TEXT: ©2015	
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  Psionics and the Mystic 
  Welcome to Unearthed Arcana, a monthly workshop 
  where D&D R&D shows off a variety of new and 
  interesting pieces of RPG design for use at your 
  gaming table. 
   You can think of the material presented in this 
  series as similar to the first wave of the fifth edition 
  playtest. These game mechanics are in draft form, 
  usable in your campaign but not fully tempered by 
  playtests and design iterations. They are highly 
  volatile and might be unstable; if you use them, be 
  ready to rule on any issues that come up. They’re 
  written in pencil, not ink. 
   The material presented in Unearthed Arcana will 
  range from mechanics that we expect one day to 
  publish in a supplement to house rules from our home 
  campaigns that we want to share, from core system 
  options to material designed for specific campaign 
  settings. Once it’s out there, you can expect us to 
  check in with you to see how it’s working out and 
  what we can do to improve it. 
  Introduction 
  This month, Unearthed Arcana goes big with a look at 
  the first draft of psionics rules for fifth edition D&D. 
  This article provides a quick overview of how 
  psionics works and presents a new class—the mystic. 
  Similar to how the cleric represents a wide variety of 
  divine magic users, the mystic encapsulates a variety 
  of characters who wield psionic power.  
   Using the options presented in this article, you can 
  play a mystic to 5th level, following one of two 
  psionic orders and training in that order’s unique 
  disciplines. Following the Order of the Awakened 
  allows you to create a mystic who manipulates the 
  minds and awareness of other creatures, and who can 
  tap into unseen psionic power both in and out of 
  combat. Following the Order of the Immortal allows 
  you to create a mystic who focuses psionic power in 
  combat, similar to the battlemind or psychic warrior 
  of previous editions. Other options for the mystic will 
  appear as the playtest progresses and we gain 
  valuable feedback about the class’s mechanics in play. 
   As usual, you can expect a survey asking for 
  feedback on these draft rules in about a month or so. 
  At this point, we’re not necessarily tied to any of 
  these options. This effort is merely a first draft to 
  gauge where we should start and what kind of 
  approach to psionics in fifth edition will work best. 
  Read on and enjoy. 
  Psionics 
  The following rules cover the basics of psionic power, 
  its application, and its relationship to magic. 
  What is Psionics? 
  Psionics is a source of power that originates from 
  within a creature’s mind, allowing it to augment its 
  physical abilities and affect the minds of other 
  creatures. Psionic abilities are called disciplines, 
  since each one consists of a set of specific, rigid 
  mental exercises needed to place a creature in the 
  correct mindset to wield psionic power. 
   A creature wielding psionic power focuses its 
  concentration on a discipline, and in doing so, 
  manifests a minor psionic effect. Once a creature has 
  concentrated on a discipline, it can then tap into its 
  reservoir of inner energy to create even greater effects. 
  The basics of a discipline are always within a 
  mystic’s grasp, but the energies needed to create more 
  potent effects tap into a limited reservoir of power. 
  Otherworldly Power 
  Not every D&D world features psionic power to the 
  same extent. Psionics indirectly originates from the 
  Far Realm, a dimension outside the bounds of the 
  known multiverse. The Far Realm has its own alien 
  laws of physics and magic. When its influence 
  extends to a world, the Far Realm invariably spawns 
  horrific monsters and madness as it bends reality to its 
  own rules. 
   As the laws of reality twist and turn, individual 
  minds can be awakened to the cosmic underpinnings 
  that dictate the form and nature of reality. The tumult 
  caused by the Far Realm creates echoes that can 
  disturb and awaken minds that would otherwise 
  slumber. Such awakened creatures look upon the 
  world in the same way that creatures existing in three 
  dimensions might look upon a two-dimensional realm. 
  They see possibilities, options, and connections that 
  are unfathomable to those with a more limited view of 
  reality. 
  
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   In worlds that are relatively stable and hew close to 
  the archetypal D&D setting presented in the core 
  rulebooks, psionics is rare—or might not exist at all. 
  The cosmic bindings that define the multiverse are 
  strong in such places, making it unlikely that an 
  individual mind can perceive the possibilities offered 
  by psionics. Mystics in such worlds might be so 
  scarce that an active mystic never meets another 
  living practitioner of the psionic arts. Characters 
  might unlock their psionic potential by pure random 
  chance, and ancient tomes, journals, and other 
  accounts of mystics might serve as the only guide to 
  mastering this form of power.  
   Psionics is more common in worlds where the 
  bounds of reality have been twisted and warped to 
  stray far from the baseline D&D setting. The realm of 
  Athas in the Dark Sun campaign setting is the iconic 
  example of a world where psionics is common. The 
  gods are absent, magic has been twisted into an 
  ecological scourge, and the common threads that bind 
  many worlds of D&D have been sundered. By 
  contrast, the world of Eberron is a setting where the 
  bounds of reality have been tested but not fully 
  broken. Psionics is not as pervasive in Eberron as in 
  Athas, but the influence of the otherworldly realm of 
  Xoriat makes it a known and studied art. 
  Disciplines 
  A psionic discipline is a rigid set of mental exercises. 
  A mystic must devote concentration to a discipline to 
  use it. Psionics is powerful enough that concentration 
  alone can create psionic effects, though such effects 
  are subtle or limited. 
   Once a mystic learns a discipline, the character 
  knows that discipline until he or she chooses to purge 
  it. A discipline requires exhaustive study and constant 
  practice to maintain its use. A mystic masters only a 
  few disciplines at a time. 
   Disciplines have no level. Their effect is instead 
  determined by the psionic energy devoted to them. 
  Psi Points 
  A mystic has an internal reservoir of energy that can 
  be devoted to the disciplines he or she knows, 
  allowing those disciplines to create more powerful 
  effects. This energy is represented by psi points. 
  Each discipline describes additional optional effects a 
  mystic can create with that discipline by spending psi 
  points.  
   A mystic’s psi points cannot be reduced below 0. A 
  mystic’s psi point total returns to its maximum after 
  the character finishes a long rest. 
  Psionics and Magic 
  Psionics and magic are two distinct forces. In general, 
  an effect that alters or affects a spell has no effect on 
  a psionic effect. There is one important exception to 
  this rule. A psionic effect that reproduces a spell is 
  treated as magic. A psionic effect reproduces a spell 
  when it allows a psionic creature or character to cast a 
  spell. In this case, psionic energy taps into magic and 
  manipulates it to cast the spell. 
   For example, the mind flayer as presented in the 
  Monster Manual has the Innate Spellcasting 
  (Psionics) feature. This feature allows the mind flayer 
  to cast a set of spells using psionic energy. These 
  spells can be countered with dispel magic and similar 
  effects. 
  Using a Discipline 
  When a mystic uses a discipline, the same basic rules 
  are followed, regardless of the mystic’s level or the 
  discipline’s effects. 
  Activation and Concentration 
  A mystic activates a discipline as a bonus action. 
  Once a discipline is activated, it remains active as 
  long as the mystic maintains concentration on it.  
   Concentrating on a discipline uses the same rules as 
  concentrating on a spell. Among other things, this 
  means that a mystic can maintain concentration only 
  on one discipline at a time, and that any effect that 
  causes a mystic to lose concentration causes the 
  discipline to end. Ending concentration on a 
  discipline immediately ends all the discipline’s effects, 
  unless the discipline’s description says otherwise. 
   Once a discipline is active, it remains active as long 
  as a mystic can maintain concentration on the 
  discipline. Certain disciplines have effects that can 
  occur before combat starts, so it’s important for those 
  disciplines to be active beforehand. 
  Spending Psi Points 
  Each discipline features options that can create 
  additional effects if a mystic spends an indicated 
  number of psi points. (A discipline option that has an 
  asterisk to indicate the number of psi points that must 
  
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  be spent on it can be used with a varying number of 
  psi points, as indicated in the option’s text.) Each 
  option notes specific information about its effect, 
  including the action required to use it (if any), its 
  range, and other details. If an option does not state 
  that it is used as an action, a bonus action, or a 
  reaction, using it requires no action. 
   The maximum number of psi points a mystic can 
  spend on a single discipline option is based on class 
  level. A mystic’s skill increases both the total amount 
  of energy the character can channel and determines 
  how much power can be manipulated at once. As a 
  result, a lower-level mystic might not be able to use 
  all the options available for a specific discipline. 
  Components 
  Disciplines do not require the components that many 
  spells require. Using a discipline requires no spoken 
  words, gestures, or materials. The power of psionics 
  comes entirely from within the mind. 
  Duration 
  Each option for a discipline specifies how long its 
  effect lasts. If an option does not specify a duration, 
  its effect lasts until the mystic no longer concentrates 
  on the discipline. 
  Targets and Areas of Effect 
  Psionic disciplines use the same rules as magic spells 
  for determining targets and areas of effect. See 
  chapter 10, “Spellcasting,” of the Player’s Handbook. 
  Saving Throws and Attack Rolls 
  If a discipline requires a saving throw, it specifies the 
  type of save and the results of a successful or failed 
  saving throw. Some disciplines require the mystic to 
  make an attack roll to determine whether the 
  discipline’s effect hits the intended target. See 
  “Psionic Ability,” below, for more information. 
  Combining Psionic Effects 
  The effects of different psionic disciplines add 
  together while the durations of those disciplines 
  overlap. Likewise, different options from a single 
  psionic discipline combine if they are active at the 
  same time. However, a specific option from a psionic 
  discipline does not combine with itself if that option 
  is used multiple times. Instead, the most potent 
  effect—usually dependent on how many psi points 
  were used to create the effect—applies while the 
  durations of the effects overlap.  
   Psionics and magic are separate effects, and 
  therefore their benefits and drawbacks overlap. A 
  psionic effect that reproduces a spell is an exception 
  to this rule (see “Psionics and Magic,” above, and 
  “Combining Magical Effects” in chapter 10, 
  “Spellcasting,” of the Player’s Handbook). 
  Mystic 
  A mystic draws upon the power of psionics—the 
  energy of the mind—to create powerful effects. 
  Class Features 
  As a mystic, you gain the following class features. 
  Hit Points 
  Hit Dice: 1d8 per mystic level 
  Hit Points at 1st Level: 8 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per mystic level after 1st 
  Proficiencies 
  Armor: Light armor, medium armor 
  Weapons: Simple weapons 
  Tools: None 
   
  Saving Throws: Wisdom 
  Skills: Choose two skills from Arcana, History, 
  Insight, Medicine, Nature, Perception, and Religion 
  Equipment 
  You start with the following equipment, in addition to 
  the equipment granted by your background: 
  • (a) a spear or (b) a mace 
  • (a) leather armor or (b) scale mail 
  • (a) a light crossbow and 20 bolts or (b) any simple 
  weapon 
  • (a) a scholar’s pack or (b) an explorer’s pack 
  
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  The	
    Mystic	
    
  	
    
  	
    
  Proficiency	
    
  	
    
  Disciplines	
    	
    
  Psi	
    	
    
  Psi	
    	
    
  	
    Level	
    
  Bonus	
    
  Features	
    
  Known	
    
  Points	
    
  Maximum	
    
  	
     1st	
    
  +2	
    
  Psionics,	
    Psionic	
    Order,	
    Strength	
    of	
    Mind	
    
  1	
    
  4	
    
  2	
    
  	
     2nd	
    
  +2	
    
  	
    
  2	
    
  6	
    
  2	
    
  	
     3rd	
    
  +2	
    
  Psionic	
    Order	
    feature	
    
  2	
    
  14	
    
  3	
    
  	
     4th	
    
  +2	
    
  Ability	
    Score	
    Improvement	
    
  2	
    
  17	
    
  3	
    
  	
     5th	
    
  +3	
    
  	
    
  3	
    
  27	
    
  5	
    
  Psionics 
  As a student of psionics, you can master and use 
  psionic disciplines. 
  Disciplines 
  At 1st level, you know one discipline of your choice. 
  You choose disciplines from the list included in your 
  chosen order (see below). You learn additional 
  disciplines of your choice at higher levels, as shown 
  in the Disciplines Known column of the Mystic table. 
  Psi Points 
  You gain a pool of psi points based on your mystic 
  level. Your psi point total returns to its maximum 
  after you finish a long rest. 
  Psi Maximum 
  Though you have access to a potent amount of psionic 
  energy, it takes training and practice to channel that 
  energy. You have a maximum number of psi points 
  you can spend to activate a discipline based on your 
  mystic level, as shown in the Psi Maximum column 
  of the Mystic table. 
  Using Disciplines 
  You activate a discipline as a bonus action, and must 
  immediately concentrate on it. If a discipline grants a 
  benefit for concentrating on it, you immediately gain 
  that benefit. You continue to gain that benefit and can 
  use the discipline’s optional features as long as you 
  maintain your concentration on the discipline. 
   While you are concentrating on a discipline, you 
  can spend psi points to augment the discipline’s effect. 
  Each discipline details its optional effects and the 
  type of action (if any) required to spend psi points on 
  an option. 
   You can end all effects of a discipline immediately 
  by ending concentration on the discipline. If you want 
  to end a single effect of a discipline but still maintain 
  its other effects, you can end a specific effect as a 
  bonus action.  
  Psionic Ability 
  Intelligence is your psionic ability for your mystic 
  disciplines. Your intellect determines the strength of 
  the psionic effects you manifest. In addition, you use 
  your Intelligence modifier when setting the saving 
  throw DC for a mystic discipline or when making an 
  attack roll with one. 
   
  Discipline save DC = 8 + your proficiency bonus + 
  your Intelligence modifier 
   
  Discipline attack modifier = your proficiency bonus 
  + your Intelligence modifier 
  Psionic Order 
  At 1st level, you choose a psionic order. Each order 
  specializes in a specific type of psionic energy. Your 
  order allows you to choose from its unique disciplines 
  and grants you class features. 
   (Currently, the two orders available for the mystic 
  are the Order of the Awakened and the Order of the 
  Immortal. Future orders will include the Order of the 
  Knife and the Order of the Invisible Hand.) 
  Strength of Mind 
  The power of psionics comes from within, and even 
  the simplest techniques require a deep mastery and 
  understanding of how psionic energy can augment 
  mind and body. This understanding allows you to 
  alter your defenses to better deal with persistent 
  threats. 
   After completing a short or long rest, choose one 
  ability score. You gain proficiency in saving throws 
  using the chosen ability score. This benefit lasts until 
  you finish your next short or long rest. 
  
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  Ability Score Improvement 
  When you reach 4th level, you can increase one 
  ability score of your choice by 2, or you can increase 
  two ability scores of your choice by 1. As normal, 
  you can’t increase an ability score above 20 using this 
  feature. 
  Psionic Orders 
  Psionics is a mysterious form of power within most 
  game worlds. Secretive cabals study its origins and 
  applications, while always pushing the boundaries of 
  what psionics can achieve. 
   Each psionic order pursues a specific goal for 
  psionic power. That goal shapes how the members of 
  an order understand psionics and determines the 
  disciplines they master. 
  Order of the Awakened 
  Mystics dedicated to the Order of the Awakened seek 
  to unlock the full potential of the mind. By 
  transcending the physical, the awakened hope to 
  attain a perfect state of being—focused on pure 
  intellect and mental energy. 
   The awakened are skilled at bending minds and 
  unleashing devastating psionic attacks, and are able to 
  read the secrets of the world through psionic energy. 
  Awakened mystics who take to adventuring excel at 
  unraveling mysteries, solving puzzles, and defeating 
  monsters by turning them into unwilling pawns. 
   You choose disciplines from the awakened 
  disciplines list. (Currently, only three disciplines are 
  available for mystics of the Order of the Awakened. 
  New disciplines will be added to this list as the 
  playtest progresses.) 
  Awakened	
    Disciplines	
    
  Discipline	
    
  Overview	
    
  Conquering	
    Mind	
    
  Alter	
    another	
    creature’s	
    mind	
    
  Intellect	
    Fortress	
    
  Defend	
    yourself	
    with	
    psychic	
    
  counterattacks	
    
  Third	
    Eye	
    
  Perceive	
    what	
    others	
    cannot	
    
  Mind Thrust 
  At 1st level, you learn a deadly technique for 
  channeling disruptive psychic energy into another 
  creature’s mind. As an action, you make a ranged 
  attack against a creature within 120 feet of you. You 
  must be able to perceive the creature, but you do not 
  need to see it. The target uses its Intelligence score in 
  place of its AC against this attack, and gains no 
  benefit from cover. You do not have disadvantage on 
  your attack roll if a hostile creature is within 5 feet of 
  you. 
   On a hit, the target takes 1d8 psychic damage. You 
  can increase this damage by spending psi points (up 
  to your psi maximum) before making your attack roll. 
  The attack deals an extra 1d8 psychic damage for 
  each psi point you spend. 
  Psychic Mind 
  At 1st level, your mastery of psionic power allows 
  you to tap directly into the minds of others. You can 
  communicate telepathically with any creature you can 
  see within 100 feet of you. You don’t need to share a 
  language with a creature for it to understand your 
  telepathic utterances, and the creature understands 
  you even if it lacks a language. You can allow a 
  creature to respond to you telepathically, but it must 
  understand at least one language in order to 
  communicate this way. 
  Object Reading 
  At 3rd level, you can focus your mind to read the 
  psionic imprint left on an object. If you hold an object 
  and concentrate on it for 10 minutes, you learn a few 
  basic facts about it. You gain a mental image from the 
  object’s point of view, showing the last creature to 
  hold the object, regardless of how long ago it was last 
  handled. 
   You also learn of any events that have occurred 
  within 20 feet of the object within the past 24 hours. 
  The events you perceive unfold from the object’s 
  perspective. You see and hear such events as if you 
  were there, but cannot use other senses. 
   Additionally, when you use Object Reading on an 
  object, you can choose to embed a psychic sensor 
  within the object. For the next 24 hours, you can use 
  an action to learn the object’s location relative to you 
  (its distance and direction) and to look at the object’s 
  surroundings from its point of view as if you were 
  there. 
  Awakened Disciplines 
  The psionic disciplines you select as a member of the 
  Order of the Awakened allow you to manipulate 
  awareness—your own and other creatures’—to your 
  advantage. (Currently, only three disciplines are 
  
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  available for mystics of the Order of the Awakened. 
  New disciplines will be added to this list as the 
  playtest progresses.) 
  Conquering Mind 
  Psionic Discipline 
  By channeling psionic power, you gain the ability to 
  control other creatures by substituting your will for 
  their own. 
   Concentration: While concentrating on this 
  discipline, you have advantage on Charisma checks. 
   Exacting Query (1): As an action, you target a 
  creature you can see and that you can communicate 
  with using your Psychic Mind feature. The target 
  makes an Intelligence saving throw. On a failed save, 
  the target truthfully answers one question of your 
  choice through the telepathic link of your Psychic 
  Mind. On a successful save, the target is unaffected 
  and you cannot use this ability on that creature again 
  until you finish a long rest. 
   Occluded Mind (3): As an action, you target a 
  creature you can see and that you can communicate 
  with using your Psychic Mind feature. The target 
  makes an Intelligence saving throw. On a failed save, 
  the target believes one statement of your choice for 
  the next 5 minutes. The statement can be up to ten 
  words long, and must describe you or a creature or 
  object the target can see. On a successful save, the 
  target is unaffected and you cannot use this ability on 
  that creature again until you finish a long rest. 
   Broken Will (5): As an action, you target a 
  creature you can see and that you can communicate 
  with using your Psychic Mind feature. The target 
  makes an Intelligence saving throw. On a failed save, 
  you choose the target’s movement and action on its 
  next turn. On a successful save, the target is 
  unaffected and you cannot use this ability on that 
  creature again until you finish a long rest. 
  Intellect Fortress 
  Psionic Discipline 
  You forge an indomitable wall of psionic energy 
  around your mind—one that allows you to launch 
  reflexive counterattacks against your opponents. 
   Concentration: While concentrating on this 
  discipline, as a reaction, you can impose disadvantage 
  on a ranged attack or a melee attack made against you 
  if you can see your attacker. If the attack hits you, the 
  attacker takes psychic damage equal to half your 
  mystic level (rounded up). 
  Third Eye 
  Psionic Discipline 
  This discipline grants you the ability to open a third 
  eye within your mind, allowing you to perceive things 
  that others miss. 
   Concentration: While concentrating on this 
  discipline, you have blindsight with a radius of 30 
  feet. 
   Tremorsense (1): As a bonus action, you gain 
  tremorsense with a radius of 30 feet for 1 minute. 
   Unwavering Eye (1): As a bonus action, you gain 
  advantage on Wisdom checks for 1 minute. 
   Truesight (5): As a bonus action, you gain 
  truesight with a radius of 30 feet for 1 minute. 
  Order of the Immortal 
  The Order of the Immortal strives to achieve physical 
  perfection by augmenting the body’s natural strength 
  with psionic power. This order’s goal is for its 
  members to achieve immortality by overcoming the 
  effects of aging through rigorous discipline and 
  psionic perfection. To members of this order, psionic 
  energy is a tool to augment, control, and perfect the 
  physical body. 
   Those immortals who take up the adventuring life 
  are skilled warriors. Their psionic abilities allow them 
  to shrug off injuries and hazards, while focusing their 
  strength and speed in combat. 
   You choose disciplines from the immortal 
  disciplines list. (Currently, only three disciplines are 
  available for mystics of the Order of the Immortal. 
  New disciplines will be added to this list as the 
  playtest progresses.) 
  Immortal	
    Disciplines	
    
  Discipline	
    
  Overview	
    
  Celerity	
     	
    
  Move	
    and	
    act	
    with	
    unmatched	
    speed	
    
  Iron	
    Durability	
    
  Boost	
    your	
    defenses	
    
  Psionic	
    Weapon	
     Channel	
    psionic	
    energy	
    into	
    a	
    weapon	
    
  Durable Mind 
  At 1st level, you gain the ability to maintain your 
  focus despite injury. Your concentration on a psionic 
  discipline cannot be ended as a result of taking 
  damage. 
  
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  Martial Order 
  At 1st level, you gain proficiency with martial 
  weapons and shields. 
  Psionic Regeneration 
  At 3rd level, you learn to use psionic energy to 
  augment and speed up your natural healing abilities. 
  At the end of your turn, if your current hit point total 
  is half or less of your hit point maximum, you regain 
  hit points equal to half your mystic level. 
  Immortal Disciplines 
  The psionic disciplines you select as a member of the 
  Order of the Immortal allow you to hone your 
  strength and speed for maximum effectiveness on the 
  battlefield. (Currently, only three disciplines are 
  available for mystics of the Order of the Immortal. 
  New disciplines will be added to this list as the 
  playtest progresses.) 
  Celerity 
  Psionic Discipline 
  You channel psionic power into your body, honing 
  your reflexes and agility to an incredible degree. In 
  your eyes, the world seems to slow down while you 
  continue to move as normal. 
   Concentration: While concentrating on this 
  discipline, your speed increases by 5 feet and you 
  have advantage on Initiative checks. 
   Rapid Reaction (1): If you are surprised, you can 
  spend 1 psi point to no longer be surprised. 
   Seize the Initiative (*): When you roll initiative, 
  you can spend up to 5 psi points, gaining a +2 bonus 
  to your initiative roll for each psi point spent. 
   Surge of Speed (1): As a bonus action, you can 
  spend 1 psi point to increase your speed by 30 feet 
  until the end of your turn. In addition, you do not 
  provoke opportunity attacks this turn. 
   Surge of Action (5): As a bonus action, you can 
  spend 5 psi points and gain an additional action this 
  turn. 
  Iron Durability 
  Psionic Discipline 
  This discipline grants you unmatched toughness and 
  resilience on the battlefield. 
   Concentration: While concentrating on this 
  discipline, you gain a +1 bonus to AC. As an action, 
  you can spend one Hit Die. You roll the die and add 
  your Constitution modifier to it, then regain hit points 
  equal to the total. 
   Iron Hide (*): As a reaction when you are attacked, 
  you can spend up to 3 psi points, gaining a +2 bonus 
  to AC for each psi point you spend. You spend these 
  points after learning the attack’s result but before 
  applying its effects. 
   Iron Resistance (5): As an action, you can spend 5 
  psi points to gain resistance to acid, cold, fire, lighting, 
  or thunder damage (your choice). This benefit lasts 
  for 1 hour or until you use this option again. 
  Psionic Weapon 
  Psionic Discipline 
  You channel psionic energy into a weapon you wield 
  (including your unarmed strike), lending devastating 
  power to your attacks. 
   Concentration: While concentrating on this 
  discipline, you charge one weapon you carry with 
  psionic energy. While you hold the psionic weapon, it 
  becomes a magic weapon with a +1 bonus to attack 
  rolls and damage rolls. If you use this option on a 
  magic weapon, use the weapon’s bonuses or the 
  discipline’s bonuses, whichever are higher. 
   Ethereal Weapon (1): Each time you attack with 
  your psionic weapon, you can spend 1 psi point to 
  transform it into pure psionic energy. You do not 
  make your attack roll against the target’s AC. Instead, 
  the target makes a Dexterity saving throw against this 
  discipline. On a failed save, the target takes the 
  attack’s normal damage and suffers its additional 
  effects. On a successful save, the target takes half 
  damage from the attack but suffers no additional 
  effects that would normally be imposed on a hit. 
   Lethal Strike (*): Each time you hit with your 
  psionic weapon, you can spend up to 5 psi points to 
  increase your damage. The attack deals an extra 1d10 
  damage of the same type dealt by the weapon for each 
  psi point you spend. 
   Augmented Weapon (5): You can strengthen the 
  energy that you have infused into your psionic 
  weapon, increasing its bonus to attack rolls and 
  damage rolls to +3 for 1 minute. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA06 - Awakened Mystic v2.pdf