|Level||Proficiency Bonus||Features||Talents Known||Disciplines Known||Psi Points||Psi Limit||Psionic Quanta|
|1st||+2||Psionics, Psionic Order||1||1||4||2||—|
|2nd||+2||Psionic Quanta, Telepathy||1||1||6||2||2|
|3rd||+2||Psionic Order Feature||2||2||14||3||2|
|4th||+2||Ability Score Improvement, Strength of Mind||2||2||16||3||2|
|6th||+3||Mystic Order Feature||2||3||32||5||3|
|8th||+3||Ability Score Improvement, Potent Psionics (1d8)||2||4||44||6||4|
|12th||+4||Ability Score Improvement||3||6||74||7||6|
|14th||+5||Psionic Order Feature, Potent Psionics (2d8)||3||6||84||7||6|
|16th||+5||Ability Score Increase||3||7||94||7||7|
|19th||+6||Ability Score Improvement||4||8||109||7||8|
As a Psionicist you have the following class features:
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st
- Armor: Light Armor
- Weapons: Simple weapons
- Saving Throws: Intelligence, Wisdome
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- A simple melee weapon
- (a) A sling and 20 stones (b) A dagger
- Leather Armor
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear in the Mystic Class Document by WotC. Psionics is a special form of magic use, distinct from spellcasting.
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know onepsionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
A psionic discipline is a rigid set of mental exercises that allows a psionicist to manifest psionic power. A psionicist masters only a few disciplines at a time.
At 1st level, you know one psionic discipline of your choice from the Avatar, Awakened, Kinetic, or Nomad Disciplines. The Disciplines Known column of the Psionicist table shows the total number of disciplines you know at each level; when that
number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.
The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example,as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.
You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At 1st level, you choose a Psionic Order: the Order of the Avatar, the Order of the Awakened, or the Order of the Kineticist, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics.
Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
At 2nd level, you begin to open up new avenues to power in the form of minor improvements to your personal psionic potential. Each of these improvements is represented by Quanta, which are selected from a list placed at the end of this document.
You gain 2 Quanta at level 2, and an additional Quanta every three levels thereafter. The progression can be seen on the leveling chart.
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Strength of Mind
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
Starting at 4th level, you can replace your ability modifier in all saving throws with your Intelligence Modifier. Wisdom saves, for example, would become Proficiency plus Intelligence Modifier rather than Wisdom.
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
At 10th level you gain the ability to control Psionic Abilities on a Subconscious level.
While maintaining concentration on a Psionic Power you may manifest a second Psionic Power which requires Concentration. The first power slips into your Subconscious Mind. While there, you cannot lose focus on it.
If you lose concentration on the second power, or choose to end your concentration, the first power comes out of your Subconscious Mind and you must maintain concentration on it, normally.
A manifested power cannot enter your Subconscious Mind more than once.
At 11th level, you gain the ability to sacrifice your physical durability in exchange for psionic power.
You may manifest a power at the cost of Hit Points. When you do so, you take 1 point of damage for every Psi Point spent on manifesting the power and your maximum hit points are reduced by an equal amount. You may spend up to 10 Psi Points on a power, ignoring the Psi Limit, in this way. But only on powers which allow you to spend additional Psi Points for increased effect.
This HP reduction recovers fully on a long rest.
(Requisite, Order of the Avatar, Level 5) You gain Extra Attack, and may use your intelligence modifier to attack and damage rolls of simple weapons in place of strength or dexterity.
Your mind is shielded from Telepathic Intrusion. You may attempt a deception check at any time a person attempts to read your mind or aura. On a successful roll, you may feed them false information that they believe you know to be true. You also gain proficiency in Deception.
Delay Power: (Requisite: Level 7)
When using a power you may choose to Delay it’s activation for a period of up to five rounds. When you choose to Delay the power’s activation, declare any relevant targets or costs and a trigger. When the trigger occurs, you may use your reaction to unleash the Delayed Power. If the trigger does not occur, you still expend the Psi Points normally, but the power does not have an effect. Once you have selected your target(s), you no longer need line of sight or line of effect to them for the power to affect them.
You gain advantage on checks to discern the emotional state of creatures you can see and hear.
Pick a single power from a Discipline available to you. You may now use that power as if you knew that Discipline. If you take the Discipline the power is associated with later, you may choose a new power for this effect.
Expanded Power: (Requisite: Consumptive Power)
When utilizing Consumptive Power to manifest an area of effect power you may choose to expend 3 power points, up to a total of 10 points spent on the power, to increase the area by 10ft.
Force of Will:
So long as you are maintaining your Psionic Focus you may choose to reroll a single saving throw you’ve just failed as an Intelligence Saving throw, regardless of the normal save. Once you have done this, you cannot do it again until you have completed a short or long rest.
You may use your Intelligence Modifier in place of Dexterity or Charisma on skill or ability checks to blend into a social gathering or otherwise disappear into a crowd.
You may expend your psionic focus you gain a brief insight into a person’s mind. Choose a target when you expend your psionic focus. For the next minute you gain advantage on Insight checks against that target. Once you have used this ability you cannot do so, again, until you’ve completed a short or long rest.
Kinetic Control: (Requisite: Order of the Kineticist)
When using the Mystic Hand talent your lifting capacity is increased by 5lbs and an additional 5lbs at levels 5, 10, 15, and 17. Additionally, the object does not fall until the end of your next turn.
When you would normally be able to make an opportunity attack you may, instead, activate a power which targets only the individual who provoked the opportunity attack.
Mental Bond: (Requisite: Order of the Awakened)
Through a short ritual taking one minute you may designate a single willing creature who takes part in the ritual to become mentally bonded to you. So long as you are on the same plane of existence you can both communicate telepathically with each other, even if the creature is not normally capable of telepathy.
Mind over Body:
At the end of a Short Rest you can choose to remove one level of exhaustion, one disease, or one poison effect currently afflicting you. If you do so you immediately lose your psionic focus and cannot regain psionic focus until you’ve taken a short or long rest.
You gain Advantage on Concentration Checks to retain Concentration on a Psionic Power.
Psionic Shielding: (Requisite: Level 9)
While Psionically Focused you can expend a reaction when an enemy successfully strikes you with an attack. If you do so, you may roll 1d10 and add your intelligence modifier. Reduce the damage you take from the attack by that amount and your psionic focus ends.
When you expend a hit die to recover hit points, you may use your Intelligence Modifier in place of your Constitution Modifier to determine how many hit points you recover.
So long as you focus on only one Psionic Discipline between long rests, your food and water ration requirements, as well as your need to sleep, are halved. You may take a Long Rest in half the time you normally would.
Second Sight: (Requisite: Level 5)
So long as you can pinpoint a creature’s square, you can target them with psionic attacks that normally require line of sight. You still have disadvantage on the attack roll.
Through deep meditation and careful training you have learned to ready your psionic focus as part of manifesting a power. If you do not have a psionic focus active you may activate your psionic focus as part of the action required to manifest a power, rather than expending a bonus action to do so.
You gain a +5 bonus to your passive perception to detect hidden, invisible, or ethereal entities, as well as creatures you otherwise cannot see due to the Blinded condition. On a successful check you are aware of their presence and their creature type, but not their quantity or locations.
You may use the Aid Action to help any creature within range of your telepathy ability.
While Psionically Focused, you may designate a creature with a language you do not speak in the area. Regardless of the language you speak in, the target understands the broad strokes of what you are trying to communicate to them. Similarly, you are able to understand what they intend, though details are lost. This does not confer any special insight into attempted deception, however.
You may take an additional free action on your turn. In addition, you are always aware of the exact time, and have a perfect recollection of the time since or until any reference point.
Choose one Discipline that you know. You may manifest any power associated with this discipline while incapacitated so long as you are not also Unconscious or Petrified.
Each of the different Psionic Orders focuses on a different aspect of mental powers. The Order of the Avatar focuses their power onto aiding their allies and controlling their enemies through powerful emotions. The Order of the Awakened attacks the minds and senses of their enemies while wielding powerful mental defenses. And the Order of the Kineticist uses their willpower to alter the world around them, taking direct control of elements and forces.
At Level 1 you choose your Psionic Order, and gain the following benefits as you gain levels in the Psionicist class.
Order of the Avatar
Psionicists of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Avatars can bring out extreme emotions in the people around them.
For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.
At 1st level, you gain proficiency with medium armor and shields.
Avatar of Battle
Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.
Avatar of Healing
Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.
Avatar of Speed
Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.
Order of the Awakened
Psionicists dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.
The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened Psionicists who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.
At 1st level, you gain one additional Talent and proficiency in one Skill or Language of your choice.
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.
You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.
Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends and you can’t use it until you finish a short or long rest.
You can’t use this feature if you can’t use your psychic focus.
At 14th level and beyond, you gain the unique ability to further split your focus across different concentration effects. When using the Subconscious Concentration class feature, you can maintain the Psionic Power in your Subconscious Mind even if you are not actively focusing on any other Concentration effect. While stored in the Subconscious in this manner, the Psionic Power continues it's duration until you choose to end it, or all targets have successfully resisted it. It even continues if you fall unconscious. You may end it at any time, as normal, and it ends automatically when you fail your third death save.
Order of the Kineticist
The Order of the Kineticist features some of the most devoted mystics. These psionicists seek to deny the limits of the physical world and replace it with a reality that they create for themselves. They cast their minds into the world, seize control of its fundamental principles, and rebuild it.
In practical terms, Kineticists excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Kineticist disciplines.
At 1st level you gain the Mystic Hand and Psychic Hammer Talents.
Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit, unless you make use of Consumptive Power.
Mind over Matter
At 6th level the Kineticist learns to focus her mind against the world. When you have finished a short rest you may choose to gain resistance to one of the following damage types: Acid, Cold, Fire, Force, Lightning, or Thunder. You retain resistance to the chosen damage type until you decide to change it.
Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.