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INTRODUCTION

By Esteban Ruquet
Psionics have a long history, backing to the days of
DISCLAIMER AD&D First Edition, and it has spawned versions in all
the iterations of the game. Although 5th Edition has
I’m not the author of the core psionic some time under its wing, there isn’t any official version
class, nor I intend to steal in way from this of it, and it has only be presented as a few Unearthed
file, although contributions will be Arcana articles. The version presented here is an
welcomed in my other works. This is a alternate take on the mystic class presented in the
derivative work of a free document latest Unearthed Arcana, dabbling with some of its
belonging to Wizards of the Coast, made inconsistencies and problems, as I see them. There are
by Jeremy Crawford and Mike Mearls. also some other classes’ archetypes and a few feats.
This is a free document, and, if Wizards
don’t avail it anymore on their site, I will The main problems I see on the Unearthed Arcana
not claim otherwise. I don’t claim any are the following:
rights on this work, nor I will claim them - Psionics working exactly the same as magic, thus negating preexisting
in the future. My only intention is to “fix” Dark Suns general and Forgotten Realms illithid’s lore.
some problems I see with the Mystic class, - Raw power issues of the Psionic effects regarding to the DMGs
as well as add some flavor to psionics. I guidelines equivalent level of power of spells.
release any rights I could claim if Wizards - Overextension of discipline’s powers and effects. Now they have more
decide to take these modifications and or less the same options, but some of them are linked to higher levels. The
use them as their own. I’m only a shard of ones that still have more than three pre 10th effects have slightly toned
down their offensive capacity (lesser size of damage dice).
noosphere.
- Lack of any meaningful impact of the Order’s disciplines.
- Lack of any balancing issue that prevents psionics to work.
- Lack of any interesting choice or power past 10th level.
- Lack of an archetype dedicated to telekinesis.
- Although there isn’t any meaningful effect that costs more than 7 psi, Psionic Mastery is a problem by itself, as it allows to ignore
Concentration, thus leading to stupid stacking. There is also the issue that it’s only more psi points.
- Lack of multiclassing.
- Non-intuitive psi point progression.
- Soulblade seeming off in the psionic orders, and also forced to Dexterity.
- Wu jen masteries working exactly like spells, but then open to every other order. Also, the issue that it is another blaster caster,
- Fluff impact on the disciplines,
There are many more little issues, but most of them are minimal in effect. In this document, my intend is to rebalance and rework the
mystic into a playable, interesting class, although this is in a draft form too. It’s necessary to balance a little more the final Mastery
powers, although many of their effects have damage equal to the DMGs Guidelines. I hope that many people comment and review this,
as it is free. I hope too that Crawford and Mearls read this and use my work as a draft for the final release of the mystic class.

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1
Psionics Awakening
PSIONICS Psionics believe that reality isn’t fixed nor
Psionics, in its simplest form, is harnessing objective, but phenomenical and
the power of the mind and using it to perform a intersubjective, and that a powerful mind can
wide number of tasks, without mundane or battle the current consensus of reality and
magical intervention. It is the act of harnessing impose its own. This requires a lot of training
the innate power of the mind to perform actions and mental prowess, as the will and intelligence
that others deem impossible. needed to do so are rare. Even more, not any
intelligent nor strong-willed person can achieve
While all creatures have the capacity to use the mental state of illumination and
the power of the mind to a certain degree, a comprehension needed to do so. The Awakening
psionic character is a master of it. Being nature is the precise moment in which a person
or training, even the most simple talents require comprehends the core of reality, and struggles
a vast degree of training and experimentation. A to impose its will. When you create a mystic,
psionic character has learned to tap into and you should think when and how you receive
utilize this internal energy, using it to expand your illumination. Many Mystics came to being
their abilities or even to learn more about by witnessing the endless horrors of the Far
themselves. Once a mind has learned this Realm, others through careful investigation in
pathway of psionics, it often becomes a path ancient tomes, many by strict discipline and
they cannot help themselves from further testing of the reality, some by sheer ambition
exploring. Once awakened, a mind can not be and stubbornness, and some achieve it by
put to rest easily. profound meditation at a mountaintop- anyone
of these options is plausible to you, but some of
Magic and Psionics them are more adequate to certain archetypes
Psionics work very differently to magic, as than others.
they are two separate forces. The psionics don’t Psionics are the powers of the awakened
usually cast spells (with some exceptions, as the mind, a transcendental state of being in which
wu-jen Arcane Dabbler feature) Effects that awesome feats that defy the physical and
have a magic tag descriptor, such as counter magical rules are possible. The power of the
spells and antimagic fields have not any effect mind alters the reality in its core, imposing its
on psionics, and vice-versa, although certain will to change the laws of reality and shaping it
psionic effects still can be avoided by magical to their whims. But changing objective reality to
means or racial features. The exception to this subjective desires is complicated and difficult.
is when a psionic power is used to cast spells. Only the most experienced mystic adepts can do
All spells are magical, no matter how they are so, and start slowly, mimicking magical effects
casted, and psionics delve into the magic weave to “deceit” reality. When they progress in their
when they are used to cast them. illumination, they can achieve more daunting
effects effortlessly, shaping reality at their
whim.

THE MYSTIC
A human clad in simple robes walks along a mindless fear clings to the orcs’ minds and they,
forest path. A gang of goblins emerges from the despite facing a far inferior foe, turn and run,
brush, arrows trained on him, their smiles wide never noticing the calm half-elf standing amid
at their good fortune of finding such easy prey the militia and directing its efforts.
for the legion’s slave pens. Their smiles turn to Baron von Ludwig was always proud of his
shrieks of terror as the traveler grows to giant grand library. Little did he know that each
size and leaps at them, his staff now a deadly evening, a gnome laden with blank scrolls
cudgel. slipped past his guards each night and dutifully
The militia forms in ranks to prepare for the copied his most heavily guarded archives. When
orcs’ charge. The growling brutes howl their the duke’s men arrived to arrest him for dealing
battle cries and surge forward. To their with demons, he never guessed that the gnome
surprise, the human rabble holds its ground scribe traveling with them had spent more time
and fights with surprising ferocity. Suddenly, in his keep than he had over the past year.

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IMPROVED ARCANA

These heroes are all mystics, followers of a SELECTING QUIRKS


strange and mysterious form of power. Mystics To add some texture to your mystic, consider
shun the world to turn their eyes inward, the quirks your character has acquired. These
mastering the full potential of their minds and behaviors have no game effect, but your
exploring their psyches before turning to face character might become irritated or upset if
the world. Mystics are incredibly rare, and most forced to break them. They’re a great roleplaying
prefer to keep the nature of their abilities secret. tool to add character to the game. You can roll
Using their inner, psychic strength, they can on or pick from the table below, or create your
read minds, fade into invisibility, transform own quirks. Aim to create two quirks, to give
their bodies into living iron, and seize control of them more of a chance to come into play.
the physical world and bend it to their will. Finally, consider why your character chose
these behaviors. What do they say about your
character’s personality or background? Are they
Hermits and Outcasts based on a specific incident or a belief?
Mystics are loners. Most discover the secrets
of their power through vague references in
tomes of lore or by ingratiating themselves to a
Creating a Mystic
master of the power. When creating a mystic, consider your
character’s background. How did you become a
In order to master their power, mystics must
mystic? What first drew you to this practice?
first master themselves. They spend months
Are you self-taught, or did you have a master?
and years in quiet contemplation, exploring
If you had a master, what is that relationship
their minds and leaving
like?
nothing uncovered. During this time, they
Consider also why you returned to the world
shun society and typically live as hermits at the
from your hermitage. Did you leave someone or
edge of society. A mystic who studied under a
something behind when you took up your
master worked as a virtual slave, toiling away at
studies? Are you driven by revenge or some
mundane tasks in return for the occasional
other motivation?
lesson or cryptic insight.
When mystics finally master their power,
MYSTIC QUIRKS
they return to the world to broaden their d20 Quirk
horizons and practice their craft. Some mystics 1 You never cut your hair.
prefer to remain isolated, but those who become 2 You refuse to wear clothes of a specific color.
adventurers aren’t content to remain on the 3 You never say your name.
fringe of the world. 4 You never wear footwear.
5 You always wear a mask.
Odd Minds 6 You dye your hair bright blue or green.
In order to maintain the strict discipline and 7 You pick a new name each day.
intense self-knowledge needed to tap into their 8 You never immerse yourself in water.
power, the mystic develop a variety of practices 9 You sleep on bare earth.
to keep their focus sharp. 10 You never consume alcohol.
11 You wear a veil to conceal your face.
These practices are reflected in taboos and
12 You always wear a specific piece of clothing.
quirks, strange little behaviors that govern a
13 You refuse to light fires.
mystic’s actions. These quirks are oaths or
14 You refuse to write things down, instead using
behavioral tics that help keep mystics in the
pictograms.
proper frame of mind while maintaining perfect
control over their minds and bodies. 15 You never sit on a chair, preferring to stand or sit
on the floor.
While these taboos are harmless, they help 16 You never answer to any name but your own.
cast mystics as outsiders. Few feel accepted by 17 You write down the name of each creature you
society, and fewer still care to become
slay, and name ones that are unnamed.
integrated with it. To mystics, the life of the
18 You consume only water and raw vegetables.
mind is where they feel most at home.
19 You spend any money you earn within 1 week of
gaining it.
20 You often speak to an imaginary companion, and
act only with its blessing.
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PSIONICS AND THE MYSTIC

The Mystic
Proficiency Talents Discipline Psi Point Psi
Level Bonus Features Known s Known Dice Limit
1st +2 Psionics, Mystic Order 1 1 d4+int 2
2nd +2 Mystical Recovery, Telepathy 1 1 d4+int 2
3rd +2 Mystic Order feature 2 2 d4+int 3
4th +2 Ability Score Improvement, Strength of Mind 2 2 d4+int 4
5th +3 — 2 3 d6+int 5
6th +3 Mystic Order feature 2 3 d6+int 5
7th +3 — 2 4 d6+int 6
8th +3 Ability Score Improvement, Potent Psionics 2 4 d6+int 6
9th +4 2 5 d8+int 7
10th +4 Consumptive Power 3 5 d8+int 7
11th +4 Psionic Mastery 3 5 d8+int 8
12th +4 Ability Score Improvement 3 6 d8+int 8
13th +5 Psionic Mastery (2) 3 6 d10+int 9
14th +5 Mystic Order feature, 3 6 d10+int 9
15th +5 Psionic Mastery (3) 3 7 d10+int 10
16th +5 Ability Score Improvement 3 7 d10+int 10
17th +6 — 4 7 d12+int 11
18th +6 Psionic Mastery (4) 4 8 d12+int 11
19th +6 Ability Score Improvement 4 8 d12+int 12
20th +6 Psionic Body 4 8 d12+int 12

Skills: Choose two skills from Arcana,


QUICK BUILD History, Insight, Medicine, Nature, Perception,
You can make a mystic quickly by following and Religion
these suggestions. First, make Intelligence your
highest ability score, followed by Constitution. EQUIPMENT
Second, choose the hermit background. You start with the following equipment, in
addition to the equipment granted by your
background:
CLASS FEATURES • (a) a quarterstaff or (b) a mace
As a mystic, you gain the following class • (a) a light crossbow and 20 bolts or (b) any
features. simple weapon
• (a) a scholar’s pack or (b) an explorer’s pack
HIT POINTS
Hit Dice: 1d8 per mystic level
Hit Points at 1st Level: 8 + your Constitution Alternatively, you can ignore the equipment
modifier here and in your background, and buy 5d4 × 10
gp worth of equipment from chapter 5 in the
Hit Points at Higher Levels: 1d8 (or 5) + your Player’s Handbook
Constitution modifier per mystic level after 1st

PROFICIENCIES
Psionics
Armor: Light armor As a student of psionics, you can master and
use psionic talents and disciplines, the rules for
Weapons: Simple weapons which appear at the end of this document.
Tools: None Psionics is a special form of power, distinct from
Saving Throws: Intelligence, Wisdom spellcasting and magic althogether.

3
IMPROVED ARCANA

BOUNDARIES OF PSIONICS any expenditure of psi points, and you can use
Psionics draw power directly of your them without any limit besides normal
conscious mind, so your mind has to be sharp exhaustion.
and sound to use them. You can’t use any of You gain Psi Points each level equal to your
your psionic powers if you have some condition Psi Dice plus your Intelligence modifier. The Psi
that prevents you to think clearly, such as Point Dice column indicates which dice you use,
charmed, frightened, incapacitated, poisoned or and stablish your Psi Points Maximum. Your psi
stunned or traversing a lot of physical pain. point total returns to its maximum when you
You also have to expend an extra Psi Point to finish a long rest. The number of psi points you
use an effect for each level of exhaustion you have can’t go below 0 or over your maximum.
have.
Nevertheless, physical bounds that normally PSYCHIC LIMIT
restrict other casters, such as paralyzed or Your mind, powerful as it is, isn’t
restrained, don’t impede a psionic character to omnipotent… yet. You have a hard limit in
use its powers. Of course, you can’t use also which you can warp the reality consensus,
effects that require sight if you are blinded. reflected on the maximum number of psi points
you can spend to activate a psionic discipline.
This limit is based on your mystic level, as
PSIONIC TALENTS shown in the Psi Limit column of the Mystic
A psionic talent is a minor psionic effect you table. For example, as a 3rd-level mystic, you
have mastered. At 1st level, you know one can spend no more than 3 psi points on a
psionic talent of your choice. You learn
discipline each time you use it, independently
additional talents of your choice at higher
of how many psi points you have.
levels. The Talents Known column of the Mystic
table shows the total number of talents you This limit has a soft cap at 7 for each
know at each level; when that number goes up discipline not tied to your Order. Members of
for you, choose a new talent. other order’s can’t spend Psi Points in your
Order’s discipline.
PSIONIC DISCIPLINES
A psionic discipline is a rigid set of mental PSYCHIC FOCUS
exercises that allows a mystic to manifest You can focus your subconscious mind into
psionic power. A mystic masters only a few one discipline you know to draw passive
disciplines at any time, but you can learn more benefits from it. These benefits vary from
as you gain levels. discipline to discipline, and you can only focus
on one discipline at a time, unless you have the
At 1st level, you know one psionic discipline
Psionic Mastery feature. Your psychic focus
of your choice., plus any disciplines you gain ends when you are incapacitated, frightened,
from your order. The Disciplines Known column charmed or stunned or when you change your
of the Mystic table shows the total number of focus for another discipline’s one. You choose
disciplines you know at each level; when that your psychic focus when you finish a long rest,
number goes up for you, choose a new
and shift it later as an action. You can only shift
discipline.
your focus once per short rest, to a maximum
Disciplines are tagged as minor or major. of three shifts each day.
In addition, whenever you gain a level in this When you reach 5th level, you also can
class, you can replace one discipline you know voluntarily end your focus for the day to gain
with a different one of your choice. You need Psi Points equal to half your level (rounded up).
some time for investigation and focused training
to replace one discipline with another. PSIONIC ABILITY
Intelligence is your psionic ability for your
PSI POINTS psionic disciplines. You use your Intelligence
You have an internal pool of mental energy modifier when setting the saving throw DC for a
that can be used to fuel effects. This energy is psionic discipline or when making an attack roll
represented by psi points. Each psionic with one.
discipline describes several effects you can
Discipline save DC = 8 + your proficiency bonus +
create by spending a certain number of psi
your Intelligence modifier
points on them. A psionic talent doesn’t require
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PSIONICS AND THE MYSTIC

Discipline attack modifier = your proficiency


bonus + your Intelligence modifier

Mystic Order
At 1st level, you choose a Mystic Order: the
Order of the Avatar, the Order of the Awakened,
the Order of the Immortal, the Order of the
Nomad, the Order of the Hand, or the Order of
the Wu Jen, each of which is detailed at the end
of the class description. Each order specializes
in a specific approach to psionics, so each one
has associated disciplines, and they gain
benefits when they use them beginning in the
middle levels.
Your order gives you features when you
choose it at 1st level and additional features at
3rd, 6th, and 14th level.

Mystical Recovery
Starting at 2nd level, you can draw vigor
from the psi energy you use to power your
psionic disciplines. Immediately after you spend
psi points on a psionic discipline of you order,
you can take a bonus action to recover hit
points equal to the number of psi points you
spent.
You must finish a short rest to use this
feature again.
creature, subject to any skill check your DM
adjudicate.
Telepathy
At 2nd level, your mind awakens to the Ability Score Improvement
ability to communicate via telepathy. You can
When you reach 4th level, and again at 8th,
telepathically speak to any creature you can see
12th, 16th, and 19th level, you can increase one
within 120 feet of you in this manner. You don’t
ability score of your choice by 2, or you can
need to share a language with the creature for
increase two ability scores of your choice by 1.
it to understand your telepathic messages, but
You can also choose one feat if your DM agrees
the creature must be able to understand at least
to. As always, you can’t increase an ability score
one language or be telepathic itself. Most
above 20 using this feature.
intelligent creatures are horrified to find out
that you can “read their minds”, as they
consider it a mind rape, and so they can choose Strength of Mind
to close their minds making an Intelligence Even the simplest psionic technique requires
saving throw. Further attempts of persuasion or a deep understanding of how psionic energy can
communication are at disadvantage, as they are augment mind and body. This understanding
hostile to you, but Intimidation checks have allows you to alter your defenses to better deal
advantage. with threats.
You can still conceal your true identity by Starting at 4th level, you can replace your
making an Intelligence (Deception) check, and proficiency in Wisdom saving throws whenever
you can even “whisper” or imitate voices if you you finish a short or long rest. To do so, choose
want to, to further confuse or annoy the Strength, Dexterity, Constitution, or Charisma.
You gain proficiency in saves using that ability,
instead of Wisdom. This change lasts until you
finish your next short or long rest.
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IMPROVED ARCANA

Potent Psionics • You no longer age.

At 8th level, you are more competent with • You are immune to disease, poison damage,
psionics, and infuse it with your mind power. and the poisoned condition.
You add your Intelligence modifier to any • If you die, roll a d20. On a 10 or higher, you
damage roll you make for a psionic talent. discorporate with 0 hit points, instead of dying,
and you fall unconscious. You and your gear
Consumptive Power disappear. You appear at a spot of your choice
1d3 days later on the plane of existence where
At 10th level, you gain the ability to sacrifice you died, having gained the benefits of one long
your physical durability in exchange for psionic rest.
power. When activating a psionic discipline, you
can pay its psi point cost with your hit points,
instead of using any psi points. Your current hit MYSTIC ORDERS
points and hit point maximum are both reduced
by the number of hit points you spend. This Psionics is a mysterious form of power within
reduction can’t be lessened in any way, and the most D&D worlds. Secretive orders study its
reduction to your hit point maximum lasts until origins and applications, while pushing the
you finish a long rest. boundaries of what psionic power can achieve.
Each of these orders pursues a specific goal for
Once you use this feature, you can’t use it psionic power, . That goal shapes how the
again until you finish a long rest. members of an order understand psionics.

Psionic Mastery Order of the Avatar


Beginning at 11th level, your mastery over Mystics of the Order of the Avatar delve into
your of psionic energy allows you to push your the world of emotion, mastering their inner life
mind beyond its normal limits. Choose a to such an extent that they can manipulate and
discipline from your order. You gain the Mastery amplify the emotions of others with the same
Focus: all the benefits of its psychic focus are
ease that an artist shapes clay. Known as
permanent to you and don’t count against your
Avatars, these mystics vary from tyrants to
psychic focus limits, so you can choose another inspiring leaders who are loved by their
discipline to have as your psychic focus and still followers.
gain its benefits. You also gain that discipline’s
Mastery effects, described in each discipline. Avatars can bring out extreme emotions in
Mastery effects with a given cost can’t be used the people around them. For their allies, they
more than once per short rest, although you can lend hope, ferocity, and courage,
gain new uses of it as you level up. transforming a fighting band into a deadly,
unified force. For their enemies, they bring fear,
As normal, Mastery Focus still ends while disgust, and trepidation that can make even the
you are incapacitated, frightened, charmed or
most hardened veteran act like a shaky rookie.
stunned.
You gain new Masteries when you reach the BONUS DISCIPLINES
13th 15th and 18th levels. You can use your new At 1st level, you learn two additional psionic
mastery feature both for the new power gained disciplines of your choice. They must be chosen
or to reuse an expended power in your Psychic from among the Avatar disciplines.
Mastery. When you reach 18th level, all your
Mastery Disciplines’ effects lose the
Concentration tag.
ARMOR TRAINING
At 1st level, you gain proficiency with light
and medium armor and shields.
Psionic Body
At 20th level, your mastery of psionic power AVATAR OF BATTLE
causes your mind to transcend the body. Your Starting at 3rd level, you project an inspiring
physical form is infused with psionic energy. aura. While you aren’t incapacitated, each ally
You gain the following benefits: within 30 feet of you who can see you gains a
• You gain resistance to bludgeoning, +2 bonus to initiative rolls.
piercing, and slashing damage.

6
PSIONICS AND THE MYSTIC

AVATAR OF HEALING perspective. You see and hear such events as if


Beginning at 6th level, you project an aura of you were there, but can’t use other senses.
resilience. While you aren’t incapacitated, each Additionally, you can embed an intangible
ally within 30 feet of you who can see you psionic sensor within the object. For the next 24
regains additional hit points equal to your hours, you can use an action to learn the
Intelligence modifier (minimum of 0) whenever object’s location relative to you (its distance and
they regain hit points from a psionic discipline. direction) and to look at the object’s
surroundings from its point of view as if you
AVATAR OF SPEED were there. This perception lasts until the start
Starting at 14th level, you project an aura of of your next turn.
speed. While you aren’t incapacitated, any ally Once you use this feature, you can’t use it
within 30 feet of you who can see you can take again until you finish a short or long rest.
the Dash action as a bonus action.
PSIONIC SURGE
Order of the Awakened Starting at 6th level, you can overload your
Mystics dedicated to the Order of the psychic focus to batter down an opponent’s
Awakened seek to unlock the full potential of defenses. You can impose disadvantage on a
the mind. By transcending the physical, the target’s saving throw against a discipline or
Awakened hope to attain a state of being talent you use, but at the cost of using your
focused on pure intellect and mental energy. psychic focus. Your psychic focus immediately
ends if it’s active, and you can’t use it until you
The Awakened are skilled at bending minds finish a short or long rest.
and unleashing devastating psionic attacks,
and they can read the secrets of the world You can’t use this feature if you can’t use
through psionic energy. Awakened mystics who your
take to adventuring excel at unraveling psychic focus.
mysteries, solving puzzles, and defeating
monsters by turning them into unwilling SPECTRAL FORM
pawns. At 14th level, you gain the ability to become
a ghostly figure of psionic energy. As an action,
BONUS DISCIPLINES you can transform into a transparent, ghostly
At 1st level, you learn two additional psionic version of yourself. While in this form, you have
disciplines of your choice. They must be chosen resistance to all damage, move at half speed,
from among the Awakened disciplines. and can pass through objects and creatures
while moving but can’t willingly end your
AWAKENED TALENT movement in their spaces. The form lasts for 10
At 1st level, you gain proficiency with two of minutes or until you use an action to end it.
the following skills of your choice: Animal Once you use this feature, you can’t use it
Handling, Deception, Insight, Intimidation, again until you finish a long rest.
Investigation, Perception, and Persuasion.
Order of the Far Hand
PSIONIC INVESTIGATION
Starting at 3rd level, you can focus your Mystics dedicated to the Order of the Hand
mind to read the psionic imprint left on an seek to unlock the full potential of the mind over
object. If you hold an object and concentrate on matter. They try to unlock the powers that avail
it for 10 minutes (as if concentrating on a to move matter without physically engage with
psionic discipline), you learn a few basic facts it.
about it. The Farhanded excel at dungeoning and
You gain a mental image from the object’s manipulate objects at distance, and excel at
point of view, showing the last creature to hold creating fields of protection and aggression in
the object within the past 24 hours. You also combat.
learn of any events that have occurred within
20 feet of the object within the past hour. The
events you perceive unfold from the object’s

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IMPROVED ARCANA

BONUS DISCIPLINES action, and the Bless of the Unweight no longer


At 1st level, you learn two additional psionic uses your concentration.
discipline of your choice. They must be chosen
from among the Far Hand disciplines. Order of the Immortal
The Order of the Immortal uses psionic
PSYCHOKINESIS energy to augment and modify the physical
At 1st level, you gain mastery over your form. Followers of this order are known as
talent of moving objects at distance. You gain Immortals. They use psionic energy to modify
the Far Hand talent if you already hadn’t take it their bodies, strengthening them against attack
(in which case you can choose another talent). and turning themselves into living weapons.
You can move twice as much weight with the Their mastery of the physical form grants them
talent, and you can leave objects suspended in their name, for Immortals are notoriously
mid air from one round to another without them difficult to kill.
falling to the ground.
You can also use skills or tools in which you BONUS DISCIPLINES
have proficiency with your telekinesis instead of At 1st level, you learn two additional psionic
your hands, changing Dexterity for Intelligence disciplines of your choice. They must be chosen
and making the skill checks at disadvantage. from among the Immortal disciplines.
You still need the proper tools.
The disadvantage is lost at 6th level, and you IMMORTAL DURABILITY
gain Advantage with them at 14th level. Starting at 1st level, your hit point maximum
increases by 1 per mystic level. In addition,
BLESS OF THE UNWEIGHT while you aren’t wearing armor or wielding a
When you reach level 3, gravity is optional to shield, your base AC equals 10 + your Dexterity
you. As an action, you can levitate up to 20 feet modifier + your Constitution modifier.
from the ground and remain here until you end
your concentration. You can only move by PSIONIC RESILIENCE
pushing or pulling against a surface or fixed Starting at 3rd level, your psionic energy
object, but you can end your levitation any time grants you extraordinary fortitude. At the start
you want, and fall softly to the ground. of each of your turns, you gain temporary hit
points equal to your Intelligence modifier
INSTANT FORCE FIELD (minimum of 0) if you have at least 1 hit point.
Starting at 6th level, you can overload your
psychic focus to create a protective barrier. As SURGE OF HEALTH
a reaction against an incoming attack (even if Starting at 6th level, you can draw on your
you are surprised), you create an invisible globe psychic focus to escape death’s grasp. As a
with a radius of 15 feet centered on you. reaction when you take damage, you can halve
Nothing can pass the barrier until your next that damage against you. Your psychic focus
turn, nor physical attacks or creatures, nor immediately ends if it’s active, and you can’t use
energy of any type. Any projectile stops in the it until you finish a short or long rest. You can’t
middle of the air and falls to the ground, and use this feature if you can’t use your psychic
any creatures captured crossing the barrier are focus.
pushed back and knocked prone. Your focus
immediately ends and you can’t use it again IMMORTAL WILL
until your next long rest. Starting at 14th level, you can draw on your
You can’t use this feature if you can’t use reserves of psionic power to survive beyond
your psychic focus. death. At the end of your turn while at 0 hit
points, you can spend 5 psi points to
immediately regain a number of hit points equal
PROJECT YOURSELF to your mystic level + your Constitution
At 14th level, you gain the ability to affect modifier.
your own body with your telekinesis at will. You
can use your concentration to gain a flying
speed of 50 feet, you can dash as a bonus

8
PSIONICS AND THE MYSTIC

Order of the Nomad Order of the Wu Jen


Mystics of the Order of the Nomad keep their The Order of the Wu Jen features some of the
minds in a strange, rarified state. They seek to most devoted mystics. These mystics seek to
accumulate as much knowledge as possible, as lock themselves away from the world, denying
they quest to unravel the mysteries of the the limits of the physical world and replacing it
multiverse and seek the underlying structure of with a reality that they create for themselves.
all things. At the same time, they perceive a Known as wu jens, these mystics link arcane
bizarre, living web of knowledge they call the power and psionics to cast their minds into the
noosphere. world and seize control of its energy.
Nomads, as their name indicates, delight in In practical terms, wu jens excel at
travel, exploration, and discovery. They desire harnessing and manipulate energy. They can
to accumulate as much knowledge as possible, control most types of energy, and even the
and the pursuit of secrets and hidden lore can weave of magic.
become an obsession for them.
BONUS DISCIPLINES
BONUS DISCIPLINES At 1st level, you learn two additional psionic
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen
disciplines of your choice. They must be chosen from among the Wu Jen disciplines.
from among the Nomad disciplines.
HERMIT’S STUDY
BREADTH OF KNOWLEDGE At 1st level, you gain proficiency with one of
At 1st level, you gain the ability to extend the following skills of your choice: Animal
your knowledge. When you finish a long rest, Handling, Arcana, History, Insight, Medicine,
you gain half your proficiency bonus on two Nature, Perception, Religion, or Survival.
skills of your choice: two tools, two skills, or one
of each. You can replace both of these selections ENERGY TRANSMUTATION
with one language. This benefit lasts until you Starting at 3rd level, when a creature’s
finish a long rest. resistance reduces the damage dealt by a
psionic discipline of yours, you can spend 1 psi
MEMORY OF ONE THOUSAND STEPS point to cause that use of the discipline to
At 3rd level, you gain the ability to use ignore the creature’s resistance. You can’t
psionics to recall your steps. As a reaction when spend this point if doing so would increase the
you are hit by an attack, you can teleport to an discipline’s cost above your psi limit.
unoccupied space that you occupied since the
start of your last turn, and the attack misses ARCANE DABBLER
you. At 6th level, you learn three wizard spells of
Once you use this feature, you can’t use it your choice and always have them prepared.
again until you finish a short or long rest. The spells must be of 1st through 3rd level. As
a bonus action, you can spend psi points to
SUPERIOR TELEPORTATION create spell slots that you can use to cast these
At 6th level, you gain a superior talent for spells, as well as other spells you are capable of
teleportation. When you use a psionic discipline casting. The psi-point cost of each spell slot is
to teleport any distance, you can increase that detailed on the table below.
distance by up to 10 feet. The spell slot remains until you use it or
finish a long rest. You must observe your psi
EFFORTLESS JOURNEY limit when spending psi points to create a spell
Starting at 14th level, your mind can slot. Whenever you gain a level in this class, you
mystically move your body. Once on each of can replace one of the chosen wizard spells with
your turns, you can forfeit up to 30 feet of your a different wizard spell of 1st through 3rd level.
movement to teleport the distance you forfeited.
You must teleport to an unoccupied space you
can see.

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IMPROVED ARCANA

Spell Slot Level Psi Cost Each ki point can be used as psi points, and
it is equivalent to 2 psi points, and you can
1st 2 convert 3 psi points in 1 ki point. This difference
2nd
3 reflects the relative lack of spirituality of
psionics in contrast to ki.
3rd 5
4th 6
th
5 7

ENERGY MASTERY
Starting at 14th level, if you have resistance
to a type of damage, you can spend 2 psi points
as a reaction when you take damage of that type
to ignore that damage; you gain immunity to
that damage type until the end of your next
turn.

MULTICLASSING
Proficiencies: simple weapons.
Hit Dice: d8

CLASS FEATURES
You gain the class features appropriate to
your level in each class. There is a few special
rules.
UNARMORED DEFENSE
If you have already the Unarmored Defense
feature, you cannot gain it again from another
class, although you use the better of the two.
PSIONICS AND SPELLCASTING
Psionics and spellcasting do not overlap. Psi
points are not sorcery points, and thus cannot
be used to gain new spell slots, nor can a
psionic power be used spending psi points
except by the Wu Jen Arcane Dabbler feature.
PSIONICS AND KI
Psionics and Ki come from the same source,
although they work differently. For all purposes,
ki is considered psionics, not exactly magic.

10
PSIONICS AND THE MYSTIC

PSIONIC DISCIPLINES AND TALENTS


Psionic talents and disciplines are the heart you must spend a number of points within that
of a mystic’s craft. They are the mental exercises point range, still abiding by your psi limit. Some
and psionic formulae used to forge will into options let you spend additional psi points to
tangible effects. increase a discipline’s potency. Again, you must
Psionic disciplines were each discovered by abide by your psi limit, and you must spend all
different orders and tend to reflect their the points when you first use the discipline; you
creators’ specialties. However, a mystic can can’t decide to spend additional points once you
learn any discipline regardless of its associated see the discipline in action.
order, although most psionics will benefit from Each option notes specific information about
using their order’s disciplines at further levels. its effect, including any action required to use it
Psionics draw power directly of your and its range.
conscious mind, so your mind has to be sharp
and sound to use them. You can’t use any of COMPONENTS
your psionic disciplines or talents if you have Disciplines don’t require the components
some condition that alters your mind such as that many spells require. Using a discipline
charmed, frightened, incapacitated, poisoned or requires no spoken words, gestures, or
stunned. Being under mental stress, such as materials. The power of psionics comes from the
with a temporary madness, can also weirdly mind.
interact with your psionics, provoking strange
effects, and for each Exhaustion level you have, DURATION
your talent’s Psi Points cost increases in 1 An effect option in a discipline specifies how
long its effect lasts.
USING A DISCIPLINE Instantaneous. If no duration is specified, the
Each psionic discipline has several ways you effect of the option is instantaneous.
can use it, all contained in its description. The
discipline specifies the type of action and Concentration. Some options require
number of psi points it requires. It also details concentration to maintain their effects. This
whether you must concentrate on its effects, requirement is noted with “conc.” after the
how many targets it affects, what saving throws option’s psi point cost. The “conc.” notation is
it requires, and so on. followed by the maximum duration of the
concentration. For example, if an option says
The following sections go into more detail on “conc., 1 min.,” you can concentrate on its effect
using a discipline. Psionic disciplines are for up to 1 minute. Concentrating on a
magical and function similarly to spells. discipline follows the same rules as
concentrating on a spell. This rule means you
PSYCHIC FOCUS can’t concentrate on a spell and a discipline at
The Psychic Focus section of a discipline the same time, nor can you concentrate on two
describes the benefit you gain when you choose disciplines at the same time. See chapter 10,
that discipline for your psychic focus. “Spellcasting,” in the Player’s Handbook for how
concentration works.
EFFECT OPTIONS AND PSI POINTS
A discipline provides different options for TARGETS AND AREAS OF EFFECT
how to use it with your psi points. Each effect Psionic disciplines use the same rules as
option has a name, and the psi point cost of that spells for determining targets and areas of
option appears in parentheses after its name. effect, as presented in chapter 10,
You must spend that number of psi points to “Spellcasting,” of the Player’s Handbook.
use that option, while abiding by your psi limit.
If you don’t have enough psi points left, or the SAVING THROWS AND ATTACK ROLLS
cost is above your psi limit, you can’t use the If a discipline requires a saving throw, it
option. specifies the type of save and the results of a
Some options show a range of psi points, successful or failed saving throw. The DC is
rather than a specific cost. To use that option, determined by your psionic ability. Some

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IMPROVED ARCANA

disciplines require you to make an attack roll to 26. Psychokinesis (p. 37)
determine whether the discipline’s effect hits its 27. Telemacheia (p. 38)
target. The attack roll uses your psionic ability.
IMMORTAL DISCIPLINES
28. Adaptive Body (p. 13)
COMBINING PSIONIC EFFECTS 29. Bestial Form (p. 17)
The effects of different psionic disciplines 30. Brute Force (p. 17)
add together while the durations of the 31. Celerity (p. 17)
disciplines overlap. Likewise, different options 32. Corrosive Metabolism (p. 18)
from a psionic discipline combine if they are
33. Diminution (p. 20)
active at the same time. However, a specific
34. Giant Growth (p. 24)
option from a psionic discipline doesn’t combine
35. Iron Durability (p. 27)
with itself if the option is used multiple times.
Instead, the most potent effect—usually 36. Psionic Weapon (p. 34)
dependent on how many psi points were used 37. Rebalancing the Chakras (p. 38)
to create the effect— applies while the durations 38. Venomous Metabolism (p. 40)
of the effects overlap. NOMAD DISCIPLINES
Psionics and spells are separate effects, and 39. Anchoring (p. 14)
therefore their benefits and drawbacks overlap. 40. Continuum manipulation (p. 18)
A psionic effect that reproduces a spell is an 41. Eye of the mystic (p.22)
exception to this rule. 42. Intelligent Arrow (p. 26)
43. Karma Chameleon (p. 27)
Psionic Disciplines by Order 44. Nomadic Mind (p. 32)
45. Nomadic Step (p. 33)
Each psionic discipline is associated with a 46. Walker of the Mist (p. 41)
Mystic Order. The following lists organize the
disciplines by those orders. WU JEN DISCIPLINES
47. Aerokynesis (p. 14)
AVATAR DISCIPLINES 48. Galvanogenesis (p. 23)
1. Aura of Command (p 14) 49. Geokinesis (p. 23)
2. Aura of Fury (p 14) 50. Hydrokinesis (p. 25)
3. Beacon of Courage (p 14) 51. Mastery of Darkness (p. 30)
4. Crown of Despair (p. 16) 52. Mastery of Ice (p. 30)
5. Crown of Rage (p. 17) 53. Mastery of Light (p. 31)
6. Disgust (p .18) 54. Mastery of Wood (p. 32)
7. Mantle of Fear (p. 25) 55. Pyrogenesis (p. 37)
8. Mantle of Joy (p. 25) 56. Sonogenesis (p. 38)
AWAKENED DISCIPLINES
9. Aura Sight (p.13) Discipline Descriptions
10. Dogma
The psionic disciplines are presented here in
11. Intellect Fortress (p. 23)
alphabetical order.
12. Mantle of Awe (p. 24)
13. Precognition (p. 28)
14. Psychic Assault (p. 29)
ADAPTIVE BODY
Immortal Discipline
15. Psychic Disruption (p.35)
16. Psychic Inquisition (p. 35) You can alter your body to match your
17. Psychic Phantoms (p. 36) surroundings, allowing you to withstand
18. Telepathic Contact (p. 39) punishing environments. With greater psi
19. Third eye (p. 40) energy, you can extend this protection to others.
FAR HAND DISCIPLINES Psychic Focus. While focused on this
20. Enhanced Force (p. 21) discipline, you don’t suffer any penalties for
21. Force Fields (p. 22) sustaining with half rations, you can hold your
breath twice its normal time, and you need half
22. Hunger of the Void (p. 24)
the normal sleeping time (you have still to
23. Illumination (p. 25)
perform only light activity for the rest of your
24. Living Knifes (p. 27)
long rest).
25. Mass Manipulation (p. 30)
12
PSIONICS AND THE MYSTIC

Environmental Adaptation (2 psi). As an Cloak of Air (3 psi; conc., 10 min.). As a


action, you or a creature you touch ignores the bonus action, you seize control of the air around
effects of extreme heat or cold (but not cold or you to create a protective veil. Until your
fire damage) for the next hour. concentration ends, attack rolls against you
Adaptive Shield (3 psi). When you take have disadvantage, and when a creature you
acid, cold, fire, lightning, or thunder damage, can see misses you with a melee attack, you can
you can use your reaction to gain resistance to use your reaction to force the creature to repeat
damage of that type—including the triggering the attack roll against itself.
damage— until the end of your next turn. Gale (6 psi; conc., 1 min.). As an action,
Energy Adaptation (5 psi; conc., 1 hr.). As you start a fiery wind on a 120 feet radius. The
an action, you can touch one creature and give area has strong wind, and every creature with
it resistance to acid, cold, fire, lightning, or flying speed must land or be knocked prone.
thunder damage (your choice), which lasts until Every creature in the area loses 10 feet of
your concentration ends. walking speed. In addition, the gale carries
small debris and give Disadvantage to any
Energy Immunity (7 psi; conc., 1 hr.). As Wisdom (Perception) check that relies on hear,
an action, you can touch one creature and give smell or sight.
it immunity to acid, cold, fire, lightning, or
thunder damage (your choice), which lasts until Choke (Mastery, 9 psi, concentration, up
your concentration ends. to 10 minutes). You can deprive a creature
from the air it needs to breath- choking it
Perfect Health (Mastery). If you choose this immediately. While choked, the creature is
discipline as your mastery, you become immune incapacitated, as it tries to breath, unless it
to disease and gain proficiency on Constitution succeeds an Intelligence check to cool down and
saves. hold its breath. Until then, the creature can still
act normally during its turn, although it still
AEROKYNESIS can’t breath and eventually die as per the
Wu Jen Discipline suffocation rules.
You harness your psychic power to control Hurricane (Mastery, 12 psi, 1d12 hours).
the motion energy suspended in the air around You unleash a hurricane in the area, of which
you. you have no control. Any creature not firmly
Psychic Focus. While focused on this attached to a fixed object must succeed on a
discipline, you take no falling damage. Strength saving throw every minute until the
storm is over, receiving 1d10 of bludgeoning
Wind Step (1-12 psi). As part of your move damage and being knocked prone in a failure.
on your turn, you can fly up to 20 feet for each Anyone trying to stand up in a hurricane must
psi point spent. If you end this flight in the air, succeed on a Strength (athletics) check both to
you fall unless something else holds you aloft. stand and not to be knocked prone again. A
Wind Stream (1-12 psi). As an action, you failure has the same effect of the Strength save.
create a line of focused air that is 30 feet long Structures also receive structural damage, and
and 5 feet wide. Each creature in that area must most precarious structures (such as tents,
make a Strength saving throw, taking 1d6 hamlets or granaries) are destroyed by the
bludgeoning damage per psi point spent and winds, and so are trees. Only castles or other
being knocked prone on a failed save, or half as sturdy stone buildings stand up after a
much damage on a successful one. hurricane.
Whirlwind (2 psi). As an action, choose a
point you can see within 60 feet of you. Winds ANCHORING
howl in a 20-foot-radius sphere centered on Nomad Discipline
that point. Each creature in the sphere must You wield psionic energy to exert control over
succeed on a Strength saving throw or take 1d6 the teleportation sphere.
bludgeoning damage and be moved to an
unoccupied space of your choice in the sphere. Psychic Focus. While focused on this
Any loose object in the sphere is moved to an discipline, you can read the traces that
unoccupied space of your choice within it if the teleportation leaves behind, and making an
object weighs no more than 100 pounds. Intelligence (Arcana) check to know how many
entities were moving, and pinpoint the

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approximate direction or plane to which they View Aura (3 psi; conc., 1 hr.). As an
were teleported. action, you study one creature’s aura. Until
Nomadic Anchor (1 psi). As an action, you your concentration ends, while you can see the
create an invisible, intangible teleportation target, you learn if it’s under the effect of any
anchor in a 5-foot cube you can see within 120 magical or psionic effects, its current hit point
feet of you. For the next 8 hours, whenever you total, and its basic emotional state. While this
use any psionic discipline to teleport, you can effect lasts, you have advantage on Wisdom
instead teleport to the anchor, even if you can’t (Insight) and Charisma checks you make
see it, but it must be within range of the against it.
teleportation ability. Perceive the Unseen (5 psi; conc., 1 min.).
Dimensional Anchor (3 psi, 24 hours). You As a bonus action, you gain the ability to see
create an anchor in a space that you can see auras even of invisible or hidden creatures.
that last for the duration. This anchor impedes Until your concentration ends, you can see all
any teleportation, summoning or non-physical creatures, including hidden and invisible ones,
movement in a 120 feet radius. regardless of lighting conditions.
Baleful anchor (5 psi, 1 hour). You can Hide Power (Mastery, 8 Psi, 24 hours). As
make teleportation possible but difficult an action, you can hide yourself and up to five
creating an invisible, disruptive anchor with a allies from any scrying or divination power,
specific path in a 120 feet radius. Any creature such as aura readings or spells. Insight checks
that teleports without your “key” must succeed against you also have disadvantage.
on an Intelligence save or take 1d10 plus your
Intelligence modifier force damage by every 5- AURA OF COMMAND
feet teleported, and end in a random location Avatar Discipline
instead. You exert an aura of trust and authority,
Anchor of Banishment (Mastery, 11 psi, enhancing the coordination among your allies.
Conc., 1 hour). You designate an area with a Your aura is strongly blue.
radius up to 50 feet. That area is shielded Psychic Focus. While focused on this
against planar intrusion of any kind. Any power discipline, when you end your turn and didn’t
dependent of extraplanar sources (such as move during it, you can use your reaction to
arcane or divine magic) require to succeed on a allow one ally you can see within 30 feet of you
Charisma save first, and extraplanar entities to move up to half their speed, following a path
are blinded and banished from this spot, being of your choice. To move in this way, the ally
pushed if physically present to the border of the mustn’t be incapacitated.
area. Internal power sources, such as ki, rages
Coordinated Movement (2 psi). As a bonus
and psionics, work normally.
action, choose up to five allies you can see
within 60 feet of you. Each of those allies can
AURA SIGHT use their reaction to move up to half their speed,
Awakened Discipline following a path of your choice.
You refocus your sight to see the energy that Commander’s Sight (2 psi; conc., 1 rnd.).
surrounds all creatures. You perceive auras, As an action, choose one creature you can see
energy signatures that can reveal key elements within 60 feet of you. Until the start of your next
of a creature’s nature. turn, your allies have advantage on attack rolls
Psychic Focus. While focused on this against that target.
discipline, you have advantage on Wisdom Command to Strike (3 psi). As an action,
(Insight) checks. choose one ally you can see within 60 feet of
Assess Foe (2 psi). As a bonus action, you you. That ally can use their reaction to
analyze the aura of one creature you see. You immediately take the Attack action. You choose
learn its current hit point total and all its the targets.
immunities, resistances, and vulnerabilities. Strategic Mind (5 psi; conc., 1 min.). As an
Read Moods (2 psi). As a bonus action, you action, you exert an aura of trust and command
learn a one-word summary of the emotional that unites your allies into a cohesive unit. Until
state of up to six creatures you can see, such as your concentration ends, any ally within 60 feet
happy, confused, afraid, or violent. of you on their turn can, as a bonus action, take

14
PSIONICS AND THE MYSTIC

the Dash or Disengage action or roll a d4 and bonus damage of the same type than the attack.
add the number rolled to each attack roll they They also can’t be charmed for the duration.
make that turn.
Overwhelming Attack (7 psi). As an action, BEACON OF COURAGE
choose up to five allies you can see within 60 Avatar Discipline
feet of you. Each of those allies can use their You focus your mind on courage, radiating
reaction to take the Attack action. You choose confidence and bravado to your allies.
the targets of the attacks.
Psychic Focus. While focused on this
Tactical Acumen (Mastery, 9 psi). As an discipline, you and your allied creatures within
action, you can use the Strategic Mind benefit 10 feet of you who can see you have advantage
to up to 5d10 creatures, without concentration on saving throws against being frightened.
required.
Incite Courage (2 psi). As a bonus action,
choose up to six creatures you can see within
AURA OF FURY 60 feet of you. If any of those creatures is
Avatar Discipline frightened, that condition ends on that
You allow the primal fury lurking deep within creature.
your mind to burst forth, catching you and your Aura of Victory (1–12 psi; conc., 10 min.).
allies in an implacable bloodthirst. As a bonus action, you project psionic energy
Psychic Focus. While focused on this until your concentration ends. The energy
discipline in combat, you and any ally who fortifies you and your allies when your enemies
starts their turn within 10 feet of you gains a 5- are felled; whenever an enemy you can see is
foot increase to their walking speed during that reduced to 0 hit points, you and each of your
turn. allies within 30 feet of you gain temporary hit
Incite Fury (2 psi; conc., 1 min.). As a points equal to double the psi points spent to
bonus action, choose up to three allies you can activate this effect.
see within 60 feet of you (you can choose Pillar of Confidence (6 psi; conc., 1 rnd.).
yourself in place of one of the allies). Until your As an action, you and up to five creatures you
concentration ends, each target can roll a d4 can see within 60 feet of you each gain one extra
when rolling damage for a melee weapon attack action to use on your individual turns. The
and add the number rolled to the damage roll. action goes away if not used before the end of
Mindless Charge (2 psi). As a bonus action, your next turn. the action can be used only to
choose up to three creatures you can see within make one weapon attack or to take the Dash or
60 feet of you. Each target can immediately use Disengage action.
its reaction to move up to its speed in a straight Talisman of Courage (Mastery; 8 psi). You
line toward its nearest enemy. expend an action to touch a trinket (see trinkets
Aura of Bloodletting (3 psi; conc., 1 min.). in PHB) and charge it with psionic power. This
As a bonus action, you unleash an aura of rage. item cannot be used by you, and isn’t
Until your concentration ends, you and any considered magical. The object remains charged
creature within 60 feet of you has advantage on until all their properties are used, or until the
melee attack rolls. creature for whom you made it lose it. A
creature can attune to the item in an action,
Overwhelming Fury (5 psi; conc., 1 min.). instead of a short rest, but it costs one
As an action, you flood rage into one creature attunement slot. The talisman has the following
you can see within 60 feet of you. The target powers:
must succeed on a Charisma saving throw, or it
can use its actions only to make melee attacks a) While the talisman is charged, the creature has
until your concentration ends. It can repeat the advantage on all saving throws against fear.
saving throw at the end of each of its turns, b) A creature can repeat one failed saving throw with
advantage against an effect that will impose the fear,
ending the effect on itself on a success.
charmed or any madness condition.
Righteous Fury (Mastery, 10 Psi, 1 min.). c) A creature can calm down a condition that is currently
You emit an aura of disciplined fury in a 15-feet affecting its mind, ending it with an action.
cone of you. For the duration, all melee attacks d) A creature can use it to push against its normal limits,
made by your allies add 2d8 + their proficiency and ignore 1 level of exhaustion for one hour.

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IMPROVED ARCANA

e) Lastly, a creature reduced to 0 HP isn’t unconscious, you choose to master this discipline again, you
and can still fight until it’s dead or recovers. It still must gain 2 new traits, and the stigmas are more
succeed on Death Saving Throws once per turn to prevalent and hideous.
stabilize.
BRUTE FORCE
BESTIAL FORM Immortal Discipline
Immortal Discipline You augment your natural strength with
You transform your body, gaining several psionic energy, granting you the ability to
new biological traits. achieve incredible feats of might.
Psychic Focus. While focused on this Psychic Focus. While focused on this
discipline, you have advantage on Wisdom discipline, you have advantage on Strength
(Animal Handling) checks. (Athletics) checks.
Bestial Claws (1-12 psi). You manifest long Brute Strike (1-12 psi). As a bonus action,
claws for an instant and make a melee weapon you gain a bonus to your next damage roll
attack against one creature within 5 feet of you. against a target you hit with a melee attack
On a hit, this attack deals 1d8 slashing damage during the current turn. The bonus equals +1d8
per psi point spent. per psi point spent, and the bonus damage is
Bestial Transformation. As a bonus the same type as the attack. If the attack has
action, you alter your physical form to gain more than one damage type, you choose which
different characteristics. When you use this one to use for the bonus damage.
ability, you can choose one or more of the Knock Back (1-12 psi). When you hit a
following effects. Each effect has its own psi target with a melee attack, you can activate this
point cost. Add them together to determine the ability as a bonus action. The target must
total cost. This transformation lasts for 1 hour, succeed on a Strength saving throw or be
until you die, or until you end it as a bonus knocked 10 feet away from you per psi point
action. spent. The target moves in a straight line. If it
Amphibious (2 psi). You gain gills; you can hits an object, this movement immediately ends
breathe air and water. and the target takes 1d6 bludgeoning damage
per psi point spent.
Climbing (2 psi). You grow tiny hooked
claws that give you gain a climbing speed equal Mighty Leap (1-12 psi). As part of your
to your walking speed. movement, you jump in any direction up to 20
feet per psi point spent.
Flight (5 psi). Wings sprout from your back.
You gain a flying speed equal to your walking Feat of Strength (2 psi). As a bonus action,
speed. you gain a +5 bonus to Strength checks until
the end of your next turn.
Keen Senses (2 psi). Your eyes and ears
become more sensitive. You gain advantage on Toguro’s Strength (Mastery, 10 psi, up to
Wisdom (Perception) checks that rely on them. 10 minutes). You increase your muscle mass to
an incredible degree. Your size increases in one
Perfect Senses (3 psi). You gain a keen level, and you have a Strength score of 22. This
sense of smell and an instinct to detect prey. feat is physically taxing. After this effect is over,
You can see invisible creatures and objects you gain 1 level of exhaustion.
within 10 feet of you, even if you are blinded.
Swimming (2 psi). You gain fins and CELERITY
webbing between your fingers and toes; you Immortal Discipline
gain a swimming speed equal to your walking
speed. You channel psionic power into your body,
honing your reflexes and agility to an incredible
Tough Hide (2 psi). Your skin becomes as degree. The world seems to slow down while you
tough as leather; your natural armor is 12 continue to move as normal.
instead of 10.
Psychic Focus. While focused on this
Mutation (Mastery). You gain 1 trait from discipline, your walking speed increases by 10
the Bestial transformation effect. This trait feet.
leaves a rather obvious stigma on yourself, and
anyone seeing it may treat it as unnatural. If Rapid Step (1-12 psi). As a bonus action,
you increase your walking speed by 10 feet per
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PSIONICS AND THE MYSTIC

psi point spent until the end of the current turn. one can make the target a target of any ability
If you have a climbing or swimming speed, this during the skipped rounds, as it is not there.
increase applies to that speed as well. Time loop (Mastery, 8 psi). You can repeat
Agile Defense (2 psi). As a bonus action, the last round taken, changing the actions and
you take the Dodge action. rerolling all the dice. Everyone but you must
Blur of Motion (2 psi). As an action, you repeat their actions, unless you speak to them
cause yourself to be invisible during any of your to warn them of the results.
movement during the current turn.
Surge of Speed (2 psi). As a bonus action,
CORROSIVE METABOLISM
Immortal Discipline
you gain two benefits until the end of the
current turn: you don’t provoke opportunity Your control over your body allows you to
attacks, and you have a climbing speed equal to deliver acid attacks.
your walking speed. Psychic Focus. While focused on this
Surge of Action (5 psi). As a bonus action, discipline, you have resistance to acid damage.
you can Dash or make one weapon attack. Acid Spray (2 psi). As a reaction when you
Speed Force (Mastery, 8 Psi, conc). Your take piercing or slashing damage, you cause
mastery over your own body creates an 15 feet acid to spray from your wound; each creature
radius aura around you that allows your allies within 5 feet of you takes 2d6 acid damage.
to also benefit from any Celerity effect that you Corrosive Touch (1-12 psi). As an action,
trigger. you deliver a touch of acid to one creature
within your reach. The target must make a
CONTINUUM MANIPULATION Dexterity saving throw, taking 1d10 acid
Nomad Discipline damage per psi point spent on a failed save, or
You manipulate space and time with the half as much damage on a successful one.
power of your mind, moving creatures around Breath of the Black Dragon (5 psi). You
them. exhale a wave of acid in a 60-foot line that is 5
Psychic Focus. While focused on this feet wide. Each creature in the line must make
discipline, you have advantage on Initiative a Constitution saving throw, taking 6d6 acid
rolls. damage on a failed save, or half as much on a
successful one. You can increase the damage by
Transposition (3 psi). If you haven’t moved 1d6 per additional psi point spent on it.
yet on your turn, choose an ally you can see
within 60 feet of you. As a bonus action, you Corrosive spit (mastery). If you have this
and that creature teleport, swapping places, discipline as your mastery focus, you can use a
and your speed is reduced to 0 until the end of bonus action to spit acid saliva as a ranged
the turn. This ability fails and is wasted if either weapon attack with 30 feet reach, dealing 2d10
of you can’t fit in the destination space. acid damage on a hit.
Interruption (4 psi). You send one creature
to a near future. The creature disappears from
CROWN OF DESPAIR
Avatar Discipline
reality and reappears 1 round later.
You have learned to harvest seeds of despair
Baleful Transposition (5 psi). As an action,
in a creature’s psyche, wracking it with self-
choose one creature you can see within 120 feet
doubt and inaction.
of you. That creature must make a Wisdom
saving throw. On a failed save, you and that Psychic Focus. While focused on this
creature teleport, swapping places. This ability discipline, you have advantage on Charisma
fails and is wasted if either of you can’t fit in the (Intimidation) checks.
destination space. Crowned in Sorrow (1-12 psi). As an action,
Discontinuity (7 psi, conc., 1 minute). one creature you can see within 60 feet of you
Choose a target. The target must succeed on a must make a Charisma saving throw. On a
Charisma saving throw. If it fails, it is in a time failed save, it takes 1d6 psychic damage per psi
discontinuity, and disappears and reappears point spent, and it can’t take reactions until the
from reality intermittently. The target can only start of its next turn. On a successful save, it
take 1 turn and skip one for the duration. No takes half as much damage.

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IMPROVED ARCANA

Call to Inaction (2 psi; conc., 10 min.). If You place a mote of pure fury within a
you spend 1 minute conversing with a creature, creature’s mind, causing its bloodlust to
you can attempt to seed it with overwhelming overcome its senses and for it to act as you wish
ennui. At the end of the minute, you can use an it to.
action to force the creature to make a Charisma Psychic Focus. While you are focused on
saving throw. The save automatically succeeds this discipline, any enemy within 5 feet of you
if the target is immune to being charmed. On a that makes a melee attack roll against creatures
failed save, it sits and is incapacitated until other than you does so with disadvantage.
your concentration ends. This effect
immediately ends if the target or any ally it can Primal Fury (1-12 psi). As an action, choose
see is attacked or takes damage. On a one creature you can see within 60 feet of you.
successful save, the creature is unaffected and The target must succeed on a Charisma saving
has no inkling of your attempt to bend its will. throw or take 1d6 psychic damage per psi point
spent on this ability and immediately use its
Visions of Despair (3 psi). As an action, you reaction to move its speed in a straight line
force one creature you can see within 60 feet of toward its nearest enemy. The save
you to make a Charisma saving throw. On a automatically succeeds if the target is immune
failed save, it takes 3d6 psychic damage, and its to being charmed.
speed is reduced to 0 until the end of its next
turn. On a successful save, it takes half as Fighting Words (2 psi; conc., 10 min.). If
much damage. You can increase the damage by you spend 1 minute conversing with a creature,
1d6 per additional psi point spent on it. you can attempt to leave a simmering violence
in its mind. At the end of the minute, you can
Dolorous Mind (5 psi; conc., 1 min.). As an use an action to force the creature to make a
action, you choose one creature you can see Wisdom saving throw to resist feeling violent
within 60 feet of you. It must succeed on a urges against one creature you describe to it or
Charisma saving throw, or it is incapacitated name. The save automatically succeeds if the
and has a speed of 0 until your concentration target is immune to being charmed. On a failed
ends. It can repeat this saving throw at the end save, the target attacks the chosen creature if it
of each of its turns, ending the effect on itself on sees that creature before your concentration
a success. ends, using weapons or spells against a
Mastery of Despair (Mastery). When you creature it was already hostile toward or
choose Psionic Mastery on this discipline, you unarmed strikes against an ally or a creature it
can talk with a creature during a short rest was neutral toward. Once the fight starts, it
using a collection of fallacies, then make a continues to attack for 5 rounds before this
Deception check. The creature must succeed on effect ends. This effect immediately ends if the
an Intelligence Saving Throw or gain one target or any ally it can see is attacked or takes
indefinite madness, such as alcoholism, damage from any creature other than the one it
apathy, or depression. Alternatively, you can has been incited against. On a successful save,
aid one creature to recover from one indefinite the creature is unaffected and has no inkling of
madness, using your Intelligence modifier to aid your attempt to bend its will.
to a new saving throw. Mindless Courage (2 psi). You cause a
The sound of silence (Mastery, 12 psi). As creature's bloodlust to overcome its sense of
an action, choose up to 5 intelligent creatures preservation. As a bonus action, choose one
and you talk to them, filling their minds with creature you can see within 60 feet of you. The
despair. That creatures must succeed on a target must succeed on a Wisdom saving throw
Charisma save or their Charisma is reduced to or, until the end of your next turn, it can’t
1, being rendered incapacitated permanently. willingly move unless its movement brings it
The creatures remain autistic until a Greater closer to its nearest enemy that it can see. The
Restoration, a Wish or long counseling save automatically succeeds if the target is
treatment (such as the Mastery of Despair). The immune to being charmed.
creatures are immune to this effect if they can’t Punishing Fury (5 psi; conc., 1 min.). You
hear you or understand your language. cause a creature's rage to grow so hot that it
attacks without heeding its own safety. As a
CROWN OF RAGE bonus action, choose one creature you can see
Avatar Discipline within 60 feet of you. The target must succeed
on a Wisdom saving throw or, until your
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PSIONICS AND THE MYSTIC

concentration ends, any creature within 5 feet Microscopic Form (7 psi; conc., 10 min.).
of it can use a reaction to make a melee attack As a bonus action, you become smaller than
against it whenever the target makes a melee Tiny until your concentration ends. While this
attack. The save automatically succeeds if the size, you gain a +10 bonus to Dexterity (Stealth)
target is immune to being charmed. checks and a +5 bonus to AC, you can move
Blood Fury (Mastery, 11 psi, 10 minutes). through gaps up to 1 inch across without
As an action, you unleash a powerful, irrational squeezing, you can’t make weapon attacks, you
aura in a 30 feet radius. Any creature in the have vulnerability against all damage and you
area must succeed in a Charisma saving throw, only have 1 hit point. Small breeze counts as
or being affected by it. strong winds for you, and any significant wind
carries you.
A creature affected by blood fury is hostile
against every other creature, and attacks Mass shift (mastery, 8 psi). If you choose
without strategy or reason, with its fists, claws, this discipline as your mastery, you can
kicks and bites. It no longer benefits from any increase and concentrate all mass of your body
Dexterity modifier, every attack against it is in a single point. As a reaction when you are
made with advantage and doesn’t stop fighting attacking with a melee weapon, you deal an
when it reaches 0 hp. A creature can repeat the extra 9d10 damage of the same type of the
save every round, ending the effect with a weapon attack.
success. The mystic can shield a number
creatures from this effect up to its Intelligence DISGUST
modifier. Avatar Discipline
Creatures are immune to this effect if they You cause a creature to be flooded with
can’t be charmed. emotions of disgust.
Psychic Focus. While you are focused on
DIMINUTION this discipline, the area in a 5-foot radius
Immortal Discipline around you is difficult terrain for any enemy
You manipulate the matter that composes that isn’t immune to being frightened.
your body, drastically reducing your size Eye of Horror (1-12 psi). As an action,
without surrendering any of your might. choose one creature you can see within 60 feet
Psychic Focus. While focused on this of you. The target must make a Charisma
discipline, you have advantage on Dexterity saving throw. On a failed save, it takes 1d6
(Stealth) checks. psychic damage per psi point spent and can’t
move closer to you until the end of its next turn.
Miniature Form (2 psi; conc., 10 min.). As On a successful save, it takes half as much
a bonus action, you become Tiny until your damage.
concentration ends. While this size, you gain a
+5 bonus to Dexterity (Stealth) checks and can Wall of Repulsion (3 psi; conc., 10 min.).
move through gaps up to 6 inches across As an action, you create an invisible,
without squeezing. You gain vulnerability to insubstantial wall of energy within 60 feet of
bludgeoning damage. you that is up to 30 feet long, 10 feet high, and
1 foot thick. The wall lasts until your
Toppling Shift (2 psi). As a bonus action, concentration ends. Any creature attempting to
you shift to an incredibly small size and then move through it must make a Wisdom saving
suddenly return to normal, sending an throw. On a failed save, a creature can’t move
opponent flying backward. Choose one creature through the wall until the start of its next turn.
you can see within 5 feet of you. It must succeed On a successful save, the creature can pass
on a Strength saving throw or be knocked through it. A creature must make this save
prone. whenever it attempts to pass through the wall,
Sudden Shift (5 psi). As a reaction when whether willingly or unwillingly.
you are hit by an attack, you shift down to Visions of Disgust (5 psi; conc., 1 min.).
minute size to avoid the attack. The attack You cause a creature to regard all other beings
misses, and you move up to 5 feet without as horrid, alien entities. As an action, choose
provoking opportunity attacks before returning one creature you can see within 60 feet of you.
to normal size. The target must make a Wisdom saving throw.
On a failed save, it takes 5d6 psychic damage,
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IMPROVED ARCANA

and until your concentration ends, it takes 1d6 affected, but it doesn’t leave any trail, and the
psychic damage per creature within 5 feet of it victim is unaware of the meddilng.
at the end of each of its turns. On a successful You can only affect a creature once with this
save, the target takes only half the initial power. Successive attempts to control beliefs of
damage and suffers none of the other effects. the same creature replace the prior belief,
World of Horror (7 psi; conc., 1 min.). As endangering the success, since the creatures
an action, choose up to six creatures within 60 have advantage on their saves, and they
feet of you. Each target must make a Charisma became aware of the meddling.
saving throw. On a failed save, a target takes False Memory (7 psi). You can implant a
8d4 psychic damage, and it is frightened until false memory in another’s one mind. The
your concentration ends. On a successful save, memory may be anything you want, and may
a target takes half as much damage. While replace a real memory. The target must succeed
frightened by this effect, a target’s speed is on an Intelligence saving throw to avoid this
reduced to 0, and the target can use its action, effect, and every time the creature comes with
and any bonus action it might have, only to evidence that contradicts said memory, may
make melee attacks. The frightened target can repeat the save. If the target succeeds, becames
repeat the saving throw at the end of each of its aware of the memory.
turns, ending the effect on itself on a success.
Indoctrination (Mastery, 12 psi). You can
Scapegoat (Mastery, 9 psi, Conc., 1 infect another’s one mind to believe that you are
minute ). Choose a creature. That must its rightful master, and obeys you at his best
succeed on a Charisma save or emit a strong, capability, even ignoring its alignment or prior
unsettling aura that makes of him the target of allegiances.
all hate and disgust. Every creature aside from
you that could perceive the target must succeed The creature must be conscious and the
on an Intelligence saving throw to realize that process takes at least 1 hour of mind washing
something odd is happening. If the save fails, to be affected. The creature ignores the effect if
the other creatures turn hostile to the target, to it succeeds on an Intelligence saving throw, and
the point of prioritize as target of attacks. If the can’t be affected again once it has succeeded.
save is successful, the creatures realize that it Being freed of this effect is a lengthy process,
is under a condition, but still feel the disgust that needs the creature to be retained far away
and repulsion. from you, and being exposed once and again to
their links and ideals. A week of this treatment
DOGMA allows a new Intelligence save.
Awakened Discipline (Telepathy)
You create an intense belief and convincing ENHANCED FORCE
aura. Your words always seem truth. Far Hand Discipline
Psychic Focus. You replace Charisma for You have the power of manipulate energy in
Intelligence whenever you make a Deception or a harmful way.
Persuasion check. Psychic Focus. While focused on this
Convincing (2 psi, Conc., up to 10 discipline, you have resistance to force damage.
minutes). You gain Advantage in Deception and Force Blast (2 psi). As an action, you can
Persuasion checks. Creatures immune to make a psionic ranged attack against a
charm are immune to this effect, but they are creature. On a hit, you make 2d10 force damage
unaware of your manipulations. and push the creature 5 feet if it is medium or
False Belief (5 psi) You can implant a short smaller.
false belief in another’s one mind. Said belief Force Wave (3 psi). As an action, you project
can’t directly contradict the target’s strong an invisible, harmful wave of energy. Each
memories or identity. A false memory can be creature in a 15-foot cone must make a
something that innocuous as having shared a Strength saving throw. A creature takes 4d6
few beers in a bar with a guy that, or as strong force damage on a failed save and is knocked
as believing that their son is being kept prone, or half as much damage on a successful
kidnapped by looters. The target must succeed one and no other effect.
on an Intelligence saving throw to avoid being Unlimited Power! (5 psi, conc., up to 1
minute): As an action, you create several bolts
20
PSIONICS AND THE MYSTIC

of purple lightning with your hands. Choose a plane of existence. A solid barrier blocks the
target. Your target makes a Constitution save, eye’s movement, but the eye can pass through
or receives 4d10 lightning damage by turn and an opening as small as 1 inch in diameter.
its stunned. The creature can repeat the save Phasing Eye (7 psi; conc., 1 hr.). As
each round, ending the condition on a success. Wandering Eye above, except the eye can move
On a successful save, the creature only receives through solid objects but can’t end its
half damage. You can change the target with a movement in one. If it does so, the effect
bonus action. immediately ends.
Power Arcs (6 psi, 1 minute): As an action, Psionic Eye (Mastery, 9 psi). As Phasing eye
you create several 6 balls of thunderous energy above, except that lasts for 24 hours and don’t
that orbit around you. You can make a ranged require concentration. You can also use your
psionic attack up to 120 feet with them ignoring psychic powers through the sensor, although at
shields and cover. Each ball does 1d10 thunder disadvantage if they require a ranged psionic
damage and pushes the target 5 feet. You can attack and granting advantage to the saving
use one, several or all of them at a time, making throws. You can only focus your sight on 1
separate rolls if they target different subjects, sensor at a time, although you can place as
but only 1 if they attack at the same time the many as you want to.
same creature. Alternatively, whenever a
creature tries to make a melee attack against
you, it must succeed on a Dexterity save first,
FORCE FIELDS
or being affected by 1d4 balls at the time, prior Far Hand Discipline
to make the attack. Ending the turn in less than By channeling your psychic powers, you can
10 feet of you also triggers this effect. create barriers and fields of energy that can
hinder enemies and protect you and your
Sínsumi’s Psionic Wave (mastery, 10 psi).
comrades in combat.
As a reaction of being surrounded or attacked,
you can unleash a powerful detonation around Psychic Focus. While focused on this
you. All creatures in radius of 15 feet of you discipline, you create a myriad of small barriers
must succeed a Strength save or suffer 12d6 that deflect projectiles. Ranged attacks have
force damage and are pushed 10 feet and disadvantage against you.
knocked prone. In a successful save, the Inertial Armor (2 psi). As an action, you
creatures are pushed and receive half damage, sheathe yourself in an intangible field of mental
but aren’t knocked prone. You gain 1 level of force. For 8 hours, your base AC is equal to your
exhaustion. Intelligence modifier + your Dexterity modifier,
and you gain resistance to force damage. This
EYE OF THE MYSTICS effect ends if you are wearing or don armor.
Nomad discipline Telekinetic Barrier (3 psi; conc., 10 min.).
Through the power of your mind you can As an action, you create a transparent wall of
scry an area leaving a psionic sensor. telekinetic energy, at least one portion of which
Psychic Focus: While focused on this must be within 60 feet of you. The wall is 40 feet
discipline, you can add your Intelligence long, 10 feet high, and 1 inch thick. The wall
modifier instead of your Wisdom to Perception lasts until your concentration ends. Each 10-
checks that rely on sight. If you have Psionic foot section of the wall has an AC of 10 and 10
Mastery, you can add both, instead. hit points.
Wandering Eye (6 psi; conc., 1 hr.). As an Chaotic Fields (5 psi; conc., 1 min): While
action, you create a psychic sensor within 60 you concentrate on this effect, you can create a
feet of you. The sensor lasts until your myriad of small, soft barriers coming from every
concentration ends. The sensor is invisible and direction that prevent enemies to move near
hovers in the air. You mentally receive visual you. You can choose any number of areas that
information from it, which has normal vision you want in a 30 feet radius sphere centered in
and darkvision with a range of 60 feet. The you and transform it on difficult terrain. As a
sensor can look in all directions. As an action, bonus action, you can generate a new pattern,
you can move the sensor up to 30 feet in any and also open one “side” of the field: creatures
direction. There is no limit to how far away from entering the area from that direction aren’t
you the eye can move, but it can’t enter another affected by the field, and doesn’t consider
terrain as difficult.
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IMPROVED ARCANA

Force Prison (Mastery, 9 psi; conc., 1 check with the same DC. If you succeed, you
min): Using this effect, you create as an action take no damage from it and you can redirect the
up to 5 force barriers with an area of 100 square attack or spell to any direction you want, even
foot in a place that you can see within 100 feet pointing to their source. Any redirected
of you. You can shape the barriers in any form lightning imposes disadvantage on their Saving
you want, but they must be interconnected to Throws.
each other. This way, you can form a box of 10 Sozin’s Coat (Mastery. 8 psi, conc. 1
feet on a side, or a continuous, 5 ft. high wall of minute). You can make yourself a living
up to 100 feet long. recipient of lightning power. Any creature that
The barriers are solid to the tact, but they touches you or hits you in melee during the
aren’t destructible as they regenerate all the coat’s duration takes 9d10 lightning damage
time. Creatures trapped inside the barriers can and is stunned until your next round. A
pass through them with a successful Strength Constitution save halves the damage and
saving throw, but it is considered difficult prevents the stunned condition.
terrain and they also lose automatically 20 feet
of their movement. Teleporting functions GEOKINESIS
normally in each side of the area, but ethereal Wu Jen Discipline
and astral creatures cannot pass by the barriers
if they don’t teleport. Big objects such as You attune your mind to seize control of
boulders thrown by giants still pass by, but they metal and earth.
have disadvantage to strike, and the walls Psychic Focus. While focused on this
absorb half their damage. Small objects, such discipline, any attempt of knock you prone or
as arrows, small rocks and certain spell attacks shove you is made at disadvantage.
(such as Firebolts) cannot trespass the barriers. Animate Weapon (1-12 psi). As an action,
your mind seizes control of a one-handed melee
GALVANOGENESIS weapon you’re holding. The weapon flies toward
Wu Jen Discipline one creature you can see within 30 feet of you
You discover a type of energy that pervades and makes a one-handed melee weapon attack
all things. You master the harnessing and against it, using your discipline attack modifier
manipulation of lightning. for the attack and damage rolls. On a hit, the
weapon deals its normal damage, plus an extra
Psychic Focus. While focused on this 1d10 force damage per psi point spent on this
discipline, you have resistance to lightning ability. The weapon returns to your grasp after
damage. it attacks.
Ozai’s Whip (1-12 psi). As an action, you Warp Weapon (2 psi). As an action, choose
lash out at one creature you can see within 60 one nonmagical metal weapon held by one
feet of you with tendrils of lightning. The target creature you can see within 60 feet of you. That
must make a Dexterity saving throw, with creature must succeed on a Strength saving
disadvantage if it’s wearing heavy armor. The throw, or the chosen weapon can’t be used to
target takes 1d8 lightning damage per psi point attack until the end of your next turn.
spent on a failed save, or half as much damage
on a successful one. Warp Armor (3 psi). As an action, choose a
nonmagical suit of metal armor worn by one
Azula’s Wrath (5 psi). As an action, you let creature you can see within 60 feet of you. That
loose a line of lightning that is 60 feet long and creature must succeed on a Strength saving
5 feet wide. Each creature in the line must make throw, or the creature is restrained until your
a Dexterity saving throw, taking 6d6 lightning next turn.
damage on a failed save, or half as much
damage on a successful one, and its stunned Animate Earth (7 psi; conc., 1 hr.). As an
until your next round. You can increase this action, you cause an earth elemental to appear
ability’s damage by 1d6 per additional psi point in an unoccupied space you can see within 120
spent on it. feet of you. The elemental lasts until your
concentration ends, and it obeys your verbal
Iroh’s Training (Mastery). If you choose commands. In combat, roll for its initiative, and
this discipline as mastery, you can forgo the choose its behavior during its turns. When this
Dexterity save of any lightning bolt directed at effect ends, the elemental disappears. See the
you and instead make a Dexterity (Acrobatics) Monster Manual for its stat block.
22
PSIONICS AND THE MYSTIC

One with Earth (Mastery, 9 psi, Conc., 10 Psychic Focus. While focused on this
min). As an action, you become 1 with earth. discipline, your carrying capacity doubles.
You gain burrowing speed of 30 feet and Invisible Grasp (2 psi; conc., 1 min.). As an
tremorsense up to 120 feet. You also can control action, choose a point in space that you can see
blocks of earth to construct barriers and up to 60 feet from you. Any creature in a 10 feet
protections. Each round you can create an radius of this space must succeed on a Strength
earthen wall 60 feet long, 5 feet wide, and you saving throw or being grappled. They can
can shape it in any geometrical form you want escape with a successful Strength (Athletics)
(as a small fort, as a long trench, etc. You can check against a DC equal to your Saving Throw,
also increase the height of a 5-feet square of but they can’t escape via Acrobatics.
land up to 30 feet, or six up to 5 feet, or any
combination in between by round. All this walls Weight of the World (5 psi; conc., 1 min.).
and elevated terrains last until you lost As an action, you target one creature. That
concentration. creature’s personal and equipment weight
increases three times. Calculate the new weight
and compare it with the carrying capacity of the
GIANT GROWTH creature. Weapons increase also their weight,
Immortal Discipline
losing the “Light” property if they are, and
You control your bodily flow to grow gaining the “heavy” property if already haven’t.
tremendously, bolstering your strength and If they are already heavy, they are considered 1
durability. size larger for carrying and combat purposes.
Psychic Focus. While focused on this Also, if the creature doesn’t succeed on a
discipline your carrying capacity works as if you Strength Saving Throw, it doesn’t benefit from
were 1 size larger. high dexterity.
Ogre Form (2 psi; conc., 1 min.). As a Heavy Air (7 psi, conc, 1 min). As an action,
bonus action, you gain 10 temporary hit points. you create a 30 feet radius area of heavy gravity.
In addition, until your concentration ends, your That area has twice the normal gravity, and
melee weapon attacks deal an extra 1d4 becomes difficult terrain if already isn’t. Also,
bludgeoning damage on a hit, and your reach any creature that crosses that land must check
increases by 5 feet. If you’re smaller than Large, its carrying capacity, all attack rolls are made
you also become Large for the duration. at disadvantage, and projectiles halve their
range.
Giant Form (7 psi; conc., 1 min.). As a
bonus action, you gain 30 temporary hit points. Void of the Ceaseless Hunger (Mastery, 12
In addition, until your concentration ends, your psi, Conc.). As an action, you fully concentrate
melee weapon attacks deal an extra 2d6 to create a hole in reality, in which time and
bludgeoning damage on a hit, and your reach matter don’t follow the normal rules. You
increases by 10 feet. If you’re smaller than choose a point in space that you can see, up to
Huge, you also become Huge for the duration. 120 feet of you. This point rapidly increases its
mass and size. The first round, all creatures in
Metabolic Growth (Mastery). If you choose a 15 feet radius must succeed on a Strength
to make this discipline your Mastery, you grow save or being grappled. The second round that
one category size. You need twice as much food. you maintain, the area increases in another 15
Toughness (mastery, 10 psi, 1 min). For feet, and the creatures trapped in the inner
the duration of the effect you flood your body circle must succeed on another Strength save
with hormones, you gain 5 Damage Resistance or being restrained. The third round, the area
to all types of damage. You also regenerate 5 hit increases another 15 feet, and the restrained
points every turn, but you have disadvantage on creatures in the inner circle are pushed to the
any psychic or spell attacks, as you are too center of mass, taking 5d10 force damage every
unfocused by the unbalance. round. From now on, every successive ring
replicates one turn later the effects of the
HUNGER OF THE VOID adjacent ring nearest to the center.
Far Hand Discipline In the fourth round, the area increases one
You use your psychic powers to manipulate more time in 15 feet, with the center effects
weight and density around you. replicating in the second ring. Creatures in the
center take another 5d10 force damage, and are
disrupted from time. Not even light can escape
23
IMPROVED ARCANA

from it, and anything trapped in the event Advantage on the save as you have to
horizon is considered in temporal stasis. condensate it from the air, and it doesn’t work
In the fifth round, the area increases one last on deserts or dry places.
time, but the center is stable, and the mystic Water Breathing (5 psi). As an action, you
can end its concentration. In the successive can create a mask of air for yourself and up to
rounds, the stable event horizon increases to ten willing creatures within 60 feet that repels
cover the entire area. Creatures and objects in water of you the ability to breathe underwater
a 15 feet radius outside the hole are slowly for the next 24 hours.
pushed to it, and small pebbles and dust orbit Water Sphere (6 psi; conc., 1 min.). As an
it, slowly falling to it. action, you cause a sphere of water to form
Until the hole is stable, the mystic cannot around a creature. Choose one creature you can
move or take another action or reaction. If it see within 60 feet of you. The target must make
does, even if it isn’t by his own will, the a Dexterity saving throw. On a failed save, it
concentration ends and the effect disrupts. becomes trapped in the sphere of water until
your concentration ends. While the target is
HYDROKINESIS trapped, its speed is halved, it suffers
Wu Jen Discipline disadvantage on attack rolls, and it can’t see
anything more than 10 feet away from it.
Hydrokinesis is the psychic ability to
However, attack rolls against it also suffer
manipulate the properties of water and liquids,
disadvantage. The target can repeat the saving
both in the air and in pools and containers. throw at the end of each of its turns, ending the
Psychic Focus. While focused on this effect on itself on a successful one.
discipline, you have a swimming speed equal to Waterborn (Mastery). If you choose this
your walking speed. discipline as your psionic mastery you gain a
Desiccate (1-12 psi). As an action, choose swimming speed of 50 feet and you can breathe
one creature you can see within 60 feet of you. underwater. You also learn the Shape Water
You steal the water of a creature. The target cantrip.
must make a Constitution saving throw, taking
Bubble Cage (9 psi, conc., 10 minutes).
1d8 necrotic damage per psi point spent on this
You exert control over water to engulf up to
ability, or half as much damage on a successful
three creatures. The creatures must succeed on
one. a Strength saving throw or they are paralyzed
Watery Grasp (2 psi). As an action, you and suffocating. They might repeat the save
unleash a wave that surges forth and then each minute to break free.
retreats to you like the rising tide. You create a
Water Portal (mastery, 11 psi). You have
wave in a 20-foot-by-20-foot square. At least
mastered the connection between normal water
some portion of the square’s border must be
and the Weave of Magiccan open a portal to the
within 5 feet of you. Any creature in that square
Water Plane from any natural body of water,
must make a Strength saving throw. On a failed
such as a lake, pond or pool.
save, a target takes 2d4 bludgeoning damage, is
knocked prone, and is pulled up to 10 feet
closer to you. On a successful save, a target ILLUMINATION
takes half as much damage. You can increase Far Hand Discipline
this ability’s damage by 1d6 per additional psi Your years of study have granted you the
point spent on it power of using psychokinesis on your own body.
Water Whip (3 psi). As an action, you Psychic Focus. While focused on this
unleash a jet of water in a line that is 60 feet discipline, your weight reduces by half, and you
long and 5 feet wide. Each creature in the line can’t be knocked prone.
must make a Strength saving throw, taking 3d6 Levitation (2 psi, conc., 10 minutes). You
bludgeoning damage on a failed save, or half as gain the power of levitate up to 120 feet of the
much damage on a successful one. In addition, ground, moving up or down at a speed of 15
you can move each target that fails its saving feet. If you lose concentration, you fall down
throw to any unoccupied space touching the promptly.
line. You can increase this ability’s damage by
1d6 per additional psi point spent on it. If you Walking on Waters (3 psi; conc., 10 min.).
have no liquid water near you, the creature has As an action, you can manipulate your body to
24
PSIONICS AND THE MYSTIC

compensate the effects of your body over liquid resurrect the creatures fail, until a Wish is
water. You gain the ability to walk over any body casted to reunite the souls first.
of liquid water.
Rising over the filth (5 psi, conc., 30 INTELLECT FORTRESS
min.). You have learned to think high and Awakened Discipline
elevate over the mundane. As a bonus action, You forge an indomitable wall of psionic
you gain a flying speed of 30 ft. Once you have energy around your mind—one that allows you
spent the initial 5 psi points, you can extend the to launch counterattacks against your
initial duration by 10 minutes by expending 1 opponents.
additional Psi Point, which doesn’t count
Psychic Focus. While focused on this
against your Psi Limit.
discipline, you gain resistance to psychic
Mystical Isolation (7 Psi, conc., up to 1 damage.
hour.). You have learned to slowly isolate an
Psychic Backlash (2 psi). As a reaction, you
enemy and force it to meditate. You select a
medium or lower sized creature, and trap it can impose disadvantage on an attack roll
within a stasis field. The creature must succeed against you if you can see the attacker. If the
on a Strength save or is first grappled by an attack still hits you, the attacker takes 2d10
invisible force. The second round, the creature psychic damage.
can reroll a save, or become restrained. The Psychic Parry (1-12 psi). As a reaction
third round, the creature has a third chance, or when you make an Intelligence, a Wisdom, or a
becomes paralyzed, blinded and deafened, Charisma saving throw, you gain a +1 bonus to
although it still remains conscious for the rest that saving throw for each psi point you spend
of its duration. Once it’s trapped on the stasis on this ability. You can use this ability after
field, it can no longer repeat saves, and it has rolling the die but before suffering the results.
immunity to all damage except psychic, and it Psychic Redoubt (5 psi; conc., 10 min.). As
is weightless and floats on the same spot that it an action, you create a field of protective
was trapped. It can be moved as a whole, but it psychic energy. Choose any number of
cannot interact with the outside in any other creatures within 30 feet of you. Until your
way. concentration ends, each target has resistance
The mystic can move it as a bonus action to psychic damage and advantage on
with its mind by expending 1 psi point. Intelligence, Wisdom, and Charisma saving
Mastery over Matter (mastery, 8 Psi, throws.
Conc, up to 10 minutes). You create a gravity Intellect Labyrinth (Mastery, 9 psi, 1
field in an area shaped as you want with a minute). You master your mind beyond your
maximum area of 300 square feet. Any creature normal limits. You gain immunity against
that enters on this field levitates uncontrollably psychic damage for the duration of the effect,
and cannot move except by pushing against a and you are immune to mind-altering effects,
solid object. All attacks in this area are made at such as charm, fear, unconscious (if you fall
disadvantage, and have the possibility of lose below 0 HP you still are incapacitated and your
the weapon or object to the atmosphere. movement becomes 0), and stunned.
Dark Illumination (mastery, 12 Psi). You
have learned the final destiny of the universe, INTELLIGENT ARROW
and can use that knowledge to your advantage. Nomad Discipline
All creatures inside a gravity field (created by You imbue a ranged weapon with a strange
the Mastery over Matter power) must succeed semblance of sentience, allowing it to unerringly
on a Strength save or be ripped apart by dark find its mark.
energy. Every the creature takes 5d6 force
Psychic Focus. While you are focused on
damage by round and repeats the save up to the
this discipline, any attack roll you make for a
third fail, when it is disintegrated to a
ranged weapon attack ignores disadvantage. If
subatomic degree. A successful save halves the
disadvantage would normally apply to the roll,
damage and prevents further effects. The
that roll also can’t benefit from advantage.
creatures and objects are ripped to a point that
even a god can’t reunite again. Not even the Speed Dart (1-12 psi). As a bonus action,
souls survive the annihilation. Any attempt of you imbue one ranged weapon you hold with
psionic power. The next attack you make with it
25
IMPROVED ARCANA

that hits before the end of the current turn deals Iron Hide (1-12 psi). As a reaction when you
an extra 1d10 psychic damage per psi point are hit by an attack, you gain a +1 bonus to AC
spent. for each psi point you spend on this ability. The
Seeking Missile (2 psi). As a reaction when bonus lasts until the end of your next turn. This
you miss with a ranged weapon attack, you can bonus applies against the triggering attack.
repeat the attack roll against the same target. Steel Hide (2 psi). As a bonus action, you
Faithful Archer (5 psi; conc., 1 min.). As a gain resistance to bludgeoning, piercing, and
bonus action, you imbue a ranged weapon with slashing damage until the end of your next turn.
a limited sentience. Until your concentration Iron Resistance (7 psi; conc., 1 hr.). As an
ends, you can make an extra attack with the action, you gain resistance to bludgeoning,
weapon at the start of each of your turns (no piercing, or slashing damage (your choice), hich
action required). If it is a thrown weapon, it lasts until your concentration ends.
returns to your grasp each time you make any Adamantine Body (Mastery, 8 psi, 1
attack with it. minute). You gain immunity to bludgeoning,
Arrow stream (mastery, 11 psi) You create piercing or slashing damage for the duration.
an intelligent stream of arrows. As an action, You also gain resistance to the other two and
you create a 5-feet wide column with a thunder damage.
maximum range of 300 feet. The column moves
and attacks anyone in its trajectory as if it was KARMA CHAMELEON
a creature, and can dodge obstacles spending 5 Nomad Discipline
feet and twist its direction at will in your line of
You create a screen of psychic power that
sight, and the arrows can pluck out from the
distorts your appearance, allowing you to blend
bodies once they attacked.
into the background or even turn invisible.
Track a trajectory and make a ranged psionic
attack against any number of creatures in said Psychic Focus. While focused on this
range. If you succeed, they take 13d6 piercing discipline, you have advantage on Dexterity
damage. Example: (Stealth) checks.
Chameleon (2 psi). As an action, you can
attempt to hide even if you fail to meet the
requirements needed to do so. At the end of the
current turn, you remain hidden only if you
then meet the normal requirements for hiding.
Step from Sight (3 -12 psi; conc., 1 min.).
As a bonus action, cloak yourself from sight.
You can target one additional creature for every
additional psi point you spend on this ability.
The added targets must be visible to you and
within 60 feet of you. Each target turns invisible
and remains so until your concentration ends
or until immediately after it targets, damages,
or otherwise affects any creature with an attack,
a spell, or another ability.
Enduring Invisibility (7 psi; conc., 1 min.).
As a bonus action, you turn invisible and
remain so until your concentration ends.
No witnesses (Mastery, 9 psi). You can
IRON DURABILITY make your presence unremarkable and hid
Immortal Discipline under plain sight. You can interact with any
You transform your body to become a living creature without leaving any memory of this,
metal, allowing you to shrug off attacks that slowly fading from memory itself. Whenever you
would cripple weaker creatures. interact with a creature, you make it forget all
Psychic Focus. While focused on this about you, although you can’t implant new
discipline, you gain a +1 bonus to AC. memories. The target makes an Intelligence
saving throw after you make your interaction. I
26
PSIONICS AND THE MYSTIC

it fails, your target doesn’t remember anything Barrier: the objects fly around you up to a
about you, and discard any interaction as maximum radius of 15 feet. Anyone trying to
unimportant replacing it for any menial pass the barrier receives 5d6+ Int modifier, and
phenomena involved in the interaction (such as ranged attacks have disadvantage to reach
going to the bathroom, drinking a beer, etc.), anyone inside the barrier.
but it can’t remember anything from you or your Living Knives: You can use the objects to
actions. If you harm your target in any way attack any number of creatures inside the area
during the interaction, it has Advantage on the of effect. You make a psychic attack against
save. them to make 10d4+Intelligence modifier
damage of the appropiate size.
LIVING KNIVES Mystic Pattern: You make all the objects,
Far Hand Discipline
even those that enter the area for the first time
You learn to use psionic energy to sense and (such as arrows, bolts or rocks) float aloof and
manipulate knives, swords and other small harmless. You can move all of them at your will,
objects with your mind. and arrange them as you please at a speed of
Psychic Focus. While focused on this 30 feet.
discipline, you gain a +5 bonus to your Passive
Perception, and you can use Intelligence as your MANTLE OF AWE
Perception ability as you “feel” the land around Awakened Discipline
you rather than use your actual senses. You learn to use psionic energy to
Disarm (2 psi, instantaneous): As an manipulate others with a subtle combination of
action, you can knock out a weapon from the psi and your own, natural charm.
hands of a foe that you can see up to 60 feet, Psychic Focus. While focused on this
and attract it to your hands. The foe must discipline, you gain a bonus to Charisma
succeed on a Strength Saving Throw to avoid it. checks. The bonus equals half your Intelligence
Project Shrapnel (1–9 psi). You levitate and modifier (minimum of +1).
project any small objects around you, such as Charming Presence (1-12 psi). As an
gravel, nails or metal or ceramic scraps against action, you exert an aura of sympathetic power.
any enemy in a 5-foot wide straight line up to Roll 2d8 per psi point spent on this ability; the
60 feet from you. All creatures in the area must total is how many hit points worth of creatures
succeed in a Dexterity saving throw or receive this option can affect. Creatures within 30 feet
1d10 piercing damage for each psi point you of you are affected in ascending order of their
spend + your Intelligence modifier and are hit point maximums, ignoring incapacitated
knocked prone. If they pass the save, they only creatures, creatures immune to being charmed,
receive half damage. Creatures in heavy armor and creatures engaged in combat.
have advantage on the check, and a shield
functions as half cover against the shrapnel Starting with the creature that has the
lowest hit point maximum, each creature
Flying Knives (5 psi; conc., 1 min.). As an affected by this option is charmed by you for 10
action, you can choose a creature that you can minutes, regarding you as a friendly
see in a range of 100 feet. You direct a handful acquaintance. Subtract each creature’s hit
of knives, arrows, spears, swords or other point maximum from the total before moving on
pointy objects at the target, who must succeed to the next creature. A creature’s hit point
on a Dexterity save or receive up to 8d6 piercing maximum must be equal to or less than the
damage each round. You must have enough remaining total for that creature to be affected.
pointy objects to work with, or else the damage
is reduced at the DMs discretion. Center of Attention (2 psi; conc., 1 min.).
As an action, you exert an aura of power that
A creature in heavy armor has Advantage on grabs a creature's attention. Choose one
the saving throw, and a creature with a shield creature you can see within 60 feet of you. It
can use it to gain the benefits of half cover. must make a Charisma saving throw. On a
Poltergeist (mastery, 8 psi, conc, 10 failed save, the creature is so thoroughly
minutes). You gain control of any non-held distracted by you that all other creatures are
object in a 30 feet radius around you for the invisible to it until your concentration ends.
duration. The objects cannot weight more than This effect ends if the creature can no longer see
10 pounds, but you can use them as follow: or hear you or if it takes damage.
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Invoke Awe (7 psi; conc., 10 min.). As an ignores this effect if immune to being
action, you exert an aura that inspires awe in frightened.
others. Choose up to 5 creatures you can see Incite Panic (5 psi; conc., 1 min.). As an
within 60 feet of you. Each target must succeed action, choose up to eight creatures you can see
on an Intelligence saving throw or be charmed within 90 feet of you that can see you. At the
by you until your concentration ends. While start of each of a target’s turns before your
charmed, the target obeys all your verbal concentration ends, the target must make a
commands to the best of its ability and without Wisdom saving throw. On a failed save, the
doing anything obviously self-destructive. The target is frightened until the start of its next
charmed target will attack only creatures that it turn, and you roll a die. If you roll an odd
has seen attack you since it was charmed or number, the frightened target moves half its
that it was already hostile toward. At the end of speed in a random direction and takes no action
each of its turns, it can repeat the saving throw, on that turn, other than to scream in terror. If
ending the effect on itself on a success. you roll an even number, the frightened target
Popular leader (Mastery, 9 psi). You can makes one melee attack against a random
subtly alter your speech patterns with psionic target within its reach. If there is no such target,
power. If you expend at least 10 minutes giving it moves half its speed in a random direction
a rousing speech, any non-hostile creature that and takes no action on that turn. This effect
can hear and see you is charmed by you unless ends on a target if it succeeds on three saving
they succeed an Intelligence saving throw. throws against it.
While charmed this way, they gain 3d10+ your Absolute Terror (Mastery, 10 psi) Choose
Intelligence modifier temporary hit points, and one creature. You assault its inner fears and
has Advantage against the fear condition until take one by one all its mind barriers. The
they cease to be charmed or finish a long rest, creature must succeed on an Intelligence saving
and you convince them of 1 statement you make throw to understand that it is a psionic attack,
(auto-succeeding in 1 Persuasion or Deception or it is permanently terrified by you. The
check). creature is too afraid to do anything that will
Anyone that pass the save is now hostile to displease you, and its only thought is to run
you, but creatures that were affected by it away or appease you in any way. The creature
become friendly until you made something that is permanently frightened of you, and it can only
will turn them hostile or suspicious. rest if you aren’t near, gaining 1 exhaustion
level per day. Once per long rest, the creature
MANTLE OF FEAR can repeat the save.
Avatar Discipline
You tap into a well of primal fear and turn MANTLE OF JOY
yourself into a beacon of terror to your enemies. Avatar Discipline
Psychic Focus. While focused on this You tap into the joy within you, radiating it
discipline, you have advantage on Charisma outward in soothing, psychic energy that brings
(Intimidation) checks. hope and comfort to creatures around you.
Incite Fear (2 psi; conc., 1 min.). As an Psychic Focus. While focused on this
action, choose one creature you can see within discipline, you have advantage on Charisma
60 feet of you. The target must succeed on a (Persuasion) checks.
Wisdom saving throw or become frightened of Soothing Presence (1-12 psi). As a bonus
you until your concentration ends. Whenever action, choose up to three creatures you can see
the frightened target ends its turn in a location within 60 feet of you. Each target gains 3
where it can’t see you, it can repeat the saving temporary hit points per psi point spent on this
throw, ending the effect on itself on a success. effect.
Unsettling Aura (3 psi; conc., 1 hr.). As a Comforting Aura (2 psi; conc., 1 min.). As
bonus action, you cloak yourself in unsettling a bonus action, choose up to three allies you
psychic energy. Until your concentration ends, can see (you can choose yourself in place of one
any enemy within 60 feet of you that can see of the allies). Until your concentration ends,
you must spend 1 extra foot of movement for each target can roll a d4 when making a saving
every foot it moves toward you. A creature throw and add the number rolled to the total.

28
PSIONICS AND THE MYSTIC

Aura of Jubilation (3 psi; conc., 1 min.). slashing and thunder damage and
As a bonus action, you radiate a distracting disadvantage in any Strength or Constitution
mirth until your concentration ends. Each check.
creature within 60 feet of you that can see you Molecular Deconstruction (Mastery, 9
suffers disadvantage on any checks using the psi). As an action, you can disassemble matter
Perception and Investigation skills. on the molecular level. Make a melee psionic
Beacon of Recovery (5 psi). As a bonus attack. On a success, the target receives 5d10
action, you and up to five allies you can see necrotic damage and 5d10 force damage,
within 60 feet of you can immediately make rapidly decomposing until only a black, noxious
saving throws against every effect they’re ooze remains. If the target isn’t destroyed, its
suffering that allows a save at the start or end maximum Hit Points are reduced by the same
of their turns. number.
Arousal (10 psi, up to 1 hour). You emit a Molecular Reconstruction (Mastery, 11
strong aura of lust and passion for the duration. psi). You can fight entropy itself and reassemble
Every living creature in a 15 feet area around matter on a molecular level. You have to expend
you must succeed on a Wisdom saving throw or at least a Short Rest for a short reconstruction,
is sexually aroused, although not necessarily but you can reattach lost limbs, decreased
from you. The aroused creatures can still maximum hit points, and fully heal a creature
behave normally, and will not turn into from any injury, no matter how serious it is. You
mindless, in heat beasts, but are more prone to can also restore inanimate matter, such as the
take the initiative, and they do want to be bones of a skeleton, a broken statue or magical
engaged in sexual activity with their chosen artifact such as a rusted magical sword,
partners. All sexual dysfunctions stop to affect reassembling it from almost nothing as long as
the creatures under this effect, and they have an imprint of the object can be read. You can
satisfactory, happy intercourse with their also rearrange matter in new patterns, such as
partners if they chose to do so. creating a steel sword from an iron bar in an
hour.
After that experience, they will have
advantage in Wisdom, Charisma and
Intelligence saves for 1 day.
MASTERY OF DARKNESS
Wu Jen Discipline
MASS MANIPULATION You meddle with the Shadowfell energy that
Far Hand Discipline resonates in the Prime Material plane. This
discipline is magical in nature.
You can finely interact with the world at
distance. Psychic Focus. While focused on this
discipline, natural and magical darkness within
Psychic Focus. While focused on this 30 feet of you has no effect on your vision.
discipline, you have advantage on Strength
saves. Darkness (1-12 psi). As an action, you
create an area of magical darkness, which foils
Increase density (2 psi, 1 hour). You can darkvision. Choose a spot you can see within 60
make a piece of armor or a shield harder and feet of you. Magical darkness radiates from that
more resilient. For the duration, that object point in a sphere with a 10-foot radius per psi
increases its AC value by 1, but doubles its point spent on this ability. The light produced
weight. by spells of 2nd level or less is suppressed in
Inertial punch (1-12 psi). You can project this area.
kinetic energy in a powerful blow. As a reaction Shadow Beasts (3 psi; conc., 1 min.). As
against an attack, you make a melee psionic an action, you cause two shadows to appear in
attack. If the attack is successful, you make unoccupied spaces you can see within 60 feet of
1d10 bludgeoning damage for each psi point you. The shadows last until your concentration
spended. ends, and they obey your verbal commands. In
Density decrease (6 psi, up to 1 minute). combat, roll for their initiative, and choose their
As an action, make a melee psionic attack behavior during their turns. When this effect
against a creature. If the attack is successful, ends, the shadows disappear. See the Monster
you rearrange its molecular density, giving it Manual for their stat block.
vulnerability against bludgeoning, force,
29
IMPROVED ARCANA

The Everdark (Mastery, 9 psi). You call and it has disadvantage on Initiative rolls. This
forth the eternal darkness that lies beyond the effect lasts for five rounds, and at the beginning
stars to fill the brain of a creature and shut off of the round the creature can repeat the save,
sight. The target must succeed on a Charisma ending the effect on a success.
save or take 5d10 necrotic damage and being Frozen Rain (5 psi; conc., 1 min.). As an
blinded and frightnened. The blindness is action, choose a point you can see within 120
permanent, and only a Greater restoration or feet of you. The air in a 20-foot-radius sphere
equivalent spell could restore the eyes, but the centered on that point becomes deathly cold
frightened condition calls for a Charisma saving and saturated with moisture. Each creature in
throw each round, ending in a success. that area must make a Constitution saving
This effect can be counterspelled as if it were throw. On a failed save, a target takes 5d6 cold
a 7th level spell. damage, and its speed is reduced to 0 until your
Banish to the Shadowfell (Mastery, 12 concentration ends. On a successful save, a
psi). Choose a target. The target must succeed target takes half as much damage. As an action,
on a Charisma saving throw or pitch black a target that has its speed reduced can end the
tendrils cover it and forcefully transport it to a effect early if it succeeds on a Strength
random spot in the Shadowfell, most likely to a (Athletics) check with a DC equal to this effect’s
prison cell or pit on any of the many cities and save DC. You can increase this effect’s damage
ruined castles in the plane. The target must find by 1d6 per each additional psi point spent on it.
its own way back. Ice Barrier (6 psi; conc., 10 min.). As an
action, you create a wall of ice, at least one
MASTERY OF ICE portion of which must be within 60 feet of you.
Wu Jen Discipline The wall is 60 feet long, 15 feet high, and 1 foot
thick. The wall lasts until your concentration
You can use your psychic power to snuff off
ends. Each 10-foot section of the wall has AC
the fire energy present in the air. This allow him 12 and 30 hit points. A creature that damages
to create cold effects. the wall with a melee attack takes cold damage
Psychic Focus. While focused on this equal to the damage the creature dealt to the
discipline, you have resistance to cold damage. wall.
Cold Bite (1-12 psi). As an action, you steal Steal Energy (mastery, 8 psi, conc. 1
the heath of a 5-feet area at up to 120 feet of minute). If you choose this discipline for your
you. The target must make a Constitution psychic focus, each time you deal cold damage
saving throw. On a failed save, the target takes to a creature with this discipline you gain
1d6 cold damage per psi point spent and has its temporary Psi points equal to one tenth of the
speed halved until the start of your next turn. damage done (rounded down). Those psi points
On a successful save, the target takes half as must be used before concentration ends, or they
much damage. are lost.
Ice Sheet (2 psi). As an action, choose a
point on the ground you can see within 60 feet MASTERY OF LIGHT
of you. The ground in a 20-foot radius centered You can use your psychic power to create
on that point becomes freezes for 10 minutes. It and control light energy.
is difficult terrain, and any creature that moves Psychic Focus. While you are focused on
more than 10 feet on it must succeed on a this discipline, you have resistance to radiant
Dexterity saving throw or fall prone. If the damage.
surface is sloped, a creature that falls prone in
the area immediately slides to the bottom of the Light (2 psi; conc., 1 min.). As an action,
slope. an object you touch radiates light in a 20-foot
radius and dim light for an additional 20 feet.
Slowdown (4 psi). Choose a point you can The light lasts until your concentration ends.
see within 60 feet range. The area is deprived Alternatively, a creature you touch radiates
from all heat and each creature must succeed light in the same manner if it fails a Dexterity
on a Constitution save or take 3d8 cold damage. saving throw. While lit in this manner, it can’t
An affected target's speed is halved, it takes a - hide, and attack rolls against it gain advantage.
1 penalty to AC and Dexterity saving throws,
and it can't use reactions. On its turn, it can Radiant Sword (4 psi, conc, 10 minutes).
use either an action or a bonus action, not both, As a bonus action, you create a magical sword
30
PSIONICS AND THE MYSTIC

in your free hand. The sword is long and thick. The wall lasts until your concentration
straight, similar to a wardless longsword, but it ends. Each 5-foot wide section of the wall has
has no weight and lightly murmurs when you AC 12 and 100 hit points. Breaking one section
move it. creates a 5-foot by 5-foot hole in it, but the wall
You can use your action to make a melee otherwise remains intact.
psionic attack with the sword. On a hit, the Armored Form (6 psi; conc., 1 min.). As a
target takes 2d10 radiant damage. You can bonus action, you cover yourself of small wood
concentrate on up to 2 radiant swords at a time, shards that float around you, gaining resistance
but each time you have to spend the main cost. to bludgeoning, piercing, and slashing damage,
The blade is from the color of your aura, and which lasts until your concentration ends.
sheds bright light in a 15 feet radius, and dim Mastery of Wood (Mastery Focus). When
light for additional 15 feet. you make this discipline your mastery, your
Radiant Beam (5 psi; conc., 1 min.). As an reach with wooden weapons doubles, as you
action, you project a beam of light at one can extend the shaft at will, and the dice of the
creature you can see within 60 feet of you. The weapon damage increases in 1 category (a club,
target must make a Dexterity saving throw. On E.G. makes 1d6 damage instead of 1d4 and has
a failed save, it takes 6d6 radiant damage and a reach of 10 feet, and a longbow fires at 600
is blinded until your concentration ends. On a feet and does 1d10 damage).
successful save, it takes half as much damage. Path of a thousand stakes (Mastery, 8
A blinded target can repeat the saving throw at psi). You make the roots of near plants to crack
the end of each of its turns, ending the effect on de ground and grow as powerful stakes in a 20-
itself on a success. You can increase this effect’s feet square or a 60 feet line. The creatures in
damage by 1d6 per each additional psi point the area must succeed on a Dexterity save or
spent on it. take 8d10 piercing damage. The area is now
Bless of the Sunlight (Mastery, 8 psi). As difficult terrain, and the stakes are permanent.
an action, you shed bright light in a 15 feet Passing through the area requires a Dexterity
radius. Every creature reached by the light (acrobatics) check with a DC equal to your
must succeed on a Constitution save or suffer Psionic save
6d12 radiant damage and being blinded for 1d4
rounds. If the save is successful, the creature NOMADIC MIND
only suffers half damage. Nomad Discipline
You dispatch part of your psyche into the
MASTERY OF WOOD noosphere, the collective vista of minds and
Wu-jen Discipline knowledge possessed by living things.
Your mastery and understanding over the Psychic Focus. Whenever you focus on this
living matter is enough to allow you to control discipline, you choose one skill or tool and have
mentally the wood, without needing to deal with proficiency with it until your focus ends.
the spirits. Alternatively, you gain the ability to read and
Psychic Focus. While focused on this write one language of your choice until your
discipline, you have advantage in any use of focus ends.
Carpenter’s or Woodcarver’s tools. You also can Wandering Mind (2–6 psi; conc., 10 min.).
use the mending cantrip on any wooden object. You enter a deep contemplation. If you
Snap! (1-12 psi) As an action, you make one concentrate for this option’s full duration, you
wooden weapon (such as a polearm, bow or then gain proficiency with up to three of the
club) by psi point spent snap. The weapon has following skills (one skill for every 2 psi points
right to a Constitution Saving Throw (base spent): Animal Handling, Arcana, History,
modifier: 0). If you choose to, you may target a Medicine, Nature, Performance, Religion, and
shield for twice the psi point spent, and the Survival. The benefit lasts for 1 hour, no
shield has advantage. concentration required.
Wall of Wood (3 psi; conc., 1 hr.). As an Find Creature (2 psi; conc., 1 hr.). You cast
action, you create a wall of wood at least one your mind about for information about a
portion of which must be within 60 feet of you. specific creature. If you concentrate for this
The wall is 60 feet long, 15 feet high, and 1 foot option’s full duration, you then gain a general

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IMPROVED ARCANA

understanding of the creature’s current bonus action to teleport up to 20 feet per psi
location. You learn the region, city, town, point spent to an unoccupied space you can
village, or district where it is, pinpointing an see, and your speed is reduced to 0 until the
area between 1 and 3 miles on a side (DM’s end of the turn.
choice). If the creature is on another plane of Defensive Step (2 psi). When you are hit by
existence, you instead learn which plane. an attack, you can use your reaction to gain
Item Lore (3 psi; conc., 1 hr.). You carefully your proficiency bonus to AC against that
study an item. If you concentrate for this attack, possibly turning it into a miss. You then
option’s full duration while remaining within 5 teleport up to 10 feet to an unoccupied space
feet of the item, you then gain the benefits of an you can see.
identify spell cast on that item. There and Back Again (2 psi). As a bonus
Psychic Speech (5 psi). As an action, you action, you teleport up to 20 feet to an
attune your mind to the psychic imprint of all unoccupied space you can see and then move
language. For 1 hour, you gain the ability to up to half your speed. At the end of your turn,
understand any language you hear or attempt you can teleport back to the spot you occupied
to read. In addition, when you speak, all before teleporting, unless it is now occupied or
creatures that can understand a language on a different plane of existence.
understand what you say, regardless of what Phantom Caravan (6 psi). As an action, you
language you use. and up to six willing creatures of your choice
Connection to the Noosphere (Mastery, 9 that you can see within 60 feet of you teleport
psi). You learn how to connect yourself to the up to 1 mile to a spot you can see or to an
summum of the sentience knowledge. You can anchor you know where is. If there isn’t an open
research any topic, and spend 1 hour in careful space for all the targets to occupy at the arrival
meditation. You must succeed on a DC 20 point, this ability fails and is wasted.
Intelligence saving throw or receive 4d6 psychic Nomad’s Gate (7 psi; conc., 1 hr.). As an
damage and being stunned 10 minutes. action, you create a 5-foot cube of dim, gray
If someone know or knew the answer, you light within 5 feet of you. You create an identical
receive a truthful, unambiguous answer. If no cube at any point of your choice within 1 mile
one has a clear answer, the psionic can pinpoint that you have viewed within the past 24 hours.
the most logical and educated guess available. Until your concentration ends, anyone entering
Once a Saving throw is failed, the mystic one of the cubes immediately teleports to the
cannot access to the noosphere until he other one, appearing in an unoccupied space
finished a long rest. next to it. The teleportation fails if there is no
space for the creature to appear in.
Severing (mastery, 12 psi). An adept mystic
can sever the connection of a creature with the Astral Gate (Mastery, 11 psi, conc.). You
noosphere. The creature must succeed on an open a portal to the Astral plane that last until
Intelligence save or its Intelligence score is you lose concentration.
reduced to 0 and it is unconscious until
regaining at least 1 point of intelligence. PRECOGNITION
Awakened Discipline
NOMADIC STEP By analyzing information around you, from
Nomad Discipline subtle hints to seemingly disconnected facts,
You exert your mind on the area around you, you learn to weave a string of probabilities in an
twisting the intraplanar pathways you perceive instant that gives you extraordinary insights.
to allow instantaneous travel. Psychic Focus. While focused on this
Psychic Focus. After you teleport on your discipline, you have advantage on initiative
turn while focused on this discipline, your rolls.
walking speed increases by 10 feet until the end Precognitive Hunch (2 psi; conc., 1 min.).
of the turn, as you are propelled by your As a bonus action, you open yourself to receive
teleportation. You can receive this increase only momentary insights that improve your odds of
once per turn. success; until your concentration ends,
Step of a Dozen Paces (1-12 psi). If you whenever you make an attack roll, a saving
haven’t moved yet on your turn, you take a
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PSIONICS AND THE MYSTIC

throw, or an ability check, you roll a d4 and add additional effects. On a successful save, the
it to the total. target takes half damage from the attack but
All-Around Sight (3 psi). In response to an suffers no additional effects that would
attack hitting you, you use your reaction to normally be imposed on a hit.
impose disadvantage on that attack roll, Lethal Strike (1-12 psi). As a bonus action,
possibly causing it to miss. you imbue a weapon you’re holding or your
Danger Sense (5 psi; conc., 8 hr.). As an unarmed strike with psychic energy. The next
action, you create a psychic model of reality in time you hit with it before the end of your turn,
your mind and set it to show you a few seconds it deals an extra 1d10 psychic damage per psi
into the future. Until your concentration ends, point spent.
you can’t be surprised, attack rolls against you Augmented Weapon (5 psi; conc., 10
can’t gain advantage, and you gain a +10 bonus min.). As a bonus action, touch one simple or
to initiative. martial weapon. Until your concentration ends,
Victory Before Battle (7 psi). When you roll that weapon adds 1d8 Psychic damage
initiative, you can use this ability to grant whenever you hit with it.
yourself and up to five creatures of your choice Intelligent Blade (Mastery): If you choose
within 60 feet of you a +10 bonus to initiative. this discipline as your Psionic Mastery, you can
Alertness (Mastery). I you choose this use your Intelligence modifier instead of the
discipline as your Psionic Mastery, you can’t be normal one with the psionic weapon.
surprised and you can use a reaction to force Ethereal Lance (mastery, 8 Psi, Conc.)
your allies to re-roll surpise. Your psionic weapon emits a psychic blade that
Cognitive superiority (Mastery, 10 psi, extends its reach 20 feet, and can attack up to
conc. 1 minute). You can read the future paths 5 creatures at the same time.
of attack avoiding them completely. Any
creature with lower or equal Initiative PSYCHIC ASSAULT
automatically fails any attack if it is beaten in Awakened Discipline
an Intelligence (Deception) confronted check You wield your mind like a weapon,
against your Intelligence (Insight) control. Even unleashing salvos of psionic energy. A creature
if they can attack you, they do it with is immune to this power if it is immune to
disadvantage. psychic damage.
Psychic Focus. While focused on this
PSIONIC WEAPON discipline, you add your proficiency bonus to
Immortal Discipline damage rolls with psionic talents that deal
You have learned how to channel psionic psychic damage.
energy into your attacks, lending them Psionic Blast (1-12 psi). As an action,
devastating power. choose one creature you can see within 60 feet
Psychic Focus. Whenever you focus on this of you. The target takes 1d4 psychic damage per
discipline, choose one weapon you’re holding or psi point spent on this ability. Undead and
your unarmed strike. When you attack with it constructs are immune to this feature.
while focused on this discipline, its damage is Ego Whip (3 psi). As an action, choose one
psychic, rather than its normal damage type. creature you can see within 60 feet of you. The
Until you reach 6th level as a mystic, you don’t target must make an Charisma saving throw.
add your Strength or Dexterity modifier to the On a failed save, the creature takes 3d8 psychic
psychic attack’s damage rolls. damage, and it is filled with self-doubt, leaving
Ethereal Weapon (1 psi). As a bonus action, it able to use its action on its next turn only to
you temporarily transform one weapon you’re take the Dodge, Disengage, or Hide action. On a
holding or your unarmed strike into pure successful saving throw, it takes half as much
psionic energy. The next attack you make with damage.
it before the end of your turn ignores the target’s Id Insinuation (5 psi). As an action, choose
armor, requiring no attack roll. Instead, the one creature you can see within 60 feet of you.
target makes a Dexterity saving throw against The target must make an Intelligence saving
this discipline. On a failed save, the target takes throw. On a failed save, the creature takes 5d8
the attack’s normal damage and suffers its psychic damage, and it goes into a fury, as its
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IMPROVED ARCANA

id runs rampant. On its next turn, it can use its incapacitated until the end of your next turn or
action only to take the Dodge or Attack action. until it takes any damage.
On a successful save, it takes half as much Mind Storm (5 psi). As an action, choose a
damage. point you can see within 60 feet of you. Each
Psychic Blast (6 psi). As an action, you creature in a 20-foot-radius sphere centered on
unleash devastating psychic energy in a 60-foot that point must make a Wisdom saving throw.
cone. Each creature in that area must make an On a failed save, a target takes 6d8 psychic
Intelligence saving throw, taking 6d8 psychic damage and suffers disadvantage on all saving
damage on a failed save, or half as much throws until the end of your next turn. On a
damage on a successful one. You can increase successful save, a creature takes half as much
the damage by 1d8 for each additional psi point damage. You can increase the damage by 1d6
you spend when you use this ability. per additional psi point spent on this ability.
Psychic Crush (7 psi). As an action, you Chaotic Blast (mastery, 9 psi, 1 minute).
create a 20-foot cube of psychic energy within You emit a powerful overwhelming stream of
120 feet of you. Each creature in that area must contradictory information in a 60-feet cone.
make an Intelligence saving throw. On a failed Each creature within range must succeed
save, a target takes 8d8 psychic damage and is on a Intelligence saving throw when you cast
stunned until the end of your next turn. On a this spell or be affected by it.
successful save, a target takes half as much
damage. An affected target can’t take reactions and
must roll a d10 at the start of each of its turns
Pain (mastery, 11 psi, conc, 10 min). You to determine its behavior for that turn.
assault the mind of a creature with
overwhelming pain. Your target must succeed 1. The creature uses all its movement to move
on an Intelligence saving throw or takes 12d10 in a random direction. To determine the
psychic damage, and it is stunned in pain for direction, roll a d8 and assign a direction to
the duration of the effect. You can interrupt the each die face. The creature doesn’t take an
pain in any time during the effect, stopping the action this turn.
count of the minutes, and resume where you 2-6. The creature doesn’t move or take actions
left. After 10 minutes have past, your target this turn.
receives 1 level of exhaustion. If the target 7-8 The creature uses its action to make a melee
succeeds on the Intelligence save, it only takes attack against a randomly determined creature
half damage and no other effect. within its reach. If there is no creature within
its reach, the creature does nothing this turn.
PSYCHIC DISRUPTION
9-10 The creature can act and move normally.
Awakened Discipline
At the end of each of its turns, an affected
You create psychic static that disrupts other
target can make an Intelligence saving throw. If
creatures’ ability to think clearly. A creature is
it succeeds, this effect ends for that target.
immune to this power if it is immune to psychic
damage.
PSYCHIC INQUISITION
Psychic Focus. While focused on this Awakened Discipline
discipline, you have advantage on Charisma
(Deception) checks. You reach into a creature’s mind to uncover
information or plant ideas within it. A creature
Distracting Haze (1-12 psi; conc., 1 min.). is immune to this ability if it is immune to being
As an action, choose one creature you can see
charmed or to psychic damage.
within 60 feet of you. That creature must make
an Intelligence saving throw. On a failed save, it Psychic Focus. While focused on this
takes 1d10 psychic damage per psi point spent discipline, you know when a creature
and can’t see anything more than 10 feet from communicating with you via telepathy is lying.
it until your concentration ends. On a Hammer of Inquisition (1-12 psi). As an
successful save, it takes half as much damage. action, choose one creature you can see within
Daze (3 psi). As an action, choose one 60 feet of you. The target must make an
creature you can see within 60 feet of you. That Intelligence saving throw. On a failed save, it
creature must make an Intelligence saving takes 1d8 psychic damage per psi point spent
throw. On a failed save, the target is and suffers disadvantage on its next Wisdom
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PSIONICS AND THE MYSTIC

saving throw before the end of your next turn. charged trinket. The memories can be accessed
On a successful save, it takes half as much by meditating at least 1 hour on the trinket. The
damage. original owner of the memories may trigger an
Forceful Query (2 psi). As an action, you intelligence saving throw that allows him to
ask a question of one creature that can see and remember an entire layer of memories (see
hear you within 30 feet of you. The question below).
must be phrased so that it can be answered Waters of Lethe (Mastery, 12 psi). You
with a yes or no, otherwise this ability fails. The forcefully erase the brain of a creature to a
target must succeed on a Wisdom saving throw, blank state during a long session, making it
or it replies with a truthful answer. easy to manipulate. Choose a restrained target
Ransack Mind (5 psi; conc., 1 hr.). While and contact it telepathically. During the course
you concentrate on this ability, you probe one of five hours, the creature must succeed on 5
creature’s mind. The creature must remain Intelligence saving throws, in each of one the
within 30 feet of you, and you must be able to creature loses a layer of memory. Each layer
see it. If you reach the ability’s full duration, the erased spends the cost, and the character must
target must make three Intelligence saving maintain concentration for 1 full hour to work.
throws, and you learn information from it based The first layer contains recent memory. All
on the number of saving throws it fails. With superficial, unprotected, and recent memories
one failed saving throw, you learn its key are erased.
memories from the past 12 hours. With two The second layer contains most non-
failed saving throws, you learn its key memories significative memories of people.
from the past 24 hours. With three failed saving
throws, you learn its key memories from the The third layer contains all skills not linked
past 48 hours. to body memory (such as history, arcana and
such).
Phantom Idea (6 psi; conc., 1 hr.). While
you concentrate on this ability, you probe one The fourth layer contains self consciousness,
creature’s mind. The creature must remain the own identity of the character, such as flaws
within 30 feet of you, and you must be able to and personality traits.
see it. If you reach the ability’s full duration, the The fifth layer contains the last shards of
target must make three Intelligence saving personality. To erase this layer, the mystic must
throws, and you plant a memory or an idea in succeed on a Psionic Attack against an AC equal
it, which lasts for a number of hours based on to the Intelligence, Wisdom and Charisma
the number of saving throws it fails. You choose modifiers combined, besides of the Saving
whether the idea or memory is trivial (such as “I Throw. If the mystic succeeds, the character is
had porridge for breakfast” or “Ale is the worst”) left blank-state, without any memory, nor even
or personality-defining (“I failed to save my language. Charisma is reduced to 1, and the
village from orc marauders and am therefore a other mental stats are left at 10, and loses all
coward” or “Magic is a scourge, so I renounce class features.
it”). Aberrations are immune to this, as their
With one failed saving throw, the idea or minds are too alien to be understood. The
memory lasts for the next 4 hours. With two mystic gains 1 level of exhaustion for every 2
failed saving throws, it lasts for 24 hours. With layers erased.
three failed saving throws, it lasts for 48 hours.
Hypnotic Recall (mastery). If the mystic PSYCHIC PHANTOMS
chooses this discipline as its Psionic Mastery, Awakened Discipline
he may host a session of hypnosis to recall Your power reaches into a creature’s mind
hidden memories. During a session of hypnosis and causes it false perceptions.
of at least 1 hour, a creature may remember 1
repressed memory, and has the opportunity to Psychic Focus. While focused on this
get rid of an Indefinite madness via Wisdom (or discipline, you have advantage on Charisma
Sanity) saving throw. (Deception) checks.

Memory Shards (8 psi). You can create a Distracting Figment (1-12 psi). As an
backup memory. You store one hub of action, choose one creature you can see within
memories from any creature in a psionically 60 feet of you. The target must make an
Intelligence saving throw. On a failed save, it
35
IMPROVED ARCANA

takes 1d8 psychic damage per psi point spent world (and that could possibly release him), the
and thinks it perceives a threatening creature creature has advantage on the save, and can
just out of its sight; until the end of your next repeat it every turn. The target is immune to
turn, it can’t use reactions, and melee attack this effect if it can’t see you.
rolls against it have advantage. On a successful Banish to the Dream World (mastery, 11
save, it takes half as much damage. psi). As Illusory Quest above, except the effect
Phantom Foe (4 psi; conc., 1 min.). As an is permanent. The target is immune to this
action, choose one creature you can see within effect if it can’t see you.
60 feet of you. The target must make an
Intelligence saving throw. On a failed save, it PSYCHOKINESIS
perceives a horrid creature adjacent to it until Far Hand Discipline
your concentration ends. During this time, the
target can’t take reactions, and it takes 1d8 As a student of psionic power, you perceive
psychic damage at the start of each of its turns. the potential energy that flows through all
The target can repeat the saving throw at the things. You reach out with your mind,
transforming the potential into the actual.
end of each of its turns, ending the effect on
Objects and creatures move at your command.
itself on a success. You can increase the
damage by 1d8 for each additional psi point Psychic Focus. While focused on this
spent on the ability. discipline, you have advantage on untrained
Strength checks.
Phantom Betrayal (5 psi; conc., 1 min.).
As an action, you plant delusional paranoia in Push (1-12 psi). As an action, choose one
a creature’s mind. Choose one creature you can creature you can see within 60 feet of you. The
see within 60 feet of you. The target must target must make a Strength saving throw. On
succeed on an Intelligence saving throw, or a failed save, it takes 1d8 force damage per psi
until your concentration ends, it must target its point spent and is pushed up to 5 feet per point
allies with attacks and other damaging effects. spent in a straight line away from you. On a
The target can repeat the saving throw at the successful save, it takes half as much damage
end of each of its turns, ending the effect on and isn’t pushed.
itself on a success. A creature is immune to this Telekinesis (2–12 psi). Choose one object
ability if it is immune to being charmed. you can see within 60 feet of you that isn’t being
Phantom Riches (7 psi; conc., 1 min.). As worn or carried by another creature and that
an action, you plant the phantom of a greatly isn’t secured in place. It can’t be larger than 20
desired object in a creature’s mind. Choose one feet on a side, and its maximum weight depends
creature you can see within 60 feet of you. The on the psi points spent on this ability, as shown
target must make an Intelligence saving throw. below. As an action, you move the object up to
On a failed save, you gain partial control over 60 feet, and you must keep the object within
the target’s behavior until your concentration sight during this movement. If the object ends
ends; the target moves as you wish on each of this movement in the air, it falls. If the object
its turns, as it thinks it pursues the phantom would fall on a creature, the creature must
object it desires. If it hasn’t taken damage since succeed on a DC 10 Dexterity saving throw or
its last turn, it can use its action only to admire take damage as listed on the table below.
the object you created in its perception. The Psi Spent Maximum Bludgeoning
target can repeat the saving throw at the end of Weight Damage
each of its turns, ending the effect on itself on a
success. 2 25 lbs. 2d6

Illusory Quest (mastery, 9 psi, Conc., 1 3 50 lbs. 4d6


hour). As an action, choose one creature you 5 250 lbs. 6d6
can see within 60 feet of you. The target must 6 500 lbs. 7d6
make an Intelligence saving throw. On a failed
save, its mind is trapped in an illusory world 7 1,000 lbs. 8d6
that should make sense for it, and it is Grasp (3 psi; conc., 1 min.). You attempt to
unconscious. Describe that world, and describe grasp a creature in telekinetic energy and hold
the conditions of liberation that the creature it captive. As an action, choose one creature you
must fulfill to get rid of the illusion. If you don’t can see within 60 feet of you. The target must
create any type of objective to fulfill in the dream succeed on a Strength saving throw or be
36
PSIONICS AND THE MYSTIC

grappled by you until your concentration ends save, or half as much damage on a successful
or until the target leaves your reach, which is one.
60 feet for this grapple. The grappled target can Control Fire (Mastery). If you choose this
escape by succeeding on a Strength (Athletics) discipline as your Psionic Mastery, you learn
check contested by your psionic ability plus the control flames and create bonfire cantrips.
your proficiency bonus. When a target attempts They are magical and they are casted normally.
to escape in this way, you can spend psi points
to boost your check, abiding by your psi limit. Arson (mastery, 9 psi). You start a fiery fire
You gain a +1 bonus per psi point spent. that affects any combustible surface in a 30-feet
radius. Roll 3d10. That’s the number of 5-foot
While a target is grappled in this manner, areas that ignite randomly. The fire is non
you create one of the following effects as an magical and spreads in the wind’s direction.
action: You have not control over it.
Crush (1-12 psi). The target takes 1d6 Every fire area burns hot, and any creature
bludgeoning damage per psi point spent. that begins or ends its turn on them takes 3d10
Move (1-12 psi). You move the target up to 5 fire damage and catches fire. Once per round,
feet per psi point spent. You can move it in the every 5-feet area covered in fire spreads in the
air and hold it there. It falls if the grapple ends. wind direction, covering a new area. If no wind
Telekinetic Mastery (Mastery). You gain is present, all surrounding areas catch fire. The
Proficiency on Strength saving throws. arson also causes heavy smoke to spread,
causing the area to be heavily obscured, and
choking creatures in twice the normal time.
PYROGENESIS Every column of fire has 5d10 “Hit Points”, and
Wu Jen Discipline 1 gallon of water douses 1d10 fire points. The
You can meddle with the fire energy that fire extinguish itself when there isn’t anything
surrounds everything, and manipulate it to else to consume, or if a strong rain douses it.
create flames.
Psychic Focus. While focused on this REBALANCING THE CHAKRAS
discipline, you gain resistance to fire damage, Immortal Discipline
as you cool down your surrounding area. You wield psionic energy to cure wounds and
Combustion (1-12 psi; conc., 1 min.). As an restore health to yourself and others.
action, choose one creature or object you can Psychic Focus. While focused on this
see within 120 feet of you. You burn the area discipline, you can use a bonus action to touch
around him. The target must make a a creature that has 0 hit points and stabilize it.
Constitution save. On a failed save, the target
takes 1d8 fire damage per psi point spent, and Mend Wounds (1-12 psi). As an action, you
it catches on fire, taking 1d6 fire damage at the can spend psi points to restore hit points to one
end of each of its turns until your concentration creature you touch. The creature regains 1d4
ends or until it or a creature adjacent to it hit points per psi point spent.
extinguishes the flames with an action. On a Align Chakras (3 psi). As an action, you
successful save, the target takes half as much touch one creature and remove one of the
damage and doesn’t catch on fire. following conditions from it: blinded, deafened,
Coat of the Crimson King (4 psi; conc., 1 paralyzed, or stunned spending one Hit Dice
min.). As a bonus action, the area around you from the creature. Alternatively, you give a
ignites in flames until your concentration ends. creature a new Saving Throw against a disease,
Any creature that end its turn within 5 feet of healing it on a success.
you takes 3d6 fire damage, but if you move Restore Vigor (7 psi). As an action, you can
more than 15 feet in your turn you catch fire touch one creature and choose one of the
too. following: remove any reductions to one of its
Detonation (5 psi). As an action, you create ability scores, remove one effect that reduces its
a fiery explosion at a point you can see within hit point maximum, or reduce its exhaustion
120 feet of you. Each creature in a 15-foot- level by one. The creature spends 1 hit dice.
radius sphere centered on that point must Medic (Mastery). If you choose this
make a Strength saving throw, taking 6d6 fire discipline as your mastery, you gain proficiency
damage and being knocked prone on a failed
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IMPROVED ARCANA

in Medicine. Also, you can add your Intelligence cone and make 8d6 thunder damage, or reduce
modifier to any medicine check. the cone final edge in 5-feet steps increasing
Restoration (Mastery, 9 psi) As an action, 1d6 damage for each decrease in area.
you can touch a creature and spend half its hit
dice. You cure a permanent ailment, and you TELEMACHEIA
also restore any limbs or lumps it has, even Far Hand Discipline
birth ones. If you spend half your maximum Hit The Order of Far Hand excels on ranged
Dice, you can also remove all the exhaustion combat, and the Telemacheia discipline reflects
levels of a creature that in an unusual way. Telemacheia implies a
great degree of control over weapons, extending
SONOGENESIS the range of melee combat with the psychic
Wu Jen Discipline prowess.
You discover a type of energy that pervades Psychic Focus. While focused on this
all things. You master the harnessing and discipline, you gain reach with every weapon. If
manipulation of lightning. the weapon already has reach, it increases in 5
Psychic Focus. While focused on this feet.
discipline, you have resistance to thunder Psychic Command (2 psi, conc., 10
damage and advantage on any musical minutes). As an action, you target one weapon
instrument tool check. at hand. You make it levitate, and use it as a
Rebel Yell (1-12 psi). You scream loudly and melee weapon attack with a range of 60 feet.
powerfully, making fragile compounds such as You use your Intelligence score instead of your
glass or ceramic break in a 60 feet radius. Each strength or dexterity score when using your
creature in a 20 foot cone must succeed on a weapon this way, and you are considered
Constitution save or take 1d6 thunder damage proficient with it.
per psi point spent and be deafened for 1 Blade Whirlwind (3 psi points, up to 1
minute. Succeeding on the save halves the minute), As a bonus action, you can command
damage and prevents deafening. a light weapon in which you have proficiency
Wall of Thunder (6 psi; conc., 10 min.). As that isn’t worn or grabbed by other person. The
an action, you create a wall of thunder, at least weapon floats and you can make a melee
one portion of which must be within 60 feet of weapon attack as a bonus action every round to
you. The wall is 60 feet long, 15 feet high, and any creature up to 30 feet of you. This attack
1 foot thick. The wall lasts until your uses your Psionic ability instead of your
concentration ends. Every foot moved through strength or dexterity modifier.
the wall costs 1 extra foot of movement. When a Hoplomacheia (4 psi, conc, 1 minute). As
creature moves into the wall’s space for the first an action, you control a suit of armor that fights
time on a turn or starts its turn there, that within 100 feet of you. You control its actions
creature must succeed on a Strength saving with a bonus action, or it remains motionless.
throw, or it takes 6d6 thunder damage, is The animated armor hasn’t any reactions, but
pushed in a straight line up to 30 feet away from you can use your own to make Opportunity
the wall, and is knocked prone. Attacks through the armor. See the Animated
Thunder Clap (7 psi). As an action, choose Armor in the MM for its stats, but the nature of
a point you can see within 60 feet of you. the armor will stablish the AC (EG: an animated
Thunder energy erupts in a 20-foot-radius leather armor will have AC 11). The suit of
sphere centered on that point. Each creature in armor must be available to this effect to work,
that area must make Constitution saving throw. and it will not work if its worn by an unwilling
On a failed save, a target takes 8d6 thunder creature.
damage, and it is stunned until the end of your Far Shield (2 psi, Conc., 1 minute). As an
next turn. On a successful save, a target takes action, you target one shield, table or any other
half as much damage. plank of wood or metal weighting no more than
Black Canary (mastery, 10 psi, conc. 1 10 pounds and lift it with the power of your
minute). Your voice is trained to a millimetric mind. For the duration, the object hovers
precision. During your concentration, you can around you and give you half cover.
choose to make an sound attack as a bonus Telemacheia (Mastery, 9 psi, Conc, 1
action. You can project your voice in a 60-foot minute). Your psionic power allows you to
38
PSIONICS AND THE MYSTIC

command several weapons at once. You choose succeed on an Intelligence saving throw, or you
7 weapons, and make an attack with advantage choose the creature’s actions and movement on
with all of them as if they were one, or move its turns until your concentration ends. At the
them independently and make one normal end of each of its turns, it can repeat the saving
attack with each one in any combination throw, ending the effect on itself on a success.
against of targets. These attacks use your A creature is immune to this ability if it is
psionics ability instead of strength or dexterity. immune to being charmed.
Telepath (Mastery). If you choose this
TELEPATHIC CONTACT discipline as your Psionic Mastery, you have no
Awakened Discipline number limits on creatures that you can use
By channeling psionic power, you gain the your Telepathy feature.
ability to control other creatures by substituting
your will for their own. THIRD EYE
Psychic Focus. While focused on this Awakened Discipline
discipline, you gain the ability to use your You create a third, psychic eye in your mind,
Telepathy class feature with up to six creatures which you cast out into the world. It channels
at once. If you don’t have that feature from the thoughts and knowledge back to you, greatly
mystic class, you instead gain it while focused enhancing your senses.
on this discipline. Psychic Focus. While focused on this
Occluded Mind (2 psi). As an action, you discipline, you have darkvision with a range of
target one creature you can communicate with 60 feet. If you already have darkvision with that
via telepathy. The target must make an range or greater, increase its range by 10 feet.
Intelligence saving throw. On a failed save, the Tremorsense (2 psi; conc., 1 min.). As a
target believes one statement of your choice for bonus action, you gain tremorsense with a
the next 5 minutes that you communicate to it radius of 30 feet, which lasts until your
via telepathy. The statement can be up to ten concentration ends.
words long, and it must describe you or a
creature or an object the target can see. On a Unwavering Eye (2 psi). As a bonus action,
successful save, the target is unaffected, and you gain advantage on Wisdom checks for 1
you can’t use this ability on it again until you minute.
finish a long rest. A creature is immune to this Piercing Sight (3 psi; conc., 1 min.). As a
ability if it is immune to being charmed. bonus action, you gain the ability to see through
Broken Will (5 psi). As an action, you target objects that are up to 1 foot thick within 30 feet
one creature you can communicate with via of you. This sight lasts until your concentration
telepathy. The target must make an Intelligence ends.
saving throw. On a failed save, you choose the Truesight (5 psi; conc., 1 min.). As a bonus
target’s movement and action on its next turn. action, you gain truesight with a radius of 30
On a successful save, the target is unaffected, feet, which lasts until your concentration ends.
and you can’t use this ability on it again until Far Sight (Mastery, 9 psi, Conc, 10
you finish a long rest. A creature is immune to minutes), As a bonus action, you gain truesight
this ability if it is immune to being charmed. with a radius of 120 feet, which lasts until your
Psychic Grip (6 psi; conc., 1 min.). As an concentration ends, and you also can see
action, you target one creature you can see through the Ethereal and Astral plane
within 60 feet of you. The target must succeed conections to they plane in which you are.
on an Intelligence saving throw, or it is
paralyzed until your concentration ends. At the VENOMOUS METABOLISM
end of each of its turns, it can repeat the saving Immortal Discipline
throw. On a success, this effect ends. On a
failure, you can use your reaction to force the Your control over your body allows you to
target to move up to half its speed, even though deliver venomous attacks.
it’s paralyzed. Psychic Focus. While focused on this
Psychic Domination (7 psi; conc., 1 min.). discipline, you have resistance poison damage.
As an action, you target one creature you can Venom Strike (1-12 psi). As an action, you
see within 60 feet of you. The target must create a poison spray that targets one creature

39
IMPROVED ARCANA

you can see within 30 feet of you. The target terrain, and you can touch any one creature
must make a Constitution saving throw. On a and share that intangibility while you are
failed save, it takes 1d8 poison damage per psi touching it. A creature that ends or begins its
point spent and is poisoned until the end of turn in a solid obstacle is restrained by it and
your next turn. On a successful save, the target suffers 8d10 force damage, but they may use
takes half as much damage and isn’t poisoned. their reaction to succeed on a Dexterity save
Assassin’s Friend (4 psi, 1 minute). You and move to the next unoccupied space.
exude poisonous sweat. As a bonus action, you Phantom Hands (mastery). If you choose to
can coat a weapon with poison. For the make this discipline your Psionic Mastery, you
duration, all attacks with the weapon deal 1d8 can use a Bonus action to attack or interact
extra poison damage, and your targets must with the Ethereal plane if you are in the Material
succeed on a Constitution save or being Plane, and vice versa.
poisoned for a minute. They can repeat the save Etherealness (Mastery, 10 psi, Conc, 10
each round, ending the effect on a success. minutes), As an action you can gain the traits
Breath of the Green Dragon (7 psi). You of an ethereal creature. You can enter as a
exhale a cloud of poison in a 90-foot cone. Each bonus action to the border Ethereal Plane from
creature in the line must make a Constitution the Material Plane, or vice versa. You are visible,
saving throw, taking 8d6 poison damage on a although blurry and immaterial, on the Material
failed save, or half as much damage on a Plane while in the Border Ethereal, and vice
successful one. versa, yet you can't affect or be affected by
Venomous (mastery). If you choose this anything on the other plane except for force or
discipline as your Psionic Mastery, you become psychic energy. You can also phase out any
immune to poison damage. physical object in both planes as if they were
difficult terrain, but you receive 1d10 force
Exotic Venom (mastery, 9 psi, conc. 1 damage if you end its turn inside an object.
minute,). For the duration, all your poisonous
attacks are improved. Your poison ignores
poison resistance and creatures have Psionic Talents
disadvantage on their saving throws, and any Psionic talents are minor abilities that
magical healing attempts (such as an use of the require psionic aptitude but don’t drain a
paladin’s Lay on hands) only trigger a new mystic’s reservoir of psionic power. Talents are
Saving throw without disadvantage, but not similar to disciplines and use the same rules,
cure them outright. but with three important exceptions:
• You can never use your psychic focus on a
WALKER OF THE MIST talent.
Nomad Discipline
• Talents don’t require you to spend psi
You can alter your body and immobile points to use them.
objects to change them of phase.
• Talents aren’t linked to Mystic Orders.
Psychic Focus. You vibrate and look fuzzy
The talents are presented below in
in the distance. While focused on this discipline,
alphabetical order.
ranged attacks coming from more than 50 feet
have disadvantage.
BEACON
Phasing (2 psi). As a bonus action, you can Psionic Talent
phase out one single, immobile physical
obstacle, such as a wall. This count as difficult Range: self
terrain for you, Duration: 1 hour
Ethereal Weapon (4 psi; conc., 1 min.). As As a bonus action, you cause bright light to
a bonus action, your next weapon or unarmed radiate from your body in a 20-foot radius and
attack ignore cover and any bonus granted by dim light for an additional 20 feet. The light can
physical armor not made of mithril or be colored as you like. The light lasts for 1 hour,
adamantine. and you can extinguish it earlier as a bonus
Intangibility (7 psi, conc., 1 minute). For action.
1 minute you gain the power of traversing
physical obstacles as if they were difficult
40
PSIONICS AND THE MYSTIC

BLADE MELD FAR HAND


Psionic Talent Psionic Talent
Range: self Range: up to 30 feet
Duration: 1 minute Duration: Concentration, up to 1 minute
As a bonus action, a one-handed melee You can use your action to manipulate or
weapon you hold becomes one with your hand. move one object within 30 feet of you. The object
For the next minute, you can’t let go of the can’t weigh more than 10 pounds, and you can’t
weapon nor can it be forced from your grasp. affect an object being worn or carried by another
creature. If the object is loose, you can move it
BLIND SPOT up to 30 feet in any direction. The object falls to
Psionic Talent the ground at the end of your turn if you leave
it suspended in midair.
Range: 120 feet
When you advance to 5th level, you can lift an
Duration: 1 round object that weights up to 20 pounds and move
As an action, you erase your image from the it 30 extra feet; this increases again in 10
mind of one creature you can see within 120 feet pounds and 30 feet at levels 11th (up to 30
of you; the target must succeed on a Wisdom pounds and move it up to 90 feet) and 17th (40
saving throw, or you are invisible to it until the pounds up to 120 feet); you also can affect one
end of your next turn. more object per level increase, that counts
against the total weight and distance you can
DELUSION manipulate.
Psionic Talent
Range: 60 feet LIGHT STEP
Psionic Talent
Duration: 1 minute
Range: self
As an action, you plant a false belief in the
mind of one creature that you can see within 60 Duration: 1 turn
feet of you. You can create a sound or an image. As a bonus action, you alter your density and
Only the target of this talent perceives the weight to improve your mobility. For the rest of
sound or image you create. your turn, your walking speed increases by 10
If you create a sound, its volume can range feet, and the first time you stand up this turn,
from a whisper to a scream. It can be your voice, you do so without expending any of your
someone else's voice, a creature's roar, a movement if your speed is greater than 0.
musical instrument, or any other sound you
pick. It lasts for 1 minute. MIND MELD
If you create an object, it must fit within a 5- Psionic Talent
foot cube and can’t move or be reflective. The Range: 120 feet
image can't create any effect that influences a Duration: instantaneous
sense other than sight. The image lasts for 1
minute, and it disappears if the creature As a bonus action, you can communicate
touches it. telepathically with one willing creature you can
see within range. The target must have an
Intelligence of at least 2, otherwise this talent
ENERGY BEAM fails and the action is wasted.
Psionic Talent
This communication can occur until the end
Range: up to 90 feet
of the current turn. You don’t need to share a
Duration: instantaneous language with the target for it to understand
As an action, you target one creature you can your telepathic utterances, and it understands
see within 90 feet of you. The target must you even if it lacks a language. You also gain
succeed on a Dexterity saving throw or take 1d8 access to one memory of the target’s choice,
acid, cold, fire, lightning, or thunder damage gaining perfect recall of one thing it saw or did.
(your choice). The talent’s damage increases by
1d8 when you reach 5th level (2d8), 11th level MIND SLAM
(3d8), and 17th level (4d8). Psionic Talent
41
IMPROVED ARCANA

Range: 60 feet PSIONIC GRASP


Duration: instantaneous Psionic Talent
As an action, you target one creature you can Range: 120 feet
see within range. The target must succeed on a Duration: instantaneous
Constitution saving throw or take 1d6 force
As an action, you try to grab one creature
damage. If it takes any of this damage and is
you can see within range, with an invisible hand
Large or smaller, it is knocked prone.
crafted from telekinetic energy. The target must
The talent’s damage increases by 1d6 when succeed on a Strength saving throw or take 1d6
you reach 5th level (2d6), 11th level (3d6), and force damage. If it takes any of this damage and
17th level (4d6). is Large or smaller, you can move it up to 10
feet in a straight line in a direction of your
MIND THRUST choice. You can’t lift the target off the ground
Psionic Talent unless it is already airborne or underwater.
Range: 60 feet The talent’s damage increases by 1d6 when
Duration: instantaneous you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).
As an action, you target one creature you can
see within range. The target must succeed on
THOUGHT BOLT
an Intelligence saving throw or take 1d10
Psionic Talent
psychic damage.
Range: 120 feet
The talent’s damage increases by 1d10 when
you reach 5th level (2d10), 11th level (3d10), Duration: instantaneous
and 17th level (4d10). As an action, you make a psionic attack
against a creature you can see. You make 1d8
MYSTIC CHARM psychic damage on a hit, and the target doesn’t
Psionic Talent know from where the attack came.
Range: 120 feet The talent’s damage increases by 1d8 a when
Duration: instantaneous you reach 5th level (2d8), 11th level (3d8), and
17th level (4d8).
As an action, you beguile one humanoid you
can see within range. The target must succeed
on a Charisma saving throw or be charmed by
you until the end of your next turn.

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PSIONICS AND THE MYSTIC

FIGHTER ARCHETYPES: SOULBLADE


The Order of the Soul Blade sacrifices some your psionic attacks, and also you
of the versatility of the fighter to learn specific use your
psionic powers These mystics learn to manifest
a deadly weapon of pure psychic energy that
they can use to cleave through foes.
Soul knives vary widely in their approach to
this path. Some follow it out of a desire to
achieve martial perfection. Others are ruthless
assassins who seek to become the perfect killer.

PSIONICS
When you reach 3rd level you gain the ability
to use psionic powers. As always, you can’t use
psionics if you are currently under the
charmed, frightened, incapacitated, poisoned or
stunned conditions.
Talents known. You learn 1 talent when
you choose this archetype at level three. You
learn other talents as you advance in levels, as
the Soulblade Psionics table shows.
Disciplines Known. The Scourge column
shows how many disciplines you know in a
given level. You can use any powers listed under
this discipline, given that you met the psi point
requisites, and you can learn new disciplines
with training in your downtime if you have a Intelligence to determine your psionics
teacher with that discipline. saving throws.
Psionics save DC = 8 + your proficiency
You need first to find a teacher wanting to
bonus + your Intelligence modifier
train you, and learning a discipline this way
count as hiring a sage. You spend 1 gold per day Psionic attack modifier = your proficiency bonus +
of downtime for 100 days of downtime to train, your Intelligence modifier
at the end of which you need to make a
successful DC 15 Arcana Check. If you fail this .
check, you have to repeat the process all over
again. You can also train the discipline by
SOUL KNIFE
yourself, with the aid of a book or tome of
Starting at 3rd level, you gain the ability to
psionic lore. Doing it that way increases the DC
manifest a blade of psychic energy. As a bonus
to 20, and take twice as much time.
action, you create scintillating knives of energy
Psychic Focus. The Soulblade can benefit that project from both of your fists. You can
from the Psychic focus of any discipline he dismiss them as a bonus action.
knows, but it must use its concentration to
Alternatively, you may use a weapon and
maintain it. You can’t use Psionic Mastery
modify it for 100 gold. Modifying a weapon
powers.
needs a day, one DC 15 Intelligence (Arcana)
Psi Points. The Scourge Psionics table and one DC 10 Intelligence (Smith’s Tools)
shows which dice you roll to increase your Psi checks. This allows you to charge it of psychic
Points by level. The Psi Limit shows you how energy (your Kindred Weapon) while you are
much psi points you could use on any effect. attuned to it.
Psionics Ability. Intelligence is your For you, a soul knife is a martial melee
psionics ability, since you learn your powers weapon with the light and finesse properties. It
through dedicated self-analysis and deals 1d8 psychic damage on a hit. As a bonus
experimentation. You use your Intelligence for action, you can prepare to use the blades to
43
IMPROVED ARCANA

parry; you gain a +2 bonus to AC until the start


of your next turn or until you are incapacitated.
A kindred weapon makes its normal damage,
and you can add 1d6 psychic damage spending
1 psi point.
You can also spend psi points to augment
your soul blade’s attack rolls and damage. You
gain a bonus to attack and damage rolls with
your soul knives or kindred weapons depending
on the number of psi
points spent, as shown on the table below.
SOULBLADE PSIONICS
This bonus lasts for 10 minutes.
Psi Points Attack and Damage Bonus Level Talent Psi Disciplines Psi
s dice limit
2 +1
3rd 1 Int. 1 2
5 +2 mod
7 +3 4th 1 d4 + int 1 2
5th 1 d4 + int 1 2
CONSUMPTIVE BLADE 6th 2 d4 + int 1 2
Starting at 7th level, whenever you slay an
enemy creature with a soul knife attack, you 7th 2 d4 + int 2 3
immediately regain hit points as if you were 8th 2 d4 + int 2 3
using a hit dice.
9th 2 d4 + int 2 3

PHANTOM BLADE 10th 3 d4 + int 2 3


Starting at 15th level, you can make an 11th 3 d4 + int 3 4
attack that phases through most defenses. As a 12th 3 d4 + int 3 4
bonus action, you can make one attack with
your soul knife or kindred weapon. Treat the 13th 3 d4 + int 3 4
target’s AC as 10 against this attack, regardless 14th 4 d4 + int 3 4
of the target’s actual AC.
15th 4 d4 + int 4 5
PSYCHIC OVERLOAD 16th 4 d4 + int 4 5
Starting at 18th level, all your attacks with 17th 4 d4 + int 4 5
soul knives or kindred weapons do 2d6 extra 18th 5 d4 + int 4 5
psychic damage.
19th 5 d4 + int 5 6
20th 5 d4 + int 5 6

44
PSIONICS AND THE MYSTIC

ROGUISH ARCHETYPES: SCOURGE


SCOURGE PSIONICS
Level Talent Psi Disciplines Psi
s dice limit
3rd 1 Int. 1 2
mod
4th 1 d4 + int 1 2
5th 1 d4 + int 1 2
6th 1 d4 + int 1 2
7th 2 d4 + int 2 3
8th 2 d4 + int 2 3
9th 2 d4 + int 2 3
10th 2 d4 + int 2 3
11th 2 d4 + int 3 4
12th 2 d4 + int 3 4
13th 3 d4 + int 3 4
14th 3 d4 + int 3 4
15th 3 d4 + int 4 5
16th 3 d4 + int 4 5
17th 3 d4 + int 4 5
18th 3 d4 + int 4 5
19th 4 d4 + int 5 6
20th 4 d4 + int 5 6
The Scourges are some of the most cunning concentration, and you can only change them 1
and dangerous foes anyone can find. They excel per short rest.
at espionage and sabotage, infiltrating behind
Psi Points. The Scourge Psionics table
enemy lines.
shows which dice you roll to increase your Psi
Soul knives vary widely in their approach to Points by level. The Psi Limit shows you how
this path. Some follow it out of a desire to much psi points you could use on any effect.
achieve martial perfection. Others are ruthless
Psionics Ability. Intelligence is your
assassins who seek to become the perfect killer.
psionics ability, since you learn your powers
through dedicated self-analysis and
PSIONICS experimentation. You use your Intelligence for
When you reach 3rd level you gain the ability your psionic attacks, and also you use your
to use psionic powers. As always, you can’t use Intelligence to determine your psionics saving
psionics if you are currently under the throws.
charmed, frightened, incapacitated, poisoned or
Psionics save DC = 8 + your proficiency bonus +
stunned conditions.
your Intelligence modifier
Talents known. You learn 1 talent, and you Psionic attack modifier = your proficiency bonus +
also gain the blind spot for free. your Intelligence modifier
Disciplines Known. The Scourge column
shows how many disciplines you know in a PSYCHIC SCYTHE
given level. You can use any powers listed under Starting at 3rd level, you can benefit from
this discipline, given that you met the psi point your Sneak Attack bonus to any psionic attack
requisites. You can’t use Psionic Mastery, and talent that deals psychic damage. The damage
the Psychic focus features cost you your of the sneak attack is psychic as well.
45
IMPROVED ARCANA

SLIPPERY MIND MIND VAULT


Starting at 3rd level, if you use a telepathic You have trained your brain to endure the
power to read the thoughts of an enemy, you most thorough mind assaults. You gain
don’t reveal yourself as an intruder, and the resistance to psychic damage, and any psionic
creature don’t know that its mind is being or spell attack against your mind is made at
assaulted. Even if the target can know that its disadvantage.
mind is being ransacked, you don’t reveal
yourself as the source of intrusion.

INTERROGATOR
Starting at 9th level, you gain proficiency on
Intimidation or Insight if you already haven’t.
You can use your Intelligence instead of the
appropriate score for it, and you gain also
expertise if you already haven’t.
You also know automatically when someone
is lying if you control the environment (such as
winning an Intimidation check, or interrogating
it in a closed room). This doesn’t mean that you
know what is hiding, or the exact nature of the
lie, but you can read the small, nervous
expressions.

INVIOLABLE MIND
Starting at 13th level, you can close your
mind to further intrusion, gaining resistance
against psychic damage, and immunity to
charm effects.

SUPREME INSIGHTS
Starting at 17th level, you can learn
information from any enemy. You can read the
attack pattern of any creature just by observing
it as a interaction with an object. Make an
Insight check against its Intelligence score. If
you succeed, all its attacks against you have
disadvantage, and each time the character
attacks or casts a spell, you have an
Opportunity Attack. Such Opportunity attacks
spend your reaction, but benefit from your
Sneak attack.

NEW FEATS
WILD TALENT
You discover a psionic talent latent in
yourself. You learn a Psionic Discipline and a
Psionic Talent. Your also gain psi points equal
to your Proficiency bonus and they scale with it.
Your proficiency bonus is also your Psi Limit for
this discipline.

46

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