The Mystic - Balanced by (2023)

The Mystic
LevelProficiency BonusBonus FeaturesTalents KnownDisciplines KnownPsi PointsPsi Limit
1st+2Psionics, Mystic Order1142
2nd+2Mystical Recovery, Telepathy1162
3rd+2Mystic Order feature22143
4th+2Ability Score Improvement22173
5th+3Strength of Mind23275
6th+3Mystic Order feature23325
7th+3-24386
8th+3Ability Score Improvement, Potent Psionics (1d8)24446
9th+4-25577
10th+4Consumptive Power35647
11th+4Psionic Mastery (1/day)35647
12th+4Ability Score Improvement36647
13th+5Psionic Mastery (2/day)36647
14th+5Mystic Order feature, Potent Psionics (2d8)36647
15th+5Psionic Mastery (3/day)37647
16th+5Ability Score Improvement37647
17th+66 Psionic Mastery (4/day)47647
18th+6-48717
19th+6Ability Score Improvement48717
20th+6Psionic Body48717

When the mystic class was released there was a general consensus that it was way too strong, so thisunofficial update to the mystic is here to let you add mystics to your campaign without making your DM or your party mad at you. This has been changed from the the Unearthed Arcana: The Mystic class I encourage you to look there.

Creating a Mystic

When creating a mystic, consider your character’sbackground. How did you become a mystic? Whatfirst drew you to this practice? Are you self-taught,or did you have a master? If you had a master,what is that relationship like?Consider also why you returned to the worldfrom your hermitage. Did you leave someone orsomething behind when you took up your studies?Are you driven by revenge or some othermotivation?

Quick Build

You can make a mystic quickly by following thesesuggestions. First, make Intelligence your highestability score, followed by Dexterity or Constitution.Second, choose the hermit background.

Class Features

As a mystic, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per mystic level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + yourConstitution modifier per mystic level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion

Equipment

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

  • (a) a spear or (b) any simple weapon
  • (a) leather armor or (b) studded leather armor
  • (a) a light crossbow and 20 bolts or (b) anysimple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack

Alternatively, you can ignore the equipment hereand in your background, and buy 5d4 × 10 gpworth of equipment from chapter 5 in the Player’sHandbook.

Psionics

As a student of psionics, you can master and usepsionic talents and disciplines, the rules forwhich appear at the end of this document.Psionics is a special form of magic use, distinctfrom spellcasting.

Psionic Talents

A psionic talent is a minor psionic effect youhave mastered. At 1st level, you know onepsionic talent of your choice. You learnadditional talents of your choice at higher levels.The Talents Known column of the Mystic tableshows the total number of talents you know ateach level; when that number goes up for you,choose a new talent.

Psionic Disciplines

A psionic discipline is a rigid set of mentalexercises that allows a mystic to manifest psionicpower. A mystic masters only a few disciplines ata time.At 1st level, you know one psionic discipline ofyour choice. The Disciplines Known column ofthe Mystic table shows the total number ofdisciplines you know at each level; when thatnumber goes up for you, choose a new discipline.In addition, whenever you gain a level in thisclass, you can replace one discipline you knowwith a different one of your choice.

Psi Points

You have an internal reservoir of energy that canbe devoted to psionic disciplines you know. Thisenergy is represented by psi points. Each psionicdiscipline describes effects you can create with itby spending a certain number of psi points. Apsionic talent requires no psi points.The number of psi points you have is based onyour mystic level, as shown in the Psi Pointscolumn of the Mystic table. The number shownfor your level is your psi point maximum. Yourpsi point total returns to its maximum when youfinish a long rest. The number of psi points youhave can’t go below 0 or over your maximum.

Psi Limit

Though you have access to a potent amount ofpsionic energy, it takes training and practice tochannel that energy. There is a limit on thenumber of psi points you can spend to activate apsionic discipline. The limit is based on yourmystic level, as shown in the Psi Limit column ofthe Mystic table. For example, as a 3rd-levelmystic, you can spend no more than 3 psi pointson a discipline each time you use it, no matterhow many psi points you have.

Psychic Focus

You can focus psionic energy on one of yourpsionic disciplines to draw ongoing benefitsfrom it. As a bonus action, you can choose one ofyour psionic disciplines and gain its psychicfocus benefit, which is detailed in thatdiscipline’s description. The benefit lasts untilyou are incapacitated or until you use anotherbonus action to choose a different focus benefit.You can have only one psychic focus benefit ata time, and using the psychic focus of onediscipline doesn’t limit your ability to use otherdisciplines.You can use this ability a number of times equal to your intelligence modifier (minimum one) per short rest.

Psionic Ability

Intelligence is your psionic ability for yourpsionic disciplines. You use your Intelligencemodifier when setting the saving throw DC for apsionic discipline or when making an attack rollwith one.

Discipline save DC = 8 + your proficiency bonus + yourIntelligence modifier

Discipline attack modifier = your proficiency bonus +your Intelligence modifier

Mystic Order

At 1st level, you choose a Mystic Order: theOrder of the Avatar, the Order of the Awakened,the Order of the Immortal, the Order of theNomad, the Order of the Soul Knife, or the Orderof the Wu Jen, each of which is detailed at theend of the class description. Each orderspecializes in a specific approach to psionics.Your order gives you features when youchoose it at 1st level and additional features at3rd, 6th, and 14th level.

Mystical Recovery

Starting at 2nd level, you can draw vigor fromthe psi energy you use to power your psionicdisciplines.Immediately after you spend psi points on apsionic discipline, you can take a bonus action toregain hit points equal to the number of psipoints you spent

Telepathy

At 2nd level, your mind awakens to the ability tocommunicate via telepathy. You cantelepathically speak to any creature you can seewithin 120 feet of you in this manner. You don’tneed to share a language with the creature for itto understand your telepathic messages, but thecreature must be able to understand at least onelanguage 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 abilityscore of your choice by 2, or you can increasetwo ability scores of your choice by 1. As normal,you can’t increase an ability score above 20using this feature.

Strength of Mind

Even the simplest psionic technique requires adeep understanding of how psionic energy canaugment mind and body. This understandingallows you to alter your defenses to better dealwith threats.Starting at 5th level, you can replace yourproficiency in Wisdom saving throws wheneveryou finish a short or long rest. To do so, chooseStrength, Dexterity, Constitution, or Charisma.You gain proficiency in saves using that ability,instead of Wisdom. This change lasts until youfinish your next short or long rest.

Potent Psionics

At 8th level, you gain the ability to infuse yourweapon attacks with psychic energy. Once oneach of your turns when you hit a creature witha weapon, you can deal an extra 1d8 psychicdamage to that target. When you reach 14thlevel, this extra damage increases to 2d8.In addition, you add your Intelligence modifierto any damage roll you make for a psionic talent.

Consumptive Power

At 10th level, you gain the ability to sacrificeyour physical durability in exchange for psionicpower. When activating a psionic discipline, youcan pay its psi point cost with your hit points,instead of using any psi points. Your current hitpoints and hit point maximum are both reducedby the number of hit points you spend. Thisreduction can’t be lessened in any way, and thereduction to your hit point maximum lasts untilyou finish a long rest.Once you use this feature, you can’t use it againuntil you finish a long rest.

Psionic Mastery

Beginning at 11th level, your mastery of psionicenergy allows you to push your mind beyond itsnormal limits. As an action, you gain 9 masterypoints that can be spent like psi points on disciplinesthat require an action or a bonus action to use.You can use all 9 points on one discipline, or youcan spread them across multiple disciplines. Youcan’t also spend both psi points and mastery pointson the same discipline. When you finish a longrest, you lose any mastery points that youhaven’t spent.If more than one of the disciplines you activatewith mastery points require concentration, you canconcentrate on all of them. Activating one ofthem ends any effect you were alreadyconcentrating on, and if you begin concentratingon an effect that doesn’t use these mastery points,the disciplines that you’re concentrating on end.

At 15th level, the pool of psi points you gainfrom this feature increases to 11.You have one use of this feature, and youregain any expended use of it with a long rest.You gain one additional use of this feature at13th, 15th, and 17th level.

Psionic Body

At 20th level, your mastery of psionic powercauses your mind to transcend the body. Yourphysical form is infused with psionic energy. Yougain the following benefits:• You gain resistance to bludgeoning, piercing,and slashing damage.• You no longer age.• You are immune to disease, poison damage,and the poisoned condition.• If you die, roll a d20. On a 10 or higher, youdiscorporate with 0 hit points, instead ofdying, and you fall unconscious. You and yourgear disappear. You appear at a spot of yourchoice 1d3 days later on the plane of existencewhere you died, having gained the benefits ofone long rest.

Mystic Orders

Psionics is a mysterious form of power withinmost D&D worlds. Secretive orders study itsorigins and applications, while pushing theboundaries of what psionic power can achieve.Each of these orders pursues a specific goal forpsionic power. That goal shapes how themembers of an order understand psionics.

Order of the Avatar

Mystics of the Order of the Avatar delve into theworld of emotion, mastering their inner life tosuch an extent that they can manipulate andamplify the emotions of others with the sameease that an artist shapes clay. Known asAvatars, these mystics vary from tyrants toinspiring leaders who are loved by theirfollowers.Avatars can bring out extreme emotions in thepeople around them. For their allies, they canlend hope, ferocity, and courage, transforming afighting band into a deadly, unified force. Fortheir enemies, they bring fear, disgust, andtrepidation that can make even the mosthardened veteran act like a shaky rookie.

Bonus Disciplines

At 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Avatar disciplines.

Armor Training

At 1st level, you gain proficiency with mediumarmor and shields.

Avatar of Battle

Starting at 3rd level, you project an inspiringaura. While you aren’t incapacitated, each allywithin 30 feet of you who can see you gains a +2bonus to initiative rolls.

Avatar of Healing

Beginning at 6th level, you project an aura ofresilience. While you aren’t incapacitated, eachally within 30 feet of you who can see youregains additional hit points equal to yourIntelligence modifier (minimum of 0) wheneverthey regain hit points from a psionic discipline.

Avatar of Speed

Starting at 14th level, you project an aura ofspeed. While you aren’t incapacitated, any allywithin 30 feet of you who can see you can takethe Dash action as a bonus action.

Order of the Awakened

Mystics dedicated to the Order of the Awakenedseek to unlock the full potential of the mind. Bytranscending the physical, the Awakened hope toattain a state of being focused on pure intellectand mental energy.The Awakened are skilled at bending mindsand unleashing devastating psionic attacks, andthey can read the secrets of the world throughpsionic energy. Awakened mystics who take toadventuring excel at unraveling mysteries,solving puzzles, and defeating monsters byturning them into unwilling pawns.

Bonus Disciplines

At 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Awakened disciplines.

Awakened Talent

At 1st level, you gain proficiency with two of thefollowing skills of your choice: Animal Handling,Deception, Insight, Intimidation, Investigation,Perception, and Persuasion.

Psionic Investigation

Starting at 3rd level, you can focus your mind toread the psionic imprint left on an object. If youhold an object and concentrate on it for 10minutes (as if concentrating on a psionicdiscipline), you learn a few basic facts about it.You gain a mental image from the object’s pointof view, showing the last creature to hold theobject within the past 24 hours.You also learn of any events that haveoccurred within 20 feet of the object within thepast hour. The events you perceive unfold fromthe object’s perspective. You see and hear suchevents as if you were there, but can’t use othersenses.Additionally, you can embed an intangiblepsionic sensor within the object. For the next 24hours, you can use an action to learn the object’slocation relative to you (its distance anddirection) and to look at the object’ssurroundings from its point of view as if youwere there. This perception lasts until the startof your next turn.Once you use this feature, you can’t use it againuntil you finish a short or long rest.

Psionic Surge

Starting at 6th level, you can overload yourpsychic focus to batter down an opponent’sdefenses. You can impose disadvantage on atarget’s saving throw against a discipline ortalent you use, but at the cost of using yourpsychic focus. Your psychic focus immediatelyends if it’s active, and you can’t use it until youfinish a short or long rest.You can’t use this feature if you can’t use yourpsychic focus.

Spectral Form

At 14th level, you gain the ability to become aghostly figure of psionic energy. As an action,you can transform into a transparent, ghostlyversion of yourself. While in this form, you haveresistance to all damage, move at half speed, andcan pass through objects and creatures whilemoving but can’t willingly end your movement intheir spaces. The form lasts for 10 minutes oruntil you use an action to end it.Once you use this feature, you can’t use it againuntil you finish a long rest.

Order of the Immortal

The Order of the Immortal uses psionic energy toaugment and modify the physical form.Followers of this order are known as Immortals.They use psionic energy to modify their bodies,strengthening them against attack and turningthemselves into living weapons.Their mastery of the physical form grantsthem their name, for Immortals are notoriouslydifficult to kill.

Bonus Disciplines

At 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Immortal disciplines.

Immortal Durability

Starting at 1st level, your hit point maximumincreases by 1 per mystic level.In addition, while you aren’t wearing armor orwielding a shield, your base AC equals 10 + yourDexterity modifier + your Intelligence modifier.

Psionic Resilience

Starting at 3rd level, your psionic energy grantsyou extraordinary fortitude. At the start of eachof your turns, you gain temporary hit pointsequal to your Intelligence modifier (minimum of0) if you have at least 1 hit point.

Surge of Health

Starting at 6th level, you can draw on yourpsychic focus to escape death’s grasp. As areaction when you take damage, you can halvethat damage against you. Your psychic focusimmediately ends if it’s active, and you can’t useit until you finish a short or long rest.You can’t use this feature if you can’t use yourpsychic focus.

Immortal Will

Starting at 14th level, you can draw on yourreserves of psionic power to survive beyonddeath. At the end of your turn while at 0 hitpoints, you can spend 5 psi points toimmediately regain a number of hit points equalto your mystic level + your Constitutionmodifier.

Order of the Nomad

Mystics of the Order of the Nomad keep theirminds in a strange, rarified state. They seek toaccumulate as much knowledge as possible, asthey quest to unravel the mysteries of themultiverse and seek the underlying structure ofall things. At the same time, they perceive abizarre, living web of knowledge they call thenoosphere.Nomads, as their name indicates, delight intravel, exploration, and discovery. They desire toaccumulate as much knowledge as possible, andthe pursuit of secrets and hidden lore canbecome an obsession for them.

Bonus Disciplines

At 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Nomad disciplines.

Breadth of Knowledge

At 1st level, you gain the ability to extend yourknowledge. When you finish a long rest, you gain proficiency.Choose 1 skill, 1 tool, 1 vehicle, 1 language, 1 non-exotic weapon, 1 instrument, OR 1 gaming set, this proficiency lasts until your next long rest. Someone on your plane of existence must be proficient in your choice in order to gain this bonus.

Memory of One Thousand Steps

At 3rd level, you gain the ability to use psionicsto recall your steps. As a reaction when you arehit by an attack, you can teleport to anunoccupied space that you occupied since thestart of your last turn, and the attack misses you.Once you use this feature, you can’t use it againuntil you finish a short or long rest.

Superior Teleportation

At 6th level, you gain a superior talent forteleportation. When you use a psionic disciplineto teleport any distance, you can increase thatdistance by up to 10 feet.

Effortless Journey

Starting at 14th level, your mind can mysticallymove your body. Once on each of your turns, youcan forfeit up to 30 feet of your movement toteleport the distance you forfeited. You mustteleport to an unoccupied space you can see.

Order of the Soul Knife

The Order of the Soul Knife sacrifices thebreadth of knowledge other mystics gain tofocus on a specific psionic technique. Thesemystics learn to manifest a deadly weapon ofpure psychic energy that they can use to cleavethrough foes.Soul knives vary widely in their approach tothis path. Some follow it out of a desire toachieve martial perfection. Others are ruthlessassassins who seek to become the perfect killer.Martial TrainingAt 1st level, you gain proficiency with mediumarmor and martial weapons.

Soul Knife

Starting at 1st level, you gain the ability tomanifest a blade of psychic energy. As a bonusaction, you create scintillating knives of energythat project from both of your fists. You can’thold anything in your hands while manifestingthese blades. You can dismiss them as a bonusaction.For you, a soul knife is a martial melee weaponwith the light and finesse properties. It deals 1d10psychic damage on a hit.As a bonus action, you can prepare to use theblades to parry; you gain a +2 bonus to AC untilthe start of your next turn or until you areincapacitated.

Hone the BladeStarting at 3rd level, you can spend psi points toaugment your soul knife’s attack rolls anddamage. You gain a bonus to attack and damagerolls with your soul knives depending on thenumber of psi points spent, as shown on thetable below. This bonus lasts for 10 minutes.

Psi PointsAttack and Damage Bonus
2+1
5+2
7+4

Psionic Flurry

Starting at 6th level, you can overload yourpsychic focus to speed up your attacks. As an action you may make one attack against any number of creatures within 5 feet of you with advantage.Your psychic focus immediatelyends if it’s active, and you can’t use it until youfinish a short or long rest.You can’t use this feature if you can’t use yourpsychic focus.

Phantom Knife

Starting at 14th level, you can make an attackthat phases through most defenses. As an action,you can make one attack with your soul knife.Treat the target’s AC as 10 against this attack,regardless of the target’s actual AC.

Order of the Wu Jen

The Order of the Wu Jen features some of themost devoted mystics. These mystics seek tolock themselves away from the world, denyingthe limits of the physical world and replacing itwith a reality that they create for themselves.Known as wu jens, these mystics cast theirminds into the world, seize control of itsfundamental principles, and rebuild it.In practical terms, wu jens excel at controllingthe forces of the natural world. They can hurlobjects with their minds, control the fourelements, and alter reality to fit their desires.

Bonus Disciplines

At 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Wu Jen disciplines.

Hermit’s Study

At 1st level, you gain proficiency with two of thefollowing skills of your choice: Animal Handling,Arcana, History, Insight, Medicine, Nature,Perception, Religion, or Survival.

Elemental Attunement

Starting at 3rd level, when a creature’sresistance reduces the damage dealt by a psionicdiscipline of yours, you can spend 1 psi point tocause that use of the discipline to ignore thecreature’s resistance. You can’t spend this pointif doing so would increase the discipline’s costabove your psi limit.

Arcane Dabbler

At 6th level, you learn three wizard spells of yourchoice and always have them prepared. Thespells must be of 1st through 3rd level.As a bonus action, you can spend psi points tocreate spell slots that you can use to cast thesespells, as well as other spells you are capable ofcasting. The psi-point cost of each spell slot isdetailed on the table below.

Spell Slot LevelPsi Cost
1st2
2nd3
3rd5
4th6
5th7

The spell slot remains until you use it or finish along rest. You must observe your psi limit whenspending psi points to create a spell slot.Whenever you gain a level in this class, you canreplace one of the chosen wizard spells with adifferent wizard spell of 1st through 3rd level.

Elemental Mastery

Starting at 14th level, if you have resistance to atype of damage, you can spend 2 psi points as areaction when you take damage of that type toignore that damage; you gain immunity to thatdamage type until the end of your next turn.

Psionic Disciplines and Talents

Psionic talents and disciplines are the heart of amystic’s craft. They are the mental exercises andpsionic formulae used to forge will into tangible,magical effects.

Psionic disciplines were each discovered bydifferent orders and tend to reflect theircreators’ specialties. However, a mystic can learnany discipline regardless of its associated order.

Using a Discipline

Each psionic discipline has several ways you canuse it, all contained in its description. Thediscipline specifies the type of action andnumber of psi points it requires. It also detailswhether you must concentrate on its effects,how many targets it affects, what saving throwsit requires, and so on.The following sections go into more detail onusing a discipline. Psionic disciplines are magicaland function similarly to spells.

Psychic Focus

The Psychic Focus section of a disciplinedescribes the benefit you gain when you choosethat discipline for your psychic focus.

Effect Options and Psi Points

A discipline provides different options for howto use it with your psi points. Each effect optionhas a name, and the psi point cost of that optionappears in parentheses after its name. You mustspend that number of psi points to use thatoption, while abiding by your psi limit. If youdon’t have enough psi points left, or the cost isabove your psi limit, you can’t use the option.Some options show a range of psi points,rather than a specific cost. To use that option,you must spend a number of points within thatpoint range, still abiding by your psi limit. Someoptions let you spend additional psi points toincrease a discipline’s potency. Again, you mustabide by your psi limit, and you must spend allthe points when you first use the discipline; youcan’t decide to spend additional points once yousee the discipline in action.Each option notes specific information aboutits effect, including any action required to use itand its range.

Components

Disciplines don’t require the components thatmany spells require. Using a discipline requiresno spoken words, gestures, or materials. Thepower of psionics comes from the mind.

Duration

An effect option in a discipline specifies howlong its effect lasts.
Instantaneous If no duration is specified, theeffect of the option is instantaneous.
Concentration Some options requireconcentration to maintain their effects. Thisrequirement is noted with “conc.” after theoption’s psi point cost. The “conc.” notation isfollowed by the maximum duration of theconcentration. For example, if an option says“conc., 1 min.,” you can concentrate on its effectfor up to 1 minute.Concentrating on a discipline follows the samerules as concentrating on a spell. This rule meansyou can’t concentrate on a spell and a disciplineat the same time, nor can you concentrate ontwo disciplines at the same time. See chapter 10,“Spellcasting,” in the Player’s Handbook for howconcentration works.

Targets and Areas of Effect

Psionic disciplines use the same rules as spellsfor determining targets and areas of effect, aspresented in chapter 10, “Spellcasting,” of thePlayer’s Handbook.

Saving Throws and Attack Rolls

If a discipline requires a saving throw, itspecifies the type of save and the results of asuccessful or failed saving throw. The DC isdetermined by your psionic ability.Some disciplines require you to make an attackroll to determine whether the discipline’s effecthits its target. The attack roll uses your psionicability.

Combining Psionic Effects

The effects of different psionic disciplines addtogether while the durations of the disciplinesoverlap. Likewise, different options from apsionic discipline combine if they are active atthe same time. However, a specific option from apsionic discipline doesn’t combine with itself ifthe option is used multiple times. Instead, themost potent effect—usually dependent on howmany psi points were used to create the effect—applies while the durations of the effectsoverlap.
Psionics and spells are separate effects, andtherefore their benefits and drawbacks overlap.A psionic effect that reproduces a spell is anexception to this rule.

Psionic Disciplines by Order

Each psionic discipline is associated with aMystic Order. The following lists organize thedisciplines by those orders.

Avatar Disciplines
  • Crown of Despair
  • Crown of Disgust
  • Crown of Rage
  • Mantle of Command
  • Mantle of Courage
  • Mantle of Fear
  • Mantle of Fury
  • Mantle of Joy
Awakened Disciplines
  • Aura Sight
  • Intellect Fortress
  • Mantle of Awe
  • Precognition
  • Psychic Assault
  • Psychic Disruption
  • Psychic Inquisition
  • Psychic Phantoms
  • Telepathic Contact
Immortal Disciplines
  • Adaptive Body
  • Bestial Form
  • Brute Force
  • Celerity
  • Corrosive Metabolism
  • Diminution
  • Giant Growth
  • Iron Durability
  • Psionic Restoration
  • Psionic Weapon
Nomad Disciplines
  • Nomadic Arrow
  • Nomadic Chameleon
  • Nomadic Mind
  • Nomadic Step
  • Third Eye
Wu Jen Disciplines
  • Mastery of Air
  • Mastery of Fire
  • Mastery of Force
  • Mastery of Ice
  • Mastery of Light and Darkness
  • Mastery of Water
  • Mastery of Weather
  • Mastery of Wood and Earth

Adaptive Body

Immortal Discipline

You can alter your body to match yoursurroundings, allowing you to withstandpunishing environments. With greater psienergy, you can extend this protection to others.

Psychic Focus While focused on thisdiscipline, you don’t need to eat, breathe, orsleep. To gain the benefits of a long rest, you canspend 8 hours engaged in light activity, ratherthan sleeping during any of it.

(Video) Mystic Prowler - The Balance

Environmental Adaptation (2 psi) As anaction, you or a creature you touch ignores theeffects of extreme heat or cold (but not cold orfire damage) for the next hour.

Adaptive Shield (3 psi) When you take acid,cold, fire, lightning, or thunder damage, you canuse your reaction to gain resistance to damage ofthat type—including the triggering damage—until the end of your next turn.

Energy Adaptation (5 psi; conc., 1 hr.) As anaction, you can touch one creature and give itresistance to acid, cold, fire, lightning, or thunderdamage (your choice), which lasts until yourconcentration ends.

Energy Immunity (7 psi; conc., 1 hr.) As anaction, you can touch one creature and give itimmunity to acid, cold, fire, lightning, or thunderdamage (your choice), which lasts until yourconcentration ends.

Aura Sight

Awakened Discipline

You refocus your sight to see the energy thatsurrounds all creatures. You perceive auras,energy signatures that can reveal key elementsof a creature’s nature.

Psychic Focus While focused on thisdiscipline, you have advantage on Wisdom(Insight) checks.

Assess Foe (2 psi) As a bonus action, youanalyze the aura of one creature you see. You make an opposed wisdom (insight) vs the monster’s charisma (Deception) You learn its current hit point total and all itsimmunities, resistances, and vulnerabilities.

Read Moods (2 psi) As a bonus action, youlearn a one-word summary of the emotionalstate of up to six creatures you can see, such ashappy, confused, afraid, or violent.

View Aura (3 psi; conc., 1 hr.) As an action,you study one creature’s aura. Until yourconcentration ends, while you can see the target,you learn if it’s under the effect of any magical orpsionic effects, its current hit point total, and itsbasic emotional state. While this effect lasts, youhave advantage on Wisdom (Insight) andCharisma checks you make against it.

Perceive the Unseen (5 psi; conc., 1 min.) Asa bonus action, you gain the ability to see auraseven of invisible or hidden creatures. Until yourconcentration ends, you can see all creatures,including hidden and invisible ones, regardlessof lighting conditions.

Bestial Form

Immortal Discipline

You transform your body, gaining traits ofdifferent beasts.

Psychic Focus While focused on thisdiscipline, you have advantage on Wisdom(Animal Handling) checks.

Bestial Claws (1–7 psi) You manifest longclaws for an instant and make a melee weaponattack against one creature within 5 feet of you.On a hit, this attack deals 1d10 slashing damageper psi point spent.

Bestial Transformation As a bonus action,you alter your physical form to gain differentcharacteristics. When you use this ability, youcan choose one or more of the following effects.Each effect has its own psi point cost. Add themtogether to determine the total cost. Thistransformation lasts for 1 hour, until you die, oruntil you end it as a bonus action.

Amphibious (2 psi) You gain gills; you canbreathe air and water.

Climbing (2 psi) You grow tiny hooked clawsthat give you gain a climbing speed equal toyour walking speed.

Flight (5 psi) Wings sprout from your back. Yougain a flying speed equal to your walkingspeed.

Keen Senses (2 psi) Your eyes and ears becomemore sensitive. You gain advantage on Wisdom(Perception) checks.

Perfect Senses (3 psi) You gain a keen sense ofsmell and an instinct to detect prey. You cansee invisible creatures and objects within 10feet of you, even if you are blinded.

Swimming (2 psi) You gain fins and webbingbetween your fingers and toes; you gain aswimming speed equal to your walking speed.

Tough Hide (1 psi) Your skin becomes as toughas leather; your base AC becomes 12+ your Dexterity modifier.

Brute Force

Immortal Discipline

You augment your natural strength with psionicenergy, granting you the ability to achieveincredible feats of might.

Psychic Focus While focused on thisdiscipline, you have advantage on Strength(Athletics) checks.

Brute Strike (1–7 psi; conc. 1 min) As a bonus action, yougain a bonus to your next damage roll against atarget you hit with a melee attack. The bonus equals +1d6 per psipoint spent, and the bonus damage is the sametype as the attack. If the attack has more thanone damage type, you choose which one to usefor the bonus damage.

Knock Back (1–7 psi) When you hit a targetwith a melee attack, you can activate this abilityas a reaction. The target must succeed on aStrength saving throw or be knocked 10 feetaway from you per psi point spent. The targetmoves in a straight line. If it hits an object, thismovement immediately ends and the targettakes 1d6 bludgeoning damage per psi pointspent.

Mighty Leap (1–7 psi) As part of yourmovement, you jump in any direction up to 20feet per psi point spent.

Feat of Strength (2 psi) As a bonus action,you gain a +5 bonus to Strength checks until theend of your next turn.

Celerity

Immortal Discipline

You channel psionic power into your body,honing your reflexes and agility to an incredibledegree. The world seems to slow down whileyou continue to move as normal.

Psychic Focus While focused on thisdiscipline, your walking speed increases by 10feet.

Rapid Step (1–7 psi) As a bonus action, youincrease your walking speed by 10 feet per psipoint spent until the end of the current turn. Ifyou have a climbing or swimming speed, thisincrease applies to that speed as well.

Agile Defense (2 psi) As a bonus action, youtake the Dodge action.

Blur of Motion (2 psi) As an action, you causeyourself to be invisible during any of yourmovement during the current turn.

Surge of Speed (2 psi) As a bonus action, yougain two benefits until the end of the currentturn: you don’t provoke opportunity attacks, andyou have a climbing speed equal to your walkingspeed.

Surge of Action (5 psi) As a bonus action, youcan Dash or make one weapon attack.

Corrosive Metabolism

Immortal Discipline

Your control over your body allows you todeliver acid or poison attacks.Psychic Focus. While focused on thisdiscipline, you have resistance to acid andpoison damage.

Corrosive Touch (1–7 psi) As an action, youdeliver a touch of acid to one creature withinyour reach. The target must make a Dexteritysaving throw, taking 1d10 acid damage per psipoint spent on a failed save, or half as muchdamage on a successful one.

Venom Strike (1–7 psi) As an action, youcreate a poison spray that targets one creatureyou can see within 30 feet of you. The targetmust make a Constitution saving throw. On afailed save, it takes 1d6 poison damage per psipoint spent and is poisoned until the end of yournext turn. On a successful save, the target takeshalf as much damage and isn’t poisoned.

Acid Spray (2 psi) As a reaction when youtake piercing or slashing damage, you cause acidto spray from your wound; each creature within5 feet of you takes 2d6 acid damage.

Breath of the Black Dragon (5 psi) Youexhale a wave of acid in a 60-foot line that is 5feet wide. Each creature in the line must make aConstitution saving throw, taking 6d6 aciddamage on a failed save, or half as much on asuccessful one. You can increase the damage by1d6 per additional psi point spent on it.

Breath of the Green Dragon (7 psi) Youexhale a cloud of poison in a 90-foot cone. Eachcreature in the line must make a Constitutionsaving throw, taking 10d6 poison damage on afailed save, or half as much damage on asuccessful one.

Crown of Despair

Avatar Discipline

You have learned to harvest seeds of despair in acreature’s psyche, wracking it with self-doubtand inaction.

Psychic Focus While focused on thisdiscipline, you have advantage on Charisma(Intimidation) checks.

Crowned in Sorrow (1–7 psi) As an action,one creature you can see within 60 feet of youmust make a Charisma saving throw. On a failedsave, it takes 1d8 psychic damage per psi pointspent, and it can’t take reactions until the start ofits next turn. On a successful save, it takes half asmuch damage.

Call to Inaction (2 psi; conc., 10 min.) If youspend 1 minute conversing with a creature, youcan attempt to seed it with overwhelming ennui.At the end of the minute, you can use an action toforce the creature to make a Wisdom savingthrow. The save automatically succeeds if thetarget is immune to being charmed. On a failedsave, it sits and is incapacitated until yourconcentration ends. This effect immediately endsif the target or any ally it can see is attacked ortakes damage. On a successful save, the creatureis unaffected and has no inkling of your attemptto bend its will.

Visions of Despair (3 psi) As an action, youforce one creature you can see within 60 feet ofyou to make a Charisma saving throw. On afailed save, it takes 3d6 psychic damage, and itsspeed is reduced to 0 until the end of its nextturn. On a successful save, it takes half as muchdamage. You can increase the damage by 1d6 peradditional psi point spent on it.

Dolorous Mind (6 psi; conc., 1 min.) As anaction, you choose one creature you can seewithin 60 feet of you. It must succeed on aCharisma saving throw, or it is incapacitated andhas a speed of 0 until your concentration ends. Itcan repeat this saving throw at the end of each ofits turns, ending the effect on itself on a success.

Crown of Disgust

Avatar Discipline

You cause a creature to be flooded withemotions of disgust.

Psychic Focus While you are focused on thisdiscipline, the area in a 5-foot radius around youis difficult terrain for any enemy that isn’timmune to being frightened.

Eye of Horror (1–7 psi) As an action, chooseone creature you can see within 60 feet of you.The target must make a Charisma saving throw.On a failed save, it takes 1d6 psychic damage perpsi point spent and can’t move closer to you untilthe end of its next turn. On a successful save, ittakes half as much damage.

Wall of Repulsion (3 psi; conc., 10 min.) Asan action, you create an invisible, insubstantialwall of energy within 60 feet of you that is up to30 feet long, 10 feet high, and 1 foot thick. Thewall lasts until your concentration ends. Anycreature attempting to willingly move through it mustmake a Wisdom saving throw. On a failed save, acreature can’t move through the wall until thestart of its next turn. On a successful save, thecreature can pass through it. A creature mustmake this save whenever it willingly attempts to passthrough the wall.

Visions of Disgust (5 psi; conc., 1 min.) Youcause a creature to regard all other beings ashorrid, alien entities. As an action, choose onecreature you can see within 60 feet of you. Thetarget must make a Wisdom saving throw. On afailed save, it takes 5d6 psychic damage, anduntil your concentration ends, it takes 1d6psychic damage per creature within 5 feet of it atthe end of each of its turns. On a successful save,the target takes only half the initial damage andsuffers none of the other effects.

World of Horror (7 psi; conc., 1 min.) As anaction, choose up to six creatures within 60 feetof you. Each target must make a Charisma savingthrow. On a failed save, a target takes 8d6psychic damage, and it is frightened until yourconcentration ends. On a successful save, a targettakes half as much damage.While frightened by this effect, a target’s speedis reduced to 0, and the target can use its action,and any bonus action it might have, only to makemelee attacks. The frightened target can repeatthe saving throw at the end of each of its turns,ending the effect on itself on a success.

Crown of Rage

Avatar Discipline

You place a mote of pure fury within a creature’smind, causing its bloodlust to overcome itssenses and for it to act as you wish it to.

Psychic Focus While you are focused on thisdiscipline, any enemy within 5 feet of you thatmakes a melee attack roll against creatures otherthan you does so with disadvantage.

Primal Fury (1–7 psi) As an action, chooseone creature you can see within 60 feet of you.The target must succeed on a Charisma savingthrow or take 1d6 psychic damage per psi pointspent on this ability and immediately use itsreaction to move its speed in a straight linetoward its nearest enemy. The saveautomatically succeeds if the target is immune tobeing charmed.

Fighting Words (2 psi; conc., 10 min.) If youspend 1 minute conversing with a creature, youcan attempt to leave a simmering violence in itsmind. At the end of the minute, you can use anaction to force the creature to make a Wisdomsaving throw to resist feeling violent urgesagainst one creature you describe to it or name.The save automatically succeeds if the target isimmune to being charmed. On a failed save, thetarget attacks the chosen creature if it sees thatcreature before your concentration ends, usingweapons or spells against a creature it wasalready hostile toward or unarmed strikesagainst an ally or a creature it was neutraltoward. Once the fight starts, it continues toattack for 5 rounds before this effect ends. Thiseffect immediately ends if the target or any ally itcan see is attacked or takes damage from anycreature other than the one it has been incitedagainst. On a successful save, the creature isunaffected and has no inkling of your attempt tobend its will.

Mindless Courage (2 psi) You cause acreature's bloodlust to overcome its sense ofpreservation. As a bonus action, choose onecreature you can see within 60 feet of you. Thetarget must succeed on a Wisdom saving throwor, until the end of your next turn, it can’twillingly move unless its movement brings itcloser to its nearest enemy that it can see. Thesave automatically succeeds if the target isimmune to being charmed.

Punishing Fury (5 psi; conc., 1 min.) Youcause a creature's rage to grow so hot that itattacks without heeding its own safety. As abonus action, choose one creature you can seewithin 60 feet of you. The target must succeed ona Wisdom saving throw or, until yourconcentration ends, any creature within 5 feet ofit can use a reaction to make a melee attackagainst it whenever the target makes a meleeattack. The save automatically succeeds if thetarget is immune to being charmed.

Diminution

Immortal Discipline

You manipulate the matter that composes yourbody, drastically reducing your size withoutsurrendering any of your might.

Psychic Focus While focused on thisdiscipline, you have advantage on Dexterity(Stealth) checks.

Miniature Form (2 psi; conc., 10 min.) As abonus action, you become Tiny until yourconcentration ends. While this size, you gain a +5bonus to Dexterity (Stealth) checks and canmove through gaps up to 6 inches across withoutsqueezing.

Toppling Shift (2 psi) As a bonus action, youshift to an incredibly small size and thensuddenly return to normal, sending an opponentflying backward. Choose one creature you cansee within 5 feet of you. It must succeed on aStrength saving throw or be knocked prone.Sudden Shift (5 psi). As a reaction when youare hit by an attack, you shift down to minutesize to avoid the attack. The attack misses, andyou move up to 5 feet without provokingopportunity attacks before returning to normalsize.

Microscopic Form (7 psi; conc., 10 min.) As abonus action, you become smaller than Tinyuntil your concentration ends. While this size,you gain a +10 bonus to Dexterity (Stealth)checks and a +5 bonus to AC, you can movethrough gaps up to 1 inch across withoutsqueezing, and you can’t make weapon attacks.

Giant Growth

Immortal Discipline

You infuse yourself with psionic energy to growto tremendous size, bolstering your strength anddurability.

Psychic Focus While focused on thisdiscipline, your reach increases by 5 feet.

Ogre Form (2 psi; conc., 1 min.) As a bonusaction, you gain 10 temporary hit points. Inaddition, until your concentration ends, yourmelee weapon attacks deal an extra 1d4bludgeoning damage on a hit, and your reachincreases by 5 feet. If you’re smaller than Large,you also become Large for the duration.

Giant Form (7 psi; conc., 1 min.) As a bonusaction, you gain 30 temporary hit points. Inaddition, until your concentration ends, yourmelee weapon attacks deal an extra 2d6bludgeoning damage on a hit, and your reachincreases by 10 feet. If you’re smaller than Huge,you also become Huge for the duration.

Intellect Fortress

Awakened Discipline

You forge an indomitable wall of psionic energyaround your mind—one that allows you tolaunch counterattacks against your opponents.

Psychic Focus While focused on thisdiscipline, you gain resistance to psychicdamage.

Psychic Backlash (2 psi) As a reaction, youcan impose disadvantage on an attack rollagainst you if you can see the attacker. If theattack still hits you, the attacker takes 1d10psychic damage.

Psychic Parry (1–7 psi) As a reaction whenyou make an Intelligence, a Wisdom, or aCharisma saving throw, you gain a +1 bonus tothat saving throw for each psi point you spendon this ability. You can use this ability afterrolling the die but the results are determined.

Psychic Redoubt (5 psi; conc., 10 min.) As anaction, you create a field of protective psychicenergy. Choose any number of creatures within30 feet of you. Until your concentration ends,each target has resistance to psychic damage andadvantage on Intelligence, Wisdom, andCharisma saving throws.

Iron Durability

Immortal Discipline

You transform your body to become a livingmetal, allowing you to shrug off attacks thatwould cripple weaker creatures.

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Psychic Focus While focused on thisdiscipline, you gain a +1 bonus to AC.

Iron Hide (1–7 psi) As a reaction when youare hit by an attack, you gain a +1 bonus to ACfor each psi point you spend on this ability. Thebonus lasts until the end of your next turn. Thisbonus applies against the triggering attack.

Steel Hide (2 psi) As a bonus action, you gainresistance to bludgeoning, piercing, and slashingdamage until the end of your next turn.

Iron Resistance (7 psi; conc., 1 hr.) As anaction, you gain resistance to bludgeoning,piercing, or slashing damage (your choice),which lasts until your concentration ends.

Mantle of Awe

Awakened Discipline

You learn to use psionic energy to manipulateothers with a subtle combination of psi and yourown, natural charm.

Psychic Focus While focused on thisdiscipline, you gain a bonus to Charisma checks.The bonus equals half your Intelligence modifier(minimum of +1).

Charming Presence (1–7 psi) As an action,you exert an aura of sympathetic power. Roll2d8 per psi point spent on this ability; the total ishow many hit points worth of creatures thisoption can affect. Creatures within 30 feet of youare affected in ascending order of their hit pointmaximums, ignoring incapacitated creatures,creatures immune to being charmed, andcreatures engaged in combat.Starting with the creature that has the lowesthit point maximum, each creature affected bythis option is charmed by you for 10 minutes,regarding you as a friendly acquaintance.Subtract each creature’s hit point maximumfrom the total before moving on to the nextcreature. A creature’s hit point maximum mustbe equal to or less than the remaining total forthat creature to be affected.

Center of Attention (3 psi; conc., 1 min.) Asan action, you exert an aura of power that grabsa creature's attention. Choose one creature youcan see within 60 feet of you. It must make aCharisma saving throw. On a failed save, thecreature is so thoroughly distracted by you thatall other creatures are invisible to it until yourconcentration ends. This effect ends if thecreature can no longer see or hear you or if ittakes damage.

Invoke Awe (7 psi; conc., 10 min.) As anaction, you exert an aura that inspires awe inothers. Choose up to 5 creatures you can seewithin 60 feet of you. Each target must succeedon an Wisdom saving throw or be charmedby you until your concentration ends. Whilecharmed, the target obeys all your verbalcommands to the best of its ability and withoutdoing anything obviously self-destructive. Thecharmed target will attack only creatures that ithas seen attack you since it was charmed or thatit was already hostile toward. At the end of eachof its turns, it can repeat the saving throw,ending the effect on itself on a success.

Mantle of Command

Avatar Discipline

You exert an aura of trust and authority,enhancing the coordination among your allies.

Psychic Focus While focused on thisdiscipline, when you end your turn and didn’tmove during it, you can use your reaction toallow one ally you can see within 30 feet of youto move up to half their speed, following a pathof your choice. To move in this way, the allymustn’t be incapacitated.

Coordinated Movement (2 psi) As a bonusaction, choose up to five allies you can see within60 feet of you. Each of those allies can use theirreaction to move up to half their speed, followinga path of your choice.

Commander’s Sight (2 psi; conc., 1 rnd.) Asan action, choose one creature you can seewithin 60 feet of you. Until the start of your nextturn, your allies have advantage on attack rollsagainst that target.

Command to Strike (2 psi) As an action,choose one ally you can see within 60 feet of you.That ally can use their reaction to immediately make one attack. You choose the target.

Strategic Mind (5 psi; conc., 1 min.) As anaction, you exert an aura of trust and commandthat unites your allies into a cohesive unit. Untilyour concentration ends, any ally within 60 feetof you on their turn can, as a bonus action, takethe Dash or Disengage action or roll a d4 and addthe number rolled to each attack roll they makethat turn.

Overwhelming Attack (7 psi) As an action,choose up to five allies you can see within 60 feetof you. Each of those allies can use their reactionto make a single weapon attack. You choose the targetsof the attacks.

Mantle of Courage

Avatar Discipline

You focus your mind on courage, radiatingconfidence and bravado to your allies.

Psychic Focus While focused on thisdiscipline, you and allies within 10 feet of youwho can see you have advantage on savingthrows against being frightened.

Incite Courage (2 psi) As a bonus action,choose up to six creatures you can see within 60feet of you. If any of those creatures isfrightened, that condition ends on that creature.

Aura of Victory (1–7 psi; conc., 10 min.) As abonus action, you project psionic energy untilyour concentration ends. The energy fortifiesyou and your allies when your enemies arefelled; whenever an enemy you can see isreduced to 0 hit points, you and each of yourallies within 30 feet of you gain temporary hitpoints equal to double the psi points spent toactivate this effect.

Pillar of Confidence (6 psi; conc., 1 rnd.) Asan action, you and up to five creatures you cansee within 60 feet of you each gain one extraaction to use on your individual turns. The actiongoes away if not used before the end of your nextturn. the action can be used only to make oneweapon attack or to take the Dash or Disengageaction.

Mantle of Fear

Avatar Discipline

You tap into a well of primal fear and turnyourself into a beacon of terror to your enemies.

Psychic Focus While focused on thisdiscipline, you have advantage on Charisma(Intimidation) checks.

Incite Fear (2 psi; conc., 1 min.) As an action,choose one creature you can see within 60 feetof you. The target must succeed on a Wisdomsaving throw or become frightened of you. Thefrightened target can repeat the saving throw atthe end of each of its turns. This ability has no effecton undead or constructs.

Unsettling Aura (3 psi; conc., 1 hr.) As abonus action, you cloak yourself in unsettlingpsychic energy. Until your concentration ends,any enemy within 60 feet of you that can see youmust spend 1 extra foot of movement for everyfoot it moves toward you. A creature ignores thiseffect if immune to being frightened.

Incite Panic (7 psi; conc., 1 min.) As anaction, choose up to eight creatures you can seewithin 90 feet of you that can see you. At thestart of each of a target’s turns before yourconcentration ends, the target must make aWisdom saving throw. On a failed save, thetarget is frightened until the start of its next turn,and you roll a die. If you roll an odd number, thefrightened target moves half its speed in arandom direction and takes no action on thatturn, other than to scream in terror. If you roll aneven number, the frightened target makes onemelee attack against a random target within itsreach. If there is no such target, it moves half itsspeed in a random direction and takes no actionon that turn. This effect ends on a target if itsucceeds on a saving throw against it. This ability has no effecton undead or constructs.

Mantle of Fury

Avatar Discipline

You allow the primal fury lurking deep withinyour mind to burst forth, catching you and yourallies in an implacable bloodthirst.

Psychic Focus While focused on this disciplinein combat, you and any ally who starts their turnwithin 10 feet of you gains a 5-foot increase totheir walking speed during that turn.

Incite Fury (2 psi; conc., 1 min.) As a bonusaction, choose up to three allies you can seewithin 60 feet of you (you can choose yourself inplace of one of the allies). Until yourconcentration ends, each target can roll a d4when rolling damage for a melee weapon attackand add the number rolled to the damage roll.

Mindless Charge (2 psi) As a bonus action,choose up to three creatures you can see within60 feet of you. Each target can immediately useits reaction to move up to its speed in a straightline toward its nearest enemy.

Aura of Bloodletting (3 psi; conc., 1 min.) Asa bonus action, you unleash an aura of rage. Untilyour concentration ends, you and any creaturewithin 60 feet of you has advantage on meleeattack rolls.

Overwhelming Fury (5 psi; conc., 1 min.) Asan action, you flood rage into one creature youcan see within 60 feet of you. The target mustsucceed on a Charisma saving throw, or it canuse its actions only to make melee attacks untilyour concentration ends. It can repeat the savingthrow at the end of each of its turns, ending theeffect on itself on a success.

Mantle of Joy

Avatar Discipline

You tap into the joy within you, radiating itoutward in soothing, psychic energy that bringshope and comfort to creatures around you.

Psychic Focus While focused on thisdiscipline, you have advantage on Charisma(Persuasion) checks.

Soothing Presence (1–7 psi) As anaction, choose up to three creatures you can seewithin 60 feet of you. Each target gains 3temporary hit points per psi point spent on thiseffect.

Comforting Aura (2 psi; conc., 1 min.) As abonus action, choose up to three allies you cansee (you can choose yourself in place of one ofthe allies). Until your concentration ends, eachtarget can roll a d4 when making a saving throwand add the number rolled to the total.

Aura of Jubilation (3 psi; conc., 1 min.) As abonus action, you radiate a distracting mirthuntil your concentration ends. Each creaturewithin 60 feet of you that can see you suffersdisadvantage on any checks using the Perceptionand Investigation skills.

Beacon of Recovery (5 psi) As a bonus action,you and up to five allies you can see within 60feet of you can immediately make saving throwsagainst every effect they’re suffering that allowsa save at the start or end of their turns.

Mastery of Air

Wu Jen Discipline

You become one with the power of elemental air.

Psychic Focus While focused on thisdiscipline, you take no falling damage, and youignore difficult terrain when walking.

Wind Step (1–7 psi) As part of your move onyour turn, you can fly up to 20 feet for each psipoint spent. If you end this flight in the air, youfall unless something else holds you aloft.

Wind Stream (1–7 psi) As an action, youcreate a line of focused air that is 30 feet longand 5 feet wide. Each creature in that area mustmake a Strength saving throw, taking 1d8bludgeoning damage per psi point spent andbeing knocked prone on a failed save, or half asmuch damage on a successful one.

Cloak of Air (3 psi; conc., 10 min.) As a bonusaction, you seize control of the air around you tocreate a protective veil. Until your concentrationends, attack rolls against you have disadvantage,and when a creature you can see misses youwith a melee attack, you can use your reaction toforce the creature to repeat the attack rollagainst itself.

Wind Form (5 psi; conc., 10 min.) As a bonusaction, you gain a flying speed of 60 feet, whichlasts until your concentration ends.

Misty Form (6 psi; conc., 1 min.) As an action,your body becomes like a misty cloud until yourconcentration ends. In this form, you gainresistance to bludgeoning, piercing, and slashingdamage, and you can’t take actions other thanthe Dash action. You can pass through openingsthat are no more than 1 inch wide withoutsqueezing.

Animate Air (7 psi; conc., 1 hr.) As an action,you cause an air elemental to appear in anunoccupied space you can see within 120 feet ofyou. The elemental lasts until your concentrationends, and it obeys your verbal commands. Incombat, roll for its initiative, and choose itsbehavior during its turns. When this effect ends,the elemental disappears. See the MonsterManual for its stat block.

Mastery of Fire

Wu Jen Discipline

You align your mind with the energy ofelemental fire.

Psychic Focus While focused on thisdiscipline, you gain resistance to fire damage,and you gain a +2 bonus to rolls for fire damage.

Combustion (1–7 psi; conc., 1 min.) As anaction, choose one creature or object you can seewithin 120 feet of you. The target must make aConstitution save. On a failed save, the targettakes 1d10 fire damage per psi point spent, andit catches on fire, taking 1d6 fire damage at theend of each of its turns until your concentrationends or until it or a creature adjacent to itextinguishes the flames with an action. On asuccessful save, the target takes half as muchdamage and doesn’t catch on fire.

Rolling Flame (3 psi; conc., 1 min.) As anaction, you create fire in a 20-foot-by-20-footcube within 5 feet of you. The fire lasts until yourconcentration ends. Any creature in that areawhen you use this ability and any creature thatends its turn there takes 5 fire damage.

Detonation (5 psi) As an action, you create afiery explosion at a point you can see within 120feet of you. Each creature in a 20-foot-radiussphere centered on that point must make aConstitution saving throw, taking 7d6 firedamage and being knocked prone on a failedsave, or half as much damage on a successfulone.

Fire Form (5 psi; conc., 1 min.) As a bonusaction, you become wreathed in flames untilyour concentration ends. Any creature that endits turn within 5 feet of you takes 3d6 firedamage.

Animate Fire (7 psi; conc., 1 hr.) As an action,you cause a fire elemental to appear in anunoccupied space you can see within 120 feet ofyou. The elemental lasts until your concentrationends, and it obeys your verbal commands. Incombat, roll for its initiative, and choose itsbehavior during its turns. When this effect ends,the elemental disappears. See the MonsterManual for its stat block.

Mastery of Force

Wu Jen Discipline

As a student of psionic power, you perceive thepotential energy that flows through all things.You reach out with your mind, transforming thepotential into the actual. Objects and creaturesmove at your command.

Psychic Focus While focused on thisdiscipline, you have advantage on Strengthchecks.

Push (1–7 psi) As an action, choose onecreature you can see within 60 feet of you. Thetarget must make a Strength saving throw. On afailed save, it takes 1d8 force damage per psipoint spent and is pushed up to 5 feet per pointspent in a straight line away from you. The lengthof the push is reduced by 5 feet for each sizecategory larger the creature is than you. On asuccessful save, it takes half as much damage.

Move (2–7 psi) Choose one object you can seewithin 60 feet of you that isn’t being worn orcarried by another creature and that isn’tsecured in place. It can’t be larger than 20 feet ona side, and its maximum weight depends on thepsi points spent on this ability, as shown below.As an action, you move the object up to 60 feet,and you must keep the object within sight duringthis movement. If the object ends this movementin the air, it falls. If the object would fall on acreature, the creature must succeed on a DC 10Dexterity saving throw or take damage as listedon the table below.

Psi SpentMaximum WeightBludgeoning Damage
225 lbs.2d6
350 lbs.4d6
5250 lbs.6d6
6500 lbs.7d6
71,000 lbs.8d6

Inertial Armor (2 psi) As an action, yousheathe yourself in an intangible field of magicalforce. For 8 hours, yourbase AC is 13 + yourDexterity modifier, and you gain resistance toforce damage. This effect ends if you are wearingor don armor.

Telekinetic Barrier (3 psi; conc., 10 min.) Asan action, you create a transparent wall oftelekinetic energy, at least one portion of whichmust be within 60 feet of you. The wall is 40 feetlong, 10 feet high, and 1 inch thick. The wall lastsuntil your concentration ends. Each 10-footsection of the wall has an AC of 10 and 10 hitpoints.

Grasp (3 psi; conc., 1 min.) You attempt tograsp a huge or smaller creature in telekinetic energy and hold itcaptive. As an action, choose one creature youcan see within 60 feet of you. The target mustsucceed on a Strength saving throw or begrappled by you until your concentration ends oruntil the target leaves your reach, which is 60feet for this grapple.The grappled target can escape by succeedingon a Strength (Athletics) or Dexterity(Acrobatics) check contested by your psionicability plus your proficiency bonus. When atarget attempts to escape in this way, you canspend psi points to boost your check, abiding byyour psi limit. You gain a +1 bonus per psi pointspent.While a target is grappled in this manner, youcreate one of the following effects as an action:

Crush (1–7 psi) The target takes 1d6bludgeoning damage per psi point spent.

Move (1–7 psi) You move the target up to 5 feetper psi point spent. You can move it in the airand hold it there. It falls if the grapple ends.

Mastery of Ice

Wu Jen Discipline

You master the power of ice, shaping it to meetyou demands.

Psychic Focus While focused on thisdiscipline, you have resistance to cold damage.

Ice Spike (1–7 psi) As an action, you hurl amote of ice at one creature you can see within120 feet of you. The target must make aDexterity saving throw. On a failed save, thetarget takes 1d8 cold damage per psi point spentand has its speed halved until the start of yournext turn. On a successful save, the target takeshalf as much damage.

Frozen Sanctuary (1-7 psi) As an action, you sheathe yourself with icy resilience. You encase yourself in a cocoon of ice that has 12 AC, 10 hit points of each psi spent on this ability, and vulnerability to fire. Whenever you take damage, the cocoon takes the damage instead. If this damage reduces the cocoon to 0 hit points, you take any remaining damage. While it is active you are incapacitated and your speed is reduced to zero. On your turn you may spend a free action to heal the cocoon with psi points (up to your psi limit) healing it 10 hit points per psi point spent. The cocoon disappears after 8 hours or when you dismiss it as a free action at the end of your turn.

Ice Sheet (2 psi) As an action, choose a pointon the ground you can see within 60 feet of you.The ground in a 20-foot radius centered on thatpoint becomes covered in ice for 10 minutes. It isdifficult terrain, and any creature that movesmore than 10 feet on it must succeed on aDexterity saving throw or fall prone. If thesurface is sloped, a creature that falls prone inthe area immediately slides to the bottom of theslope.

Frozen Rain (5 psi; conc., 1 min.) As anaction, choose a point you can see within 120feet of you. The air in a 20-foot-radius spherecentered on that point becomes deathly cold andsaturated with moisture. Each creature in thatarea must make a Constitution saving throw. Ona failed save, a target takes 6d6 cold damage, andits speed is reduced to 0 until your concentrationends. On a successful save, a target takes half asmuch damage.As an action, a target that has its speedreduced can end the effect early if it succeeds ona Strength (Athletics) check with a DC equal tothis effect’s save DC.You can increase this effect’s damage by 1d6per each additional psi point spent on it.

Ice Barrier (6 psi; conc., 10 min.) As anaction, you create a wall of ice, at least oneportion of which must be within 60 feet of you.The wall is 60 feet long, 15 feet high, and 1 footthick. The wall lasts until your concentrationends. Each 10-foot section of the wall has AC 12and 30 hit points. A creature that damages thewall with a melee attack takes cold damage equalto the damage the creature dealt to the wall.

Mastery of Light and Darkness

Wu Jen Discipline

You claim dominion over light and darkness withyour mind.

Psychic Focus While focused on thisdiscipline, natural darkness within30 feet of you has no effect on your vision.

Darkness (1–7 psi) As an action, you createan area of magical darkness, which foilsdarkvision. Choose a spot you can see within 60feet of you. Magical darkness radiates from thatpoint in a sphere with a 10-foot radius per psipoint spent on this ability. The light produced byspells of 2nd level or less is suppressed in thisarea.

**Light (2 psi; conc., 1 min.)**As an action, anobject you touch radiates light in a 20-footradius and dim light for an additional 20 feet.The light lasts until your concentration ends.Alternatively, a creature you touch radiates lightin the same manner if it fails a Dexterity savingthrow. While lit in this manner, it can’t hide, andattack rolls against it gain advantage.

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Dispelling Light (4 psi) A 30-foot-radius sphere of light spreads from a point you choose for one minute. The sphere is bright light and sheds dim light for an additional 30 feet.If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light. If any of this effects’ area overlaps with darkness made by a spell of 3rd level or lower, the darkness is dispelled.

Shadow Beasts (3 psi; conc., 1 min.) As anaction, you cause two darklings to appear inunoccupied spaces you can see within 60 feet ofyou. The darklings last until your concentrationends, and they obey your verbal commands. Incombat, roll for their initiative, and choose theirbehavior during their turns. When this effectends, the darklings disappear. See Volo's Guide for their stat block.

Radiant Beam (5 psi; conc., 1 min.) As anaction, you project a beam of light at onecreature you can see within 60 feet of you. Thetarget must make a Dexterity saving throw. On afailed save, it takes 6d6 radiant damage and isblinded until your concentration ends. On asuccessful save, it takes half as much damage. Ablinded target can repeat the saving throw at theend of each of its turns, ending the effect on itselfon a success. You can increase this effect’s damage by 1d6per each additional psi point spent on it.

Mastery of Water

Wu Jen Discipline

Your mind becomes one with elemental water,attuning your thoughts to its ebb and flow.

Psychic Focus While focused on thisdiscipline, you have a swimming speed equal toyour walking speed, and you can breatheunderwater.

Desiccate (1–7 psi) As an action, choose onecreature you can see within 60 feet of you. Thetarget must make a Constitution saving throw,taking 1d10 necrotic damage per psi point spenton this ability, or half as much damage on asuccessful one.

Watery Grasp (2 psi) As an action, youunleash a wave that surges forth and thenretreats to you like the rising tide. You create awave in a 20-foot-by-20-foot square. At leastsome portion of the square’s border must bewithin 5 feet of you. Any creature in that squaremust make a Strength saving throw. On a failedsave, a target takes 1d6 bludgeoning damage, isknocked prone, and is pulled up to 10 feet closerto you. On a successful save, a target takes half asmuch damage. You can increase this ability’sdamage by 1d6 per additional psi point spent onit.

Water Whip (3 psi) As an action, you unleasha jet of water in a line that is 60 feet long and 5feet wide. Each creature in the line must make aStrength saving throw, taking 3d6 bludgeoningdamage on a failed save, or half as much damageon a successful one. In addition, you can pusheach target that fails its saving throw up to 15 feet following the line. You canincrease this ability’s damage by 1d6 peradditional psi point spent on it.

Water Breathing (5 psi) As an action, yougrant yourself and up to ten willing creaturesyou can see within 60 feet of you the ability tobreathe underwater for the next 24 hours.

Water Sphere (6 psi; conc., 1 min.) As anaction, you cause a sphere of water to formaround a creature. Choose one creature you cansee within 60 feet of you. The target must make aDexterity saving throw. On a failed save, itbecomes trapped in the sphere of water untilyour concentration ends. While the target istrapped, its speed is halved, it suffersdisadvantage on attack rolls, and it can’t seeanything more than 10 feet away from it.However, attack rolls against it also sufferdisadvantage. The target can repeat the savingthrow at the end of each of its turns, ending theeffect on itself on a successful one.

Animate Water (7 psi; conc., 1 hr.) As anaction, you cause a water elemental to appear inan unoccupied space you can see within 120 feetof you. The elemental lasts until yourconcentration ends, and it obeys your verbalcommands. In combat, roll for its initiative, andchoose its behavior during its turns. When thiseffect ends, the elemental disappears. See theMonster Manual for its stat block.

Mastery of Weather

Wu Jen Discipline

Your mind reaches into the sky, reshaping thestuff of storms to serve your needs.

Psychic Focus While focused on thisdiscipline, you have resistance to lightning andthunder damage.

Cloud Steps (1–7 psi; conc., 10 min.) As anaction, you conjure forth clouds to create a solid,translucent staircase that lasts until yourconcentration ends. The stairs form a spiral thatfills a 10-foot-by-10-foot area and reachesupward 20 feet per psi point spent.

Hungry Lightning (1–7 psi) As an action, youlash out at one creature you can see within 60feet of you with tendrils of lightning. The targetmust make a Dexterity saving throw, withdisadvantage if it’s wearing heavy armor. Thetarget takes 1d8 lightning damage per psi pointspent on a failed save, or half as much damage ona successful one.

Wall of Clouds (2 psi; conc., 10 min.) As anaction, you create a wall of clouds, at least oneportion of which must be within 60 feet of you.The wall is 60 feet long, 15 feet high, and 1 footthick. The wall lasts until your concentrationends. Creatures can pass through it withouthindrance, but the wall blocks vision.

Whirlwind (3 psi) As an action, choose apoint you can see within 60 feet of you. Windshowl in a 15-foot-radius sphere centered on thatpoint. Each creature in the sphere must succeedon a Strength saving throw or take 1d6bludgeoning damage and be moved to anunoccupied space of your choice in the sphere.Any loose object in the sphere is moved to anunoccupied space of your choice within it if theobject weighs no more than 100 pounds.

Lightning Leap (5 psi) As an action, you letloose a line of lightning that is up to 60 feet long and 5feet wide. Each creature in the line must make aDexterity saving throw, taking 6d6 lightningdamage on a failed save, or half as much damageon a successful one. You can then teleport to anunoccupied space touched by the last space in the line.You can increase this ability’s damage by 1d6per additional psi point spent on it.

Wall of Thunder (6 psi; conc., 10 min.) As anaction, you create a wall of thunder, at least oneportion of which must be within 60 feet of you.The wall is 60 feet long, 15 feet high, and 1 footthick. The wall lasts until your concentrationends. Every foot moved through the wall costs 1extra foot of movement. When a creature movesinto the wall’s space for the first time on a turnor starts its turn there, that creature mustsucceed on a Strength saving throw, or it takes6d6 thunder damage, is pushed in a straight lineup to 30 feet away from the wall, and is knockedprone.

Thunder Clap (7 psi) As an action, choose apoint you can see within 60 feet of you. Thunderenergy erupts in a 20-foot-radius spherecentered on that point. Each creature in that areamust make Constitution saving throw. On afailed save, a target takes 8d6 thunder damage,and it is stunned until the end of your next turn.On a successful save, a target takes half as muchdamage.

Mastery of Wood and Earth

Wu Jen Discipline

You attune your mind to seize control of woodand earth.

Psychic Focus While focused on thisdiscipline, you have a +1 bonus to AC.

Animate Weapon (1–7 psi) As an action, yourmind seizes control of a one-handed meleeweapon you’re holding. The weapon flies towardone creature you can see within 30 feet of youand makes a one-handed melee weapon attackagainst it, using your discipline attack modifierfor the attack and damage rolls. On a hit, theweapon deals its normal damage, plus an extra1d10 force damage per psi point spent on thisability. The weapon returns to your grasp after itattacks.

Warp Weapon (2 psi) As an action, chooseone nonmagical weapon held by one creatureyou can see within 60 feet of you. That creaturemust succeed on a Strength saving throw, or thechosen weapon can’t be used to attack until theend of your next turn.

Warp Armor (3 psi) As an action, choose anonmagical suit of armor worn by one creatureyou can see within 60 feet of you. That creaturemust succeed on a Constitution saving throw, orthe creature’s AC becomes 10 + its Dexteritymodifier until the end of your next turn.

Wall of Wood (3 psi; conc., 1 hr.) As anaction, you create a wall of wood at least oneportion of which must be within 60 feet of you.The wall is 60 feet long, 15 feet high, and 1 footthick. The wall lasts until your concentrationends. Each 5-foot wide section of the wall has AC12 and 15 hit points, and vulnerability to fire damage. Breaking one sectioncreates a 5-foot by 5-foot hole in it, but the wallotherwise remains intact.

Armored Form (7 psi; conc., 1 min.) As abonus action, you gain resistance to bludgeoning,piercing, and slashing damage, which lasts untilyour concentration ends.

Animate Earth (7 psi; conc., 1 hr.) As anaction, you cause an earth elemental to appear inan unoccupied space you can see within 120 feetof you. The elemental lasts until yourconcentration ends, and it obeys your verbalcommands. In combat, roll for its initiative, andchoose its behavior during its turns. When thiseffect ends, the elemental disappears. See theMonster Manual for its stat block.

Nomadic Arrow

Nomad Discipline

You imbue a ranged weapon with a strangesemblance of sentience, allowing it to unerringlyfind its mark.

Psychic Focus While you are focused on thisdiscipline, any attack roll you make for a rangedweapon attack ignores disadvantage from beingat long range.

Speed Dart (1–7 psi) As a bonus action, youimbue one ranged weapon you hold with psionicpower. The next attack you make with it that hitsbefore the end of the current turn deals an extra1d10 psychic damage per psi point spent.

*Seeking Missile (2 psi) As a reaction whenyou miss with a ranged weapon attack, you canrepeat the attack roll against the same target.Faithful Archer (5 psi; conc., 1 min.). As abonus action, you imbue a ranged weapon with alimited sentience. Until your concentration ends,you can make an extra attack with the weapon atthe start of each of your turns (no actionrequired). If it is a thrown weapon, it returns toyour grasp each time you make any attack withit.

Nomadic Chameleon

Nomad Discipline

You create a screen of psychic power thatdistorts your appearance, allowing you to blendinto the background or even turn invisible.

Psychic Focus While focused on thisdiscipline, you have advantage on Dexterity(Stealth) checks.

Chameleon (2 psi) As an action, you canattempt to hide even if you fail to meet therequirements needed to do so. At the end of thecurrent turn, you remain hidden only if you thenmeet the normal requirements for hiding.

Step from Sight (3 psi; conc., 1 min.) As abonus action, cloak yourself from sight. You cantarget one additional creature for everyadditional 2 psi points you spend on this ability.The added targets must be visible to you andwithin 60 feet of you.Each target turns invisible and remains sountil your concentration ends or untilimmediately after it targets, damages, orotherwise affects any creature with an attack, aspell, or another ability.

Enduring Invisibility (7 psi; conc., 1 min.) Asa bonus action, you turn invisible and remain sountil your concentration ends.

Nomadic Mind

Nomad Discipline

You dispatch part of your psyche into thenoosphere, the collective vista of minds andknowledge possessed by living things.

Psychic Focus Whenever you focus on thisdiscipline, you choose one tool and haveproficiency with it until your focus ends.Alternatively, you gain the ability to read andwrite one language of your choice until yourfocus ends.

Wandering Mind (2–6 psi; conc., 10 min.)You enter a deep contemplation. If youconcentrate for this option’s full duration, youthen gain proficiency with up to three of thefollowing skills (one skill for every 2 psi pointsspent): Animal Handling, Arcana, History,Medicine, Nature, Performance, Religion, andSurvival. The benefit lasts for 1 hour, noconcentration required.

Find Creature (2 psi; conc., 1 hr.) You castyour mind about for information about a specificcreature. If you concentrate for this option’s fullduration, you then gain a general understandingof the creature’s current location. You learn theregion, city, town, village, or district where it is (DM’s choice). If the creature is on anotherplane of existence, you instead learn whichplane.

Item Lore (3 psi; conc., 1 hr.) You carefullystudy an item. If you concentrate for this option’sfull duration while remaining within 5 feet of theitem, you then gain the benefits of an identifyspell cast on that item.

Psychic Speech (5 psi) As an action, youattune your mind to the psychic imprint of alllanguage. For 1 hour, you gain the ability tounderstand any language you hear or attempt toread. In addition, when you speak, all creaturesthat can understand a language understand whatyou say, regardless of what language you use.

Wandering Eye (6 psi; conc., 1 hr.) As anaction, you create a psychic sensor within 30 feetof you. The sensor lasts until your concentrationends. The sensor is invisible and hovers in theair. You mentally receive visual information fromit, which has normal vision and darkvision with arange of 30 feet. The sensor can look in alldirections. As an action, you can move the sensorup to 30 feet in any direction. There is no limit tohow far away from you the eye can move, but itcan’t enter another plane of existence. A solidbarrier blocks the eye’s movement, but the eyecan pass through an opening as small as 1 inch indiameter.

Phasing Eye (7 psi; conc., 1 hr.) AsWandering Eye above, except the eye can movethrough solid objects but can’t end its movementin one. If it does so, the effect immediately ends.

Nomadic Step

Nomad Discipline

You exert your mind on the area around you,twisting the intraplanar pathways you perceiveto allow instantaneous travel.

Psychic Focus After you teleport on your turnwhile focused on this discipline, your walkingspeed increases by 10 feet until the end of theturn, as you are propelled by the power of yourteleportation. You can receive this increase onlyonce per turn.

Step of a Dozen Paces (1–7 psi) If you haven’tmoved yet on your turn, you take a bonus actionto teleport up to 20 feet per psi point spent to anunoccupied space you can see, and your speed isreduced to 0 until the end of the turn.

Nomadic Anchor (1 psi) As an action, youcreate an invisible, intangible teleportationanchor in a 5-foot cube you can see within 120feet of you. For the next 8 hours, whenever youuse this psionic discipline to teleport, you caninstead teleport to the anchor, even if you can’tsee it, but it must be within range of theteleportation ability.

Defensive Step (2 psi) When you are hit by anattack, you can use your reaction to gain a +4bonus to AC against that attack, possibly turningit into a miss. You then teleport up to 10 feet toan unoccupied space you can see.

There and Back Again (2 psi) As a bonusaction, you teleport up to 20 feet to anunoccupied space you can see and then move upto half your speed. At the end of your turn, youcan teleport back to the spot you occupiedbefore teleporting, unless it is now occupied oron a different plane of existence.

Transposition (3 psi) If you haven’t movedyet on your turn, choose a willing creature you can seewithin 60 feet of you. As a bonus action, you andthat creature teleport, swapping places, and yourspeed is reduced to 0 until the end of the turn.This ability fails and is wasted if either of youcan’t fit in the destination space.

Baleful Transposition (5 psi) As an action,choose one creature you can see within 120 feetof you. That creature must make a Wisdomsaving throw. On a failed save, you and thatcreature teleport, swapping places. This abilityfails and is wasted if either of you can’t fit in thedestination space.

Phantom Caravan (6 psi) As an action, youand up to six willing creatures of your choicethat you can see within 60 feet of you teleport upto 1 mile to a spot you can see. If there isn’t anopen space for all the targets to occupy at thearrival point, this ability fails and is wasted.

Nomad’s Gate (7 psi; conc., 1 hr.) As anaction, you create a 5-foot cube of dim, gray lightwithin 5 feet of you. You create an identical cubeat any point of your choice within 1 mile that youhave viewed within the past 24 hours. Until yourconcentration ends, anyone entering one of thecubes immediately teleports to the other one,appearing in an unoccupied space next to it. Theteleportation fails if there is no space for thecreature to appear in.

Precognition

Awakened Discipline

By analyzing information around you, fromsubtle hints to seemingly disconnected facts, youlearn to weave a string of probabilities in aninstant that gives you extraordinary insights.

Psychic Focus While focused on thisdiscipline, you have advantage on initiative rolls.

Precognitive Hunch (2 psi; conc., 1 min.) As abonus action, you open yourself to receivemomentary insights that improve your odds ofsuccess; until your concentration ends,whenever you make an attack roll, a savingthrow, or an ability check, you roll a d4 and addit to the total.

All-Around Sight (3 psi) In response to anattack hitting you, you use your reaction toimpose disadvantage on that attack roll, possiblycausing it to miss.

Danger Sense (5 psi; conc., 8 hr.) As anaction, you create a psychic model of reality inyour mind and set it to show you a few secondsinto the future. Until your concentration ends,you can’t be surprised, attack rolls against youcan’t gain advantage, and you gain a +10 bonusto initiative.

Victory Before Battle (7 psi) When you rollinitiative, you can use this ability to grantyourself and up to five creatures of your choicewithin 60 feet of you a +10 bonus to initiative.

Psionic Restoration

Immortal Discipline

You wield psionic energy to cure wounds andrestore health to yourself and others.

Psychic Focus While focused on thisdiscipline, you can use a bonus action to touch acreature that has 0 hit points and stabilize it.

Mend Wounds (1–7 psi) As an action, you canspend psi points to restore hit points to onecreature you touch. The creature regains 1d8 hitpoints per psi point spent.

Restore Health (3 psi) As an action, you touchone creature and remove one of the followingconditions from it: blinded, deafened, paralyzed,or poisoned. Alternatively, you remove onedisease from the creature.

Continual Health(7 psi) As an action, you touch one creature and it regains 2d8 +5 hit points and regains 1 hit point at the start of each of its turns for one minute

Psionic Weapon

Immortal Discipline

You have learned how to channel psionic energyinto your attacks, lending them devastatingpower.

Psychic Focus Whenever you focus on thisdiscipline, choose one weapon you’re holding oryour unarmed strike. When you attack with itwhile focused on this discipline, its damage ispsychic and magical, rather than its normaldamage type. Until you reach 6th level as amystic, you don’t add your Strength or Dexteritymodifier to the psychic attack’s damage rolls.

Ethereal Weapon (1 psi) As a bonus action,you temporarily transform one weapon you’reholding or your unarmed strike into pure psionicenergy. The next attack you make with it beforethe end of your turn ignores the target’s armor,requiring no attack roll. Instead, the targetmakes a Dexterity saving throw against thisdiscipline. On a failed save, the target takes theattack’s normal damage and suffers any of its additionaleffects. On a successful save, the target takes halfdamage from the attack but suffers no additionaleffects that would normally be imposed on a hit.

Lethal Strike (1–7 psi) As a bonus action, youimbue a weapon you’re holding or your unarmedstrike with psychic energy. The next time you hitwith it before the end of your turn, it deals anextra 1d10 psychic damage per psi point spent.

Augmented Weapon (6 psi; conc., 10 min.)As a bonus action, touch one simple or martialweapon. Until your concentration ends, thatweapon becomes a magic weapon with a +2bonus to its attack and damage rolls.

Psychic Assault

Awakened Discipline

You wield your mind like a weapon, unleashingsalvos of psionic energy.

*Psychic Focus While focused on thisdiscipline, you gain a +2 bonus to damage rollswith psionic talents that deal psychic damage.

Psionic Blast (1–7 psi) As an action, chooseone creature you can see within 60 feet of you.The target takes 1d4 psychic damage per psipoint spent on this ability.

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Ego Whip (3 psi) As an action, choose onecreature you can see within 60 feet of you. Thetarget must make an Intelligence saving throw.On a failed save, the creature takes 3d8 psychicdamage, and it is filled with self-doubt, leaving itable to use its action on its next turn only to takethe Dodge, Disengage, or Hide action. On asuccessful saving throw, it takes half as muchdamage. A creature automatically succeedsif it is immune to being frightened

Id Insinuation (5 psi) As an action, chooseone creature you can see within 60 feet of you.The target must make an Intelligence savingthrow. On a failed save, the creature takes 5d8psychic damage, and it goes into a fury, as its idruns rampant. On its next turn, it can use itsaction only to take the Dodge or Attack action.On a successful save, it takes half as muchdamage.

Psychic Blast (6 psi) As an action, youunleash devastating psychic energy in a 60-footcone. Each creature in that area must make anIntelligence saving throw, taking 8d8 psychicdamage on a failed save, or half as much damageon a successful one. You can increase the damageby 2d8 if you spend 1 more psi point on thisability.

Psychic Crush (7 psi) As an action, you createa 20-foot cube of psychic energy within 120 feetof you. Each creature in that area must make anIntelligence saving throw. On a failed save, atarget takes 8d8 psychic damage and is stunneduntil the end of your next turn. On a successfulsave, a target takes half as much damage.

Psychic Disruption

Awakened Discipline

You create psychic static that disrupts othercreatures’ ability to think clearly.Psychic Focus. While focused on thisdiscipline, you have advantage on Charisma(Deception) checks.

Distracting Haze (1–7 psi; conc., 1 min.) Asan action, choose one creature you can seewithin 60 feet of you. That creature must makean Intelligence saving throw. On a failed save, ittakes 1d10 psychic damage per psi point spentand can’t see anything more than 10 feet from ituntil your concentration ends. On a successfulsave, it takes half as much damage.

Daze (3 psi) As an action, choose one creatureyou can see within 60 feet of you. That creaturemust make an Intelligence saving throw. On afailed save, the target is incapacitated until theend of your next turn or until it takes anydamage.

Mind Storm (5 psi) As an action, choose apoint you can see within 60 feet of you. Eachcreature in a 20-foot-radius sphere centered onthat point must make a Wisdom saving throw.On a failed save, a target takes 6d8 psychicdamage and suffers disadvantage on its next savingthrow until the end of your next turn. On asuccessful save, a creature takes half as muchdamage. You can increase the damage by 1d6 peradditional psi point spent on this ability.

Psychic Inquisition

Awakened Discipline

You reach into a creature’s mind to uncoverinformation or plant ideas within it.

Psychic Focus While focused on thisdiscipline, you know when a creaturecommunicating with you via telepathy is lying.

Hammer of Inquisition (1–7 psi) As anaction, choose one creature you can see within60 feet of you. The target must make anIntelligence saving throw. On a failed save, ittakes 1d10 psychic damage per psi point spentand suffers disadvantage on its next Wisdomsaving throw before the end of your next turn.On a successful save, it takes half as muchdamage.

Forceful Query (2 psi) As an action, you ask aquestion of one creature that can see and hearyou within 30 feet of you. The question must bephrased so that it can be answered with a yes orno, otherwise this ability fails. The target mustsucceed on a Wisdom saving throw, or it replieswith a truthful answer. A creature is immune tothis ability if it is immune to being charmed.

Ransack Mind (5 psi; conc., 1 hr.) While youconcentrate on this ability, you probe onecreature’s mind. The creature must remainwithin 30 feet of you, and you must be able tosee it. If you reach the ability’s full duration, thetarget must make three Intelligence savingthrows, and you learn information from it basedon the number of saving throws it fails.With one failed saving throw, you learn its keymemories from the past 12 hours.With two failed saving throws, you learn itskey memories from the past 24 hours.With three failed saving throws, you learn itskey memories from the past 48 hours.

Phantom Idea (6 psi; conc., 1 hr.) While youconcentrate on this ability, you probe onecreature’s mind. The creature must remainwithin 30 feet of you, and you must be able tosee it. If you reach the ability’s full duration, thetarget must make three Intelligence savingthrows, and you plant a memory or an idea in it,which lasts for a number of hours based on thenumber of saving throws it fails. You choosewhether the idea or memory is trivial (such as “Ihad porridge for breakfast” or “Ale is the worst”)or personality-defining (“I failed to save myvillage from orc marauders and am therefore acoward” or “Magic is a scourge, so I renounceit”). A directly harmful, or contradictory, idea or memory (Such as “I love getting hit with clubs” or fond memories of getting eaten by a dragon and dying) are dismissed by the target.With one failed saving throw, the idea ormemory lasts for the next 4 hours. With twofailed saving throws, it lasts for 24 hours. Withthree failed saving throws, it lasts for 48 hours.

Psychic Phantoms

Awakened Discipline

Your power reaches into a creature’s mind andcauses it false perceptions.

Psychic Focus While focused on thisdiscipline, you have advantage on Charisma(Deception) checks.

Distracting Figment (1–7 psi) As an action,choose one creature you can see within 60 feetof you. The target must make an Wisdomsaving throw. On a failed save, it takes 1d10psychic damage per psi point spent and thinks itperceives a threatening creature just out of itssight; until the end of your next turn, it can’t usereactions. On a successful save, it takes half asmuch damage.

Phantom Foe (3 psi; conc., 1 min.) As anaction, choose one creature you can see within60 feet of you. The target must make aWisdom saving throw. On a failed save, itperceives a horrid creature adjacent to it untilyour concentration ends. During this time, thetarget can’t take reactions, and it takes 1d8psychic damage at the start of each of its turns.The target can repeat the saving throw at theend of each of its turns, ending the effect on itselfon a success. You can increase the damage by1d8 for each additional psi point spent on theability.

Phantom Betrayal (7 psi; conc., 1 min.) As anaction, you plant delusional paranoia in acreature’s mind. Choose one creature you cansee within 60 feet of you. The target mustsucceed on a Wisdom saving throw, or untilyour concentration ends, it must target its allieswith attacks and other damaging effects. Thetarget can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on asuccess. A creature is immune to this ability if itis immune to being charmed.

Phantom Riches (7 psi; conc., 1 min.) As anaction, you plant the phantom of a greatlydesired object in a creature’s mind. Choose onecreature you can see within 60 feet of you. Thetarget must make a Wisdom saving throw.On a failed save, you gain partial control over thetarget’s behavior until your concentration ends;the target moves as you wish on each of its turns,as it thinks it pursues the phantom object itdesires. If it hasn’t taken damage since its lastturn, it can use its action only to admire theobject you created in its perception. The targetcan repeat the saving throw at the end of each ofits turns, ending the effect on itself on a success.

Telepathic Contact

Awakened Discipline

By channeling psionic power, you gain the abilityto control other creatures by substituting yourwill for their own.

Psychic Focus While focused on thisdiscipline, you gain the ability to use yourTelepathy class feature with up to six creaturesat once. If you don’t have that feature from themystic class, you instead gain it while focused onthis discipline.

Exacting Query (2 psi) As an action, youtarget one creature you can communicate withvia telepathy. The target must make anIntelligence saving throw. On a failed save, thetarget truthfully answers one question you ask itvia telepathy that can be answered with a yes or no.On a successful save, the target isunaffected, and you can’t use this ability on itagain until you finish a long rest. A creature isimmune to this ability if it is immune to beingcharmed.

Occluded Mind (3 psi) As an action, youtarget one creature you can communicate withvia telepathy. The target must make anWisdom saving throw. On a failed save, thetarget believes one statement of your choice forthe next 5 minutes that you communicate to itvia telepathy. The statement can be up to tenwords long, cannot be directly harmful, and it must describe you or acreature or an object the target can see. On asuccessful save, the target is unaffected, and youcan’t use this ability on it again until you finish along rest. A creature is immune to this ability if itis immune to being charmed.

Broken Will (5 psi) As an action, you targetone creature you can communicate with viatelepathy. The target must make a Wisdomsaving throw. On a failed save, you choose thetarget’s movement and action on its next turn.On a successful save, the target is unaffected, andyou can’t use this ability on it again until youfinish a long rest. A creature is immune to thisability if it is immune to being charmed.

Psychic Grip (7 psi; conc., 1 min.) As anaction, you target one creature you can seewithin 60 feet of you. The target must succeed ona wisdom saving throw, or it is paralyzeduntil your concentration ends. At the end of eachof its turns, it can repeat the saving throw. On asuccess, this effect ends. On a failure, you can useyour reaction to force the target to move up tohalf its speed, even though it’s paralyzed. The effect immedietly ends if the monster is more than 60 feet away from you

Third Eye

Nomad Discipline

You create a third, psychic eye in your mind,which you cast out into the world. It channelsthoughts and knowledge back to you, greatlyenhancing your senses.

Psychic Focus While focused on thisdiscipline, you have darkvision with a range of60 feet. If you already have darkvision with thatrange or greater, increase its range by 10 feet.

Tremorsense (2 psi; conc., 1 min.) As a bonusaction, you gain tremorsense with a radius of 30feet, which lasts until your concentration ends.

Unwavering Eye (2 psi) As a bonus action,you gain advantage on Wisdom checks for 1minute.

Piercing Sight (3 psi; conc., 1 min.) As abonus action, you gain the ability to see throughobjects that are up to 1 foot thick within 30 feetof you. This sight lasts until your concentrationends

Truesight (5 psi; conc., 1 min.) As a bonusaction, you gain truesight with a radius of 30feet, which lasts until your concentration ends.

Psionic Talents

Psionic talents are minor abilities that requirepsionic aptitude but don’t drain a mystic’sreservoir of psionic power. Talents are similar todisciplines and use the same rules, but withthree important exceptions:

  • You can never use your psychic focus on atalent.
  • Talents don’t require you to spend psi pointsto use them.
  • Talents aren’t linked to Mystic Orders.The talents are presented below inalphabetical order.

Beacon

Psionic Talent

As a bonus action, you cause bright light toradiate from your body in a 20-foot radius anddim light for an additional 20 feet. The light canbe colored as you like. The light lasts for 1 hour,and you can extinguish it earlier as a bonusaction.

Blade Meld

Psionic Talent

As a bonus action, a one-handed melee weaponyou hold becomes one with your hand. For thenext minute, you can’t let go of the weapon norcan it be forced from your grasp.

Blind Spot

Psionic Talent

As an action, you erase your image from themind of one creature you can see within 120 feetof you; the target must succeed on a Wisdomsaving throw, or you are invisible to it until theend of your next turn.

Delusion

Psionic Talent

As an action, you plant a false belief in the mindof one creature that you can see within 60 feet ofyou. You can create a sound or an image. Onlythe target of this talent perceives the sound orimage you create.If you create a sound, its volume can rangefrom a whisper to a scream. It can be your voice,someone else's voice, a creature's roar, a musicalinstrument, or any other sound you pick. It lastsfor 1 minute.If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. Theimage can't create any effect that influences asense other than sight. The image lasts for 1minute, and it disappears if the creature touchesit.

Energy Beam

Psionic Talent

As an action, you target one creature you can seewithin 90 feet of you. The target must succeed ona Dexterity saving throw or take 1d8 acid,fire, or lightning damage (your choice).The talent’s damage increases by 1d8 whenyou reach 5th level (2d8), 11th level (3d8), and17th level (4d8).

Energy Blast

Psionic Talent

As an action, you target one creature you can seewithin 90 feet of you. The target must succeed ona Constitution saving throw or take 1d8 cold,necrotic, or thunder damage (your choice).The talent’s damage increases by 1d8 whenyou reach 5th level (2d8), 11th level (3d8), and17th level (4d8).

Hone Weapon

Psionic Talent

As a bonus action, you imbue a simple melee weapon with psionic power for one minute. While affected this way, you may use intelligence instead of strength for attacks with this weapon, the weapons damage die becomes a d8, and is considered magical if it is not already

Light Step

Psionic Talent

As a bonus action, you alter your density andweight to improve your mobility. For the rest ofyour turn, your walking speed increases by 10feet, and the first time you stand up this turn,you do so without expending any of yourmovement if your speed is greater than 0.

Mind Meld

Psionic Talent

As a bonus action, you can communicatetelepathically with one willing creature you cansee within 120 feet of you. The target must havean Intelligence of at least 2, otherwise this talentfails and the action is wasted.This communication can occur until the end ofthe current turn. You don’t need to share alanguage with the target for it to understandyour telepathic utterances, and it understandsyou even if it lacks a language. You also gainaccess to one memory of the target’s choice,gaining perfect recall of one thing it saw or did.

Mind Slam

Psionic Talent

As an action, you target one creature you can seewithin 60 feet of you. The target must succeed ona Constitution saving throw or take 1d6 forcedamage. If it takes any of this damage and isLarge or smaller, it is knocked prone.The talent’s damage increases by 1d6 whenyou reach 5th level (2d6), 11th level (3d6), and17th level (4d6).

Mind Thrust

Psionic Talent

As an action, you target one creature you can seewithin 120 feet of you. The target must succeedon an Intelligence saving throw or take 1d10psychic damage.The talent’s damage increases by 1d10 whenyou reach 5th level (2d10), 11th level (3d10),and 17th level (4d10).

Mystic Charm

Psionic Talent

As an action, you beguile one humanoid you cansee within 120 feet of you. The target mustsucceed on a Charisma saving throw or becharmed by you until the end of your next turn.A creature who succeeds on this saving throw knows you attempted to charm it.

Mystic Hand

Psionic Talent

You can use your action to manipulate or moveone object within 30 feet of you. The object can’tweigh more than 10 pounds, and you can’t affectan object being worn or carried by anothercreature. If the object is loose, you can move itup to 30 feet in any direction.This talent allows you to open an unlockeddoor, pour out a beer stein, and so on.The object falls to the ground at the end ofyour turn if you leave it suspended in midair.

Psychic Hammer

Psionic Talent

As an action, you try to grasp one creature youcan see within 120 feet of you, with a handcrafted from telekinetic energy. The target mustsucceed on a Strength saving throw or take 1d6force damage. If it takes any of this damage andis Large or smaller, you can move it up to 10 feetin a straight line in a direction of your choice.You can’t lift the target off the ground unless it isalready airborne or underwater.The talent’s damage increases by 1d6 whenyou reach 5th level (2d6), 11th level (3d6), and17th level (4d6).

This is a section for those who want to know some of my reasoning behind my changes, as well as a list of changes I have made from the original design.

Primary Goals

  • Bring mystic in line in terms of power- it should not be able to do everyone’s jobs better than them
  • Keep versatility- The Mystics ability to be built to fit different roles should be kept

Secondary Goals

  • Simplify- currently the mystic is very complex, which is not necessarily bad, but all simplification is welcome.

  • Normalize Saving Throws- there are way to many powers that are Int saving throws, while some int saves should exist, saves against charms and illusions are across the board wisdom saves.

Things I Keep in mind

  • Psionics are not Magic – I should keep psionics and magic at about the same power level, but make them different. For example, no psionic power should require material components beyond what you directly affect with the spell (For example: Mystic arrow is okay requiring a ranged weapon because the whole point is to animate a weapon, but a mystic cannot copy a revivify spell because that consumes diamonds to return a soul)
  • Psionic mastery allows multiple concentrations at once for psionic disciplines, so I need to keep in mind combo potential, both good and bad.
  • There is a conversion for psi points to spell slots included in the wu-jen subclass, which should be used to track power

Power Compared to Casters

This is the mystics psi points compared to its effective psi points (assuming a, mystic uses a max stength consumptive power and Psionic mastery the max number of times in a day). This is meant to be compared to the spell point progression in the DMG, which I will not be posting dues to it not being SRD.

LevelPsi PointsEffective Psi Points
144
266
31414
41717
52727
63232
73838
84444
95757
106471
116480
126480
136489
146489
156493
166493
1764104
1871111
1971111
2071111

The mystic stays relatively close to the recommended amount if you compare the effective psi to the DMG spell points. it peaks over the amount from levels 10-14 and under from level 17-20.

The Role of the Mystic

The Mystic is a strange blend of eldritch and full caster, having a maximum power cap of about 5th level spells, but having those spells on a per day basis.

Thoughts on the Current Build

  • I might change Potent Psionics to be subclass specific like cleric domains

  • I am not happy with my current soul knife fix. They need something more at 1st level. changing the damage dice to a d10 is a stopgap fix to bring their power up a bit.

  • I want to look into allowing stronger spells like warlocks (possibly give each discipline a “Ultra” ability and allow the use of 1 "Utlra"/day)

V 0.1

Equipment

  • changed mace to any simple weapon
  • removed studded leather armor, you are a full caster, you don’t get to start with the best light armor

Psychic Focus

  • added limit to number of times you can swap your focus. You can still swap a lot, but it is no longer infiniteStrength of mind
  • now gained at level 5

Psionic Mastery

  • changed “Special Psi Points” to “Mastery Points”
  • changed wording for clarity

Immortal

Immortal durability

  • Changed Constitution modifier to intelligence. If an immortal plans on going into melee (which is the point of the immortal) we cannot make his unarmored defense based off of two weaker stats AND disallow shield use.

Nomad

Breadth of Knowledge

  • Changed from 2 skills or languages to 1 skill, 1 tool, 1 vehicle, 1 language, 1 non-exotic weapon, 1 instrument, OR 1 gaming set every day. I added the need for someone on the plane to know how to use it mostly for flavor.

Soul Knife

  • Consumptive Knife has been removed due to the “bag of rats” problem. Killing any creature for a 1st level spell slot equivalent that you can do infinitely is very strong, especially because you can stack up points to cast high level abilities.
  • Added psionic flurry, a 6th level ability to replace consumptive knife.

Disciplines

Aura Sight

  • Assess foe is now a contested insight vs deception, inspired by the neothic’s weird insightBestial Form
  • Tough hide is no longer a flat bonus to AC, as this had too much stacking potential, and does not make sense with the way natural armor works. It is now like cheaper, but not as effective mage armor. Your AC is set to 12 + Dex.

Brute Force

  • Brute Strike is now is concentration up to one minute like the smite spells.

Crown of Despair

  • Dolorous mind’s cost is increased from 5 to 6, technically it is weaker than hold monster, because paralyzed is worse than incapacitated, but is very close in terms of power.

Crown of Disgust

  • Wall of Repulsion no longer prevents unwilling movement, because being grossed out will not stop you from being shoved around. If you want a physical wall, take one of the “Mastery of” Disciplines that give physical walls

Intelect fortress

  • Psychic backlash now deals 1d10 damage, so it is no longer just better than hellish rebuke.
  • Changed wording on psychic parry to clarify that it must be applied before results are determined (like lucky)

Mantle of Awe

  • Center of attention is really strong for a 1st level spell equivalent, it is cheaper than invisibility. Changed from 2 to 3 psi points to make it on par with invisibility’s cost
  • Invoke awe is now a wisdom saving throw like all other charms

Mantle of Command

  • Command to strike has been changed from 3 psi to 2 psi and has the ally make one weapon attack instead of the attack action as this could effectively double your fighter’s power for a 2nd level equivalent.
  • Overwhelming attack now grants only one weapon attack per ally

Mantle of Fear

  • Incite fear now has the same text as the cause fear spell for clarity, it no longer affects constructs of undead
  • Incite panic no longer works on constructs or undead
  • Incite panic’s cost has been raised to 7, and now ends after one save (compared to confusion for balance, this targets more than you are likely to get with confusion and guarantees that they cannot act normally if they fail)

Mantle of Joy

  • Soothing presence is now an action instead of a bonus action, because otherwise it gives more total temp HP AND is quicker than false life. Now it gives more hp, but the trade off is it is split among three characters

Mastery of Force

  • Push now takes into account a target’s size. You can no longer shove a Tarrasque for less than a 1st level spell
  • Inertial Armor’s base AC has been changed to 13 + Dex from 14 + Dex. It was just mage armor but better. Now in exchange for not being able to cast it on others, you gain resistance to force damage.
  • Grasp now has a size limit of huge, as Bigby’s hand has a size limit of huge at a 5th level spell (this is a bit weaker as each crush or move takes psi, so I am allowing to grab the same size).

Mastery of Ice

  • Frozen Sanctuary now grants 8 instead of 20 temp HP so it is not both faster and more giving twice the HP of a False Life cast at 2nd level. Now it grants 3 less temp hp (on average) but is a bonus action.

Mastery of Light and Darkness

  • Psychic focus no longer pierces magical darkness
  • Added Dispelling Light to get rid of magical darkness. It is similar daylight, but has reduced range and time. However it is cheaper than daylight taking 4 psi instead of 5 psi for a 3rd level spell
  • Shadow beasts no longer calls shadows because Strength Drain is a nightmare of paperwork for the DM (having to recalculate a creatures attack and damage every time they get hit) I am replacing them with Darklings for now as they have the same CR

Mastery of Water

  • Watery grasp’s damage has been reduced to 1d6, the same as a comparable spell of the same level, earth tremor.
  • Water whip now pushes targets 15 feet (like gust of wind) instead of allowing repositioning however you like. Now it is more like a one turn gust of wind that is damaging.

Mastery of Weather

  • Whirlwind radius reduced to 10 feet and psi cost increased to 3 so it is no longer just better earth tremor.
  • Lightning leap now has variable length and forces you to be at the end of the lightning bolt if you teleport with it (making it more like jumping with the lightning)
  • Wall of Thunder’s damage reduced to 5d6 as wall of fire is the same level and deals on average 1 more damage than wall of thunder before this change and does not block creatures passing through it, this requires concentration so I will keep the 30 foot throw for now.

Mastery of Wood and Earth

  • Wall of Wood is had its HP reduced from 100 to 15 because the wood wall made by a 2nd level spell equivalent was stronger than the 5th level wall of stone which has an HP of 30. It is now vulnerable to fire damage, because it is made of wood.
  • Armored Form changed to 7 psi to match iron durability’s iron resistance

Nomadic Arrow

  • Psychic Focus changed to ignoring disadvantage from long range, as blanket disadvantage immunity is a bit too strong

Nomadic Mind

  • Psychic Focus no longer grants a skill
  • Find creature no longer pinpoints within 3 miles, but is up to the DM’s choice totally. A 1st level spell equivalent should not be able to find any creature with no save.
  • Wandering eye has had its casting and vision rance reduced to 30 from 60. It was just “Better arcane eye”

Nomadic Step

  • Psychic focus now says “power” instead of “magic”
  • Transposition now says “Willing creature” instead of “Ally”

Psionic Restoration

  • Removed Restore Life and Restore Vigor for replicating effects that spells need components that cost large amounts of gold to cast.
  • Added Continual Health, a sort of lesser regeneration, as a capstone ability.

Psionic Weapon

  • Added “any of” before “additional effects” on ethereal weapon to clarify that ethereal weapon does not add effects
  • Augmented weapon now only gives a +2 and costs 6 psi instead of 5. It was just “better, cheaper Magic Weapon”. It is now in line with magic weapons cost.Psychic Assault
  • Psionic blast’s damage has been reduced to 1d4 to make it match up better with magic missile, another spell that automatically hits
  • Ego whip no longer works on creatures that cannot be frightened

Psychic Disruption

  • Mind storm now only affects the targets next saving throw not all.

Psychic Inquisition

  • Phantom idea now no longer works with directly harmful or overly contradictory memories

Psychic Phantoms

  • Int saves are now Wis saves, like other illusions
  • Removed advantage on all attacks for distracting figament, that is too strong for 1 psi
  • Phantom betrayal’s cost increased from 5 to 7 (Being very similar to dominate monster, an 8th level spell, but with the drawback of not truly controlling them)

Telepathic Contact

  • Exacting query is now a yes/no question to match up with Psycic inquisition
  • Occluded mind is now a wisdom saving throw and does not work with harmful ideas (like suggestion)
  • Occluded mind now costs 3 psi
  • Broken Will is now a wisdom saving throw
  • Psychic grip is now a wisdom saving throw and costs 7 psi (like hold monster)
  • Psychic grip now ends if you leave its range
  • Psycic domination removed for being just dominate monster (8th level) with a 5th level spell slot

Psionic Talents

  • Mystic charm is no longer undetectable
  • Energy beam is now separated out to energy beam and energy blast.
  • Added “Hone weapon”, a shillelagh-style talent for those mystics who like to be in melee (like immortals)

V 0.1.1

Mastery of Ice

  • Frozen Sanctuary was previously nerfed into near uselessness when you take into account Mystic Recovery, however Increasing the temp hp is still unbalanced, so instead we are changing it stronger, but have more of a limited use. Now you can freeze yourself in ice to avoid damage, but are incapacitated.

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