minutes

As a bonus action, you may enlarge yourself. You gain the following benefits so long as your concentration remains:

  • When you use this ability and at the start of each of your turns, you gain 45 temporary hit points. Any remaining temporary hit points fade when this ability ends.

  • Your melee weapon attacks deal an additional 3d6 bludgeoning damage on a hit.

  • Your reach increases by 15-feet.

  • If you are smaller than gargantuan, your size increases to gargantuan.

World of Horror

Concentration, up to 1 Minute

You subject up to 6 creatures within 60-feet of you that you can see to a world of sheer terror. Each target must succeed on a Charisma saving throw, on a failed saving throw, a creature suffers 8d6 psychic damage and becomes Frightened of you so long as you are concentrating on this talent.

While Frightened by this talent, the targets speed is reduced to 0, and they perceive the world around them as a horrorland of their greatest fears. The target can only use any actions it has (Reaction, bonus actions, regular actions ect) to make attacks. On a successful save, the creature suffers half damage and is not frightened.

For every psi point expended beyond the initial cost, this deals an additional 2d6 psychic damage.

Legendary Actions

Here you will find the Legendary actions that only a Mystic of the appropriate level can learn (If a Mystic specific Legendary action requires 2 actions, you must be a level 11 Mystic to know it for example)

Discipline Shift

Cost: 1 Action

You begin focusing on a different discipline you know of your choice.

Fundamentals

Cost: 1 Action

You use a Fundamental Talent you know. If the talent deals damage, you must expend 2 Legendary Actions rather than 1 in order to use it.

Wild Recovery

Cost: 1 Action

You roll your Wild Talent die and regain expended psi points equal to half the result rolled (Rounded up) This feature can cause your Wild Talent die to grow or shrink as normal.


Leveling Beyond 30

Here you can find what the Legendary Mystic gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary mystic gains a regular ASI.

  • Every third ASI a legendary mystic would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Your psi points increase as per normal (Gaining an additional 4 every level)

  • Starting at level 31 and every 3 levels afterwords (34, 37, 40 ect) Your Psi Limit increases by 1.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Your HP increases as per normal.

  • Your new ability score maximums for Intelligence, Wisdom and Charisma is equal to your Mystic level if they were not already higher.

Changelog

Version 1.0 (April 29th 2023)

The eleventh overall legendary class and the first release of Mystic

  • Released with 5 Subclasses: Immortal, Mind Thirst, Nomad, Soul Knife and Weave

  • Released with 30 Cerebral Disciplines

  • Released with 12 Combat Traits

  • Released with 19 Fundamental Psionics

  • Released with 33 Tier 1 Psionics

  • Released with 27 Tier 2 Psionics

  • Released with 26 Tier 3 Psionics

  • Released with 18 Tier 4 Psionics

  • Released with 14 Tier 5 Psionics

  • Released with 14 Tier 6 Psionics

  • Released with 11 Tier 7 Psionics

  • Released with 13 Tier 8 Psionics

  • Released with 8 Tier 9 Psionics

  • Released with 3 Legendary Actions

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

  • Cover Art by Diury Arts on Artstation!

  • Psionics Section Art by 奶茶 on Artstation!

  • Art on Semi Proficiencies/Ability Score Improvement Page by Mae Nak on Deviantart!

  • Art on Wild Talent/Psionic Culmination Page by George Booker on Artstation!

  • Art on Immortal Page by Chasestone on Deviantart!

  • Art on Mind Thirst Page by Daarken for Magic the Gathering!

  • Art on Nomad Page by Eddy Shinjuku on Artstation!

  • Art on Soul Knife Page by Deiv Calviz on Artstation!

  • Art on Weave Page by Phu Thieu on Artstation!

  • Art on Second Discipline Page by Septimius Ferdian H. on Artstation!

  • Art on 3rd Page of 1st Tier Psionics by Bram Sels on Arstation!

  • Art on 3rd Page of 2nd Tier Psionics by Eddy Shinjuku on Arstation!

  • Art on 3rd Page of 3rd Tier Psionics by Ari-Matti Toivonen on Arstation!

  • Art on 2nd Page of 4th Tier Psionics by Paul Canavan on Arstation!

  • Art on 2nd Page of 5th Tier Psionics by Eddy Shinjuku on Arstation!

  • Art on 2nd Page of 6th Tier Psionics by Septimius Ferdian H. on Arstation!

  • Art on 2nd Page of 7th Tier Psionics by Elena Zimina on Arstation!

  • Art on 2nd Page of 8th Tier Psionics by Hyoung Kim on Arstation!


Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Living Legend: O-5

  • Living Legend: Trains

  • Renowned Hero: Cynical Sorcerer

  • Renowned Hero: InsaneInsanity

  • Mercenary: Deathknight

  • Folk Hero: Nate Meyer