TEXT: The Renewed Psionic
  The Renewed Psionic
  The Renewed Psionic
  The Renewed Psionic
  The Renewed Psionic
  VERSION 3.040
  
  CONTENTS
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  QUICK BUILD.................................................................................
  HIT POINTS....................................................................................
  PROFICIENCIES...............................................................................
  EQUIPMENT....................................................................................
  MENTAL DISCIPLINE.......................................................................
  PSIONICS........................................................................................
  PSIONIC POWER.............................................................................
  TALENTS........................................................................................
  PREPARING AND CASTING SPELLS....................................................
  SPELLCASTING ABILITY....................................................................
  SHARD PERSONALITIES...................................................................
  EGOIST INNATE SPELLS...................................................................
  ARMOR TRAINING..........................................................................
  BESTIAL FURY.................................................................................
  ENERGY BARRIER...........................................................................
  ADAPTIVE BODY.............................................................................
  FISSION..........................................................................................
  ENERGY CONVERSION.....................................................................
  PERFECT TRANSFORMATION............................................................
  KINETICIST INNATE SPELLS..............................................................
  TELEKINETIC MIND.........................................................................
  INERTIAL SHIELD............................................................................
  KINETIC FIELD................................................................................
  INVISIBLE MIGHT...........................................................................
  TELEKINETIC FLIGHT.......................................................................
  SAFE FALL.....................................................................................
  UNFETTERED MIND........................................................................
  NOMAD INNATE SPELLS.....................................................................
  PHASING STRIKE................................................................................
  SKATE...............................................................................................
  THERE AND BACK AGAIN...................................................................
  AGILE DEFENSE.................................................................................
  PHASE DOOR....................................................................................
  EFFORTLESS JOURNEY.........................................................................
  PHASE PASSAGE................................................................................
  SEER INNATE SPELLS..........................................................................
  PSIONIC ANCHOR..............................................................................
  OBJECT READING...............................................................................
  COMBAT PRECOGNITION.....................................................................
  MIND'S EYE......................................................................................
  BOOK OF KNOWLEDGE.......................................................................
  SHAPE REALITY.................................................................................
  GLIMPSE OF OMNISCIENCE.................................................................
  SHAPER INNATE SPELLS......................................................................
  ENERGY WEAPON.............................................................................
  CREATE TOOLS..................................................................................
  PSIONIC DRONE................................................................................
  SURGE OF WIND................................................................................
  MICROBIOME....................................................................................
  OBEDIENT MANIFESTATION..............................................................
  FLOURISHING CREATION..................................................................
  TELEPATH INNATE SPELLS.................................................................
  PSYCHIC PRESSURE..........................................................................
  SEEPING THOUGHT..........................................................................
  SEIZE MIND....................................................................................
  MIND-LINK.....................................................................................
  DOMINATE MIND............................................................................
  TELEPATHIC FIELD...........................................................................
  UNBREAKABLE WILL.......................................................................
  PSIONICS STUDY...........................................................................
  EXTENSION OF MIND....................................................................
  FOCUS REINFORCEMENT...............................................................
  SHARPENED MIND.......................................................................
  CONDUIT MANIPULATION..............................................................
  BONUS PROFICIENCIES..................................................................
  PSYCHIC AURA.............................................................................
  CHANNEL DIVINITY: DEITY'S MANTLE...........................................
  DIVINE GRACE.............................................................................
  DIVINE STRIKE.............................................................................
  THE RENEWED PSIONIC
  TABLE OF CONTENTS
  i
  I
  TABLE OF CONTENTS................................................
  1
  PSION........................................................................................
  1
  PSYCHIC HERITAGE................................................................
  1
  UNNATURAL CONSEQUENCES................................................
  1
  CREATING A PSION.................................................................
  2
  CLASS FEATURES....................................................................
  2
  PSIONICS.................................................................................
  4
  TELEPATHIC LINK...................................................................
  4
  PSYCHE SHARD.......................................................................
  4
  CONSUMPTIVE POWER...........................................................
  4
  PSIONIC BODY........................................................................
  4
  PSIONIC ENLIGHTENMENT.....................................................
  4
  MENTAL DISCIPLINES............................................................
  4
  DISCIPLE OF THE EGOIST.......................................................
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  DISCIPLE OF THE KINETICIST.................................................
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  DISCIPLE OF THE NOMAD.........................................................
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  DISCIPLE OF THE SEER..............................................................
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  DISCIPLE OF THE SHAPER.........................................................
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  DISCIPLE OF THE TELEPATH...................................................
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  A�CANE TRADITIONS..........................................................
  11
  METAPSIONICS.....................................................................
  12
  DIVINE DOMAINS.................................................................
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  MIND....................................................................................
  
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  ARDENT INEVITABILITY.................................................................
  ARDENT INEVITABILITIES...............................................................
  INNATE SPELLCASTING..................................................................
  PSI-STRIKE...................................................................................
  BASTILLE OF EMOTION..................................................................
  LURK AUGMENT...........................................................................
  LURK AUGMENTATIONS.................................................................
  SUPERNATURAL SENSE..................................................................
  PRECOGNITIVE FOCUS...................................................................
  FLOW INTERRUPTION....................................................................
  STYGIAN SHOCK...........................................................................
  UNREFINED PSIONICS...................................................................
  RAGING MINDSTORM...................................................................
  SEEDS OF RAGE............................................................................
  METABOLIC INSTABILITY...............................................................
  MINDSTALKER MAGIC..................................................................
  EGO PIERCER...............................................................................
  EMPATH SENSE.............................................................................
  LUCID BUFFER..............................................................................
  CEREBRAL BLIND.........................................................................
  BLAST FEEDBACK..........................................................................
  MIND BLADE...............................................................................
  INNATE SPELLCASTING..................................................................
  SPEED OF THOUGHT......................................................................
  BLADEWIND.................................................................................
  KNIFE TO THE SOUL......................................................................
  VARIANT: WILDER ORIGIN SPELLS...............................................
  NATURAL KINSHIP........................................................................
  WILDER PSIONICS........................................................................
  EMOTION SURGE..........................................................................
  ELUSIVE INTUITION.......................................................................
  SURGING EUPHORIA.....................................................................
  INNATE SPELLCASTING..................................................................
  TALENTS (0 LEVEL)......................................................................
  Blade Meld...............................................................................
  Desiccate.................................................................................
  Mage Hand...............................................................................
  Message..................................................................................
  Mind Thrust..............................................................................
  Minor Illusion...........................................................................
  Shocking Grasp........................................................................
  Spare the Dying........................................................................
  Spike of Lethargy......................................................................
  1ST LEVEL.....................................................................................
  Environmental Adaptation........................................................
  Ethereal Weapon......................................................................
  Flutter......................................................................................
  Nomadic Arrow........................................................................
  Psychic Assault........................................................................
  Psychic Backlash.....................................................................
  Repelling Force........................................................................
  Sharpen Mind...........................................................................
  2ND LEVEL...................................................................................
  Aura of Jubilation.....................................................................
  Bodily Equilibrium.....................................................................
  Concussive Clap.......................................................................
  Mantle of Command.................................................................
  Master's Charge.......................................................................
  Psyche Drain............................................................................
  Seeking Missile........................................................................
  3RD LEVEL...................................................................................
  Aura of Victory.........................................................................
  Dolorous Mind..........................................................................
  Interrupt Psionics.....................................................................
  Mantle of Courage....................................................................
  Negate Psionics.......................................................................
  Psychic Parry...........................................................................
  4TH LEVEL...................................................................................
  Fighting Words.........................................................................
  Force Spheres..........................................................................
  Inflict Pain................................................................................
  Intellect Prism..........................................................................
  5TH LEVEL...................................................................................
  Aura of Bloodletting..................................................................
  Commander's Sight..................................................................
  Frozen Sanctuary.....................................................................
  Intellect Fortress......................................................................
  Phantom Foe............................................................................
  THE RENEWED PSIONIC
  TABLE OF CONTENTS
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  MA�TIAL A�CHETYPES.......................................................
  13
  ARDENT.................................................................................
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  MONASTIC TRADITIONS......................................................
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  WAY OF THE LURKER...........................................................
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  PRIMAL PATHS......................................................................
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  PATH OF THE PSYCHIC WARRIOR.......................................
  17
  RANGER A�CHETYPES.........................................................
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  MINDSTALKER......................................................................
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  ROGUISH A�CHETYPES.......................................................
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  SOULKNIFE............................................................................
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  SO�CE�OUS ORIGINS...........................................................
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  WILDER.................................................................................
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  MULTICLASSING....................................................................
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  PREREQUISITES.....................................................................
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  P�OFICIENCIES.....................................................................
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  CLASS FEATURES..................................................................
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  SPELLS.....................................................................................
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  PSION SPELLS.......................................................................
  
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  6TH LEVEL...................................................................................
  Cerebral Phantasm...................................................................
  Induced Vision.........................................................................
  Miniature Form.........................................................................
  Reckless Rage.........................................................................
  Sonic Boom.............................................................................
  7TH LEVEL...................................................................................
  Command to Strike..................................................................
  Mind Storm..............................................................................
  Ransack Mind..........................................................................
  8TH LEVEL...................................................................................
  Microscopic Form....................................................................
  Psychic Redoubt......................................................................
  Unsettling Aura........................................................................
  Zone of Invisibility....................................................................
  9TH LEVEL...................................................................................
  Incite Awe................................................................................
  Phantom Betrayal....................................................................
  Thought of Unmaking...............................................................
  TALENTS (0 LEVEL).........................................................................
  Knock Back.................................................................................
  Mighty Leap................................................................................
  True Strike...................................................................................
  1ST LEVEL........................................................................................
  Absorb Elements.........................................................................
  Enhance Ammo...........................................................................
  2ND LEVEL......................................................................................
  Feel Light and Sound...................................................................
  Hammer Morph...........................................................................
  Iron Durability..............................................................................
  3RD LEVEL......................................................................................
  Giant Limbs.................................................................................
  Sustenance.................................................................................
  4TH LEVEL......................................................................................
  Rapid Step...................................................................................
  Restore Life.................................................................................
  5TH LEVEL......................................................................................
  Beacon of Recovery.....................................................................
  Ogre Form...................................................................................
  Restore Extremity........................................................................
  Touchsight..................................................................................
  6TH LEVEL......................................................................................
  Metamorphosis...........................................................................
  Psychic Leech.............................................................................
  Restore Vigor..............................................................................
  7TH LEVEL......................................................................................
  Pillar of Confidence.....................................................................
  Shadow Body..............................................................................
  8TH LEVEL......................................................................................
  Iron Resistance...........................................................................
  Oaken Body.................................................................................
  9TH LEVEL......................................................................................
  Bestial Transformation................................................................
  Energy Immunity.........................................................................
  THE RENEWED PSIONIC
  TABLE OF CONTENTS
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  SPELLS.....................................................................................
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  PSION SPELLS.......................................................................
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  EGOIST SPELLS........................................................................
  
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  TALENTS (0 LEVEL)......................................................................
  Fire Bolt....................................................................................
  Psychic Hammer......................................................................
  Telekinetic Push.......................................................................
  1ST LEVEL....................................................................................
  Energy Ray...............................................................................
  Psionic Blast............................................................................
  2ND LEVEL...................................................................................
  Nomadic Chameleon................................................................
  Polarity Manipulation...............................................................
  Shape Fire................................................................................
  Vaccuum..................................................................................
  3RD LEVEL...................................................................................
  Absorb Shock...........................................................................
  Energy Missile..........................................................................
  Slam Object.............................................................................
  4TH LEVEL...................................................................................
  Biocurrent................................................................................
  Control Body............................................................................
  Energy Ball...............................................................................
  5TH LEVEL...................................................................................
  Kinetic Prison...........................................................................
  Sonic Current...........................................................................
  Telekinetic Grasp......................................................................
  6TH LEVEL...................................................................................
  Cone of Sound..........................................................................
  Detonation...............................................................................
  Fiery Discorporation.................................................................
  7TH LEVEL...................................................................................
  Ablating...................................................................................
  Psychic Overload.....................................................................
  Reddopsi..................................................................................
  8TH LEVEL...................................................................................
  Wall of Thunder........................................................................
  9TH LEVEL...................................................................................
  Psychic Crush..........................................................................
  Veil of Pressure........................................................................
  TALENTS (0 LEVEL).........................................................................
  Nomadic Anchor.........................................................................
  Nomadic Step.............................................................................
  Scramble.....................................................................................
  1ST LEVEL........................................................................................
  Deceleration................................................................................
  Defensive Shift............................................................................
  Toppling Shift..............................................................................
  Warp Weapon..............................................................................
  2ND LEVEL......................................................................................
  Blink Shot....................................................................................
  Transposition..............................................................................
  3RD LEVEL......................................................................................
  Dazzling Shift..............................................................................
  Dimension Slide..........................................................................
  Time Void....................................................................................
  Warp Armor.................................................................................
  4TH LEVEL......................................................................................
  Baleful Transposition...................................................................
  Transient Motion.........................................................................
  5TH LEVEL......................................................................................
  Astral Rider.................................................................................
  Faithful Archer.............................................................................
  Gliding Aura.................................................................................
  Nomad's Gate..............................................................................
  6TH LEVEL......................................................................................
  Callous Banishment....................................................................
  Phantom Caravan........................................................................
  Retrieval......................................................................................
  7TH LEVEL......................................................................................
  Hazy Shift...................................................................................
  8TH LEVEL......................................................................................
  Mass Time Suspension...............................................................
  9TH LEVEL......................................................................................
  Decerebrate.................................................................................
  Temporal Velocity........................................................................
  THE RENEWED PSIONIC
  TABLE OF CONTENTS
  iv
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  SPELLS.....................................................................................
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  KINETICIST SPELLS...............................................................
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  NOMAD SPELLS.......................................................................
  
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  TALENTS (0 LEVEL)......................................................................
  Guidance..................................................................................
  Hammer of Inquisition..............................................................
  Light.........................................................................................
  1ST LEVEL....................................................................................
  Destiny Dissonance..................................................................
  Distracting Figment..................................................................
  Unified Combat........................................................................
  2ND LEVEL...................................................................................
  Comforting Aura.......................................................................
  Precognitive Hunch..................................................................
  Sense Impressions...................................................................
  Spirit Sense..............................................................................
  3RD LEVEL...................................................................................
  Aura Sense...............................................................................
  Invisibility Purge.......................................................................
  Know Location.........................................................................
  Soothing Presence...................................................................
  4TH LEVEL...................................................................................
  Unwavering Eye........................................................................
  Wandering Mind.......................................................................
  5TH LEVEL...................................................................................
  Detect Divination......................................................................
  View Aura.................................................................................
  6TH LEVEL...................................................................................
  Shield of Prudence...................................................................
  7TH LEVEL...................................................................................
  Victory Before Battle................................................................
  8TH LEVEL...................................................................................
  Nullify Psionics........................................................................
  Perceive the Unseen.................................................................
  Wondrous Recall......................................................................
  9TH LEVEL...................................................................................
  Divergent Path.........................................................................
  TALENTS (0 LEVEL).........................................................................
  Acid Splash.................................................................................
  Lethal Strike................................................................................
  Poison Spray...............................................................................
  1ST LEVEL........................................................................................
  Acid Spray...................................................................................
  Animate Weapon.........................................................................
  Astral Construct..........................................................................
  Cloud Steps.................................................................................
  Minor Creation.............................................................................
  2ND LEVEL......................................................................................
  Concealing Amorpha...................................................................
  Corrosive Metabolism.................................................................
  Knit Construct.............................................................................
  Wind Stream...............................................................................
  3RD LEVEL......................................................................................
  Acid Slide....................................................................................
  Crystal Cocoon............................................................................
  Distracting Haze..........................................................................
  Ice Sheet.....................................................................................
  Mask of Wood and Earth.............................................................
  Wall of Clouds.............................................................................
  4TH LEVEL......................................................................................
  Lightning Motes..........................................................................
  Quintessence..............................................................................
  5TH LEVEL......................................................................................
  Hail of Crystals............................................................................
  Rolling Flame..............................................................................
  Shadow Beasts...........................................................................
  6TH LEVEL......................................................................................
  Breath of the Black Dragon..........................................................
  Mass Fabrication........................................................................
  Wall of Wood...............................................................................
  7TH LEVEL......................................................................................
  Frozen Rain.................................................................................
  Lightning Leap............................................................................
  8TH LEVEL......................................................................................
  Astral Regeneration.....................................................................
  Ice Barrier....................................................................................
  9TH LEVEL......................................................................................
  Breath of the Green Dragon.........................................................
  Fusion.........................................................................................
  THE RENEWED PSIONIC
  TABLE OF CONTENTS
  v
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  SHAPER SPELLS.......................................................................
  
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  TALENTS (0 LEVEL)......................................................................
  Crowned in Sorrow...................................................................
  Eye of Horror............................................................................
  Friends.....................................................................................
  1ST LEVEL....................................................................................
  Déjà Vu.....................................................................................
  Draw Rage...............................................................................
  Link Senses..............................................................................
  Telepathic Contact...................................................................
  2ND LEVEL...................................................................................
  Ego Whip..................................................................................
  Mindless Courage....................................................................
  3RD LEVEL...................................................................................
  Mind Trap.................................................................................
  Read Moods.............................................................................
  Visions of Despair....................................................................
  4TH LEVEL...................................................................................
  Forced Serenity........................................................................
  Id Insinuation...........................................................................
  Personality Parasite.................................................................
  Psychic Inquisition...................................................................
  5TH LEVEL...................................................................................
  Center of Attention...................................................................
  Exacting Query.........................................................................
  Metaconcert.............................................................................
  Occluded Mind.........................................................................
  6TH LEVEL...................................................................................
  Psychic Blast...........................................................................
  Visions of Disgust....................................................................
  7TH LEVEL...................................................................................
  Broken Will...............................................................................
  Crisis of Life.............................................................................
  Strategic Mind..........................................................................
  8TH LEVEL...................................................................................
  Phantom Riches.......................................................................
  9TH LEVEL...................................................................................
  Incite Panic..............................................................................
  Irrational Phobia.......................................................................
  CREATING AN ASTRAL CONSTRUCT................................................
  Astral Construct Menu A..........................................................
  Astral Construct Menu B..........................................................
  Astral Construct Menu C..........................................................
  IMPRINTED PERSONALITY..............................................................
  Artiste......................................................................................
  Bully.........................................................................................
  Caring......................................................................................
  Coward.....................................................................................
  Friendly....................................................................................
  Heroic......................................................................................
  Liar...........................................................................................
  Meticulous...............................................................................
  Mystical...................................................................................
  Nimble.....................................................................................
  Observant.................................................................................
  Poised......................................................................................
  Precise.....................................................................................
  Resolved..................................................................................
  Sage.........................................................................................
  Studious...................................................................................
  Sneaky.....................................................................................
  Sympathetic.............................................................................
  VERSION 3.021............................................................................
  THE RENEWED PSIONIC
  TABLE OF CONTENTS
  vi
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  SPELLS.....................................................................................
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  TELEPATHY SPELLS...............................................................
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  APPENDIX A: MONSTERS...................................................
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  ASTRAL CONST�UCT............................................................
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  PSYCHE SHARDS...................................................................
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  CHANGELOG..........................................................................
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  VERSION 3.000..................................................................
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  VERSION 3.010...................................................................
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  VERSION 3.020..................................................................
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  VERSION 3.030...................................................................
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  VERSION 3.040..................................................................
  
  A human clad in simple robes walks along a forest path. A gang of
  goblins emerges from the brush, arrows trained on him, their smiles
  wide at their good fortune of finding such easy prey for the legion’s
  slave pens. Their smiles turn to shrieks of terror as the traveler grows
  to giant size and leaps at them, his staff now a deadly cudgel.
  The militia forms in ranks to prepare for the orcs’ charge. The
  growling brutes howl their battle cries and surge forward. To their
  surprise, the human rabble holds its ground and fights with surprising
  ferocity. Suddenly, mindless fear clings to the orcs’ minds and they,
  despite facing a far inferior foe, turn and run, never noticing the calm
  half-elf standing amid the militia and directing its efforts.
  Psionic energy is an artifact created from the power of the mind, or
  psionics, rather than magic. It is harnessed by psions to create
  amazing feats. Often colloquially referred to as "mind mages,"
  practictioners of most races draw their powers from their own
  consciousness. Psionic powers can range from devastating mental
  attacks that dominate an opponent, to physical ectoplasm constructs
  and a fate link that can inflict damage linked between individuals.
  Manifesting psionic energy can take a great toll. Innate practitioners
  grow weary and unfocused if they over-extend themselves, and
  practitioners of other races can deplete their store of power in short
  order, rushing to rest and replenish it.
  Although it is not fully known, this gift is a genetically inherited trait.
  For some, psionics can be innate, as in illithid and drow practitioners.
  That being the case, it is rare to find a psion in races where psionic
  powers are not the norm.
  Despite their rarity, a master psion can be quite powerful. Without
  the need for gestures or spell components, and with abilities that only
  rely on the power within the psion's mind, a psion can often exploit the
  element of surprise, and thus often holds an advantage over a magic
  user.
  Because psionics creates incredible effects and changes the world in
  ways similar to magic, psions and other users of psionics may easily
  be confused for spellcasters. However, psionics does not harness an
  energy inherent in nature, but rather bends the fabric of reality itself to
  suit the user's needs. This forceful method brings consequences, and
  as such, manifestation of psionic power usually leads to a secondary
  display of unusual effects in the world. These displays may include
  visual artifacts, auditory stimulus and olfactory senses being emitted.
  These displays can be difficult to observe, however.
  As an example, if a psion manifests a simple charm, or mind reading
  power, a low droning sound may be heard. Similarly, a polymorphic
  manifestation may leave the odor of saffron and ginger.
  Although the rigorous path of the psion most commonly appeals to
  those who seek order and answers in their lives, your motivations are
  entirely your own. Did you start down this path for the knowledge and
  power it would bring? Did you have a natural talent that you could
  never fully master until you stumbled on the legends and teachings of
  the psions who came before you? Were you training your mind for
  some other purpose, only to discover that your efforts tapped a
  wellspring of power you never knew you possessed?
  Some are drawn to the art of the psion because it fits their
  personality, aptitudes, and ambitions. You may have heard tales of
  psion sects while engaged in other scholarly pursuits and become
  intrigued by this mysterious path. You might have been actively
  learning the techniques of wizardry or some other class, discovering in
  the process that you carried the rare psionics potential within you.
  Regardless of your background, one thing you almost certainly
  shared with other psions even before you began your instruction is a
  strong sense of order and logic. Such a mind set is a must to master
  the rigid disciplines of the psion.
  You can make a psion quickly using these choices. First, put your
  highest ability score in Intelligence, followed by Constitution. Second,
  choose the far traveler background.
  P S I O N
  PSYCHIC HERITAGE
  UNNATURAL CONSEQUENCES
  CREATING A PSION
  QUICK BUILD
  
  THE PSION
  Level
  Proficiency
  Bonus
  Features
  Talents Known
  Psionic
  Power
  Psionic
  Power Limit
  1st
  +2
  Innate Spellcasting, Mental Discipline, Telepathic Link
  4
  1
  1
  2nd
  +2
  Psyche Shard
  4
  2
  1
  3rd
  +2
  Consumptive Power
  4
  5
  2
  4th
  +2
  Ability Score Improvement
  4
  7
  2
  5th
  +3
  —
  5
  10
  3
  6th
  +3
  Mental Discipline feature
  5
  13
  3
  7th
  +3
  —
  5
  13
  4
  8th
  +3
  Ability Score Improvement
  5
  17
  4
  9th
  +4
  —
  5
  21
  5
  10th
  +4
  Mental Discipline feature
  6
  26
  5
  11th
  +4
  —
  6
  26
  6
  12th
  +4
  Ability Score Improvement
  6
  26
  6
  13th
  +5
  —
  6
  26
  7
  14th
  +5
  Mental Discipline feature
  6
  26
  7
  15th
  +5
  —
  6
  26
  8
  16th
  +5
  Ability Score Improvement
  6
  26
  8
  17th
  +6
  —
  6
  26
  9
  18th
  +6
  Mental Discipline feature, Psionic Body
  6
  31
  9
  19th
  +6
  Ability Score Improvement
  6
  37
  9
  20th
  +6
  Mental Discipline feature, Psionic Enlightenment
  6
  44
  9
  As a psion, you gain the following class features.
  Hit Dice: 1d8 per psion level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
  per psion level after 1st
  Armor: Light armor
  Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  Tools: None
  Saving Throws: Intelligence, Wisdom
  Skills: Choose any two
  You start 5d4 x 10 gp, or with both the following equipment and the
  equipment granted by your background:
  •
  (a) two daggers or (b) a quarterstaff
  •
  (a) a scholar's pack or (b) an explorer's pack
  •
  Leather armor, a light crossbow and 20 bolts
  As you conjure and shape your abilities with psionic energy generated
  from within your mind, you have several innate talents available to you,
  and you can manifest your power in ever growing ways.
  You use a method of spellcasting known as psionics, which harnesses
  your mental energy to warp reality into wondrous effects. Due to the
  nature of psionics, you ignore the components of any psion spells you
  have prepared, except material components that are consumed by the
  spell. Spells cast using psionics are unaffected by effects that negate
  magic, such as counterspell, dispel magic, and anti-magic field.
  Psionic power is a measure of a psion's available mental energy. A
  psion can only exert so much of their mental energy before becoming
  completely exhausted. You have an amount of psionic power equal to
  the number shown in the Psionic Power column of the psion table.
  Expended psionic power is replenished when you finish a long rest.
  At 1st level, you know four talents of your choice from the psion spell
  list. You learn additional psion talents of your choice at higher levels,
  shown in the Talents Known column of the Psion table.
  Psionic talents are manifestations of your mind, a reflex so natural
  that you can produce the effect repeatedly with little effort. A talent is a
  spell that you can cast at will, without expending psionic power and
  without preparing it in advance. You can also focus on a talent when
  you cast it, which adds costs and effects to the talent, as specified in
  its description. A talent's spell level is always 0. Talents gain potency
  as you gain levels in this class, shown in the talent's description.
  THE RENEWED PSIONIC
  CLASS: PSION
  2
  C L A S S  F E A T U R E S
  HIT POINTS
  P�OFICIENCIES
  EQUIPMENT
  INNATE SPELLCASTING
  PSIONICS
  PSIONIC POWER
  TALENTS
  
  ON PREPARED VERSUS KNOWN
  The 3.5e Psion knew the same amount of powers as a Sorcerer
  knew spells. However, 5e's UA Mystic took a different approach - you
  learned disciplines of psionics and had access to all of their powers.
  This creates a rather large rift in the amount of usable psionics you
  could have. I decided to take a different approach with my Psion, but
  you could feasibly convert its prepared spells to known ones, using
  the same progression as a Sorcerer.
  At the end of each long rest you take, you prepare the psion spells
  available to you. Choose a number of spells equal to your Intelligence
  modifier + your psion level from the psion spell list. You can only
  prepare a spell if its level is no greater than the number shown in the
  Psionic Power Limit column of the psion table for your level.
  To cast your psion spells, you must expend psionic power equal to
  the spell's level to create the effects in its description. You can expend
  more of your available psionic power to cast the spell at a higher level.
  For example, casting a 7th level spell costs 7 psionic power, while
  casting a 5th level spell at 6th level costs 6 psionic power. The most
  psionic power you can expend on a spell is equal to the number in the
  Psionic Power Limit column of the psion table for your level.
  Intelligence is the ability you use for your spellcasting, since your
  spells are created from psionic energy and shaped by your mind. You
  use your Intelligence whenever a spell refers to your spellcasting
  ability. You also use your Intelligence modifier when setting the saving
  throw DC for a spell you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  Spell attack modifier = your proficiency bonus + your Intelligence
  modifier
  Each psion focuses on a certain discipline of psionics, becoming a
  disciple of that discipline. This allows them to control and improve
  their psionic abilities, and with enough training, grants unique powers.
  Your choice of discipline determines which kind of disciple you
  become: Disciple of the Egoist, Disciple of the Kineticist,
  Disciple of the Nomad, Disciple of the Seer, Disciple of the
  Shaper, or Disciple of the Telepath, detailed at the end of the class
  description. Your discipline gives you features when you choose it at
  1st level and additional features at 6th, 10th, 14th, and 18th level.
  Some of your mental discipline features require an attack roll or
  saving throw. Use your Innate Spellcasting feature to set the attack
  modifier and save DC for those rolls.
  Due to your focus on a specific discipline, you can learn specialized
  psionic spells as well as general ones. You can choose from the spell
  list specified by your discipline when preparing your psion spells and
  learning talents. You also train with a select few spells from your
  discipline's spell list, permanently fixing them into your mind.
  You can establish direct links with the minds of others, allowing you to
  communicate intrinsically.
  You can speak telepathically with any creature you can see within 60
  feet of you. It automatically understands you and can respond in a way
  you understand as long as it speaks at least one language.
  THE RENEWED PSIONIC
  CLASS: PSION
  3
  PREPARING AND CASTING SPELLS
  SPELLCASTING ABILITY
  MENTAL DISCIPLINE
  INNATE SPELLS
  TELEPATHIC LINK
  
  At 2nd level, you become able to create a fragment of your psyche,
  which contains a small amount of psionic energy and an imprint of
  personality. You choose the form that this shard takes, choosing from
  a mark on your body (such as a rune or tattoo), or that of a psicrystal
  (see Appendix A: Monsters), a quasi-living crystal. You can affix a
  psicrystal onto a piece of equipment, clothing, or trinket with 1 hour of
  work. You can't have more than one psyche shard at a time.
  If your psyche shard is destroyed, you can create a new one with 8
  hours of uninterrupted work. You can communicate with your psyche
  shard telepathically as long as it is within 100 feet of you.
  Your psyche shard has a unique personality and its own subset of
  knowledge, determined by rolling a d20 (reroll 19 and 20) or choosing
  one of the options from the Shard Personalities table. Your psyche
  shard relays its knowledge to you telepathically while it is within 100
  feet of you, allowing you to add your proficiency bonus (or twice your
  proficiency bonus if you are already proficient) to ability checks using
  the skill associated with its personality.
  SHARD PERSONALITIES
  If you choose a psicrystal, the crystal acts during your turn in combat,
  following your unspoken direction. The psicrystal can only take the
  action listed in its stat block.
  As an action while you are on the same plane of existence, you can
  destroy your psyche shard, or you can teleport it to an unoccupied
  space within 10 feet of you if it isn't on your person.
  Starting at 3rd level, you gain the ability to sacrifice your physical
  durability in exchange for psionic power.
  When you cast a psion spell, you can pay its psionic power cost with
  your hit points instead. Your current and maximum hit points are both
  reduced by twice the psionic power cost of the spell. This reduction
  can’t be lessened in any way, and the reduction to your hit point
  maximum lasts until you finish a long rest.
  Once you use this feature, you can’t use it again until you finish a
  short or long rest.
  At 18th level, the sheer extent of psionic energy within you causes it to
  suffuse your entire body. You no longer age naturally, and you are
  immune to disease, poison damage, and the poisoned condition.
  At 20th level, your honed psionics have enlightened your mind,
  reaching heights unimaginable by others.
  Your Intelligence score increases by 4. Your maximum Intelligence
  score is now 24.
  Mental disciplines are a regiment of training that psions undertake in
  order to develop and nurture their power. These disciplines often
  require personal sacrifice from a psion, changing their behaviors in
  small, but noticeable ways. A psion's choice of mental discipline
  shapes that psion's abilities, based on their personality.
  Disciples of the egoist see physical forms as nothing more than putty
  housing the mind and soul, and they can manifest abilities which allow
  them to easily alter those forms. Psychometabolic powers change the
  physical properties of creatures. Life force is essential to
  psychometabolism, and those who choose this discipline know that
  the essence of life provides the basis of every conceivable power.
  You can choose from the egoist spell list, as well as the psion spell list,
  when you prepare your psion spells. Also, choose a 1st-level spell from
  the egoist spell list. You always have the spell prepared, and it doesn't
  count against the number of spells you can prepare. You can cast the
  chosen spell once without expending psionic power, and you must
  finish a long rest before you can do so again.
  You can choose an additional egoist spell for this feature at each of
  the psion levels shown in the Innate Spells table. The spells you
  choose must also be of a level no greater than the spell level shown in
  the Innate Spells table.
  INNATE SPELLS
  Psion Level
  Spell Level
  3rd
  2nd-level
  5th
  3rd-level
  7th
  4th-level
  9th
  5th-level
  11th
  6th-level
  13th
  7th-level
  15th
  8th-level
  17th
  9th-level
  At 1st level, you gain proficiency with medium armor and shields.
  Also at 1st level, you can manifest psionic claws which drain foes'
  mental energy and invigorate you with bestial fervor.
  As an action, you manifest long claws in a free hand. You are
  proficient with these claws, which are a melee weapon that deals 1d8
  slashing damage. The claws remain until you are incapacitated or you
  use your bonus action to dismiss them. As part of the action, make a
  melee weapon attack with the claws against one creature within your
  reach. This initial attack deals extra damage when you reach certain
  levels in this class: 1d8 at 5th level, 2d8 at 11th level, and 3d8 at 17th
  level. At 6th level, your claws become magical and they score a critical
  hit on a roll of 19 or 20 on the d20.
  d20 Personality Skill
  1
  Artiste
  Performance
  2
  Bully
  Intimidation
  3
  Caring
  Animal
  Handling
  4
  Coward
  Sleight of Hand
  5
  Friendly
  Persuasion
  6
  Heroic
  Athletics
  7
  Liar
  Deception
  8
  Meticulous Investigation
  d20
  Personality
  Skill
  9
  Mystical
  Arcana
  10
  Nimble
  Acrobatics
  11
  Observant
  Perception
  12
  Poised
  Survival
  13
  Precise
  Medicine
  14
  Resolute
  Religion
  15
  Sage
  History
  16
  Studious
  Nature
  17
  Sneaky
  Stealth
  18
  Sympathetic Insight
  THE RENEWED PSIONIC
  CLASS: PSION
  4
  PSYCHE SHARD
  CONSUMPTIVE POWER
  PSIONIC BODY
  PSIONIC ENLIGHTENMENT
  M E N T A L  D I S C I P L I N E S
  DISCIPLE OF THE EGOIST
  EGOIST INNATE SPELLS
  ARMOR TRAINING
  BESTIAL FU�Y
  
  Starting at 6th level, you automatically absorb and convert natural
  energies into psionic power for yourself.
  Once per turn, when you take acid, cold, fire, lightning, or poison
  damage, you can reduce that damage by up to 3, to a minimum of 0,
  and regain the same amount of psionic power.
  You can regain a total amount of psionic power equal to your psion
  level with this feature. This limit resets when you finish a long rest.
  Starting at 10th level, your psionics have permanently replaced some
  of your biological processes.
  You don’t need to eat, breathe, or sleep. To benefit from a long rest,
  you can spend 8 hours engaged in light activity instead of sleeping.
  At 14th level, you can create a copy of yourself out of psionic energy.
  As an action, you shape an illusory duplicate of yourself in an
  unoccupied space within 5 feet of you. Your duplicate thinks and acts
  exactly as you do and follows your orders, although it will not do
  anything you wouldn't do yourself. After 1 hour or when the duplicate
  reaches 0 hit points, it crumbles away. Your duplicate has statistics
  matching yours and duplicates of your equipment, but duplicated
  equipment loses any magical properties its original has. If your
  duplicate ever loses physical contact with a duplicated piece of
  equipment, it crumbles and disappears. In combat, you roll initiative for
  the duplicate and control it on its turns.
  Your duplicate has half of your hit points, the same amount of
  psionic power as you and other physical traits you had at the time it
  was created. The duplicate does not preserve spells and other effects
  active on you when you create it.
  Once you have used this feature, you can't use it again until you
  finish a long rest.
  Starting at 18th level, you can convert energy absorbed by your barrier
  into offensive power.
  When your Energy Barrier absorbs damage, the same amount of
  points are added to your energy conversion pool. The pool has a
  maximum of 30 points, and you can use your bonus action and expend
  all the points in the pool to cause your next attack that hits before the
  end of your turn to deal extra cold, fire or lightning damage (your
  choice) equal to the number of points spent.
  At 20th level, you can use psionic energy to transform yourself into
  other creatures.
  You can cast the shapechange spell as a 9th-level psion spell,
  without requiring concentration.
  Destructive minds tend to focus their powers into the shape of the
  kineticist, an explosive user of kinetic force. Psychokinesis powers
  manipulate energy or tap the power of the mind to produce a desired
  end. Many of these powers produce interesting visual effects above
  and beyond the standard secondary display, such as moving, melting,
  transforming, or blasting a target.
  You can choose from the kineticist spell list, as well as the psion spell
  list, when you prepare your psion spells. Also, choose a 1st-level spell
  from the kineticist spell list. You always have the spell prepared, and it
  doesn't count against the number of spells you can prepare. You can
  cast the chosen spell once without expending psionic power, and you
  must finish a long rest before you can do so again.
  You can choose an additional kineticist spell for this feature at each of
  the psion levels shown in the Innate Spells table. The spells you
  choose must also be of a level no greater than the spell level shown in
  the Innate Spells table.
  INNATE SPELLS
  Psion Level
  Spell Level
  3rd
  2nd-level
  5th
  3rd-level
  7th
  4th-level
  9th
  5th-level
  11th
  6th-level
  13th
  7th-level
  15th
  8th-level
  17th
  9th-level
  At 1st level, you can use your mind to move and manipulate objects as
  if you were touching them.
  You can attack with kinetic energy as an action, at a range of 60 feet.
  Make a ranged psionic attack against a creature or object within range
  that you can see. On a hit, it takes force damage equal to 1d8 plus your
  Intelligence modifier, and you can move it up to 10 feet in a straight line
  if it is Huge or smaller. This damage increases by 1d8 when you reach
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  You also learn the mage hand cantrip, or one psion cantrip of your
  choice if you already know it. If you focus when you cast mage hand,
  you can affect a willing creature with the hand. If the creature that
  you're manipulating with mage hand is pushed or pulled, the creature
  instead remains in place if you succeed an Intelligence saving throw
  (DC equals the amount of feet the creature would be pushed or pulled).
  Also at 1st level, your kinetic abilities allow you to interrupt and deflect
  blows against you.
  While at least one of your hands are free and you are not wearing a
  shield, you can use your reaction when you are attacked to gain a +2
  bonus to your AC until the start of your next turn. You can use this
  feature after the attack roll is made, but before determining if the
  attack hits or misses.
  THE RENEWED PSIONIC
  CLASS: PSION
  5
  ENE�GY BARRIER
  ADAPTIVE BODY
  FISSION
  ENE�GY CONVERSION
  PERFECT TRANSFORMATION
  DISCIPLE OF THE KINETICIST
  KINETICIST INNATE SPELLS
  TELEKINETIC MIND
  INE�TIAL SHIELD
  
  Starting at 6th level, you can form a kinetic field around yourself which
  catches and deflects projectiles.
  As a reaction, you can deflect a missile when you're hit by a ranged
  attack. When you do so, the damage you take is reduced by 10 + your
  Intelligence modifier + your Psion level.
  If the damage is reduced to 0 by this feature, you can catch the
  missile in the air. If caught this way, you can make a ranged psionic
  attack with it as part of the same reaction. You make this attack with
  proficiency. The type and damage are the same as the original attack.
  Starting at 10th level, your telekinesis acts as an augment to your
  physical strength.
  You gain proficiency in Strength saving throws, and when a Strength
  check or saving throw is required, you can add your Intelligence
  modifier to the result.
  Starting at 14th level, your telekinetic control has become precise
  enough to allow you to carry yourself through the air.
  You can use your action to grant yourself a flying speed of 30 feet
  for 1 hour, as long as the combined weight of you and everything you're
  carrying doesn't exceed 15 lbs x your Intelligence score.
  Once you have used this feature, you can't use it again until you
  finish a long rest.
  Starting at 18th level, your mind instinctively activates your telekinetic
  powers, even when you are in danger.
  If you are falling, even while unconscious, you safely descend at a
  rate of 60 feet per round.
  At 20th level, your telekinetic power has become so great that it has
  become second nature.
  Your Telekinetic Mind no longer requires concentration, and its
  weight limit is doubled. Additionally, your Telekinetic Flight's speed is
  now 60 feet, and it has a duration of 8 hours.
  Disciples of the nomad are an avidly curious subset of psions, who
  derive discipline from the journeys they take in life. Psychoportation
  powers move the manifester, an object, or another creature through
  space and time. At its heart, this discipline requires a succinct, gut-
  level understanding of the structure of reality. Those who become
  disciples of the nomad try the impossible, and sometimes succeed.
  You can choose from the nomad spell list, as well as the psion spell
  list, when you prepare your psion spells. Also, choose a 1st-level spell
  from the nomad spell list. You always have the spell prepared, and it
  doesn't count against the number of spells you can prepare. You can
  cast the chosen spell once without expending psionic power, and you
  must finish a long rest before you can do so again.
  You can choose an additional nomad spell for this feature at each of
  the psion levels shown in the Innate Spells table. The spells you
  choose must also be of a level no greater than the spell level shown in
  the Innate Spells table.
  INNATE SPELLS
  Psion Level
  Spell Level
  3rd
  2nd-level
  5th
  3rd-level
  7th
  4th-level
  9th
  5th-level
  11th
  6th-level
  13th
  7th-level
  15th
  8th-level
  17th
  9th-level
  At 1st level, you can strike an enemy with psionic energy, which surges
  into their body and mind.
  As an action, you hurl an orb of sonic energy. Make a ranged psionic
  attack against a creature within 60 feet of you that you can see. On a
  hit, you deal thunder damage equal 1d8 plus your Intelligence modifier,
  as the orb bursts on contact. This damage increases by 1d8 when you
  reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  If you hit a creature, you can spend 1 psionic power to force it to
  make a Charisma saving throw. On a failure, the creature's next attack
  or effect that targets you before the end of your next turn is partially
  phased out, dampening the effect. It makes its first attack roll against
  you with disadvantage, or if you must make a saving throw against one
  of its effects, you make the first one with advantage.
  KINETIC FIELD
  INVISIBLE MIGHT
  TELEKINETIC FLIGHT
  SAFE FALL
  UNFETTERED MIND
  DISCIPLE OF THE NOMAD
  NOMAD INNATE SPELLS
  PHASING STRIKE
  
  Also at 1st level, you and those around you can slide along solid
  ground as if on ice.
  As an action, you and willing creatures you designate within 30 feet
  of you can start or stop psionically skating. You maintain equilibrium
  by mental will alone, allowing graceful turning and stopping with ease.
  A skating creature ignores difficult terrain, attack rolls have advantage
  against it, and when it takes the Dash action, it can move an additional
  amount of feet equal to half its speed without costing its movement.
  Starting at 6th level, you can instinctively dodge out of the way of
  certain area effects, such as a red dragon's fiery breath or an Ice
  Storm spell, by partially phasing your body to a different location.
  When you are subjected to an effect that allows you to make a
  Dexterity saving throw to take only half damage, you instead take
  no damage if you succeed on the saving throw, and only half
  damage if you fail.
  Starting at 10th level, you have learned a teleportation trick that allows
  you to appear as if you are in two places at once.
  You can use your bonus action to take the Dodge action.
  Starting at 14th level, you can create an ethereal passage through
  most walls, allowing you to phase through them.
  As an action, you touch a wall of wooden, plaster, or stone
  material and use psionic energy to create a phase door. A phase
  door can only penetrate walls that are 5 feet deep or less. The
  phase door is invisible and usually inaccessible to all creatures
  except you. The door does not allow light, sound, psionic effects,
  or spell effects through it, nor can you see through it without
  using it. True seeing psionics or magical effects reveal a phase
  door but do not allow its use.
  Creatures other than you can only use the phase door if they meet
  one or more triggering conditions, which you set when you create the
  door. The conditions can be based on a creature’s name, identity, or
  alignment, but otherwise must be based on observable, tangible
  actions or qualities. A creature using a phase door disappears when it
  enters and appears when it exits, but it can stop inside the passage if
  there is room. A phase door takes a straight path through a wall,
  exiting at the closest 5-foot-by-5-foot space available.
  A phase door can be used six times before its psionic energy
  disperses and fades, ending the effect. A creature consumes one
                 
  use of the door each time it passes through. Anything
  within the passage when its effect ends is harmlessly
  ejected back to its original entrance.
  Once you have used this feature, you can't use it again
  until you finish a long rest.
  Starting at 18th level, teleportation has become so natural to you that
  you can do it with little effort.
  You can teleport instead of walking; each foot that you teleport
  costs 1 foot of your movement speed. If you attempt to teleport into an
  occupied space, you are instead shunted to the nearest unoccupied
  space, and your speed becomes 0 until the start of your next turn.
  At 20th level, the effects of your phase door become permanent, and
  you can pierce almost any material with it.
  When you use your Phase Door, it can penetrate any non-magical
  material, and it can be used an unlimited amount of times. If you wish
  to dispel a Phase Door you created, you can use your action and touch
  it to end the effect.
  THE RENEWED PSIONIC
  CLASS: PSION
  7
  SKATE
  THERE AND BACK AGAIN
  AGILE DEFENSE
  PHASE DOOR
  EFFO�TLESS JOURNEY
  PHASE PASSAGE
  
  Seers are psions who master clairsentience - the power to learn
  secrets long forgotten, to glimpse the immediate future and predict the
  far future, and to know what is normally unknowable.
  You can choose from the seer spell list, as well as the psion spell list,
  when you prepare your psion spells. Also, choose a 1st-level spell from
  the seer spell list. You always have the spell prepared, and it doesn't
  count against the number of spells you can prepare. You can cast the
  chosen spell once without expending psionic power, and you must
  finish a long rest before you can do so again.
  You can choose an additional seer spell for this feature at each of
  the psion levels shown in the Innate Spells table. The spells you
  choose must also be of a level no greater than the spell level shown in
  the Innate Spells table.
  INNATE SPELLS
  Psion Level
  Spell Level
  3rd
  2nd-level
  5th
  3rd-level
  7th
  4th-level
  9th
  5th-level
  11th
  6th-level
  13th
  7th-level
  15th
  8th-level
  17th
  9th-level
  At 1st level, you can pierce an enemy's mind with a psionic anchor,
  allowing you to know their general location.
  As an action, choose a creature you can see within 60 feet of you. A
  white-hot halo of psionic energy appears around its head, causing it
  immense pain. The target must make a Wisdom saving throw, taking
  psychic damage equal to 1d8 plus your Intelligence modifier on a
  failure, or half on a success. This damage increases by 1d8 when you
  reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  If a creature fails the save, you can spend 1 psionic power to cast a
  psionic talent as a bonus action, targeting the same creature. The
  talent must be one that deals no damage, and the target automatically
  fails its saving throw against the talent, if any.
  Also at 1st level, you can use psionics to investigate an object that you
  touch, showing you a vision of its past.
  As an action, you touch an object and maintain contact with it. After
  1 minute of remaining in contact with it, you learn certain details
  pertaining to the object's previous owner. You learn their race, gender,
  age, alignment, how they came to posess the object, and how they lost
  it. An object without any previous owners reveals no information.
  Starting at 6th level, you have a precognitive sense of danger, allowing
  you to react quickly to its presence.
  You can add your Intelligence modifier to initiative rolls, and you
  can't be surprised while you are conscious. You can use your reaction
  when you roll initiative to telepathically alert one creature within range
  of your telepathy to the danger, making them unable to be surprised for
  this combat.
  Starting at 10th level, you mentally sense the presence of matter
  around you, allowing you to feel others' presence.
  You gain blindsight out to a range of 20 feet.
  Starting at 14th level, you obtain the technique necessary to form the
  Book of Knowledge - a ledger of cosmic knowledge both discovered
  and undiscovered.
  As a bonus action, you can form the Book of Knowledge in one of
  your free hands. The book's pages are filled with indecipherable
  writing, even when observed with magic. No matter how many pages
  are turned, there always seem to be more pages. The cover appears as
  its observer imagines, within reason. For example, the cover can
  resemble an animated reflection of the night sky, a furry hide, or
  perhaps even made of ice or dripping water. These elements fail to
  hold up to physical inspection - the book feels like a normal book. The
  book crumbles to cosmic dust and disappears after 10 minutes.
  You can telepathically pose up to 10 questions to the book each
  time you form it. When asked an appropriate question, some of the
  markings rearrange to form a truthful answer, written in a language
  only you understand. You can ask for statistics of a creature if you
  know its true name - in which case, you learn its alignment, languages,
  type, and one of each of its immunities, resistances, and vulnerabilities
  - or for the properties of an object - in which case, you learn what
  materials it is made of, and the effects and mechanisms of any curses,
  enchantments or traps.
  Answers remain forever written in the book, and you can accurately
  recall the question posed when you read the answer. If you desire to
  see a certain page or a question that you previously posed, the next
  page you turn to will be the relevant page.
  Once you have used this feature, you can't use it again until you
  finish a long rest.
  DISCIPLE OF THE SEER
  SEER INNATE SPELLS
  PSIONIC ANCHOR
  OBJECT READING
  COMBAT PRECOGNITION
  MIND'S EYE
  BOOK OF KNOWLEDGE
  
  Starting at 18th level, you gain an instinctive, limited ability to shape
  reality around you in response to threats.
  In response to an attack hitting you or when you fail a saving throw,
  you can use your reaction to roll an additional d20 and choose which
  result to use.
  You can use this feature twice, and expended uses are replenished
  when you finish a long rest.
  At 20th level, you obtain a fragment of universal knowledge,
  enlightening your mind. This grants you certain benefits.
  •
  You are unaffected by clairsentience and divination spells unless
  you choose to be.
  •
  You make Intelligence checks with advantage.
  •
  You can ask the Book of Knowledge to describe a specific event
  that happened within the last 1,000 years, which it will describe on
  up to 1 page. This provides up to 10 useful facts about the event.
  Psions with particularly creative minds tend to gravitate towards the
  discipline of the shaper, a discipline which manifests powers of
  metacreativity. Metacreativity creates objects, creatures, or other
  forms of matter. Creatures created through metacreativity prove
  unstable; they will usually, but do not always, obey your commands.
  You can choose from the shaper spell list, as well as the psion spell
  list, when you prepare your psion spells. Also, choose a 1st-level spell
  from the shaper spell list. You always have the spell prepared, and it
  doesn't count against the number of spells you can prepare. You can
  cast the chosen spell once without expending psionic power, and you
  must finish a long rest before you can do so again.
  You can choose an additional shaper spell for this feature at each of
  the psion levels shown in the Innate Spells table. The spells you
  choose must also be of a level no greater than the spell level shown in
  the Innate Spells table.
  INNATE SPELLS
  Psion Level
  Spell Level
  3rd
  2nd-level
  5th
  3rd-level
  7th
  4th-level
  9th
  5th-level
  11th
  6th-level
  13th
  7th-level
  15th
  8th-level
  17th
  9th-level
  At 1st level, you can create weapons out of psionic energy.
  Using your bonus action, or your reaction when you roll initiative, you
  create a weapon with a faint sky-blue aura, which takes the form of any
  simple or martial weapon and persists for 1 hour. If you create a one-
  handed weapon, you can create one in each hand. If you create a
  ranged weapon, you can also create 20 non-magical pieces of the
  weapon's appropriate type of ammunition. You are proficient with the
  weapon, and its properties are the same as its mundane counterpart.
  You can spend up to 3 psionic power whenever you make an attack
  with one of your energy weapons, granting the amount spent as a
  bonus to your attack and damage rolls.
  The maximum number of energy weapons that can exist at the
  same time is equal to your Intelligence modifier (minimum one).
  Also at 1st level, you can create tools out of psionic energy.
  Using your action, you can create any piece of non-magical
  adventuring gear worth 5 gp or less. Items created by this feature
  cannot be used as food. Otherwise, an item created by this feature has
  the same properties as its physical counterpart. After 10 minutes, the
  psionic energy comprising the item can no longer hold its form and
  disappears. Once you have created a particular item, you cannot create
  the same item again for 10 minutes.
  Starting at 6th level, you use a small amount of psionic energy to
  create a protective construct.
  Over the course of a long rest, you can create a psionic drone. It has
  the statistics of a homunculus, except it doesn't have its Bite attack.
  You can only have one psionic drone at a time. It is inexorably devoted
  to you, obeying your every order even if it requires sacrifice.
  You can use your action to temporarily sequester it away in a
  harmless pocket dimension where it awaits your summons. As an
  action while it is temporarily dismissed, you can cause it to reappear in
  any unoccupied space within 30 feet of you.
  While your psionic drone is within 30 feet of you, you can use your
  reaction when you are hit with an attack to psionically redirect the blow
  to it. The psionic drone takes the attack and its effects instead of you.
  Starting at 10th level, your psionic powers create a windy surge around
  you, momentarily protecting and guiding you.
  When you cast a spell of 1st level or higher, you gain two benefits
  until the end of your turn: your movement doesn’t provoke opportunity
  attacks, and you have a climbing speed equal to your walking speed.
  Starting at 14th level, you can create a microbiome around yourself,
  mimicking life with psionic energy.
  As an action, you project psionic energy out to a distance of 20 feet.
  The area bursts with psionically constructed moss, fungi, vines and
  other plant matter, and plant-like pods sprout from the ground. Some
  of this plant life converges into a shambling mound under the control
  of the DM. At the start of each of the creature's turns, you must make a
  DC 15 Intelligence check. On a success, the shambling mound is
  friendly to you and your allies until the start of your next turn. On a
  failure, it is hostile to all creatures instead.
  This effect lasts while you are concentrating(as if on a spell) for up
  to 10 minutes, after which the microbiome wilts and crumbles,
  vanishing as the psionic energy is expended.
  Once you have used this feature, you can't use it again until you
  finish a long rest.
  THE RENEWED PSIONIC
  CLASS: PSION
  9
  SHAPE REALITY
  GLIMPSE OF OMNISCIENCE
  DISCIPLE OF THE SHAPER
  SHAPER INNATE SPELLS
  ENE�GY WEAPON
  CREATE TOOLS
  PSIONIC D�ONE
  SU�GE OF WIND
  MIC�OBIOME
  
  At 18th level, you tame some of the unpredictable nature of psionically-
  created creatures.
  The DC for your Microbiome becomes 10. Additionally, you can use
  your bonus action to command a creature created by a spell or feature
  of yours to take a specific action, which it uses its reaction to carry out.
  A creature cannot use its multiattack, if it has one, via this command.
  At 20th level, you have become exceptionally efficient at using your
  psionic energy to create matter.
  When you create a creature or an object with either a spell or one of
  your features, you can choose one of the creatures or objects to create
  a duplicate of it, which appears in an unoccupied space within 5 feet of
  the original and has the same statistics as the original.
  Psion disciples of the telepath shed nearly all pretenses from
  themselves, focused on the machinery at work within the mind.
  Telepathy powers can spy on and affect the minds of others,
  influencing or controlling their behavior. All telepathic powers are mind-
  affecting, and types such as charms and compulsions grant influence
  over a subjected creature.
  You can choose from the telepath spell list, as well as the psion spell
  list, when you prepare your psion spells. Also, choose a 1st-level spell
  from the telepath spell list. You always have the spell prepared, and it
  doesn't count against the number of spells you can prepare. You can
  cast the chosen spell once without expending psionic power, and you
  must finish a long rest before you can do so again.
  You can choose an additional telepath spell for this feature at each
  of the psion levels shown in the Innate Spells table. The spells you
  choose must also be of a level no greater than the spell level shown in
  the Innate Spells table.
  INNATE SPELLS
  Psion Level
  Spell Level
  3rd
  2nd-level
  5th
  3rd-level
  7th
  4th-level
  9th
  5th-level
  11th
  6th-level
  13th
  7th-level
  15th
  8th-level
  17th
  9th-level
  At 1st level, you can telepathically assault the mind of a creature,
  bending it to your will.
  As an action, you can overpower the mind of a creature within range
  of your telepathy. The target makes an Intelligence saving throw
  against your discipline save DC, taking psychic damage equal to 1d10
  plus your Intelligence modifier on a failure, or half on a success. This
  damage increases by 1d8 when you reach 5th level (2d10), 11th level
  (3d10), and 17th level (4d10).
  If the target fails its save, you can then spend 1 psionic power to
  haze the target's mind, imposing disadvantage on its attack rolls until
  the start of your next turn.
  Also at 1st level, when you are in close proximity with a creature,
  inklings of its thought leak out of its mind, which you can sense.
  After each full minute you spend actively talking to a creature within
  range of your telepathy, the DM gives a one-word summary of its most
  prevalent thought.
  Starting at 6th level, you can telepathically subvert an assailant's focus
  when it attempts to affect your mind, guarding against the effect.
  When a creature you can see within range of your telepathy forces
  you to make an Intelligence, Wisdom, or Charisma saving throw, you
  can use your reaction to add your Intelligence modifier to the result.
  Starting at 10th level, you can create a telepathic link that persists over
  great distances.
  You can use your action to link your mind with a creature you can
  see within range, allowing your telepathy to reach it across any
  distance. An unwilling creature can make an Intelligence saving throw
  to resist the effect. This link persists until you use your action to break
  it or until you are on a different plane of existence than the creature.
  You can have a maximum number of creatures equal to half your
  psion level linked with you at a time via this feature.
  Starting at 14th level, you can embed a portion of your will into another
  creature's mind, allowing you to control it.
  As an action, you can force a creature that you can see within range
  of your telepathy to make an Intelligence saving throw. On a failure,
  you gain an overwhelming influence over it while you concentrate (as if
  on a spell) for up to 10 minutes. You can only have one creature under
  this effect at any time.
  While a creature is under this effect and within range of your
  telepathy, you can use your action to command it to take any action,
  general or specific, which it must follow. If you issue a command that
  is directly harmful to it, it ignores the command. If a target is not
  commanded on a turn, it will behave normally.
  Each time the target receives a command from you, it makes a new
  Intelligence saving throw after following the command, breaking free
  of your influence on a success. Telepathic creatures have advantage
  on the saving throw.
  Once you have used this feature, you can't use it again until you
  finish a long rest.
  At 18th level, your telepathic powers project even further, allowing you
  to reach distant minds.
  The range of your telepathy increases to 120 feet.
  At 20th level, your focus is so keen that you can have multiple
  creatures bend to your will at the same time.
  Your Dominate Mind feature gains the following properties:
  •
  It lasts until the creature is killed or succeeds a saving throw
  against its effects, without requiring concentration.
  •
  You can command any number of creatures under your control,
  instead of just one.
  •
  You can have any number of creatures under the effect of Dominate
  Mind, but while more than one creature is affected, the total CR of
  all affected creatures must be 20 or lower. If you try to use
  Dominate Mind on a creature that raises the total CR above 20, it
  fails, and all creatures currently affected by Dominate Mind can
  make an Intelligence saving throw to break free of your influence.
  THE RENEWED PSIONIC
  CLASS: PSION
  10
  OBEDIENT MANIFESTATION
  FLOURISHING CREATION
  DISCIPLE OF THE TELEPATH
  TELEPATH INNATE SPELLS
  PSYCHIC PRESSURE
  SEEPING THOUGHT
  SEIZE MIND
  MIND-LINK
  DOMINATE MIND
  TELEPATHIC FIELD
  UNBREAKABLE WILL
  
  At 2nd level, a wizard gains the Arcane Tradition feature. Below is a
  new option for the feature: Metapsionics.
  Metapsionics is the study of understanding and emulating the unusual
  abilities of psionics through magic. Wizards who master this arcane
  tradition gain a glimpse into the world of psychic creatures - often a
  humbling and enlightening experience which teaches them something
  fundamentally important about the makeup of magic and psionics
  alike.
  At 2nd level, you can choose from the psion spell list, in addition to the
  wizard spell list, when you learn a new wizard spell. Spells you learn in
  this way count as wizard spells for you, and you don't need to provide
  verbal and somatic components to cast them.
  Additionally, when a psionic spell is cast within 60 feet of you, you
  can make an Intelligence (Arcana) check against DC 10 + the spell's
  level. On a success, you know the name of the spell that was cast, and
  you know its mental discipline (if any).
  Also at 2nd level, your technique of marrying spellcasting and psionics
  creates a temporary area of psionic influence around you while you
  concentrate.
  While you concentrate on a wizard spell, an aura of influence
  extends outward from you to a distance of 30 feet, ignoring cover,
  which moves with you. You can communicate telepathically with any
  creature inside the aura. A creature understands your telepathic
  speech if it speaks at least one language, and it can deliver telepathic
  replies in a way you understand. Creatures within this aura also have
  disadvantage on Wisdom saving throws against your wizard spells.
  At 6th level, your mental focus has increased, allowing you to remain
  concentrated through greater pain. When you fail a concentration
  check, you can choose to succeed instead.
  Once you've used this feature, you can't use it again until you finish a
  short or long rest.
  At 10th level, your study of psionics subtly alters your mind such that
  you can easily perceive slight fluctuations in the minds of others.
  You can add your Intelligence modifier to Wisdom (Insight) checks
  you make against creatures that can't use psionics. Also, whenever
  you successfully discern that a creature is lying to you, that creature
  takes psychic damage equal to your Intelligence modifier.
  At 14th level, you can briefly focus on using psionics to reshape effects
  as they occur around you.
  Whenever you see a spell being cast by another creature within 120
  feet of you that affects an area, you can use your reaction to increase
  or decrease the area's size. An area can't be reduced below 5 feet with
  this feature. You can modify an area in one of the following ways:
  •
  If the area is a cone, you can modify it by up to 20 feet.
  •
  If the area is a radius, you can modify it by up to 10 feet.
  •
  If the area is a cube or a cylinder, you can modify one of the
  dimensions, other than the radius, by up to 30 feet.
  •
  If the area is a line, you can modify its length by up to 60 feet.
  A R C A N E  T R A D I T I O N S
  METAPSIONICS
  PSIONICS STUDY
  EXTENSION OF MIND
  FOCUS REINFO�CEMENT
  SHARPENED MIND
  CONDUIT MANIPULATION
  
  At 1st level, a cleric gains the Divine Domain feature. Below is a new
  option for the feature: Mind.
  Clerics of the mind domain channel the powers of the divine through
  psionic power, granted to them by their faith. These practitioners can
  call upon the magic of the divine, as well as project the authority of
  their faith's domain using their mind, rather than channeling their
  power for themselves. Deities such as Auppenser, Deneir and even
  those like Ilsensine and Sseth call upon clerics of this domain.
  MIND DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  dissonant whispers, Tenser's floating disk
  3rd
  detect thoughts, mind spike
  5th
  hypnotic pattern, tongues
  7th
  hallucinatory terrain, phantasmal killer
  9th
  Rary's telepathic bond, synaptic static
  At 1st level, you are proficient with heavy armor and martial weapons.
  Also at 1st level, the psionic energy channeling through you manifests
  as an aura, which bolsters you and your allies' abilities. This aura
  projects outward in a 10-foot radius around you, ignoring cover, and
  moves with you. The aura is disabled while you are unconscious. You
  and creatures of your choice within the aura can add your Wisdom
  modifier to their initiative rolls.
  Also, when a creature within the aura other than you makes a
  Wisdom (Perception) check, you can use your reaction to grant a +4
  bonus to the check. You can do so before or after rolling the d20, but
  before the GM determines the outcome of the check. You can use this
  reaction a number of times equal to your Wisdom modifier, and
  expended uses are replenished when you finish a long rest.
  At 17th level, the radius of this aura increases to 30 feet and
  creatures of your choice within the aura can add a +2 bonus to their
  attack and damage rolls, as well as to their AC.
  At 2nd level, you can use your Channel Divinity to create a psionic
  mantle around yourself, infused with your prayers that beseech your
  deity for aid.
  As an action, you don a mantle of flowing, intangible psionic energy
  for 10 minutes. This mantle grants one of the following benefits of
  your choice when you use this Channel Divinity option:
  •
  You have advantage on saving throws against effects imposed by
  celestials, fiends, and fey.
  •
  You have a +5 bonus to Strength and Dexterity checks you make.
  •
  You can communicate telepathically with up to 5 willing allies of
  your choice while you are on the same plane of existence. Chosen
  allies understand your telepathic speech regardless of whether you
  share a language, and you understand their telepathic replies.
  •
  Your weapon attacks become magical, and you can deal psychic
  damage with them, instead of their normal damage type.
  •
  You gain temporary hit points equal to 5 + 2 per each of your cleric
  levels, which last until this effect ends.
  At 6th level, your deity's mantle provides you with divine protection.
  While your Deity's Mantle is active, you can add your Wisdom
  modifier to all saving throws you make.
  At 8th level, you gain the ability to infuse your weapon strikes with
  divine energy. Once on each of your turns when you hit a creature with
  a weapon attack, you can cause the attack to deal an extra 1d8
  psychic damage to the target. When you reach 14th level, the extra
  damage increases to 2d8.
  XGtE
  XGtE
  THE RENEWED PSIONIC
  DIVINE DOMAIN: MIND
  12
  D I V I N E  D O M A I N S
  MIND
  BONUS P�OFICIENCIES
  PSYCHIC AURA
  CHANNEL DIVINITY: DEITY'S MANTLE
  DIVINE GRACE
  DIVINE STRIKE
  
  At 3rd level, a fighter gains the Martial Archetype feature. Below is a
  new option for the feature: Ardent.
  Ardents are fiercely driven psionic fighters that center their
  personalities around certain inevitable philosophies, rather than
  honing the discipline of their minds. Universal truths afford power to
  these psionically talented warriors, who train their mind and body in
  accordance with a lifetime of understanding and personal experiences.
  Ardents are driven by emotion towards goals that align with their
  philosophies, as their conviction leads them to ever greater
  understanding and, subsequently, power.
  At 3rd level, your dedication towards embracing an inevitable facet of
  the universe begins to manifest as psionic power. You embrace two of
  the options listed under "Ardent Inevitabilities" below. You embrace
  another option at 10th and 18th level in this class.
  Your first choice of ardent inevitability becomes your focus. While
  you are focused on an inevitability, you have the benefits listed under
  that option. You can only focus on one inevitability at a time, and you
  can change your focus to another inevitability option that you know
  when you finish a long rest.
  ARDENT INEVITABILITIES
  The inevitabilities are listed in alphabetical order.
  Conflict and Justice. You can deal extra damage equal to your
  Intelligence modifier when you score a critical hit, and when you are hit
  with a melee attack, your attacker takes psychic damage equal to your
  Intelligence modifier.
  Creation and Destruction. You can add your Intelligence modifier
  to the total amount healed whenever you roll a hit die during a short
  rest, and your weapon attacks deal maximum damage against objects,
  rather than rolling.
  Death and Life. You can add your Intelligence modifier to your
  death saving throws, and you have advantage on Wisdom (Medicine)
  checks to stabilize others.
  Fate and Freedom. When you finish a long rest, roll a d20 and
  record the result (you can't have more than one result recorded at a
  time.) When you roll initiative, you can choose to replace the d20 result
  with the recorded number. Also, you have advantage on Strength and
  Dexterity checks made to escape effects that grapple or restrain you.
  Light and Darkness. You gain darkvision to a distance of 60 feet. If
  you already have darkvision, its range increases by 30 feet instead.
  Law and Chaos. You have advantage on saving throws against
  being charmed or frightened.
  Also at 3rd level, you draw from your psionic well of power through
  your focus on philosophy, which allows you to learn psionic spells.
  PSIONICS
  You use a method of spellcasting known as psionics, which harnesses
  your mental energy to warp reality into wondrous effects. Due to the
  nature of psionics, you ignore the components of any psion spells you
  have prepared, except material components that are consumed by the
  spell. Spells cast using psionics are unaffected by effects that negate
  magic, such as counterspell, dispel magic, and anti-magic field.
  PSIONIC TALENTS
  You learn three talents of your choice from the psion spell list. You
  learn another psion talent of your choice at 10th level in this class.
  LEARNING SPELLS
  You know two psion spells of your choice, and one spell of your choice
  from any psion discipline's spell list. The Ardent Innate Spellcasting
  table shows when you learn more spells of 1st level or higher. Each
  spell must be chosen from the psion spell list, and must be of a level
  no greater than the number shown in the Psionic Power Limit column
  for your fighter level.
  At 8th, 14th, and 20th levels in this class, the spells you choose can
  come from any discipline's spell list.
  Whenever you gain a level in this class, you can replace one of the
  spells you know with another spell of your choice. The new spell must
  be of a level no greater than the number shown in the Psionic Power
  Limit column for your fighter level, and it must be a psion spell, unless
  you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from
  any discipline's spell list.
  THE RENEWED PSIONIC
  MA�TIAL A�CHETYPE: ARDENT
  13
  M A R T I A L  A R C H E T Y P E S
  ARDENT
  ARDENT INEVITABILITY
  INNATE SPELLCASTING
  
  ARDENT INNATE SPELLCASTING
  Fighter
  Level
  Talents
  Known
  Spells
  Known
  Psionic
  Power
  Psionic Power
  Limit
  3rd
  3
  3
  2
  1
  4th
  3
  4
  3
  1
  5th
  3
  4
  3
  1
  6th
  3
  4
  3
  1
  7th
  3
  5
  8
  2
  8th
  3
  6
  8
  2
  9th
  3
  6
  8
  2
  10th
  4
  7
  10
  2
  11th
  4
  8
  10
  2
  12th
  4
  8
  10
  2
  13th
  4
  9
  16
  3
  14th
  4
  10
  16
  3
  15th
  4
  10
  16
  3
  16th
  4
  11
  19
  3
  17th
  4
  11
  19
  3
  18th
  4
  11
  19
  3
  19th
  4
  12
  23
  4
  20th
  4
  13
  23
  4
  PSIONIC POWER
  The Ardent Innate Spellcasting table shows how much psionic power
  you have to cast your spells of 1st level and higher. To cast one of
  these spells, you must expend psionic power equal to the spell's level
  when you cast it. You regain all expended psionic power when you
  finish a long rest.
  For example, if you are a level 8 fighter and you know the 1st-level
  spell magic missile, you can spend 1 psionic power to cast it at 1st
  level or 2 psionic power to cast it at 2nd level. There is a limit to the
  amount of psionic power you can sustain at a time; you can't cast a
  spell if its psionic power cost is greater than your Psionic Power Limit.
  SPELLCASTING ABILITY
  Intelligence is your ability for your psionic spells, since they are created
  out of psionic energy and shaped by your mind. You use your
  Intelligence whenever a spell refers to your spellcasting ability. In
  addition, you use your Intelligence modifier when setting the saving
  throw DC for a psionic spell you cast and when making an attack roll
  with one.
  Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  Spell attack modifier = your proficiency bonus + your Intelligence
  modifier
  At 7th level, you learn to concentrate your psionic energy into a single,
  powerful strike.
  As a bonus action, you can spend an amount of psionic power up to
  your psionic power limit in order to add extra psychic damage equal to
  two times the amount of psionic power spent to your next weapon
  attack that hits. This bonus is wasted if you don't use it before the end
  of your turn.
  At 15th level, you have developed such a strong connection with the
  philosophies of the universe that you can touch the emotions of those
  around you.
  As an action, you open your senses to read the emotional state of all
  creatures within 60 feet of you. You learn the basic emotional states of
  each creature within range that you can see - these can be states such
  as happy, sad, excited, distressed, brave, fearful, loved, hated, angry, or
  calm, for example.
  When you use this action, you can also force one affected creature
  to make a Wisdom saving throw against your spell save DC. On a failed
  save, you can change that creature's basic emotional state. When you
  do, you can cause it to stop feeling one of its current emotions of your
  choice and to start feeling another one of your choice. The creature is
  not aware that you attempted to manipulate its emotions in this way. A
  creature that succeeds its saving throw becomes immune to this
  effect for 1 hour.
  THE RENEWED PSIONIC
  MA�TIAL A�CHETYPE: ARDENT
  14
  PSI-STRIKE
  BASTILLE OF EMOTION
  
  At 3rd level, a monk gains the Monastic Tradition feature. Below is a
  new option for the feature: the Way of the Lurker.
  Monks of the way of the lurker, also known as lurks, combine their
  spiritual abilities with their innate psionic talents. Due to the
  exceptional level of control lurks enact over themselves, these monks
  most often display an unearthly serenity. Their talents lend well to
  becoming assassins or envoys, as they are exceptionally suited to
  thwarting both magic and psionics alike. However, lurks usually have a
  strong moral code; as such, while their abilities are exceptionally
  desirable, their services may be hard sought as they will generally only
  fight for a cause they believe is right.
  When you choose this tradition at 3rd level, you combine psionics and
  ki to draw energy from others, sapping their abilities and wracking their
  bodies with pain.
  You gain one augmentation from the list of Lurk Augmentations
  below, which are methods of producing psionics-laden ki abilities. You
  gain one more as you gain levels in this class: 6th level, 11th level, and
  17th level. Some augmentations require you to reach a certain level
  before you can learn them. If an augmentation lists a level as a
  prerequisite, it refers to your level in this class.
  Whenever you gain a new augmentation, you can also replace one
  augmentation you know with another one. You must meet the
  prerequisites, if any, for your new choice.
  LURK AUGMENTATIONS
  The augmentations are listed in alphabetical order.
  Deceptive Strike (11th Level). When you make a melee weapon
  attack with advantage, you can reroll each of the damage dice for the
  attack once and use the new roll. Additionally, you can spend 2 ki
  points when you attack a creature to treat the target's AC as though it
  were 10 + its Dexterity modifier for that attack. You must do so before
  making the attack roll.
  Ghostly Touch (6th Level). Your unarmed strikes ignore half and
  three-quarters cover. Additionally, you can spend 1 ki point when you
  make an unarmed strike to increase your reach by 5 feet and ignore full
  cover for that attack.
  Mental Assault (11th Level). When a creature fails its saving
  throw for your stunning strike, it takes psychic damage equal to your
  Wisdom modifier. Additionally, you can spend 2 ki points when you hit
  a creature with a weapon attack to waste one of the target's spell slots
  of the lowest level available (if it has spell slots) and waste 3 points of
  its psionic power (if it is psionic).
  Psionic Thrust. You can choose to deal piercing damage with your
  unarmed strikes, instead of bludgeoning damage. Additionally, when
  you hit with a melee weapon attack, you can spend a number ki points
  no greater than half your monk level (rounded up) to cause the attack
  to deal 1d10 extra psychic damage for every ki point spent.
  Solid Strike (6th Level). Your unarmed strikes ignore resistance to
  bludgeoning, piercing and slashing damage. Additionally, you can
  spend 1 ki point when you use your Flurry of Blows to gain a +1 bonus
  to your attack and damage rolls with your unarmed strikes until the
  end of your turn.
  Synaptic Disconnect (17th Level). When you score a critical hit
  with a melee weapon attack against a creature, that creature's speed is
  halved and it can't take reactions until the start of your next turn. If you
  also spend 2 ki points, the target can take its action or bonus action,
  not both, until the start of your next turn.
  Unhinging Strike. When you take the Attack action - attacking only
  one creature with the entire action - and you hit at least once, that
  creature can't concentrate until the end of your next turn. You can also
  spend 1 ki point when you force a creature to make concentration
  check; if you do, the creature makes its check with disadvantage.
  Also at 3rd level, your senses are keen to the use of magic and
  psionics, allowing you to detect their use at a moment's notice.
  You know whenever a spell is cast within 120 feet of you. This
  feature doesn't reveal any other information about the spell.
  At 6th level, whenever you roll initiative, you can add your Wisdom
  modifier to the result. Additionally, the first attack roll made against
  you during each combat is rolled with disadvantage.
  At 11th level, your strikes cut off the flow of both magic and psionics in
  your target. Once per turn when you hit with a melee weapon attack,
  you can spend 3 ki points to choose one spell affecting the target.
  Make a Wisdom check (DC 10 + spell's level); on a successful check,
  the spell ends.
  At 17th level, your strikes temporarily banish your foes, shredding their
  essence as your ki rips them apart from within.
  You can use your bonus action and expend 3 ki points to choose one
  of the creatures you hit with a melee weapon attack this turn. That
  creature must succeed on a Charisma saving throw or take 4d10 force
  damage and be banished to the border ethereal for 1 minute. While
  banished in this way, a creature takes 2d10 force damage at the start
  of each of its turns.
  An affected creature can repeat the saving throw at the end of each
  of its turns, returning to the location that it departed from on a
  successful save.
  THE RENEWED PSIONIC
  MONASTIC TRADITION:
  WAY OF THE LURKER
  15
  M O N A S T I C  T R A D I T I O N S
  WAY OF THE LURKER
  LURK AUGMENT
  SUPERNATURAL SENSE
  PRECOGNITIVE FOCUS
  FLOW INTER�UPTION
  STYGIAN SHOCK
  
  At 3rd level, a barbarian gains the Primal Path feature. Below is a new
  option for the feature: the Path of the Psychic Warrior.
  Psychic warriors are naturally talented psionic barbarians who forego
  any mental training in favor of letting their psionics run wild. These
  warriors are as unpredictable as they are powerful, for even with a low
  level of mastery, they can channel limited, but powerful effects while
  simultaneously posing great physical threat.
  At 3rd level, your latent psionic abilities begin to express themselves in unrefined ways, becoming particularly volatile while you rage.
  You know two talents of your choice from the psion spell list. You learn one additional psion talent of your choice at 10th level. Your
  spellcasting ability for these talents is Constitution.
  While you are raging, you can cast a psionic talent as a bonus action. If you use this feature to cast a talent that deals damage, you
  take half the damage dealt by the talent; otherwise, you take psychic damage equal to half your barbarian level.
  At 6th level, you unleash wild psionic energy while raging, which rotates around you like frenzied blades.
  While raging, ranged attacks against you have disadvantage, and any creature that touches you takes psychic damage equal to your
  Constitution modifier.
  At 10th level, you can convert your rage into a mental wave that draws rage out of others and inhibits their ability to focus.
  As an action while you're raging, you can end your rage early to force any amount of creatures of your choice within 30 feet of you to
  make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, an affected creature
  takes 4d8 psychic damage, and it can't concentrate on spells or other effects for 1 minute, as a growing rage inhibits its ability to focus.
  Once you've used this feature, you can't use it again until you finish a long rest.
  At 14th level, your unstable psionic ability has grown to a point where it affects your physical form.
  When you start raging, roll a d4 and consult the table below. You gain the effects of the spell for the number you rolled until your rage
  ends. Your spellcasting ability is Constitution when it is required for these spells.
  d4 Result
  Spell
  1
  iron durability
  2
  giant limbs
  3
  corrosive metabolism
  4
  bestial transformation
  THE RENEWED PSIONIC
  PRIMAL PATH: PATH OF
  THE PSYCHIC WARRIOR
  16
  P R I M A L  P A T H S
  PATH OF THE PSYCHIC WARRIOR
  UNREFINED PSIONICS
  RAGING MINDSTORM
  SEEDS OF RAGE
  METABOLIC INSTABILITY
  
  At 3rd level, a ranger gains the Ranger Archetype feature. Below is a
  new option for the feature: the Mindstalker.
  Never faltering in their task, the mindstalker is a fierce hunter of
  psionic aberrations. Armed with the same psionic ability that many of
  these aberrations use to take advantage of their prey, these rangers
  relentlessly seek their targets, turning a careless predator into
  unsuspecting quarry. Those wary enough to know of a mindstalker's
  existence and skill set wisely respect them, and often fear them.
  Starting at 3rd level, you learn an additional spell when you reach
  certain levels in this class, as shown in the Mindstalker Spells table.
  The spell counts as a ranger spell for you, but it doesn't count against
  the number of ranger spells you know.
  MINDSTALKER SPELLS
  Ranger Level
  Spell
  3rd
  command
  5th
  mind spike
  9th
  sending
  13th
  confusion
  17th
  geas
  At 3rd level, you can imbue your strikes with psionic energy that seeps
  through wounds and strikes at the mind.
  You can use your bonus action to cause your next weapon attack
  that hits before the end of the turn to deal an extra 1d8 psychic
  damage. If a creature capable of telepathy takes this damage, it must
  succeed on a Wisdom saving throw against your spell save DC or be
  frightened of you until the start of your next turn.
  Also at 3rd level, your mind is keenly tuned to detect the presence of
  other psionic beings.
  You know whenever a creature speaks via telepathy while within 60
  feet of you. Also, you can use your action to attempt to weed out the
  presence of telepathic creatures within 300 feet of you. Any creature
  within range that is capable of telepathy must succeed on a Charisma
  saving throw against your spell save DC or you become aware of its
  presence and its distance away from you. Once you've used this
  action, you must finish a short or long rest before you can use it again.
  At 7th level, your consciousness is firmly rooted, making it difficult to
  control you. You have advantage on saving throws against being
  charmed, frightened, and stunned.
  At 11th level, you slip into the blind spot of minds attempting to divine
  you, becoming an undetectable presence.
  When any spell or other effect attempts to divine information about
  you or your location - such as the arcane eye, locate creature, scrying,
  view aura, or unwavering eye spells - the attempt fails if you are the
  target, and you are invisible to sensors created by these effects.
  At 15th level, afflictions of the mind have little effect on you, and you
  can even turn certain effects back onto your attackers.
  You have resistance to psychic damage, and whenever a creature
  forces you to make an Intelligence saving throw, you can partially
  reflect the assault, forcing the originating creature to also make the
  saving throw or suffer the same effects it is attempting to inflict upon
  you.
  XGtE
  THE RENEWED PSIONIC
  RANGE� A�CHETYPE:
  MINDSTALKER
  17
  R A N G E R  A R C H E T Y P E S
  MINDSTALKER
  MINDSTALKER MAGIC
  EGO PIE�CER
  EMPATH SENSE
  LUCID BUFFER
  CEREBRAL BLIND
  BLAST FEEDBACK
  
  At 3rd level, a rogue gains the Roguish Archetype feature. Below is a
  new option for the feature: the Soulknife.
  Armed with a mind as sharp as it is deadly, the soulknife is a violent
  force of psionic lethality. These psionic rogues craft beautiful blades
  from their mental energy, preferring to hone their natural abilities into a
  sharp, killing edge, rather than study the inner workings of the
  universe. A soulknife takes great pride in the design and perfection of
  their psionic weaponry, often crafting a personal, signature aesthetic
  into any weapons they create.
  At 3rd level, you can create a semisolid blade of psychic energy,
  distilled from your mind.
  As a bonus action, you you can create a weapon that flows with
  mental energy, a mind blade, in one of your free hands. This weapon
  takes the form of a dagger, a longsword, a rapier or a shortsword (your
  choice), using the same statistics as the chosen weapon except that it
  has the finesse and thrown (30/120) properties. You can never be
  disarmed of your mind blade unless you choose to be, and it functions
  even in a null psionics field. If you let go of your mind blade, it
  disappears at the end of the turn.
  When you Sneak Attack a creature with your mind blade, you can
  choose to deal psychic damage with the Sneak Attack.
  Your mind blade gains a +1 bonus to its attack and damage rolls at
  9th level in this class, and this bonus becomes a +2 at 17th level.
  SOULKNIFE PSIONICS
  Rogue
  Level
  Talents
  Known
  Spells
  Known
  Psionic
  Power
  Psionic Power
  Limit
  3rd
  3
  3
  2
  1
  4th
  3
  4
  3
  1
  5th
  3
  4
  3
  1
  6th
  3
  4
  3
  1
  7th
  3
  5
  8
  2
  8th
  3
  6
  8
  2
  9th
  3
  6
  8
  2
  10th
  4
  7
  10
  2
  11th
  4
  8
  10
  2
  12th
  4
  8
  10
  2
  13th
  4
  9
  16
  3
  14th
  4
  10
  16
  3
  15th
  4
  10
  16
  3
  16th
  4
  11
  19
  3
  17th
  4
  11
  19
  3
  18th
  4
  11
  19
  3
  19th
  4
  12
  23
  4
  20th
  4
  13
  23
  4
  Also at 3rd level, your psionic power, honed by your focus on perfecting
  your psionic weaponry, allows you to learn certain psionic spells.
  PSIONICS
  You use a method of spellcasting known as psionics, which harnesses
  your mental energy to warp reality into wondrous effects. Due to the
  nature of psionics, you ignore the components of any psion spells you
  have prepared, except material components that are consumed by the
  spell. Spells cast using psionics are unaffected by effects that negate
  magic, such as counterspell, dispel magic, and anti-magic field.
  PSIONIC TALENTS
  You learn three talents of your choice from the psion spell list. You
  learn another psion talent of your choice at 10th level in this class.
  LEARNING SPELLS
  You know two psion spells of your choice, and one nomad spell of your
  choice. The Soulknife Innate Spellcasting table shows when you learn
  more spells of 1st level or higher. Each spell must be chosen from the
  psion spell list, and must be of a level no greater than the number
  shown in the Psionic Power Limit column for your rogue level.
  At 8th, 14th, and 20th levels in this class, the spells you choose can
  come from the nomad spell list.
  Whenever you gain a level in this class, you can replace one of the
  spells you know with another spell of your choice. The new spell must
  be of a level no greater than the number shown in the Psionic Power
  Limit column for your rogue level, and it must be a psion spell, unless
  you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from
  the nomad spell list.
  THE RENEWED PSIONIC
  �OGUISH A�CHETYPE:
  SOULKNIFE
  18
  R O G U I S H  A R C H E T Y P E S
  SOULKNIFE
  MIND BLADE
  INNATE SPELLCASTING
  
  PSIONIC POWER
  The Soulknife Innate Spellcasting table shows how much psionic
  power you have to cast your spells of 1st level and higher. To cast one
  of these spells, you must expend psionic power equal to the spell's
  level when you cast it. You regain all expended psionic power when
  you finish a long rest.
  For example, if you are a level 8 rogue and you know the 1st-level
  spell magic missile, you can spend 1 psionic power to cast it at 1st
  level or 2 psionic power to cast it at 2nd level. There is a limit to the
  amount of psionic power you can sustain at a time; you can't cast a
  spell if its psionic power cost is greater than your Psionic Power Limit.
  SPELLCASTING ABILITY
  Intelligence is your ability for your psionic spells, since they are created
  out of psionic energy and shaped by your mind. You use your
  Intelligence whenever a spell refers to your spellcasting ability. In
  addition, you use your Intelligence modifier when setting the saving
  throw DC for a psionic spell you cast and when making an attack roll
  with one.
  Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  Spell attack modifier = your proficiency bonus + your Intelligence
  modifier
  At 9th level, your sharp focus hastens your body's responses and
  heightens your mental acuity. Your speed increases by 10 feet, and you
  have advantage on ability checks to recall information you've learned.
  Starting at 13th level, you can fragment your mind blade into multiple
  smaller weapons, each striking at a creature near you.
  As an action while you're wielding your mind blade, you can split the
  blade into multiple weapons, using them to make a melee psionic
  attack against each creature within 5 feet of you. On a hit, a creature
  takes 1d6 psychic damage, and you can add an extra number of d6s to
  the damage; each d6 you add in this way subtracts from your total
  Sneak Attack damage, and you can distribute these d6s among each
  of the creatures you hit until you've spent the total number of d6s you
  have for your Sneak Attack.
  Starting at 17th level, when you Sneak Attack a creature with your
  mind blade, you can choose to forego any number of d6s from your
  Sneak Attack's damage in order to deal Intelligence, Wisdom, or
  Charisma damage to the creature (your choice). The target must
  succeed on a Constitution saving throw or have the chosen ability
  score reduced by 1 for each d6 you forfeited, which lasts until the
  creature finishes a long rest.
  This feature can't reduce a creature's ability scores by more than the
  total number of d6s you have for your Sneak Attack.
  THE RENEWED PSIONIC
  �OGUISH A�CHETYPE:
  SOULKNIFE
  19
  SPEED OF THOUGHT
  BLADEWIND
  KNIFE TO THE SOUL
  
  At 1st level, a sorcerer chooses its Sorcerous Origin. Below is an
  additional option for the feature: Wilder.
  A stark contrast to the psion, the wilder draws upon raw emotion to
  fuel both psionic and magical abilities. These unique creatures
  command a mixture of powerful abilities, often in an overwhelming and
  confusing capacity. As such, wilders can glimpse power far beyond
  their normal means, if only for a brief moment, and at perilous risk.
  Wilders seek adventure, as it is an opportunity for them to hone their
  emotion-shaped powers, as well as to put their skills to the test. For a
  wilder, every surge of emotion is both a euphoria and an epiphany.
  VARIANT: WILDER ORIGIN SPELLS
  You learn an additional spell when you reach certain levels in this
  class. These spells count as a sorcerer spells for you, but don't
  count against the number of sorcerer spells you know.
  Sorcerer Level
  Spell
  1st
  heroism
  3rd
  calm emotions
  5th
  enemies abound
  7th
  compulsion
  9th
  dream
  11th
  otto's irresistable dance
  At 1st level, psionic energy naturally flows out of you, subtly
  influencing the behavior of others you meet.
  If you are within 10 feet of a creature when you speak to it for the
  first time, that creature feels an implacable bond of kinship with you.
  This bond makes the creature treat you as a friend, rather than an
  acquaintance. The GM decides the extent of this benefit, and while it
  typically doesn't mean the creature will afford you special favors, it
  becomes easier for you to befriend the creature. This feature has no
  effect on a creature that is already hostile to you before you meet it.
  Also at 1st level, you can choose from the telepath spell list, in addition
  to the sorcerer spell list, when you learn a new sorcerer spell. Spells
  you learn in this way count as sorcerer spells for you, and you don't
  need to provide verbal and somatic components when you cast them.
  At 6th level, embracing a heightened emotional state allows your spells
  to flare with additional power.
  When you cast a sorcerer spell of 1st level or higher, you can spend
  any number of sorcery points to surge with emotion, empowering the
  spell. If you do, the spell's level increases by the same number of levels
  as the amount of sorcery points you spent, up to the maximum level
  spell slot available for your sorcerer level. After augmenting a spell in
  this way, you must succeed on a Constitution saving throw (DC 8 + the
  spell's level) or be stunned until the start of your next turn.
  At 14th level, your emotional surges enhance your intuition, turning the
  emotional state of others into a clear indicator of their actions.
  After you use your Emotion Surge, attacks against you have
  disadvantage until the end of your next turn, as long as you can see
  the attacker.
  At 18th level, your surges of emotion trigger a euphoric state within
  you, boosting your endurance and your spells.
  When you use your Emotion Surge, you can spend 3 additional
  sorcery points to gain the following benefits for 1 minute:
  •
  You have a +2 bonus to your spell attack rolls and your damage
  rolls for spell attacks, and your spell save DC increases by 2.
  •
  You gain temporary hit points equal to twice your sorcerer level,
  which disappear after 1 minute.
  XGtE
  THE RENEWED PSIONIC
  SO�CE�OUS ORIGIN:
  WILDER
  20
  S O R C E R O U S  O R I G I N S
  WILDER
  NATURAL KINSHIP
  WILDER PSIONICS
  EMOTION SU�GE
  ELUSIVE INTUITION
  SU�GING EUPHORIA
  
  Multiclassing allows you to gain levels in multiple classes. Doing so
  lets you mix the abilities of those classes to realize a character
  concept that might not be reflected in one of the standard class
  options. Refer to page 163 of the Player's Handbook for the full details
  of Multiclassing.
  To qualify for a new class, you must meet the ability score
  prerequisites for both your current class and your new one, as shown
  in the Multiclassing Prerequisites table. The Psion is added to this
  table.
  MULTICLASSING PREREQUISITES
  Class
  Ability Score Minimum
  Psion
  Intelligence 13
  When you gain a level in a class other than your first, you gain only
  some of that class's starting proficiencies, as shown in the
  Multiclassing Proficiencies table.
  MULTICLASSING PROFICIENCIES
  Class
  Proficiencies Gained
  Psion
  Light armor
  When you gain a new level in a class, you get its features for that level.
  You gain the starting equipment of your first class only. A few features,
  however, have additional rules when you're multiclassing: Channel
  Divinity, Extra Attack, Unarmored Defense, Psionics, and Spellcasting.
  Your capacity for psionics depends partly on your combined levels in
  all your psionic classes and partly on your individual levels in those
  classes. Once you have the Innate Spellcasting feature from more than
  one class, use the rules below. If you multiclass but have the Innate
  Spellcasting feature from only one class, you follow the rules as
  described in that class.
  Psionic Power. You determine your available psionic power by
  adding together any pools of psionic power that you have. For
  example, a psion 5/ardent 7 has a total of 18 psionic power.
  Psionic Power Limit. The highest amount of psionic power you
  can sustain at once is determined by adding together all of your levels
  in the psion class, and a third of your fighter or rogue levels (rounded
  down) if you have the Ardent or the Soulknife feature. Use this total to
  determine your psionic power limit by consulting the Multiclass
  Psionic table.
  MULTICLASS PSIONIC: PSIONIC POWER LIMIT
  Level
  Psionic Power Limit
  1st
  1
  2nd
  1
  3rd
  2
  4th
  2
  5th
  3
  6th
  3
  7th
  4
  8th
  4
  9th
  5
  10th
  5
  11th
  6
  12th
  6
  13th
  7
  14th
  7
  15th
  8
  16th
  8
  17th
  9
  18th
  9
  19th
  9
  20th
  9
  THE RENEWED PSIONIC
  MULTICLASSING
  21
  M U L T I C L A S S I N G
  PREREQUISITES
  P�OFICIENCIES
  CLASS FEATURES
  INNATE SPELLCASTING
  
  SPELLS
  C
  hapter 11 of the Player's Handbook describes the most common spells in the worlds of Dungeons & Dragons. The chapter begins with the spell
  lists of each spellcasting class and continues into descriptions of each spell's function. The psion spell list and each mental discipline's lists
  are added to this section, as well as descriptions for all of the unique psionic spells in the game.
  TALENTS (0 LEVEL)
  Blade Meld
  Desiccate
  Mage Hand
  Message
  Mind Thrust
  Minor Illusion
  Shocking Grasp
  Spare the Dying
  Spike of Lethargy
  1ST LEVEL
  Alarm
  Comprehend Languages
  Detect Magic
  Dissonant Whispers
  Environmental Adaptation
  Earth Tremor
  Ethereal Weapon
  Flutter
  Heroism
  Keen Memory
  Magic Missile
  Nomadic Arrow
  Psychic Assault
  Psychic Backlash
  Repelling Force
  Silent Image
  Sleep
  Tasha's Hideous Laughter
  Unseen Servant
  2ND LEVEL
  Arcane Lock
  Aura of Jubilation
  Blindness/Deafness
  Bodily Equilibrium
  Calm Emotions
  Concussive Clap
  Darkness
  Darkvision
  Hold Person
  Mantle of Command
  Master's Charge
  Pass without Trace
  Phantasmal Force
  Psyche Drain
  Silence
  Seeking Missile
  Suggestion
  Warding Bond
  Zone of Truth
  3RD LEVEL
  Aura of Victory
  Catnap
  Dolorous Mind
  Interrupt Psionics
  Hypnotic Pattern
  Mantle of Courage
  Major Image
  Negate Psionics
  Protection from Energy
  Psychic Parry
  Tongues
  Vampiric Touch
  Water Walk
  4TH LEVEL
  Compulsion
  Dominate Beast
  Fighting Words
  Force Spheres
  Hallucinatory Terrain
  Inflict Pain
  Intellect Prism
  Phantasmal Killer
  Sickening Radiance
  5TH LEVEL
  Aura of Bloodletting
  Commander's Sight
  Dominate Person
  Frozen Sanctuary
  Hold Monster
  Intellect Fortress
  Geas
  Phantom Foe
  Synaptic Static
  6TH LEVEL
  Cerebral Phantasm
  Induced Vision
  Miniature Form
  Psychic Blast
  Reckless Rage
  Sonic Boom
  Tenser's Transformation
  7TH LEVEL
  Command to Strike
  Forcecage
  Mirage Arcane
  Mind Storm
  Ransack Mind
  Symbol
  8TH LEVEL
  Dominate Monster
  Microscopic Form
  Mind Blank
  Psychic Redoubt
  Unsettling Aura
  Zone of Invisibility
  9TH LEVEL
  Incite Awe
  Phantom Betrayal
  Psychic Scream
  Thought of Unmaking
  Weird
  TALENTS (0 LEVEL)
  Fire Bolt
  Psychic Hammer
  Telekinetic Push
  1ST LEVEL
  Burning Hands
  Catapult
  Energy Ray
  Mage Armor
  Psionic Blast
  2ND LEVEL
  Nomadic Chameleon
  Polarity Manipulation
  Levitate
  Shape Fire
  Shatter
  Vaccuum
  3RD LEVEL
  Absorb Shock
  Energy Missile
  Fly
  Knock
  Slam Object
  4TH LEVEL
  Biocurrent
  Control Body
  Elemental Bane
  Energy Ball
  Wall of Fire
  5TH LEVEL
  Animate Objects
  Kinetic Prison
  Sonic Current
  Telekinetic Grasp
  Wall of Force
  6TH LEVEL
  Disintegrate
  Fiery Discorporation
  Cone of Sound
  Detonation
  7TH LEVEL
  Ablating
  Psychic Overload
  Reverse Gravity
  Reddopsi
  8TH LEVEL
  Earthquake
  Wall of Thunder
  9TH LEVEL
  Psychic Crush
  Veil of Pressure
  TALENTS (0 LEVEL)
  Knock Back
  Mighty Leap
  True Strike
  1ST LEVEL
  Absorb Elements
  Cure Wounds
  Disguise Self
  Enhance Ammo
  Longstrider
  Shield
  2ND LEVEL
  Enhance Ability
  Feel Light and Sound
  Hammer Morph
  Iron Durability
  Lesser Restoration
  Ray of Enfeeblement
  3RD LEVEL
  Aura of Vitality
  Gaseous Form
  Giant Limbs
  Sustenance
  Water Breathing
  4TH LEVEL
  Aura of Purity
  Polymorph
  Rapid Step
  Restore Life
  5TH LEVEL
  Beacon of Recovery
  Ogre Form
  Raise Dead
  Restore Extremity
  Touchsight
  6TH LEVEL
  Heal
  Metamorphosis
  Psychic Leech
  Restore Vigor
  7TH LEVEL
  Pillar of Confidence
  Regenerate
  Shadow Body
  8TH LEVEL
  Iron Resistance
  Oaken Body
  9TH LEVEL
  Bestial Transformation
  Energy Immunity
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  XGtE
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  22
  PSION SPELLS
  KINETICIST SPELLS
  EGOIST SPELLS
  
  TALENTS (0 LEVEL)
  Nomadic Anchor
  Nomadic Step
  Scramble
  1ST LEVEL
  Deceleration
  Defensive Shift
  Feather Fall
  Expeditious Retreat
  Toppling Shift
  Warp Weapon
  2ND LEVEL
  Blink Shot
  Invisibility
  Mirror Image
  Misty Step
  Rope Trick
  Transposition
  3RD LEVEL
  Dazzling Shift
  Dimension Slide
  Haste
  Slow
  Time Void
  Warp Armor
  4TH LEVEL
  Banishment
  Baleful Transposition
  Greater Invisibility
  Freedom of Movement
  Transient Motion
  5TH LEVEL
  Astral Rider
  Faithful Archer
  Gliding Aura
  Nomad's Gate
  Teleportation Circle
  6TH LEVEL
  Callous Banishment
  Phantom Caravan
  Retrieval
  7TH LEVEL
  Etherealness
  Hazy Shift
  Plane Shift
  Teleport
  8TH LEVEL
  Demiplane
  Mass Time Suspension
  Maze
  9TH LEVEL
  Decerebrate
  Temporal Velocity
  TALENTS (0 LEVEL)
  Hammer of Inquisition
  Light
  Nomadic Mind
  1ST LEVEL
  Destiny Dissonance
  Detect Poison and Disease
  Distracting Figment
  Identify
  Unified Combat
  2ND LEVEL
  Augury
  Comforting Aura
  Mind Spike
  Precognitive Hunch
  Sense Impressions
  Spirit Sense
  3RD LEVEL
  Aura Sense
  Know Location
  Invisibility Purge
  Nondetection
  Soothing Presence
  Speak with Dead
  4TH LEVEL
  Arcane Eye
  Divination
  Locate Creature
  Wandering Mind
  Unwavering Eye
  5TH LEVEL
  Detect Divination
  Legend Lore
  Scrying
  View Aura
  Wall of Light
  6TH LEVEL
  Find the Path
  Shield of Prudence
  Sunbeam
  True Seeing
  7TH LEVEL
  Crown of Stars
  Divine Word
  Sequester
  Victory Before Battle
  8TH LEVEL
  Nullify Psionics
  Perceive the Unseen
  Wondrous Recall
  9TH LEVEL
  Divergent Path
  Foresight
  TALENTS (0 LEVEL)
  Acid Splash
  Lethal Strike
  Poison Spray
  1ST LEVEL
  Acid Spray
  Animate Weapon
  Astral Construct
  Chromatic Orb
  Cloud Steps
  Minor Creation
  2ND LEVEL
  Cloud of Daggers
  Concealing Amorpha
  Corrosive Metabolism
  Knit Construct
  Magic Weapon
  Wind Stream
  3RD LEVEL
  Acid Slide
  Crystal Cocoon
  Distracting Haze
  Ice Sheet
  Mask of Wood and Earth
  Wall of Clouds
  4TH LEVEL
  Fabricate
  Fire Shield
  Lightning Motes
  Vitriolic Sphere
  Quintessence
  5TH LEVEL
  Conjure Elemental
  Hail of Crystals
  Maelstrom
  Rolling Flame
  Shadow Beasts
  6TH LEVEL
  Breath of the Black Dragon
  Mass Fabrication
  Move Earth
  Wall of Wood
  7TH LEVEL
  Frozen Rain
  Lightning Leap
  Prismatic Spray
  Simulacrum
  8TH LEVEL
  Astral Regeneration
  Ice Barrier
  9TH LEVEL
  Breath of the Green Dragon
  Fusion
  TALENTS (0 LEVEL)
  Crowned in Sorrow
  Eye of Horror
  Friends
  1ST LEVEL
  Cause Fear
  Charm Person
  Déjà Vu
  Draw Rage
  Link Senses
  Telepathic Contact
  2ND LEVEL
  Crown of Madness
  Detect Thoughts
  Ego Whip
  Hold Person
  Mindless Courage
  3RD LEVEL
  Enemies Abound
  Fear
  Mind Trap
  Read Moods
  Sending
  Visions of Despair
  4TH LEVEL
  Charm Monster
  Forced Serenity
  Id Insinuation
  Personality Parasite
  Psychic Inquisition
  5TH LEVEL
  Center of Attention
  Exacting Query
  Metaconcert
  Modify Memory
  Occluded Mind
  6TH LEVEL
  Eyebite
  Mass Suggestion
  Mental Prison
  Visions of Disgust
  7TH LEVEL
  Broken Will
  Crisis of Life
  Power Word Pain
  Strategic Mind
  8TH LEVEL
  Feeblemind
  Phantom Riches
  Telepathy
  9TH LEVEL
  Incite Panic
  Irrational Phobia
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  XGtE
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  PHB
  PHB
  PHB
  PHB
  PHB
  PHB
  XGtE
  XGtE
  PHB
  PHB
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  23
  NOMAD SPELLS
  SEER SPELLS
  SHAPER SPELLS
  TELEPATH SPELLS
  
  The psionic spells are grouped by their spell level and listed within
  each group in alphabetical order. You can also find the secondary
  displays listed here for each psionic spell, which are subtle effects that
  occur just prior to casting the spell. Lastly, the changes incurred when
  a psion focuses on a psionic talent are listed under each talent's
  description. Note that spells which appear in other books, like the
  Player's Handbook, only have additional mechanics listed.
  The spells are listed in alphabetical order below.
  Display: Your hand drips with deep yellow psionic energy
  Focus. If you focus when you cast this spell, it lasts for up to 1
  minute, while you concentrate on it. For the duration, a target hit by the
  spell has a -1 penalty to its AC.
  If you also expend 1-5 psionic power when you cast the spell, the
  spell's initial damage increases by 1d6 per point spent, and the
  distance between the spell's targets increases by 5 feet per point
  spent.
  Psionics (psychometabolism) talent
  Casting Time: 1 bonus action
  Range: Self
  Display: The weapon melds with your form
  Duration: 1 hour
  A one-handed melee weapon you hold becomes infused with psionic
  energy, fusing with your hand. For the duration, you can’t let go of the
  weapon, nor can it be forced from your grasp. You can end this spell
  early by using your bonus action.
  Focus. If you focus when you cast this spell, you must concentrate
  on it, and your reach with the weapon is 5 feet further for the duration.
  If you also expend 1 psionic power when you cast the spell, the
  weapon counts as magical for the purposes of bypassing resistance
  and immunity to non-magical damage for the duration.
  Psionics (telepathy) talent
  Casting Time: 1 action
  Range: 60 feet
  Display: The air around the target takes on a blue tint
  Duration: Instantaneous
  One creature you can see within range must make a Charisma
  saving throw. On a failed save, it takes 1d8 psychic damage, and it
  can’t take reactions until the start of its next turn.
  The talent’s damage increases by 1d8 when you reach 5th level
  (2d8), 11th level (3d8), and 17th level (4d8).
  Focus. If you focus when you cast this spell, it lasts for up to 1
  minute, while you concentrate on it. For the duration, an affected target
  can't take reactions.
  If you also expend 1-5 psionic power when you cast the spell, if the
  target fails its save, its psyche is crushed with sorrow; it takes extra
  psychic damage equal to the amount of points you spent now and
  each time it takes psychic damage thereafter for the duration.
  Psionics (psychometabolism) talent
  Casting Time: 1 action
  Range: 30 feet
  Display: The target's skin shrivels somewhat
  Duration: Instantaneous
  Choose one creature you can see within range. The target must
  make a Constitution saving throw, taking 1d10 necrotic damage on a
  failed save.
  The talent’s damage increases by 1d8 when you reach 5th level
  (2d8), 11th level (3d8), and 17th level (4d8).
  Focus. If you focus when you cast this spell, it lasts for up to 1
  minute, while you concentrate on it. If the target fails its saving throw,
  it has disadvantage on the Strength, Dexterity, and Constitution ability
  checks for the duration. This spell ends early if the target drinks water.
  If you also expend 1-5 psionic power when you cast the spell, an
  affected target that takes any action that requires use of its body takes
  1d10 necrotic damage for each point spent, and the spell ends.
  S P E L L  D E S C R I P T I O N S
  TALENTS (0 LEVEL)
  ACID SPLASH
  BLADE MELD
  C�OWNED IN SOR�OW
  DESICCATE
  
  Psionics (telepathy) talent
  Casting Time: 1 action
  Range: 60 feet
  Display: The target perceives your face as one horrific, alien eye
  Duration: 1 round
  Choose one creature you can see within range. The target must
  make a Wisdom saving throw. On a failed save, it takes 1d6 psychic
  damage and can’t willingly move closer to you for the duration unless
  it succeeds on a Wisdom saving throw. A creature can only be forced
  to make this saving throw once per turn.
  The talent’s damage increases by 1d6 when you reach 5th level
  (2d6), 11th level (3d6), and 17th level (4d6).
  Focus. If you focus when you cast this spell, you must concentrate
  on it, and the spell lasts for up to 1 minute.
  If you also expend 1-5 psionic power when you cast the spell, if the
  target fails its saving throw, it must roll a d4 each time it makes an
  ability check or saving throw and subtract the result from its total for
  the duration, and you can select one additional target for the spell for
  each point spent.
  Display: The scent of smoke can be detected around the target
  Focus. If you focus when you cast this spell, it lasts for up to 1
  minute, while you concentrate on it, and the target lights ablaze on a
  hit, taking 1d10 fire damage at the end of each of its turns for the
  duration or until it or a creature within 5 feet of it extinguishes the
  flames with an action.
  For the duration, you can expend 1 psionic power as a bonus action
  to force each creature within 5 feet of an affected target to succeed on
  a Dexterity saving throw or be lit ablaze in the same way.
  Display: The target's jaw involuntarily slacks and hangs for a moment
  Focus. When you cast this spell, the target treats you as it would a
  friend for the duration.
  If you also expend 1 psionic power when you cast the spell, the
  creature doesn't become hostile toward you when the spell ends, but it
  is still aware you used magic to influence its mood.
  Display: The target's gaze appears unfocused to others
  Focus. If you focus when you cast this spell, you must remain
  within range of the target for the duration, or the spell ends, and the
  target can roll the d4 for the spell again and use the second result if it
  rolls less than half your spellcasting ability modifier, rounded up.
  If you also expend 1-5 psionic power when you cast the spell, the
  spell's effects can occur an additional number of times equal to the
  amount of points spent before the spell ends, and the spell's duration
  becomes 1 hour.
  Psionics (telepathy) talent
  Casting Time: 1 action
  Range: 60 feet
  Display: A blue ring of energy circles your wrist
  Duration: Instantaneous
  Choose one creature you can see within range. The target must
  make an Intelligence saving throw. On a failed save, the target takes
  1d10 psychic damage.
  The talent’s damage increases by 1d10 when you reach 5th level
  (2d10), 11th level (3d10), and 17th level (4d10).
  Focus. If you focus when you cast this spell, the spell lasts for 1
  minute, while you concentrate on it, and an affected target has
  disadvantage on Wisdom and Charisma checks against you for the
  duration.
  You can also expend 1 psionic power when you cast the spell to ask
  the target a single question of no more than 5 words, which it must
  answer. The answer must be truthful if the creature failed its saving
  throw against the spell.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  25
  EYE OF HOR�OR
  FIRE BOLT
  FRIENDS
  GUIDANCE
  HAMMER OF INQUISITION
  
  Psionics (psychokinesis) talent
  Casting Time: 1 reaction, which you take when you hit a target with a
  melee attack
  Range: Reach
  Display: The area struck by the attack fluxes with psionic force
  Duration: Instantaneous
  The target must succeed on a Strength saving throw or be knocked
  10 feet in a straight line away from you. If it hits an object, this
  movement immediately ends and the target takes 1d6 bludgeoning
  damage for every 10 feet it traveled.
  The talent’s push distance increases by 10 feet when you reach 5th
  level (20 feet), 11th level (30 feet), and 17th level (40 feet).
  Focus. If you focus when you cast this spell, the spell lasts for 1
  round, while you concentrate on it, and when you successfully push
  the target, the ground in a 10-foot radius where the target stops
  becomes difficult terrain for the duration.
  If you also expend 1 psionic power when you cast the spell, any
  creature in the area of the difficult terrain must succeed on a Strength
  saving throw or be knocked prone. The pushed creature automatically
  fails its save.
  Psionics (psychometabolism) talent
  Casting Time: 1 action
  Range: Reach
  Display: Fissures of orange psionic energy run across the weapon,
  which spread through the wound on impact
  Duration: Instantaneous
  As part of the action used to cast this spell, you must make an
  attack with a melee weapon you're holding against one creature within
  the weapon's reach, otherwise the spell fails. On a hit, the target suffers
  the attack's normal effects, and the attack deals extra psychic damage
  equal to your spellcasting ability modifier.
  The talent’s extra damage increases by 1d8 when you reach 5th level
  (1d8), 11th level (2d8), and 17th level (3d8).
  Focus. If you focus when you cast this spell, the spell lasts for up to
  10 minutes, while you concentrate on it, and you can deal psychic
  damage when you hit with a weapon attack, instead of the attack's
  normal damage type.
  For the duration, you can expend 1-5 psionic power as a bonus
  action to deal an extra 1d8 psychic damage, plus 1d8 per point spent,
  with your next weapon attack that hits before the end of the turn.
  Display: A light layer of glowing dust coats your hands
  Focus. If you focus when you cast this spell, you must concentrate
  on it, and you can expend at least 1 psionic power to increase the
  radius of the light by 5 feet per point spent for its duration. Any
  invisible creature that is within the area of bright light can't benefit
  from being invisible unless it succeeds on a Charisma saving throw. If
  the creature succeeds its saving throw, it must repeat the saving throw
  at the start of each of its turns until it leaves the area of bright light.
  Display: Air around your hands is displaced for the duration
  Focus. If you focus when you cast this spell, you must concentrate
  on it, and the hand is invisible.
  If you also expend 1-5 psionic power when you cast the spell, the
  weight that the hand can carry increases by 100 pounds for each point
  spent, and for the duration, you can use your action to move the hand
  up to 30 feet and then make a melee spell attack against a creature
  within 5 feet of the hand, dealing 1d6 force damage plus 1d6 per point
  spent on a hit.
  Psionics (psychometabolism) talent
  Casting Time: 1 bonus action
  Range: Self
  Display: Tiny wings made of psionic energy appear behind your legs,
  which flap once and disappear
  Duration: Instantaneous
  Without requiring a running start, you jump up to 10 feet in any
  direction.
  The talent's distance increases by 5 feet when you reach 5th level
  (15 feet), 11th level (20 feet), and 17th level(25 feet).
  Focus. If you focus when you cast this spell, the spell lasts for up to
  10 minutes, while you concentrate on it. For the duration, you can
  repeat the jump as a bonus action, and jumping in this way doesn't
  cost you any movement.
  If you expend 1-5 psionic power when you jump in this way, each
  creature in a 10-foot radius around you when you land must make a
  Dexterity saving throw, taking 1d10 force damage, plus 1d10 per point
  spent on a failed save, or half as much on a successful one.
  Display: Creatures in the area between you and the target briefly
  experience the taste of iron
  Focus. If you focus when you cast this spell, the spell's range
  becomes 90 feet, and the creature need not share a language with you
  to understand your message, which you deliver telepathically.
  If you also expend 1 psionic power when you cast the spell, you gain
  access to one memory of the target’s choice, gaining perfect recall of
  one thing it saw or did. The memory must be 10 seconds or less in
  duration, and you remember it as if you were observing it, rather than
  experiencing it yourself. If the target is unwilling, it can make a
  Charisma saving throw to resist the effect. On a success, you can't
  access its memory, and it is aware you tried to read its mind.
  Psionics (telepathy) talent
  Casting Time: 1 action
  Range: 120 feet
  Display: The target sweats profusely for a moment
  Duration: Instantaneous
  Choose one creature you can see within range. The target must
  make an Intelligence saving throw, taking 1d10 psychic damage on a
  failed save.
  The talent’s damage increases by 1d10 when you reach 5th level
  (2d10), 11th level (3d10), and 17th level (4d10).
  Focus. If you focus when you cast this spell, the spell lasts for 1
  round, while you concentrate on it. On a failed save, the target is
  deafened and its movement speed is reduced by 10 feet for the
  duration.
  If you also spend 1-5 psionic power when you cast the spell, the
  target takes an additional 1d10 psychic damage per point spent on a
  failed save.
  Display: A purple glow surrounds the target's irises
  Focus. If you focus when you cast this spell, you must concentrate
  on it, and you can choose to make the illusion imperceptible to all
  creatures except one of your choice within range.
  If you also expend 1 psionic power when you cast the spell, you can
  create both a sound and an image, and the illusion is impossible to
  discern through inspection, but physically touching it will cause it to
  disappear and end the spell.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  26
  KNOCK BACK
  LETHAL STRIKE
  LIGHT
  MAGE HAND
  MIGHTY LEAP
  MESSAGE
  MIND TH�UST
  MINOR ILLUSION
  
  Psionics (psychoportation) talent
  Casting Time: 1 action
  Range: 120 feet
  Display: A chain link made of psionic energy appears, attached to one
  of your ears
  Duration: 8 hours
  You create an invisible, intangible teleportation anchor in a 5-foot
  cube you can see within range. For the next 8 hours, whenever you
  teleport, you can instead teleport to the anchor's space if you are
  within this spell's range. You can teleport in this way even if you can't
  see the anchor. You can only have one nomadic anchor active at a
  time; using this talent again causes the previous one to disappear.
  Focus. If you focus when you cast this spell, you must concentrate
  on it, and you can use your bonus action to move the anchor to
  another location within range as long as you are within range of it.
  For the duration, you can also expend 1-5 psionic power as a bonus
  action to teleport to the anchor's space as long as you are no further
  away from it than 20 feet times the amount of points spent.
  Psionics (psychoportation) talent
  Casting Time: 1 action
  Range: Self
  Display: A red band of energy appears around your forehead
  Duration: Instantaneous
  Your walking speed increases by 10 feet until the end of your turn. If
  you teleport before the end of your turn, you can immediately use your
  reaction to make one weapon attack.
  The talent increases your speed by an additional 5 feet when you
  reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).
  Focus. If you focus when you cast this spell, you must select a
  creature within 60 feet of you instead of yourself as the target of this
  spell, and the spell lasts until the end of your next turn, while you
  concentrate on it.
  If you also expend 1-5 psionic power when you hit with the spell's
  reaction, you can deal an extra 1d8 damage for each point spent.
  Display: Your tongue becomes forked momentarily
  Focus. If you focus when you cast this spell, it lasts for up to 1
  minute, while you concentrate on it, and on a failed save, the target is
  poisoned for the duration. A poisoned target can repeat its saving
  throw at the end of each of its turns, ending the spell on a success.
  You can also expend 1 psionic power when you cast the spell to
  increase its range to 30 feet and cause the poisoned target to take
  1d12 poison damage at the end of each of its turns.
  Psionics (psychokinesis) talent
  Casting Time: 1 action
  Range: 120 feet
  Display: An invisible impact collides with the target
  Duration: Instantaneous
  You surge one creature you can see within range with psychokinetic
  force. The target must succeed on a Strength saving throw or take 1d8
  bludgeoning damage. This damage increases to 1d12 if its size is
  Medium or smaller.
  The talent’s damage increases by one die when you reach 5th
  level(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or
  4d12).
  Focus. If you focus when you cast this spell, your concentration
  ends if you're concentrating on a spell, and you can add your
  spellcasting ability modifier to the damage the creature takes.
  If you also expend 1 psionic power when you cast the spell, the
  target is incapacitated until the end of your next turn on a failed save,
  and you can move the target up to 10 feet in a direction of your choice
  if it is Medium or smaller. You can’t lift a target that is on the ground
  into the air in this way.
  Psionics (psychoportation) talent
  Casting Time: 1 action
  Range: 60 feet
  Display: Your body visually warps around the projectile
  Duration: Instantaneous
  You create a writhing mass of scrambling energy in your hand,
  hurling it at a creature. Make a ranged psionic attack against one
  creature within range that you can see. On a hit, the target takes 1d8
  force damage, and you can teleport it to an unoccupied space that you
  can see within 5 feet of its current location.
  The talent’s damage increases by 1d8 when you reach 5th level
  (2d8), 11th level (3d8), and 17th level (4d8).
  Focus. If you focus when you cast this spell, the spell lasts for up to
  1 minute, while you concentrate on it, and you can use your bonus
  action on each of your turns for the duration to force the target to
  succeed on a Charisma saving throw or be teleported again in the
  same way.
  If you also expend 1-5 psionic power, you can teleport the target 5
  feet further for each point spent whenever you teleport it with this
  spell.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  27
  NOMADIC ANCHOR
  NOMADIC STEP
  POISON SPRAY
  PSYCHIC HAMMER
  SCRAMBLE
  
  Display: Your palm crackles with lightning
  Focus. If you focus when you cast the spell, the spell lasts for 1
  minute, while you concentrate on it.
  If you also expend at least 1 psionic power, you can choose a
  creature within 30 feet of the target for each point spent to create an
  electric link between it and the target. The first time that one of the
  linked creatures moves, all of the linked creatures must succeed on a
  Constitution saving throw or be stunned for the duration. A stunned
  creature can repeat the saving throw at the end of each of its turns, or
  whenever it takes damage, ending the effect on itself on a success.
  Display: Red threads of psionic energy weave through the target's
  wounds
  Focus. If you focus when you cast this spell, the spell lasts for up to
  1 round, while you concentrate on it, and at the end of your next turn,
  the creature regains 1 hit point and is no long unconscious.
  You can also expend 1-5 psionic power when you cast the spell to
  grant the creature 5 temporary hit points for each point spent.
  Psionics (psychometabolism) talent
  Casting Time: 1 action
  Range: 120 feet
  Display: A mote of deep purple energy appears in front of your face
  Duration: Instantaneous
  You hurl a mote of weakening energy at one creature you can see
  within range. The target must make a Dexterity saving throw. On a
  failed save, the target takes 1d8 psychic damage and its speed is
  reduced by 10 feet until the start of your next turn.
  The talent’s damage increases by 1d8 when you reach 5th level
  (2d8), 11th level (3d8), and 17th level (4d8).
  Focus. If you focus when you cast this spell, the spell lasts for up to
  1 minute, while you concentrate on it. For the duration, you can use
  your action to force an affected target to make a Wisdom saving throw,
  reducing its speed by an additional 10 feet each time it fails its saving
  throw. The spell ends when the target succeeds on a saving throw.
  If you also expend 1-5 psionic power when you cast the spell, the
  target takes 1d8 psychic damage, plus 1d8 for each point spent,
  whenever it fails its save against the spell.
  Psionics (psychokinesis) talent
  Casting Time: 1 action
  Range: 60 feet
  Display: A wave of translucent psionic energy pushes the target
  Duration: 1 round
  Choose a creature you can see within range, which must make a
  Strength saving throw. On a failed save, the target is pushed up to 15
  feet in a straight line away from you, and it must spend 1 extra foot of
  movement for every foot that it moves towards you for the duration.
  The talent pushes 5 feet further when you reach 5th level (20 feet),
  11th level (25 feet), and 17th level (30 feet).
  Focus. If you focus when you cast this spell, you must concentrate
  on it, and the target must instead spend 2 extra feet of movement for
  every foot that it moves towards you for the duration.
  If you also expend 1 psionic power when you cast the spell, the
  target is knocked prone on a failed save if it is Huge or smaller.
  Display: White psychic wind blows towards the target when you strike
  Focus. If you focus when you cast this spell, the spell's range
  becomes 10 feet, and the target's attacks have disadvantage against
  you until the spell ends.
  If you also expend 1-5 psionic power when you hit with a weapon
  attack that benefits from the spell to ignore a creature's resistances to
  damage for that attack and to deal extra damage equal to 1d10 per
  point spent.
  The spells are listed in alphabetical order below.
  1st-level psionics (metacreativity)
  Casting Time: 1 reaction, which you take in response to being
  damaged by a creature within range that you can see
  Range: 60 feet
  Display: The wound leeches sickly yellow fluid
  Duration: Instantaneous
  You cause acid to spray from your wound, and each creature within
  5 feet of you must make a Dexterity saving throw, taking 2d8 acid
  damage on a failed save, or half as much damage on a successful one.
  At Higher Levels. If cast at 2nd level or higher, this spell's damage
  increases by 1d8 per spell level above 1st.
  1st-level psionics (psychokinesis)
  Casting Time: 1 bonus action
  Range: Self
  Display: White, glowing fissures crackle through the weapon
  Duration: 1 minute
  Your mind seizes control of a one-handed melee weapon you’re
  holding, infusing it with mobility. Your reach with the weapon increases
  by 15 feet for the duration, and whenever you attack with the weapon,
  it flies toward the target and makes the attack, then returns to you. You
  can use your spellcasting ability, rather than Strength or Dexterity, for
  attacks you make that benefit from this spell.
  At Higher Levels. If cast at 2nd level or higher, your reach with the
  weapon increases by 5 feet for every two levels above 1st.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  28
  SHOCKING GRASP
  SPARE THE DYING
  SPIKE OF LETHA�GY
  TELEKINETIC PUSH
  T�UE STRIKE
  1ST LEVEL
  ACID SPRAY
  ANIMATE WEAPON
  
  1st-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 30 feet
  Display: Psionic energy resembling ectoplasm exudes from your body
  Duration: Concentration, up to 1 minute
  This spell creates one astral construct of solidified ectoplasm that
  attacks your enemies. It appears in an unoccupied space of your
  choice that you can see within range, and it disappears at the end of
  the duration or if its hit points drop to 0. It acts immediately after you.
  On your turn, you can verbally command the construct where to move
  (no action required by you). When you create the construct, and as an
  action on each of your turns, you can verbally command it to take an
  action. If it is not given a command, the astral construct will defend
  you by interposing itself between you and enemies, but will do nothing
  else.
  The astral construct adds your proficiency bonus multiplied by your
  psion level to its hit points, and you can spend additional psionic
  power when you cast this spell to bolster its abilities. It accumulates
  certain benefits for each additional point you spend:
  Psionic
  Power
  Benefit
  1
  adds your proficiency bonus to its AC and saving
  throws
  2
  adds your proficiency bonus to its attack and damage
  rolls
  3
  choose one ability in Astral Construct Menu A
  4
  choose one ability in Astral Construct Menu B
  5
  choose one ability in Astral Construct Menu C
  1st-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 30 feet
  Display: Clouds gather around your fingertips momentarily
  Duration: Concentration, up to 10 minutes
  You conjure forth clouds to create a solid, translucent staircase. The
  stairs form a spiral that fills a 10-foot-by-10-foot area and reaches
  upward 20 feet.
  At Higher Levels. If cast at 2nd level or higher, this spell's height
  increases by 20 feet per spell level above 1st.
  1st-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 30 feet
  Display: The target's color fades somewhat for the duration
  Duration: 1 minute
  You warp space around a creature, hindering its ability to move.
  Choose one creature you can see within range. The target must
  succeed on an Intelligence saving throw or its speed is halved for the
  duration. The target can repeat its saving throw at the end of each of
  its turns, ending the effect on itself on a successful one.
  1st-level psionics (psychoportation)
  Casting Time: 1 reaction, which you take when you are hit by an
  attack
  Range: Self
  Display: You appear to move in a disjointed manner; for example, your
  torso moves first, and your legs follow
  Duration: Instantaneous
  You teleport up to 5 feet to an unoccupied space you can see,
  possibly turning the hit into a miss.
  1st-level psionics (telepathy)
  Casting Time: 1 action
  Range: 90 feet
  Display: A green infinity symbol appears on one of the target's arms
  momentarily
  Duration: 1 round
  Choose one creature that you can see within range. The target must
  succeed on a Charisma saving throw, taking 2d8 psychic damage on a
  failure, or half on a success. On a failed save, it must repeat the same
  actions it took on its previous turn if it is capable of doing so. If it has
  not taken any action during its previous turn, the creature can act
  freely.
  At Higher Levels. If cast at 2nd level or higher, this spell's damage
  increases by 1d8 per spell level above 1st.
  1st-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Touch
  Display: Your fingertips glow with a navy light that seeps into the
  target
  Duration: Instantaneous
  Your mere touch grants an imperfect, unfocused glimpse of the
  many possible futures in store. Make a melee psionic attack against a
  creature within your reach. On a hit, the target takes 3d8 psychic
  damage. This damage is non-lethal.
  At Higher Levels. If cast at 2nd level or higher, this spell's damage
  increases by 1d8 per spell level above 1st.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  29
  ASTRAL CONST�UCT
  CLOUD STEPS
  DECELERATION
  DEFENSIVE SHIFT
  DÉJÀ VU
  DESTINY DISSONANCE
  
  1st-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: A round shadow appears near the target
  Duration: 1 round
  Choose one creature you can see within range. The target must
  make an Intelligence saving throw, taking 3d6 psychic damage on a
  failed save, or half as much damage on a success. On a failed save, it
  perceives a threat just out of its sight. Until the end of your next turn, it
  can’t use reactions, and attack rolls against it have advantage.
  At Higher Levels. If cast at 2nd level or higher, this spell's damage
  increases by 1d6 per spell level above 1st.
  1st-level psionics (telepathy)
  Casting Time: 1 action
  Range: 30 feet
  Display: The target's face and eyes are bloodshot for the duration
  Duration: 1 minute
  Choose a creature within range that you can see. That creature must
  succeed on a Wisdom saving throw or have disadvantage on attacks
  against targets other than you for the duration. The target can repeat
  its saving throw at the end of each of its turns, ending this effect on
  itself on a successful one.
  1st-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 60 feet
  Display: The back of your hand glows with a light that alternates blue,
  red, yellow and white
  Duration: Instantaneous
  Choose one creature that you can see within range. Make a ranged
  psionic attack against the creature. On a hit, the target takes 3d8 cold,
  fire, lightning or thunder (your choice) damage.
  At Higher Levels. If cast at 2nd level or higher, this spell's damage
  increases by 1d8 per spell level above 1st.
  1st-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: 5 feet
  Display: The affected ammunition has a white aura
  Duration: 10 minutes
  Choose up to 5 pieces of ammunition that you can see within range.
  Each piece of ammunition becomes magical and gains a +1 bonus to
  damage dealt with it, which lasts for the duration.
  At Higher Levels. If cast at 2nd-level or higher, you can affect 5
  additional pieces of ammunition per spell level above 1st.
  1st-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Touch
  Display: The target feels cool to the touch for the duration
  Duration: 1 hour
  A creature you touch ignores the effects of extreme heat or cold (but
  not cold or fire damage) for the duration.
  1st-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: Self
  Display: Purple wisps of smoke permeate the air
  Duration: Concentration, up to 10 minutes
  You temporarily transform one weapon you’re holding or your
  unarmed strike into pure psionic energy. For the duration, when you
  make attacks with the weapon, those attacks ignore the target’s armor,
  requiring no attack roll. Instead, the target makes a Dexterity saving
  throw. On a failed save, the target takes the attack’s normal damage
  and suffers any of the attack's additional effects. On a successful save,
  the target takes half damage from the attack and suffers no additional
  effects that would normally be imposed on a hit.
  1st-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: Self
  Display: Wings made of wind manifest behind you
  Duration: 1 minute
  As part of your movement on each of your turns, you can fly up to 20
  feet without consuming your movement. If you end this flight in the air,
  you fall, unless something else holds you aloft.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  30
  DISTRACTING FIGMENT
  DRAW RAGE
  ENE�GY RAY
  ENHANCE AMMO
  ENVI�ONMENTAL ADAPTATION
  ETHEREAL WEAPON
  FLUTTER
  
  1st-level psionics (telepathy)
  Casting Time: 1 action
  Range: 150 feet
  Display: A faint orange circular glyph appears on both creatures'
  bodies in a random spot
  Duration: Concentration, up to 10 minutes
  You link your mind with another creature's body, allowing you to
  experience its senses. When you cast this spell, choose sight, hearing,
  taste or smell; your choice determines which sense is linked for the
  duration. Choose a creature that you can see within range. It must
  succeed on a Wisdom saving throw, or have its senses linked with
  yours. A willing creature can choose to fail the save.
  You cannot influence the creature's behavior with this spell.
  However, you can emulate its senses freely as if you were in its body,
  but only from its point of view. This allows you to make ability checks
  while benefitting from a creature's unique features, among other
  things. For example, you can smell through the nose of a wolf that is
  hiding in a bush, and you would smell the bush as well as yourself, as
  the wolf would. You can also see through the eyes of a hawk in flight,
  allowing you to get a bird's eye view with its exceptional vision.
  1st-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 5 feet
  Display: Your pupils project psionic energy, creating an outline of the
  object before it is created
  Duration: 1 hour
  You create a single nonmagical, nonpsionic, unattended object of
  nonliving, vegetable matter, which lasts for the duration. Valid
  selections are objects such as linen clothes, a hemp rope, a wooden
  ladder, and so on. The object or item must fit within a 5-foot cube, and
  it appears in an unoccupied space on the ground within range.
  Attempting to use any object created by this spell as a material
  component for a spell causes the spell to fail.
  1st-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: Self
  Components: The firing mechanism of the weapon glows with
  psionic energy
  Duration: 10 minutes
  Ranged weapons you wield are imbued with an odd semblance of
  sentience, allowing them to unerringly find their mark. For the duration,
  any attack roll you make for a ranged weapon attack ignores
  disadvantage. If disadvantage would normally apply to the roll, that roll
  also can’t benefit from advantage.
  1st-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: Self
  Components: Wisps of psionic energy flit along your body
  Duration: 10 minutes
  You focus your psionics on bolstering direct assaults, gaining a
  bonus equal to your spellcasting ability modifier to the damage roll of
  the next talent you cast that only deals damage. You can use your
  bonus action on your subsequent turns for the duration to repeat this
  effect.
  1st-level psionics (telepathy)
  Casting Time: 1 reaction, which you take in response to being
  damaged by a creature within range that you can see
  Range: 60 feet
  Display: Black psionic energy emits from the wound
  Duration: Instantaneous
  You focus your mind, and the creature that damaged you is sapped
  of its mental acuity. The creature must make an Intelligence saving
  throw. It takes 2d8 psychic damage on a failed save, or half as much
  damage on a successful one.
  At Higher Levels. If cast at 2nd level or higher, this spell's damage
  increases by 1d8 per spell level above 1st.
  1st-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 60 feet
  Display: Strings of nearly-invisible white psionic energy swirl around
  the point
  Duration: Instantaneous
  Psionic energy radiates around a point of your choice that you can
  see within range. Creatures in a 5-foot radius around the point take 1d6
  psychic damage.
  At Higher Levels. If cast at 2nd level or higher, this spell's damage
  increases by 1d6 per spell level above 1st.
  1st-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: Self
  Display: A sensation of wind blowing is felt around you
  Duration: 10 minutes
  You form an aura of pressure around you, turning the area in a 5-foot
  radius around you into difficult terrain for creatures other than you. The
  area moves with you.
  At Higher Levels. If cast at 2nd level or higher, the radius increases
  by an additional 5 feet per spell level above 1st.
  1st-level psionics (clairsentience)
  Casting Time: 1 bonus action
  Range: Touch
  Display: The target's eyes dilate momentarily
  Duration: Concentration, up to 1 hour
  You touch a creature. For the duration, it has advantage on
  Intelligence checks and saving throws, and it can accurately recall any
  information that it has seen or heard within the last month.
  1st-level psionics (telepathy)
  Casting Time: 1 action
  Range: Self
  Display:
  Duration: 10 minutes
  You can communicate telepathically with any creature you can see
  within 30 feet for the duration. It automatically understands you and
  can respond in a way you understand as long as it speaks at least one
  language. If you already have telepathy, you gain the ability to use your
  telepathy with up to six creatures at once for the duration.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  31
  LINK SENSES
  MINOR CREATION
  NOMADIC AR�OW
  PSYCHIC ASSAULT
  PSYCHIC BACKLASH
  PSIONIC BLAST
  REPELLING FO�CE
  SHARPEN MIND
  TELEPATHIC CONTACT
  
  1st-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 5 feet
  Display: The air around you is suctioned towards you
  Duration: Instantaneous
  You use psychoportation to shift your form into an opponent's space
  and then suddenly return to normal, sending an opponent flying
  backward. Choose one creature you can see within 5 feet of you. It
  must succeed on a Strength saving throw or be knocked prone and
  pushed 5 feet away from you.
  1st-level psionics (clairsentience)
  Casting Time: 1 action
  Range: 30 feet
  Display: Affected allies feel the sensation of making each others'
  attacks
  Duration: Concentration, up to 1 minute
  You synchronize your psionic energy with one of your allies,
  subconsciously boosting its abilities in combat. Choose one ally within
  range that you can see. Until the start of your next turn, the target can
  add half of your spellcasting ability modifier (rounded up) to its attack
  rolls, and to the damage of its attacks. You can use your action to
  repeat this effect, targeting the same or a different creature each time.
  At Higher Levels. If you cast this spell at higher levels, you can
  target one additional ally for every two slot levels above 1st.
  1st-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 60 feet
  Display: Glowing fissures appear in the target weapon
  Duration: Concentration, up to 1 minute
  Choose one nonmagical weapon(including natural ones) held by one
  creature you can see within range. That creature must make a
  Strength saving throw, taking 3d6 force damage on a failure, or half on
  a success. On a failed save, the weapon can’t be used to make attacks
  for the duration. An affected creature can repeat its saving throw at the
  end of each of its turns, ending the effect on itself on a successful one.
  At Higher Levels. If cast at 2nd level or higher, this spell's damage
  increases by 1d6 per spell level above 1st.
  The spells are listed in alphabetical order below.
  2nd-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: 60 feet
  Display: Green colors are enhanced within the aura
  Duration: Concentration, up to 1 minute
  You radiate a distracting mirth for the duration. Each creature within
  range that can see you suffers disadvantage on any checks using the
  Perception and Investigation skills.
  2nd-level psionics (psychoportation)
  Casting Time: 1 bonus action
  Range: Self
  Display: The ammunition becomes translucent
  Duration: Instantaneous
  You imbue a piece of ammunition with psionic energy. It becomes
  partially intangible while it travels, increasing its velocity. The next
  attack you make with it that hits before the end of the current turn
  deals an extra 1d8 force damage.
  At Higher Levels. If cast at 3rd level or higher, this spell's damage
  increases by 1d8 per spell level above 2nd.
  2nd-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Self
  Display: Your skin or scales' pattern becomes uniform for the duration
  Duration: 10 minutes
  You can adjust your body's equilibrium to correspond with any solid
  or liquid that you stand on. Thus, you can walk on water, quicksand, or
  even a spider's web without sinking or breaking through (this effect
  does not confer any resistance to particularly sticky webs). You can
  move at your normal speed, but if you Dash on an unfirm surface, you
  must make an Intelligence check against your own spell save DC or
  sink or break through the surface as normal.
  Additionally, if you fall from any height while under this effect, you
  have resistance to damage from the impact.
  2nd-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: A calm, blue light emits from each target for the duration
  Duration: Concentration, up to 1 minute
  You exude a comforting presence, centering your allies. Choose up
  to three allies you can see within range (you can choose yourself in
  place of one of the allies). Until your concentration ends, each target
  can roll a d6 when making a saving throw and add the number rolled to
  the total.
  At Higher Levels. If cast at 2nd level or higher, you can target one
  additional ally per spell level above 1st.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  32
  TOPPLING SHIFT
  UNIFIED COMBAT
  WARP WEAPON
  2ND LEVEL
  AURA OF JUBILATION
  BLINK SHOT
  BODILY EQUILIBRIUM
  COMFO�TING AURA
  
  2nd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Touch
  Display: A clear film of gleaming psionic energy surrounds the target
  Duration: 1 round
  You touch a creature, and weave a quasi-real membrane of psionic
  energy around it. This membrane grants the target the benefits of half
  cover for the duration, even if it is not physically behind an object that
  would provide such cover.
  2nd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Display: A visual mirage with the appearance of waves emits from
  your hands in the form of a cone
  Duration: Instantaneous
  You clap your hands together, sending out a concussive wave of
  psionic energy. Each creature in a 15-foot cone must make a Dexterity
  saving throw. On a failed save, a creature takes 2d8 thunder damage
  and is pushed 10-feet in a straight line away from you. On a successful
  save, a creature is not pushed and takes half the damage.
  A nonmagical object that isn't being worn or carried also takes the
  damage if it's in the spell's area.
  At Higher Levels. If cast at 3rd level or higher, this spell's damage
  increases by 1d8 per spell level above 2nd.
  2nd-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Self
  Display: Your body's skin has a faint greenish-yellow tint to it, which
  stops at your neck
  Duration: Concentration, up to 10 minutes
  For the duration, you have resistance to acid and poison damage,
  and you are immune to poison and disease.
  2nd-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 60 feet
  Display: The target sees you as a blinding flash of light
  Duration: 1 round
  One creature you can see within range must succeed on an
  Intelligence saving throw or become incapacitated. The effect lasts for
  the duration or until the target takes damage.
  2nd-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: A red lash mark appears on the target's forehead
  Duration: Instantaneous
  Choose one creature you can see within range. The target must
  make an Intelligence saving throw, taking 3d8 psychic damage on a
  failed save, or half as much damage on a successful one. On a failed
  save, it is filled with self-doubt. Until the end of its next turn, it can use
  its action only to take the Dodge, Disengage, or Hide action.
  At Higher Levels. If cast at 3rd level or higher, this spell's damage
  increases by 1d8 per spell level above 2nd.
  2nd-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Self
  Display: Your eye color fades somewhat
  Duration: 1 hour
  You experience light and sound translated through tactile sensation
  (by touch). You have advantage on saving throws against being
  blinded and deafened. While you are not blinded and you are in an area
  of bright light, the expanded view granted by this spell gives you
  advantage on all ability checks that rely on sight. While you are not
  deafened, the expanded reception gives you advantage on all ability
  checks that rely on hearing.
  2nd-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: 5 feet
  Display: Your arm's skin becomes steely grey
  Duration: Instantaneous
  You change the composition of one of your arms momentarily,
  shaping it into a material similar to a steel hammer, which you use to
  strike your enemies. In order to cast this spell, one of your hands must
  be free. Make a melee psionic attack against one creature within range
  that you can see. On a hit, the target takes bludgeoning damage equal
  to 2d6 plus your spellcasting ability modifier.
  At Higher Levels. If cast at 3rd level or higher, this spell's damage
  increases by 1d6 for each spell level above 2nd.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  33
  CONCEALING AMORPHA
  CONCUSSIVE CLAP
  COR�OSIVE METABOLISM
  DAZZLING SHIFT
  EGO WHIP
  FEEL LIGHT AND SOUND
  HAMMER MORPH
  
  2nd-level psionics(psychometabolism)
  Casting Time: 1 action
  Range: Touch
  Display: Your fingertips become hard as metal, which transfers from
  you to the target
  Duration: Concentration, up to 10 minutes
  You touch a creature and transform its body to become a living
  metal, allowing it to shrug off attacks that would cripple weaker
  creatures. The creature can reduce any bludgeoning, piercing, or
  slashing damage that it takes by an amount equal to your spellcasting
  ability modifier for the duration.
  2nd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Touch
  Display: The construct's damage glows faintly red
  Duration: Instantaneous
  You touch a construct and knit its structure to repair damage it has
  taken. The construct heals a number of hit points equal to 3d8 plus
  your spellcasting ability modifier.
  At Higher Levels. If cast at 3rd level or higher, this spell heals an
  additional 1d8 per spell level above 2nd.
  2nd-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: Self
  Components: A green gemlike projection of psionic energy
  momentarily appears on a creature's back when it moves
  Duration: 10 minutes
  Whenever you haven't moved during your turn, you can use your
  reaction at the end of the turn to allow one ally you can see within 30
  feet of you to move up to its speed, following a path of your choice. To
  move in this way, the ally mustn’t be incapacitated.
  2nd-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: 60 feet
  Display: A faint red line appears on the ground between each target
  and its destination space
  Duration: Instantaneous
  Choose up to three creatures you can see within range. Each target
  can immediately use its reaction to move up to its speed in a straight
  line toward a point of your choice within range.
  2nd-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: 60 feet
  Display: The target's pupils dilate unnaturally
  Duration: Concentration, up to 1 minute
  You cause a creature's bloodlust to overcome its sense of
  preservation. Choose one creature you can see within range. The
  target must succeed on a Wisdom saving throw or, for the duration, it
  can’t willingly move unless its movement brings it closer to its nearest
  enemy that it can see. The save automatically succeeds if the target is
  immune to being charmed. A creature can repeat its saving throw at
  the end of each of its turns, ending this effect for itself on a success.
  2nd-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: Self
  Display: A chromatic aberration occurs around you
  Duration: Concentration, up to 1 hour
  For the duration, you have advantage on Dexterity (Stealth) checks,
  and if you end one of your turns without moving or taking any actions,
  you and everything you are wearing or carrying become invisible until
  the start of your next turn.
  2nd-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 120 feet
  Display: One target glows faintly red and the other glows faintly blue
  Duration: Concentration, up to 10 minutes
  Choose one creature that you can see within range. The target must
  succeed on a Charisma saving throw or be affected by this spell for the
  duration. While affected, a creature is either attracted or repelled from
  you (the choice is the same for all affected creatures). You can choose
  the initial effect when you activate this spell, and again as a bonus
  action on each of your turns for the duration.
  Attract. At the start of each of its turns, the target must succeed on a
  Strength saving throw or be pulled 20 feet in a straight line towards
  you. If it collides with an object, it stops and its movement speed is
  set to 0 until the end of its turn.
  Repel. The target must spend 1 additional foot of movement for each
  foot it moves towards you.
  At Higher Levels. If cast at 3rd level or higher, you can choose one
  additional creature for each spell level above 2nd.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  34
  I�ON DURABILITY
  KNIT CONST�UCT
  MANTLE OF COMMAND
  MASTER'S CHA�GE
  MINDLESS COURAGE
  NOMADIC CHAMELEON
  POLARITY MANIPULATION
  
  2nd-level psionics (clairsentience)
  Casting Time: 1 bonus action
  Range: Self
  Display: Strands of silver energy fall around you momentarily
  Duration: Concentration, up to 1 minute
  You open yourself to receive momentary insights that improve your
  abilities; until your concentration ends, whenever you make an attack
  roll, a saving throw, or an ability check, you add 1d4+1 to the total, and
  you have a +1 bonus to your AC.
  2nd-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Touch
  Display: A deep green energy oozes from the target's body, which is
  absorbed by you
  Duration: Instantaneous
  You siphon the life force from a sentient creature to heal your
  wounds. Make a melee psionic attack against a creature within your
  reach. On a hit, the target takes 4d8 psychic damage, and you regain
  hit points equal to half the amount of damage dealt.
  At Higher Levels. If cast at 3rd level or higher, this spell's damage
  increases by 1d8 per spell level above 2nd.
  2nd-level psionics (psychokinesis)
  Casting Time: 1 reaction, which you take when you miss a ranged
  attack
  Range: Self
  Display: A field of psionic energy appears and redirects your attack
  Duration: Instantaneous
  You use psionic energy to redirect your attack, allowing you to
  repeat the attack roll against the same target.
  2nd-level psionics (clairsentience)
  Casting Time: 1 action
  Range: 30 feet
  Display: Objects and items in range glow with a faint violet outline
  Duration: Concentration, up to 10 minutes
  You gain historical vision in a given location. For the duration, any
  rooms, streets, tunnels, and other discrete locations within range
  reveal their psychic impressions to you. Psychic impressions are left
  by powerful emotions experienced in a given area. These impressions
  offer you a picture of the location's past.
  The types of events most likely to leave psychic impressions are
  those that elicited strong emotions: battles and betrayals, marriages
  and murders, births and great pain, or any other event where one
  emotion dominates. Everyday occurences leave no residue for the
  caster to detect.
  The vision of the event is dreamlike and shadowy. You do not gain
  special knowledge of those involved in the vision, though you might be
  able to read large banners or other writing if they are in a language you
  understand.
  As an action on each of your turns for the duration, you can sense
  another distinct event or repeat an event you have already seen as long
  as its impression is still within range. Your sensitivity extends into the
  past up to 100 years.
  At Higher Levels. If cast at 3rd level or higher, your sensitivity
  extends a further 100 years for each spell level above 2nd.
  2nd-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 90 feet
  Display: A spark flashes on the back of your hand
  Duration: Concentration, up to 1 minute
  You telekinetically control a flame, making it bigger, smaller, hotter or
  colder, and even making it move around as if it were a living creature.
  Choose a source of non-magical fire that you can see within range.
  When you cast this spell, and as an action on each of your turns for the
  duration, you can move the fire up to 30 feet and manipulate it in one
  of the following ways:
  •
  A fire's size can be increased up to double or reduced down by up to
  half of its original size.
  •
  By increasing its heat, you cause a non-damaging fire to deal
  damage as if it were a torch, and by reducing it, you cause a
  damaging fire to become harmless.
  If you cause a fire to engulf a creature, that creature must make a
  Dexterity saving throw, taking 3d8 fire damage on a failure, or half on a
  success. On a failure, the creature is also set on fire, as this psionically
  shaped fire sticks to them. A creature takes 1d8 fire damage at the end
  of each of its turns or until it or a creature within 5 feet of it uses its
  action to extinguish the flames.
  2nd-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Self
  Display: A whistling breeze can be heard around you
  Duration: Concentration, up to 10 minutes
  For the duration, you can sense the presence, but not the exact
  location, of spiritual beings - such as ghosts, banshees, wraiths,
  ghouls, and revenants - within 30 feet of you. If a sensed spirit
  frequently haunts a location, you learn the name of the location and its
  distance and direction relative to you.
  2nd-level psionics (psychoportation)
  Casting Time: 1 bonus action
  Range: 60 feet
  Display: The space around you and the target warps
  Duration: Concentration, up to 1 minute
  Choose a willing creature you can see within range. You and that
  creature teleport, swapping places, and your speed is reduced to 0 until
  the end of the turn. This ability fails if either of you can’t fit in the
  destination space. You can repeat this effect on each of your turns for
  the duration as a bonus action.
  2nd-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 60 feet
  Display: A whirlwind of windy psionic energy appears in the area
  Duration: Instantaneous
  Psionic energy whirls in a 20-foot-radius sphere centered on a point
  you can see within range. Each creature in the sphere must succeed
  on a Strength saving throw or take 2d8 bludgeoning damage and be
  moved to an unoccupied space of your choice in the sphere. Any loose
  object in the sphere that weighs no more than 100 pounds is moved to
  an unoccupied space of your choice within range.
  At Higher Levels. If cast at 3rd level or higher, this spell's damage
  increases by 1d8 per spell level above 2nd.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  35
  PRECOGNITIVE HUNCH
  PSYCHE DRAIN
  SEEKING MISSILE
  SENSE IMPRESSIONS
  SHAPE FIRE
  SPIRIT SENSE
  TRANSPOSITION
  VACCUUM
  
  2nd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 30 feet
  Display: Cyclones of wind appears around your arms
  Duration: Instantaneous
  You create a line of focused air that is 30 feet long and 5 feet wide.
  Each creature in that area must make a Strength saving throw, taking
  2d8 bludgeoning damage on a failed save, or half as much damage on
  a successful one. On a failed save, a target is knocked prone.
  At Higher Levels. If cast at 3rd level or higher, this spell's damage
  increases by 1d8 per spell level above 2nd.
  The spells are listed in alphabetical order below.
  3rd-level psionics (psychokinesis)
  Casting Time: 1 bonus action
  Range: Self
  Display: Resisted attacks create a ripple of clear energy at the point of
  impact
  Duration: 1 round
  You gain resistance to bludgeoning, piercing, and slashing damage
  until the end of your next turn.
  3rd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: The jet of water spouts from you
  Duration: Instantaneous
  You unleash a jet of acid in a line that is 60 feet long and 5 feet wide.
  Each creature in the line must make a Strength saving throw, taking
  5d6 acid damage on a failed save, or half as much damage on a
  successful one. You can move each target that fails its saving throw to
  any unoccupied space touching the line if it is Large or smaller.
  At Higher Levels. If cast at 4th level or higher, this spell's damage
  increases by 1d6 per spell level above 3rd.
  3rd-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: 30 feet
  Display: White light is brighter within the aura
  Duration: Concentration, up to 10 minutes
  For the duration, you project psionic energy that fortifies you and
  your allies when your enemies are felled; whenever an enemy you can
  see is reduced to 0 hit points, you and each ally you designate within
  range gain 9 temporary hit points.
  At Higher Levels. If cast at 4th level or higher, the temporary hit
  points granted by this spell are increased by 3 per spell level above 3rd.
  3rd-level psionics (clairsentience)
  Casting Time: 1 bonus action
  Range: Self
  Display: Your irises ripple like the surface of water
  Duration: Concentration, up to 1 minute
  You gain tremorsense out to a distance of 30 feet for the duration.
  3rd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 90 feet
  Display: Crystalline projections grow along your back, forming wings
  that soon crumble to dust
  Duration: Instantaneous
  You form psionic energy into malleable crystals, which you launch at
  a creature. Make a ranged psionic attack against a creature you can
  see within range. On a hit, the target takes 4d8 piercing damage, and if
  it is Large or smaller, it must succeed on a Strength saving throw or be
  encased in crystal.
  An encased creature can still breath but is otherwise helpless, being
  unable to see or take any physical actions. The subject cannot speak
  because the crystals distort sounds. While a creature is encased in a
  crystal cocoon, it cannot be targeted with attacks, spells, or other
  effects, and it cannot be damaged by sources outside of the cocoon.
  As an action, the target can make a Strength(Athletics) check
  against your spell save DC to break free. The crystal cocoon can also
  be damaged from the outside; it has 16 AC and 30 hit points. If the
  crystal cocoon is reduced to 0 hit points, its effects end on that
  creature. Any remaining damage is ignored.
  At Higher Levels. If cast at 4th level or higher, this spell's damage
  increases by 1d8 and the crystal cocoon's hit points increase by 10 per
  spell level above 3rd. If cast at 6th level or higher, you can encase Huge
  or smaller creatures.
  3rd-level psionics (psychoportation)
  Casting Time: 1 bonus action
  Range: 30 feet
  Display: Affected creatures seem to rapidly stretch and slide into the
  destination space
  Duration: Instantaneous
  You teleport yourself from your current location to any other
  unoccupied space within range that you can see.
  You can bring along objects as long as their weight doesn't exceed
  what you can carry. You can also bring one willing creature of your size
  or smaller who is carrying gear up to its carrying capacity. The creature
  must be within 5 feet of you when you cast this spell.
  3rd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: A hazy mist exudes from the target's skin
  Duration: Concentration, up to 1 minute
  Choose one creature you can see within range. That creature must
  make a Wisdom saving throw, taking 4d8 psychic damage on a failed
  save, or half as much damage on a successful one. On a failed save,
  the target can’t see anything more than 10 feet from it for the duration.
  At Higher Levels. If cast at 4th level or higher, this spell's damage
  increases by 1d8 per spell level above 3rd.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  36
  WIND STREAM
  3RD LEVEL
  ABSORB SHOCK
  ACID SLIDE
  AURA OF VICTO�Y
  AURA SENSE
  C�YSTAL COCOON
  DIMENSION SLIDE
  DISTRACTING HAZE
  
  3rd-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: The target has loud and disorienting tinnitus
  Duration: Concentration, up to 1 minute
  Choose one creature you can see within range. It must succeed on a
  Charisma saving throw or be incapacitated and have its speed set to 0
  for the duration. It can repeat this saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  At Higher Levels. If cast at 6th level or higher, you can target one
  more creature per spell level above 5th.
  3rd-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 90 feet
  Display: Blue, red, yellow and white lines appear on the ground below
  the missiles as they travel
  Duration: Instantaneous
  Choose up to four creatures, of which no more than two are more
  than 15 feet apart, that you can see within range. Each target must
  make a Dexterity saving throw, taking 3d6 cold, fire, lightning or
  thunder (your choice for each target) damage on a failure, or half as
  much damage on a success.
  At Higher Levels. If cast at 4th level or higher, this spell's damage
  increases by 1d6 per spell level above 3rd.
  3rd-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: Touch
  Display: Brown tendrils of psionic energy weave through the target's
  arms
  Duration: Concentration, up to 1 minute
  You touch a creature, and its arms grow larger as they are bolstered
  with psionic energy. Its reach increases by 5 feet for the duration, and it
  makes weapon attacks with advantage.
  3rd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: A layer of ice forms over your palms
  Duration: Concentration, up to 10 minutes
  Choose a point on the ground you can see within range. The ground
  in a 20-foot radius centered on that point becomes covered in ice for
  the duration. It is difficult terrain, and any creature that moves more
  than 10 feet on it must succeed on a Dexterity saving throw or fall
  prone. If the surface is sloped, a creature that falls prone in the area
  immediately slides to the bottom of the slope.
  3rd-level psionics (clairsentience)
  Casting Time: 1 reaction, which you take when a creature within 60
  feet of you casts a spell by using psionics
  Range: 60 feet
  Display: Psionic energy crackles like static off of you and the creature
  you are interrupting
  Duration: Instantaneous
  You attempt to interrupt a creature in the process of casting a spell
  by using psionics. If the creature is casting a spell of 3rd level or lower,
  its spell fails and has no effect. If it is casting a spell of 3rd level or
  higher, make an ability check using your spellcasting ability. The DC
  equals 10 + the spell's level. On a success, the creature's spell fails and
  has no effect.
  At Higher Levels. If cast at 4th level or higher, the interrupted spell
  has no effect if its level is less than or equal to the spell level you used.
  3rd-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Self
  Display: A refractive bubble of psionic energy expands around you
  Duration: Concentration, up to 1 minute
  You create a sphere of power in a 5-foot radius around you, which
  negates all forms of invisbility. Anything invisible becomes visible
  while in the area.
  At Higher Levels. When used at 4th level or higher, this spell's
  radius increases by 5 feet per level above 3rd.
  3rd-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Self
  Display: A white ring of psionic energy expands from your body as far
  as the eye can see
  Duration: Instantaneous
  You read the collective conscience around you to learn about your
  location. As part of casting this spell, make an Intelligence check.
  Compare the result of the check against the following table. You learn
  the listed information for all outcomes lower than your result.
  Result Information
  1
  The nearest major city's name
  5
  Your distance away from the nearest major city
  10
  The plane of existence you are currently on
  15
  The name and owner of your current location
  20
  A single tidbit about your current location, such as the
  location of a nearby trapdoor or precious item
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  37
  DOLO�OUS MIND
  ENE�GY MISSILE
  GIANT LIMBS
  ICE SHEET
  INTER�UPT PSIONICS
  INVISIBILITY PU�GE
  KNOW LOCATION
  
  3rd-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: Self
  Display: Rings of orange energy appear around the wrists of affected
  creatures
  Duration: Concentration, up to 10 minutes
  You and allies within 10 feet of you who can see you have advantage
  on saving throws against being charmed or frightened for the duration.
  3rd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Self
  Display: Interlinked projections of energy in the form of wood appear
  along your body
  Duration: 8 hours
  You seize control of wood and earth and use it to bolster your
  defense. For the duration, your AC is 10 + your Dexterity modifier +
  your spellcasting ability modifier, unless armor would leave you with a
  higher AC. You can still benefit from a shield as normal.
  3rd-level psionics (telepathy)
  Casting Time: 1 action
  Range: Self
  Display: A low hum can be heard near you for the duration
  Duration: 10 minutes
  You focus your mind on tracing the psychic footprint of others and
  striking at their mind in response to aggression. Whenever a creature
  damages you or touches you, it must make an Intelligence saving
  throw, taking 3d6 psychic damage on a failure.
  3rd-level psionics (clairsentience)
  Casting Time: 1 action
  Range: 120 feet
  Display: A thin layer of psionic energy surrounding the target burns
  away, leaving smoke that quickly disperses
  Duration: Instantaneous
  Choose one creature, object, or magical effect within range. Any
  psionic spell of 3rd level or lower on the target ends. For each psionic
  spell of 4th level or higher on the target, make an ability check using
  your spellcasting ability. The DC equals 10 + the spell’s level. On a
  successful check, the spell ends.
  At Higher Levels. When you cast this spell at 4th level or higher,
  you automatically end the effects of a psionic spell on the target if the
  spell's level is equal to or less than the spell level you used.
  3rd-level psionics (clairsentience)
  Casting Time: 1 reaction, which you take when you make an
  Intelligence, Wisdom, or Charisma saving throw
  Range: Self
  Display: A slicing wave of psionic energy appears before the
  aggressor, as if to cut the effect
  Duration: Instantaneous
  You gain a +3 bonus to the triggering saving throw. You can use this
  spell after rolling the die but before determining the results.
  3rd-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: Sight
  Display: Gentle whispers can be heard in the air around the targets
  Duration: Instantaneous
  You learn a one-word summary of the emotional state of up to six
  creatures you can see, such as happy, confused, afraid, or violent.
  3rd-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 60 feet
  Display: A yellow field of psionic energy surrounds the object
  Duration: Instantaneous
  Choose one object you can see within range that isn’t being worn or
  carried by another creature and that isn’t secured in place. It can’t be
  larger than 20 feet on a side, and its maximum weight is 100 lbs.
  You move the object up to 60 feet, and you must keep the object
  within sight during this movement. If the object ends this movement in
  the air, it falls. If the object would fall on a creature, the creature must
  succeed on a Dexterity saving throw or take 5d8 bludgeoning damage.
  At Higher Levels. If cast at 4th level or higher, this spell's weight
  limit increases by 100 lbs and its damage increases by 1d8 per spell
  level above 3rd.
  3rd-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: 60 feet
  Display: The targets relax and move with more agility
  Duration: Instantaneous
  Choose three creatures that you can see within range. Each target
  gains 12 temporary hit points.
  At Higher Levels. If cast at 4th level or higher, this spell grants 4
  more temporary hit points per spell level above 3rd.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  38
  MANTLE OF COURAGE
  MASK OF WOOD AND EA�TH
  MIND TRAP
  NEGATE PSIONICS
  PSYCHIC PAR�Y
  READ MOODS
  SLAM OBJECT
  SOOTHING PRESENCE
  
  3rd-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Self
  Display: Your complexion becomes slightly more vibrant, as though
  you were energized
  Duration: 30 days
  You do not need to breathe, drink, or eat, or sleep for the duration.
  While you are under this spell's effects, your body manufactures
  sufficient resources to satisfy your needs. When this spell ends, you
  immediately incur one level of exhaustion for each full day you have
  gone without sleeping while under its effects, up to a maximum of five
  levels.
  3rd-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 30 feet
  Display: Your face appears to rapidly age, then returns to normal
  Duration: 1 minute
  All matter in a 5-foot cube around a chosen point hops forward in
  time by 1 minute. When you cast this spell, everything occupying the
  space inside the 5-foot cube disappears in a shimmer of silver energy,
  reappearing when this spell ends in the exact same location, with the
  same orientation and condition as before. From a subject's point of
  view, no time has passed at all. This spell fails and is wasted if any
  creature or object is only partially within the cube. While this spell is
  active, nothing can pass through the affected 5-foot cube - it is
  completely filled by impenetrable silver energy.
  At the start of each of your turns for the duration, you must succeed
  on a Charisma ability check (DC 10 + the number of rounds that have
  passed since this spell was cast), or the spell ends.
  At Higher Levels. If cast at 4th level or higher, you can affect one
  more 5-foot cube per spell level above 3rd.
  3rd-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: The target's body takes on a faint blue hue
  Duration: 1 round
  You force one creature you can see within range to make a Charisma
  saving throw. On a failed save, it takes 6d6 psychic damage, and its
  speed is reduced to 0 until the end of its next turn. On a successful
  save, it takes half as much damage and suffers no additional effects.
  At Higher Levels. If cast at 4th level or higher, this spell's damage
  increases by 1d6 per spell level above 3rd.
  3rd-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: Cloudy wisps surround your wrists
  Duration: Concentration, up to 10 minutes
  You create a wall of clouds, at least one portion of which must be
  within range. The wall is 60 feet long, 15 feet high, and 1 foot thick.
  Creatures can pass through it without hindrance, but area inside the
  wall is heavily obscured.
  3rd-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 60 feet
  Dispaly: Glowing fissures appear in the target armor
  Duration: 1 round
  Choose a natural or nonmagical suit of armor worn by one creature
  you can see within range. That creature must succeed on a
  Constitution saving throw, or the creature’s AC becomes 10 + its
  Dexterity modifier until the end of your next turn.
  The spells are listed in alphabetical order below.
  4th-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 120 feet
  Display: Both you and the target leave a black, smoky silhouette when
  you teleport, which disperses and fades away quickly
  Duration: Instantaneous
  Choose one creature you can see within range. The target must
  make a Wisdom saving throw. On a failed save, you and that creature
  teleport, swapping places. This ability fails and is wasted if either of
  you can’t fit in the destination space.
  4th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 30 feet
  Display: A crackle of static arcs off of the target to the ground
  Duration: Concentration, up to 1 minute
  Your body's bioelectric currents produce an arc of lightning, directed
  at your foes. Choose a creature within range that you can see. It must
  make a Dexterity saving throw, taking 4d6 lightning damage on a
  failure, or half on a success. On a failure, electricity arcs off of the
  target to another creature of your choice within 15 feet of it. The
  second target must make a Dexterity saving throw, taking 4d6
  lightning damage on a failure, or half on a success.
  As an action on each of your turns, you can repeat this effect,
  choosing either the same or a new target.
  At Higher Levels. If cast at 5th level or higher, this spell's damage
  against the first target increases by 1d6 per spell level above 4th.
  4th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 90 feet
  Display: The target feels physical pressure from all directions
  Duration: Concentration, up to 1 minute
  You psychokinetically control the actions of one creature within
  range that you can see. The target must make a Strength saving throw.
  On a failure, you can choose the target's external physical actions
  during each of its turns, such as standing up, sitting down, walking,
  turning around, lifting objects, attacking with a weapon, and so on. You
  can also restrain it until the start of its next turn.
  Physical actions which require internal muscular control, such as
  speaking, are impossible with this spell. You cannot force the target to
  use any mental abilities, such as casting a spell or using any special
  ability that is not a function of just its body movements. However, if the
  creature can perform these actions without muscular control of its
  body, it can still do so of its own accord.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  39
  SUSTENANCE
  TIME VOID
  VISIONS OF DESPAIR
  WALL OF CLOUDS
  WARP ARMOR
  4TH LEVEL
  BALEFUL TRANSPOSITION
  BIOCURRENT
  CONT�OL BODY
  
  4th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 150 feet
  Display: The sound of a heartbeat can be heard in the target area
  Duration: Instantaneous
  A burst of energy that creates nearly no pressure explodes around a
  point you choose within range. Each creature in a 20-foot-radius
  sphere centered on that point must make a Dexterity saving throw. A
  target takes 8d6 cold, fire, lightning, or thunder (your choice) damage
  on a failed save, or half as much damage on a successful one.
  At Higher Levels. If cast at 5th level or higher, this spell's damage
  increases by 1d6 per spell level above 4th.
  4th-level psionics (telepathy)
  Casting Time: 1 minute
  Range: 10 feet
  Display: Unintelligible whispers echo in the area
  Duration: Concentration, up to 1 hour
  To cast this spell, you must spend the casting time audibly
  conversing with a creature. At the end, the creature must succeed on a
  Wisdom saving throw to resist feeling violent urges against one
  creature you describe to it or name. The save automatically succeeds
  if the target is immune to being charmed.
  On a failed save, the target attacks the chosen creature if it sees that
  creature for the duration, using weapons or spells against a creature
  it's already hostile toward or unarmed strikes otherwise. Once the
  creature starts fighting, it continues to attack for 1 minute before this
  spell ends. The spell also ends if the target or one of its allies takes
  damage from a creature other than the one it is incited against.
  4th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Self
  Display: Your skin takes on a pearlescent sheen
  Duration: Concentration, up to 1 hour
  Your power focuses into protective spheres of shimmering force
  that can be hurled at your enemies with a thought. You set four force
  spheres spinning around you in your space for the duration or until you
  expend them. While you have at least once force sphere, you gain a +3
  bonus to all saving throws. One sphere is expended each time you
  make a saving throw while under this effect. You can use your action
  to hurl one of the orbs at a creature within 120 feet of you that you can
  see. Make a ranged psionic attack against the target. On a hit, it takes
  force damage equal to 4d6 plus your spellcasting ability modifier and
  is knocked prone if it is Huge or smaller.
  4th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: A pink light made of psionic energy forms at your fingertips
  Duration: Concentration, up to 1 minute
  You imbue foes with a lingering psychic energy, crippling them with
  pain at any sign of aggression. Choose a point you can see within
  range. Creatures in a 20-foot radius centered on that point must make
  an Charisma saving throw, taking 4d10 psychic damage on a failure, or
  half on a success. On a failed save, for the duration, an affected
  creature takes psychic damage equal to your Intelligence modifier
  whenever it hits with an attack.
  At Higher Levels. If cast at 5th level or higher, this spell's initial
  damage increases by 1d10 per spell level above 4th.
  4th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: The creature's eyes bleed
  Duration: Instantaneous
  Choose one creature you can see within range. The target must
  make an Intelligence saving throw, taking 6d8 psychic damage on a
  failed save, or half as much on a success. On a failed save, the target
  goes into a frenzy, as its id runs rampant. Until the end of its next turn,
  it can use its action only to take the Dodge action or an action that
  makes at least one attack.
  4th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 90 feet
  Display: The vessels in your face swell with blood and become
  prominent
  Duration: Instantaneous
  Your thoughts work their way into a foe's mind like razor-sharp
  needles, crippling it with excruciating pain. Choose one creature within
  range that you can see. The target must make an Intelligence saving
  throw. On a failure, it takes 6d8 psychic damage, its speed is halved
  and it has disadvantage on ability checks for 1 minute. On a success, it
  takes half as much damage and suffers no other effects.
  At Higher Levels. If cast at 5th level or higher, this spell's damage
  increases by 1d8 for each spell level above 4th.
  4th-level psionics (metacreativity)
  Casting Time: 1 bonus action
  Range: 30 feet
  Display: Your eyes become reflective like a mirror
  Duration: Concentration, up to 10 minutes
  Motes of light swirl to form a crystalline prism in the air, shaprening
  your senses and extending your presence on the battlefield. Choose an
  unoccupied space that you can see within range. You conjure a Tiny
  intellect prism in that space, which lasts for the duration or until you
  dismiss it as a bonus action. You can see and target creatures and
  objects as if you were in the prism's space, and while the prism is
  within 5 feet of you, you have advantage on Wisdom (Perception) and
  Intelligence (Investigation) checks. Once on each of your turns, you
  can move the prism up to 30 feet.
  The prism has hit points equal to half your hit point maximum and
  AC 15. It can be targeted with attacks and other damaging effects, but
  it is immune to all conditions. If the prism drops to 0 hit points, it is
  destroyed, and you are stunned until the end of your next turn. The
  spell then ends.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  40
  ENE�GY BALL
  FIGHTING WORDS
  FO�CE SPHERES
  FO�CED SERENITY
  ID INSINUATION
  INFLICT PAIN
  INTELLECT PRISM
  
  4th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 90 feet
  Display: A thin bolt of lightning strikes your hand and coalesces into
  four tiny motes which swirl in your palm
  Duration: Concentration, up to 1 minute
  A burst of lightning lingers as four small, sizzling motes, each of
  which erupts at your command. For each mote, choose a point that
  you can see within range. You direct the motes to their destination,
  where they remain for the duration as sizzling spheres of lightning.
  A creature who moves within 10 feet of a mote for the first time on a
  turn or who starts its turn there must make a Dexterity saving throw,
  taking 2d8 lightning damage on a failure, or half on a success.
  As a bonus action on each of your turns for the duration, you can
  direct a single mote to move to a point that you can see within 90 feet
  of it.
  At Higher Levels. If cast at 5th level or higher, you can create one
  extra mote for each spell level above 4th.
  4th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 90 feet
  Display: One of the target's eyes changes color for the duration
  Duration: Concentration, up to 1 minute
  You attempt to briefly partition the mind of your foe, calving off a
  minor personality that is antagonistic to the main personality. Choose
  one creature that you can see within range. The target must succeed
  on a Charisma saving throw or become affected by this spell for the
  duration. A creature under the effects of a personality parasite must
  make a Charisma saving throw each time it attempts to perform an
  action. On a failed save, the DM rolls a d20. On a 10 or lower, the action
  fails. On an 11 or higher, the creature targets itself if it is able,
  otherwise the action fails.
  4th-level psionics (telepathy)
  Casting Time: 1 action
  Range: Self
  Display: Your eye color shifts to match any creature you are
  communicating with telepathically
  Duration: 10 minutes
  For the duration, you know when a creature communicating with you
  via telepathy is lying.
  4th-level psionics (psychoportation)
  Casting Time: 1 action
  Range: Self
  Display: The area near the quintessence seems to move more slowly
  when observed
  Duration: Instantaneous
  You collapse a bit of time from the continuum, forming a dollop of
  thick, gooey material called quintessence that weighs 0.1 lb. The
  substance shimmers like a silver mirror. Psionic creatures can handle
  quintessence by shielding itself with a small amount of psionic energy
  when touching it. However, they must do so with care, as quintessence
  inhibits psionics. A psionic creature within 5 feet of at least 1 lb of
  quintessence cannot use its psionic abilities, and it can only properly
  handle the quintessence if it succeeds on an Intelligence check of DC
  10 plus 1 per lb of quintessence.
  You can use your action to smooth a dollop of quintessence around
  any extremely small object, such as a key, a ring, a seal, or an insignia.
  Objects sealed with quintessence are protected from the effects of
  time, entering a state of stasis. Large quantities of quintessence can
  be gathered to preserve large items or structures, or even a complete
  living creature.
  You can also use your action to apply a dollop of quintessence to a
  small amount of a creature's living flesh, partially pulling it out of the
  time stream. Make a ranged psionic attack against one creature you
  can see within 5 feet of you. On a hit, the target is affected by
  quintessence, which forces it to take 1d4 force damage at the end of
  each of its turns for 1 minute, at which point the quintessence is too
  disrupted to be effective.
  Each dollop of quintessence can be used only once. Quintessence
  can be manually scraped away from a protected object, freeing it to
  rejoin the time stream. When you do this, the quintessence is not
  recovered.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  41
  LIGHTNING MOTES
  PERSONALITY PARASITE
  PSYCHIC INQUISITION
  QUINTESSENCE
  
  4th-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: Self
  Display: Rings of psionic energy rotate around your legs
  Duration: Instantaneous
  You imbue your legs with psionic energy to increase your walking
  speed by 25 feet until the end of the current turn. If you have a
  climbing or swimming speed, this increase applies to that speed as
  well.
  At Higher Levels. If cast at 5th level or higher, your walking speed
  increases by an additional 5 feet per spell level above 4th.
  4th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Touch
  Display: White-gold energy draws the target's soul into its body
  Duration: Instantaneous
  You touch one creature that has died within the last 10 minutes. The
  creature returns to life with 1 hit point and gains a level of exhaustion.
  This ability can’t return to life a creature that has died of old age, nor
  can it restore a creature missing any vital body parts.
  4th-level psionics (psychoportation)
  Casting Time: 1 bonus action
  Range: Self
  Display: While still, your form is slightly blurred
  Duration: Concentration, up to 10 minutes
  You rapidly shift your form, making it difficult to pinpoint you while
  still and near impossible to see you while moving. For the duration, you
  are invisible while you are moving, and attack rolls against you have
  disadvantage.
  4th-level psionics (clairsentience)
  Casting Time: 1 bonus action
  Range: Self
  Display: Your irises blend into your sclera
  Duration: Concentration, up to 1 hour
  For the duration, creatures can't benefit from half or 3/4 cover
  against you, and you can see through objects and surfaces that are no
  more than 1 foot thick.
  4th-level psionics (clairsentience)
  Casting Time: 10 minutes
  Range: Self
  Display: A cloud of psionic energy surrounds your head for the casting
  time
  Duration: 8 hours
  You enter a deep contemplation. At the end of the casting time, you
  gain proficiency with one of the following skills for the duration: Animal
  Handling, Arcana, History, Medicine, Nature, Performance, Religion, or
  Survival.
  The spells are listed in alphabetical order below.
  5th-level psionics (metacreativity)
  Casting Time: 1 minute
  Range: 30 ft
  Display: Those near you feel a sensation of wind blowing
  Duration: Concentration, up to 1 hour
  You call up a large quasi-real wolf from the Astral Plane, which
  appears on the ground in an unoccupied space of your choice within
  range. You decide the creature's appearance, but it is loyal to you, and
  it is equipped with a saddle, bit, and bridle. Any of the Equipment
  created by the spell vanishes in a puff of smoke if it's carried more than
  10 feet away from the wolf.
  For the duration, you or a creature you choose when you cast this
  spell can ride the wolf as an intelligent mount. In combat, the wolf rolls
  initiative and acts independently of you. While not being ridden, the
  wolf remains in place and takes no actions, and any attempts to
  interact with it pass through it harmlessly. The creature uses the
  statistics for a Winter Wolf, except it has a speed of 100 feet and can
  travel 10 miles in an hour, or 13 miles at a fast pace. When the spell
  ends, the wolf gradually fades, giving the rider 1 minute to dismount.
  The spell ends if you use an action to dismiss it or if the wolf is
  reduced to 0 hit points.
  5th-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: 60 feet
  Display: Red colors are enhanced within the aura
  Duration: Concentration, up to 1 minute
  You unleash an aura of rage. For the duration, you and any creature
  within range has advantage on melee attack rolls.
  5th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: 60 feet
  Display: A white, oval field flashes around affected creatures
  Duration: Instantaneous
  You and up to five allies you can see within range can immediately
  make saving throws against every effect they’re suffering that allows a
  save at the start or end of their turns.
  5th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: A dome of violet energy emits from you to the edge of the
  range, which then fades
  Duration: Concentration, up to 1 minute
  You inflict a jarring impression of power that grabs a creature's
  attention. Choose one creature you can see within range. It must make
  a Charisma saving throw. On a failed save, the creature is so distracted
  by you that all other creatures are invisible to it. This spell ends if the
  creature can no longer see or hear you or if it takes damage.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  42
  RAPID STEP
  RESTORE LIFE
  TRANSIENT MOTION
  UNWAVERING EYE
  WANDERING MIND
  5TH LEVEL
  ASTRAL RIDER
  AURA OF BLOODLETTING
  BEACON OF RECOVE�Y
  CENTER OF ATTENTION
  
  5th-level psionics (clairsentience)
  Casting Time: 1 action
  Range: 60 feet
  Display: A blue line runs across the width of yours and the target's
  eyes
  Duration: Concentration, up to 1 minute
  Choose one creature you can see within range. Allies you designate
  within range that can see both you and the target have advantage on
  attack rolls against it.
  5th-level psionics (clairsentience)
  Casting Time: 1 action
  Range: 120 feet
  Display: Invisible psionic eyes appear randomly within range
  Duration: 24 hours
  This spell's effect radiates from you and moves with you. You gain
  the following benefits for the duration:
  •
  You become aware of any divination or clairsentience spell
  affecting you or allies you designate within range.
  •
  You know the location of every magical or psionic sensor within
  range.
  •
  If the origin of a magical sensor is within range, you become aware
  of the location of the sensor's origin. If the origin is out of range, you
  can use your action to make an opposed Intelligence
  (Investigation) check against the origin. If you win the contest, you
  see a visual image of the origin and know its cardinal direction and
  distance away from you.
  5th-level psionics (telepathy)
  Casting Time: 1 action
  Range: Telepathy
  Display: Your lips become a violet hue momentarily
  Duration: Instantaneous
  You target one creature you can currently communicate with via
  telepathy. The target must make an Intelligence saving throw. On a
  failed save, the target truthfully answers one question you ask it via
  telepathy. On a successful save, the target is unaffected, and you can’t
  use this ability on it again until you finish a long rest. A creature is
  immune to this ability if it is immune to being charmed.
  5th-level psionics (metacreativity)
  Casting Time: 1 bonus action
  Range: Self
  Display: Protective plates of icy energy form around you
  Duration: Instantaneous
  You sheathe yourself with icy resilience, gaining 20 temporary hit
  points.
  At Higher Levels. If cast at 6th level or higher, the temporary hit
  points granted by this spell increase by 10 per spell level above 5th.
  5th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Self
  Display: Each affected creature has web-like projections connecting
  its arms and legs
  Duration: Concentration, up to 10 minutes
  You create a field of uplifting energy in a 60-foot radius centered on
  you, which moves with you for the duration. You and creatures you
  designate can fly through the air with a speed of 60 feet while they are
  in the area. If an affected creature starts its turn outside of the area, it
  safely descends to the ground at a rate of 60 feet per round.
  A creature can glide even while encumbered, but it cannot glide if its
  speed is 0. If a creature's speed is set to 0 while gliding, it safely
  descends to the ground at a rate of 60 feet per round.
  5th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 90 feet
  Display: A sharp crystal hovers above your hand
  Duration: Instantaneous
  You create a large shard of crystal and fling it at one creature within
  range. Make a ranged psionic attack against the target. On a hit, the
  target takes 5d10 piercing damage. Hit or miss, the shard then
  explodes into thousands of tiny shards. The target and each creature
  in a 20-foot radius around the point where the crystal exploded must
  succeed on a Dexterity saving throw or take 6d6 slashing damage.
  At Higher Levels. If cast at 6th level or higher, this spell's slashing
  damage increases by 1d6 for each spell level above 5th.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  43
  COMMANDER'S SIGHT
  DETECT DIVINATION
  EXACTING QUE�Y
  F�OZEN SANCTUA�Y
  GLIDING AURA
  HAIL OF C�YSTALS
  
  5th-level psionics (telepathy)
  Casting Time: 1 action
  Range: Self
  Display: A violet star made of psionic energy orbits your head
  Duration: Concentration, up to 10 minutes
  Your mind forms a protective barrier against intrusion, granting you
  advantage on all saving throws and resistance to psychic damage for
  the duration.
  When another creature that you can see within 30 feet of you fails a
  saving throw, you can use your reaction to allow the target to reroll its
  saving throw and use the new roll.
  5th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 60 feet
  Display: Psionic energy crackles around the target, forming a sphere
  Duration: Concentration, up to 1 minute
  You cause a sphere of kinetic energy to form around a creature.
  Choose one creature you can see within range. The target must make
  a Dexterity saving throw. On a failed save, it takes 6d10 force damage
  and becomes trapped in the sphere for the duration. On a successful
  save, the target takes 6d10 force damage and this spell ends.
  While the target is trapped, its speed is halved, it suffers
  disadvantage on attack rolls, it can't breathe, and it can’t see anything
  more than 10 feet away from it. However, attack rolls against it also
  suffer disadvantage. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  5th-level psionics (telepathy)
  Casting Time: 1 minute
  Range: Touch
  Display: A blue ouroboros symbol appears on both your tongues for
  the duration
  Duration: Concentration, up to 1 minute
  To cast this spell, you must touch at least one willing creature and
  maintain contact with it for the entire casting time. When you do, you
  synchronize your psionic energy with its abilities, improving both
  participants. You can be in metaconcert with up to three creatures at
  once. When you cast this spell, each of you gain one of the following
  benefits based on both of your capabilities:
  Psionic. If at least one of you is psionic, any psionic creature that is
  part of a metaconcert gains a +1 bonus to its psionic attack rolls
  and spell save DC for the duration.
  Spellcaster. If at least one of you has the ability to cast a spell, any
  spellcaster that is part of a metaconcert gains a +1 bonus to its spell
  attack rolls and spell save DC for the duration.
  Mundane. Any creature can be considered mundane for the purposes
  of this spell. Any mundane creature that is part of a metaconcert
  gains a +1 bonus to its weapon attack rolls and AC for the duration.
  You choose the benefit if a creature qualifies for more than one. The
  link created by metaconcert persists over any distance, but this spell
  ends if an affected creature is on another plane of existence.
  At Higher Levels. If cast at 7th level or higher, any bonus granted
  by this spell increases to +2 for its duration.
  5th-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 5 feet
  Display: Strings of psionic energy appear floating in the air around you
  momentarily
  Duration: 1 hour
  You create a 5-foot cube of dim, gray light within 5 feet of you. You
  create an identical cube at any point of your choice within 1 mile that
  you have viewed within the past 24 hours. The first creature to enter
  one of the cubes immediately teleports to the other one, appearing in
  the nearest unoccupied space next to it. The spell then ends.
  At Higher Levels. When you cast this spell at 6th level or higher, the
  gate can be used one additional time for each spell level above 5th.
  5th-level psionics (telepathy)
  Casting Time: 1 action
  Range: Telepathy
  Display: The target's eyelids blink when you blink for the duration
  Duration: 10 minutes
  Choose one creature you can communicate with via telepathy. The
  target must make an Intelligence saving throw. On a failed save, the
  target believes one statement of your choice, communicated
  telepathically, for the next 10 minutes. The statement can be up to ten
  words long, and it must be focused on you or a creature or object the
  target can see. On a successful save, the target is unaffected. A
  creature is immune to this ability if it is immune to being charmed.
  5th-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: Touch
  Display: The target's hair or scales thicken for the duration
  Duration: Concentration, up to 10 minutes
  You touch a creature, and its body temporarily grows to ogre-like
  proportions. The target gains 3d10 plus your spellcasting ability
  modifier in temporary hit points, which are lost if they remain at the
  end of the duration. In addition, its melee weapon attacks deal an extra
  1d8 damage on a hit, and its reach increases by 10 feet. If it is smaller
  than Large, it also becomes Large for the duration.
  At Higher Levels. When you cast this spell at 7th level or higher, the
  amount of temporary hit points increases by 4d10, the target's become
  Huge if it's smaller than Huge, the extra damage dealt with melee
  weapon attacks increases by 2d8.
  5th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: The veins in the target's neck illuminate a violet color
  Duration: Concentration, up to 1 minute
  Choose one creature you can see within range. The target must
  make an Wisdom saving throw. On a failed save, it perceives a horrid
  creature adjacent to it for the duration. During this time, the target
  can’t take reactions, and it takes 5d6 psychic damage at the start of
  each of its turns. The target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  THE RENEWED PSIONIC
  PSIONIC SPELLS 44
  INTELLECT FO�TRESS
  KINETIC PRISON
  METACONCE�T
  NOMAD'S GATE
  OCCLUDED MIND
  OGRE FORM
  PHANTOM FOE
  
  5th-level psionics (psychometabolism)
  Casting Time: 1 minute
  Range: Touch
  Display: Green tendrils of energy weave through the stump
  Duration: Instantaneous
  You touch a creature and maintain contact for the casting time. At
  the end of casting, you restore a severed extremity to the creature,
  such as a lost digit, hand, arm, leg, or even its head. This spell does not
  restore life, but it returns a lost extremity to a living or dead creature if
  the creature is otherwise mostly intact. The original extremity need not
  be present when this spell is cast; a new extremity is created by it. If a
  head is restored to a body, the original head (if not already destroyed)
  crumbles to dust.
  5th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: Self
  Display: Trails of harmless fire swirl in the air around you
  Duration: Concentration, up to 1 minute
  You create a rolling cylinder of fire in a 20-foot cube originating from
  you. At the end of each of your turns, the fire moves 20 feet in a
  straight line away from its point of origin. Creatures in the area when
  you use this spell or who start their turn there must make a Dexterity
  saving throw, taking 4d8 fire damage on a failure, or half on a success.
  5th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: Bits of shadow coalesce into two swirling forms
  Duration: Concentration, up to 1 minute
  You cause two shadows (Monster Manual page 269) to appear in
  unoccupied spaces you can see within 60 feet of you. The shadows
  obey your verbal commands. In combat, roll for their initiative, and you
  choose their behavior during their turns. When this effect ends, the
  shadows disappear.
  At Higher Levels. If cast at 7th level or higher, the shadows have 30
  additional hit points, and you can add your proficiency bonus to the
  shadows' ability checks as well as their attack and damage rolls.
  5th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 60 feet
  Display: A booming sound is emitted from the target for the duration
  Duration: Concentration, up to 1 minute
  A wave of oscillating energy emits from you toward a creature within
  range, enveloping the target. It must make a Constitution saving throw,
  taking 5d10 thunder damage on a failed save, or half as much damage
  on a successful one. On a failure, it is deafened, and on each of your
  turns for the duration, you can use your action to deal 3d10 thunder
  damage to the target automatically.
  The spell ends if you use your action to do anything else. The spell
  also ends if the target is ever outside the spell's range or if it has total
  cover from you.
  At Higher Levels. If cast at 6th level or higher, the initial damage
  increases by 1d10 for each slot level above 5th. At 7th level or higher,
  the automatic thunder damage increases by 1d10.
  5th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 60 feet
  Display: The area around the target distorts with 
  invisible waves of psionic energy
  Duration: Concentration, up to 1 minute
  You attempt to grasp a creature in telekinetic energy and hold it
  captive. As an action, choose one creature you can see within range.
  The target must succeed on a Strength saving throw or be grappled by
  you until your concentration ends or if the target is more than 90 feet
  away from you.
  The grappled target can escape by succeeding on a Strength
  (Athletics) or Dexterity (Acrobatics) check contested by your Strength
  (Athletics) check. When a target attempts to escape in this way, you
  can spend additional psionic power to gain a +1 bonus your roll per
  point spent. You can gain up to a +5 bonus this way. You can add this
  bonus after making the roll.
  While a target is grappled in this manner, you can create one of the
  following effects as an action:
  Crush. The target takes 5d6 bludgeoning damage.
  Move. You move the target up to 30 feet. You can move it in the air
  and hold it there. It falls if the grapple ends.
  5th-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Self
  Display: Fingerprint impressions appear at random intervals on the
  surface of objects within range
  Duration: Concentration, up to 10 minutes
  You generate a subtle field of mental contact, allowing you to "feel"
  your surroundings even in total darkness or when your sight would
  otherwise be hampered. Your touchsight field is a 60-foot radius
  emanating from you, which moves with you for the duration.
  You ignore invisibility, darkness, and all cover except total cover. You
  automatically 
  succeed 
  Wisdom 
  (Perception) 
  or 
  Intelligence
  (Investigation) checks to spot creatures or objects inside the field. You
  must still have line of sight to a creature or an object to discern it with
  touchsight.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  45
  RESTORE EXTREMITY
  ROLLING FLAME
  SHADOW BEASTS
  SONIC CURRENT
  TELEKINETIC GRASP
  TOUCHSIGHT
  
  5th-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Sight
  Display: A ribbon of psionic energy appears, visible only to you and
  flowing from the target
  Duration: Concentration, up to 1 hour
  You study one creature’s aura. For the duration, while you can see
  the target, you learn if it’s under the effect of any magical or psionic
  effects, its current hit point total, and its basic emotional state. While
  this effect lasts, you have advantage on Wisdom (Insight) and
  Charisma checks you make against it.
  The spells are listed in alphabetical order below.
  6th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 90 feet
  Display: The air in the line smells of sulfur
  Duration: Instantaneous
  You exhale a wave of acid in a 90-foot line that is 5 feet wide. Each
  creature in the line must make a Constitution saving throw, taking 8d8
  acid damage on a failed save, or half as much on a successful one.
  At Higher Levels. If cast at 6th level or higher, this spell's damage
  increases by 1d8 per spell level above 5th.
  6th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: 60 feet
  Display: You snap your fingers and a puff of black psionic energy
  bursts from them
  Duration: Concentration, up to 1 minute
  You attempt to send one creature that you can see within range to a
  random place of existence. The target must succeed on a Charisma
  saving throw or be banished with a faint popping noise to a random
  plane of existence.
  If the target is native to the plane of existence you're on, it gains the
  effects of the resilient sphere spell while banished. It reappears in its
  original space or the nearest unoccupied space if that space is
  occupied when the spell ends.
  If the target is native to a different plane of existence than the one
  you're on and the spell ends before 1 minute has passed, the target
  reappears in its original space or the nearest unoccupied space if that
  space is occupied. Otherwise, it doesn't return.
  At Higher Levels. If cast at 7th level or higher, you can target one
  additional creature for each spell level above 6th.
  6th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 120 feet
  Display: Psionic energy in the shape of a red diamond appears on the
  target's forehead
  Duration: Concentration, up to 1 minute
  A horrid apparition fills your enemy's mind, letting you follow up on
  attacks against that foe with a psychic barrage. Choose one creature
  within range that you can see. That creature must make a Wisdom
  saving throw, taking 7d6 psychic damage on a failure, or half on a
  success.
  On a failed save, each time that the target is hit with an attack while
  it is within range, you can use your reaction to make a ranged psionic
  attack against it. On a hit, the target takes psychic damage equal to
  3d6 plus your spellcasting ability modifier, and you can move it up to
  20 feet in a direction of your choice.
  At Higher Levels. If cast at 7th level or higher, this spell's initial
  damage increases by 1d6 per spell level above 6th.
  6th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Display: You inhale an excessive amount of air, expanding your chest
  unnaturally
  Duration: Instantaneous
  You release a focused scream of sonic energy. The cone begins at
  your mouth, instigated by the barest whisper. Each creature in a 60-
  foot cone must make a Constitution saving throw. On a failed save, a
  target takes 7d8 thunder damage and is deafened for 1 minute. A
  creature may repeat its saving throw at the end of each of its turns,
  ending this effect on itself on a success. On a success, a creature
  takes half as much damage and isn't deafened.
  A nonmagical object that isn't being worn or carried also takes the
  damage if it's in the spell's area.
  At Higher Levels. If cast at 7th level or higher, this spell's damage
  increases by 1d8 per spell level above 6th.
  6th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 120 feet
  Display: Licks of fire flitter along the ground near the point
  Duration: Concentration, up to 1 minute
  One creature that you can see within range must succeed on a
  Charisma saving throw or be coated in explosive magic. On a failed
  save, the target takes 4d8 fire damage and is knocked prone, and each
  creature within a 15-foot radius of the target must make a Dexterity
  saving throw or take the same amount of damage. This spell's effects
  are repeated each time the target takes fire damage for the duration,
  but no more than once per round.
  At Higher Levels. If cast at 7th level or higher, this spell's damage
  increases by 1d8 per spell level above 6th.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  46
  VIEW AURA
  6TH LEVEL
  BREATH OF THE BLACK DRAGON
  CALLOUS BANISHMENT
  CEREBRAL PHANTASM
  CONE OF SOUND
  DETONATION
  
  6th-level psionics (psychometabolism)
  Casting Time: 1 reaction, which you take when damage reduces you
  to 0 hit points while you are within 30 feet of an open flame
  Range: Self
  Display: Your hair ignites and burns away whether you succeed or not
  Duration: Instantaneous
  You harness psionic energy to cheat death. Make a Constitution
  saving throw (DC 5 + the damage dealt by the triggering attack). If you
  succeed, you break apart into dozens of flitting tongues of flame and
  vanish, along with all your gear and anything you are holding or
  carrying. One day later, you reappear in an unoccupied space of your
  choice within 5 feet of the open flame nearest to where you
  discorporated, materializing from the flame. While discorporated, you
  essentially do not exist - you can do nothing, nor can any other
  creature or object interact with you.
  6th-level psionics (clairsentience)
  Casting Time: 1 minute
  Range: Touch
  Display: Your irises become white while casting
  Duration: 30 days
  You touch a creature's temples and maintain contact with them for
  the casting time. At the end of casting, you grant it a mental vision of
  something it desires, while simultaneously placing a mental binding on
  it, which forces it to carry out some service or refrain from some action
  or course of activity as you decide, as it believes this will lead it to its
  goal.
  If the creature can understand you, it must succeed on a Wisdom
  saving throw or become charmed by you for the duration. While the
  creature is charmed by you, it must make a Charisma saving throw
  each time it acts in a manner directly counter to your instructions, but
  no more than once each day. On a failure, the creature is compelled to
  follow your instruction, and its Intelligence score is reduced by 1, which
  cannot be restored except by ending the induced vision on them. A
  creature with 0 Intelligence falls unconscious until its Intelligence is
  restored to at least 1.
  You can issue any command you choose, short of an activity that
  would result in certain death. Should you issue a suicidal command,
  the spell ends. You can end the spell early by using an action to
  dismiss it.
  A negate psionics spell, or either the greater restoration or wish
  spells also ends it.
  At Higher Levels. If cast at 7th or 8th-level, the duration is 1 year. If
  cast at 9th-level, the spell lasts until it is ended by one of the spells
  mentioned above.
  6th-level psionics (metacreativity)
  Casting Time: 1 hour
  Range: 120 feet
  Display: Your hair transforms into a material of similar consistency,
  such as rope or vines, then returns to normal
  Duration: Instantaneous
  You convert raw materials into products of the same material. For
  example, you can fabricate a wooden bridge from a clump of trees, a
  rope from a patch of hemp, and clothes from flax or wool.
  Choose raw materials that you can see within range. You can
  fabricate up to 6 huge or smaller objects, as long as the resulting
  objects must be contained within a 15-foot cube, or twelve connected
  5-foot cubes, given a sufficient quantity of raw material. If you are
  working with metal, stone, or another mineral substance, however, you
  can fabricate up to 4 large or smaller objects, and the resulting objects
  must be contained within a 10-foot cube, or eight connected 5-foot
  cubes. The quality of objects made by the spell is commensurate with
  the quality of the raw materials.
  Creatures or magic items can't be created or transmuted by this
  spell. You also can't use it to create items that require a high degree of
  craftsmanship, such as jewelry, weapons, glass, or armor, unless you
  are proficient with the type of artisan's tools used to craft such objects.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  47
  FIE�Y DISCORPORATION
  INDUCED VISION
  MASS FABRICATION
  
  6th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Self
  Display: The smell of saffron and ginger permeates the area within 30
  feet of the target
  Duration: Concentration, up to 1 hour
  You assume the form of a creature of the same type as your normal
  form, or any other type except aberration, celestial, construct,
  elemental, fiend, or undead. The assumed form can be of a CR no
  greater than 8.
  You can't choose a creature with a size larger than Huge, or one with
  an incorporeal, ectoplasmic, or gaseous form. Your game statistics,
  including mental ability scores, are replaced by the statistics of the
  chosen creature. You retain your alignment and personality.
  You assume the hit points of your new form. When you revert to your
  normal form, you return to the number of hit points you had before you
  transformed. If you revert as a result of dropping to 0 hit points, any
  excess damage carries over to your normal form. As long as the
  excess damage doesn't reduce your normal form to 0 hit points, you
  aren't knocked unconscious.
  You are limited in the actions you can perform by the nature of your
  new form, and you can't speak, cast spells, or take any other action
  that requires hands or speech unless your new form is capable of it.
  Your gear melds into the new form. You can't activate, use, wield, or
  otherwise benefit from any of your equipment.
  6th-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: Self
  Display: Your shadow casts as far as it would if you were normal size
  Duration: Concentration, up to 10 minutes
  You shrink down, becoming Tiny for the duration. While under this
  effect, you gain a +5 bonus to Dexterity (Stealth) checks, you can move
  through gaps up to 6 inches across without squeezing, and if you are
  attacking a Small or larger creature, your weapon attacks deal 1
  damage instead of their normal amount.
  6th-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 60 feet
  Display: Steam swirls around each creature targeted
  Duration: Instantaneous
  Choose up to six willing creatures that you can see within range. You
  and those creatures teleport up to 1 mile to a point you can see. If
  there aren't enough open spaces within 60 feet of the point for all the
  targets to occupy at the arrival point, the spell fails.
  6th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: Self (90-foot cone)
  Display: A shrill shriek that seems to come from all directions is
  emitted in the cone
  Duration: Instantaneous
  You unleash devastating psychic energy in a 90-foot cone. Each
  creature in that area must make an Intelligence saving throw, taking
  6d10 force damage on a failed save, or half as much damage on a
  successful one. On a failed save, a target is incapacitated until the end
  of your next turn.
  At Higher Levels. If cast at 7th level or higher, this spell's damage
  increases by 1d10 for each spell level above 6th.
  6th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Touch
  Display: Your hand is shrouded in darkness momentarily
  Duration: 10 minutes
  You touch a creature and infect it with leeching psionic energy. Make
  a melee psionic attack against the target. On a hit, leeching energy is
  attached to the target, and you can choose to deal 7d8 psychic
  damage to the target. The target must make a Charisma saving throw.
  On a failure, its Intelligence score is reduced by 1, which lasts for the
  duration. A creature with 0 Intelligence becomes unconscious until it is
  restored to at least 1 Intelligence.
  An affected creature must repeat the saving throw after each minute
  that it is affected by this energy. Each time it fails, its Intelligence score
  is reduced. On a success, this spell ends and the target's Intelligence
  score is restored.
  When the spell ends, you regain the same amount of psionic power
  as the Intelligence the target lost while under this effect.
  At Higher Levels. If cast at 7th level or higher, this spell's damage
  increases by 1d8 per spell level above 6th. At 8th level or higher, this
  spell reduces the target's Intelligence score by 2 instead of 1.
  6th-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: 60 feet
  Display: Steam emits from the target's arms
  Duration: Concentration, up to 1 minute
  You cause a creature's rage to grow so hot that it attacks without
  heeding its own safety. Choose one creature you can see within range.
  The target must succeed on a Wisdom saving throw or any creature
  within 5 feet of it can use its reaction to make a melee attack against it
  whenever the target makes a melee attack. The save automatically
  succeeds if the target is immune to being charmed.
  6th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Touch
  Display: The target's body glows a warm orange color, which fades
  after a moment
  Duration: Instantaneous
  You touch one creature and choose one of the following: remove any
  reductions to one of its ability scores, remove one effect that reduces
  its hit point maximum, or reduce its exhaustion level by one.
  6th-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 90 feet
  Display: The target's physical form warps momentarily
  Duration: Instantaneous
  Choose one item or object within range that you can see. The target
  automatically teleports directly to your hand. If the target is worn or
  carried by a creature, it comes to your hand if the creature fails a
  Charisma saving throw.
  At Higher Levels. If cast at 7th level or higher, you can choose one
  more target per spell level above 6th.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  48
  METAMORPHOSIS
  MINIATURE FORM
  PHANTOM CARAVAN
  PSYCHIC BLAST
  PSYCHIC LEECH
  RECKLESS RAGE
  RESTORE VIGOR
  RETRIEVAL
  
  6th-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Self
  Display: Gold streaks of psionic energy extend from your eyes to the
  top of your head
  Duration: 1 hour
  Your awareness extends a few fractions of a second into the future,
  allowing you to better evade an opponent's blows. You gain a +3 bonus
  to your AC for the duration.
  6th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: A high-pitched noise that gradually increases in volume can
  be hard near the point
  Duration: Instantaneous
  Choose a point you can see within range. Thunder energy erupts in a
  20-foot-radius sphere centered on that point. Each creature in that area
  must make Constitution saving throw. On a failed save, a target takes
  10d6 thunder damage, and it is deafened for 1 hour. On a successful
  save, a target takes half as much damage and isn't deafened.
  At Higher Levels. If cast at 7th level or higher, this spell's damage
  increases by 1d6 per spell level above 6th.
  6th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: The target's body takes on a faint red hue
  Duration: Concentration, up to 1 minute
  You cause a creature to regard all other beings as horrid, alien
  entities. Choose one creature you can see within range. The target
  must make a Wisdom saving throw. On a failed save, it takes 7d10
  psychic damage, and for the duration, it is frightened, and it takes 1d10
  psychic damage per creature within 5 feet of it at the end of each of its
  turns. On a successful save, the target takes only half the initial
  damage and suffers none of the other effects.
  6th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: Wooden needles travel along the ground, growing into the
  wall
  Duration: Concentration, up to 1 hour
  You create a wall of wood, at least one portion of which must be
  within range. The wall is 60 feet long, 15 feet high, and 1 foot thick.
  Each 5-foot wide section of the wall has AC 13 and 40 hit points, and is
  vulnerable to fire damage. Breaking one section creates a 5-foot by 5-
  foot hole in it, but the wall otherwise remains intact.
  The spells are listed in alphabetical order below.
  7th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 30 feet
  Display: A blue bead of psychic energy orbits the target
  Duration: Concentration, up to 1 hour
  You create a psychokinetic shield around one creature or object
  within range that you can see. The shield protects its spells from
  outside influence. The DC for dispel magic or negate psionics is
  increased by 7 against that target. This includes attempts to negate
  ablating.
  At Higher Levels. If cast at 8th level, this spell's duration is
  concentration, up to 8 hours. If cast at 9th level, it is 24 hours, without
  requiring concentration, and if ablating is used at this level on the
  same target for 30 consecutive days, its effects last until negated.
  7th-level psionics (telepathy)
  Casting Time: 1 action
  Range: Telepathy
  Display: The target's irises become hazy and translucent
  Duration: 1 round
  Choose one creature within range of your telepathy. The target must
  make an Intelligence saving throw. On a failed save, you choose the
  target’s movement and action on its next turn. A creature is immune to
  this spell if it is immune to being charmed.
  7th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: You order the allies in a booming voice
  Duration: Instantaneous
  Choose up to three allies you can see within range. Each ally can use
  its reaction to immediately make one weapon attack against a valid
  target of your choice within range. You can choose the same target for
  each ally or a different one.
  At Higher Levels. If you cast this spell at 8th level or higher, you
  can choose one more of your allies for each spell level above 7th.
  7th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 120 feet
  Display: The subject's shadow envelops it momentarily
  Duration: Instantaneous
  You rip the energy from a creature's psyche, causing its brain to wilt.
  Choose one creature that you can see within range. The target must
  make a Constitution saving throw. On a failure, it dies if it has less than
  100 hit points. If it succeeds or has more than 100 hit points, it instead
  takes 8d12 necrotic damage.
  At Higher Levels. If cast at 8th level or higher, the threshold for
  instant death increases by 25 hit points per spell level above 7th.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  49
  SHIELD OF P�UDENCE
  SONIC BOOM
  VISIONS OF DISGUST
  WALL OF WOOD
  7TH LEVEL
  ABLATING
  B�OKEN WILL
  COMMAND TO STRIKE
  CRISIS OF LIFE
  
  7th-level psionics (metacreativity)
  Casting Time: 1 bonus action
  Range: Touch
  Components: Yellow tendrils of energy swirl around the weapon
  Duration: 1 minute
  You touch a ranged weapon or a melee weapon with the thrown
  property and imbue it with a limited sentience. For the duration, you
  can make an extra ranged attack with the weapon at the start of each
  of your turns (no action required). If it is a thrown weapon, it also
  returns to your grasp each time you make any attack with it.
  7th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 120 feet
  Display: Water in the air around your skin crystallizes
  Duration: Concentration, up to 1 minute
  Choose a point you can see within range. The air in a 20-foot-radius
  sphere centered on that point becomes deathly cold and saturated
  with moisture. Each creature in that area must make a Constitution
  saving throw, taking 10d6 cold damage on a failed save, or half as
  much on a success. On a failed save, a target's speed is reduced to 0
  for the duration.
  As an action, a target that has its speed reduced can end the effect
  early if it succeeds on a Strength (Athletics) check with a DC equal to
  this effect’s save DC.
  At Higher Levels. If cast at 8th level or higher, this spell's damage
  increases by 1d6 per spell level above 7th.
  7th-level psionics (psychoportation)
  Casting Time: 1 action
  Range: Self
  Display: Translucency spreads from your hands to the rest of your
  body
  Duration: Concentration, up to 10 minutes
  Your body becomes partially incorporeal and appears hazy. In this
  form, you gain resistance to bludgeoning, piercing, and slashing
  damage, and you can’t take actions other than the Dash action. You
  can pass through openings that are no more than 1 inch wide without
  squeezing.
  7th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 60 feet
  Display: Lightning energy crackles from the ground to your feet,
  travelling up to your eyes, and is then loosed
  Duration: Instantaneous
  You let loose a line of lightning that is 60 feet long and 5 feet wide.
  Each creature in the line must make a Dexterity saving throw, taking
  11d6 lightning damage on a failed save, or half as much damage on a
  successful one. You can then teleport to an unoccupied space
  touched by the line.
  At Higher Levels. If cast at 8th level or higher, this spell's damage
  increases by 1d6 per spell level above 7th.
  7th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: Self
  Display: Particles of psionic energy rise from the ground in the area
  Duration: Instantaneous
  A wave of rending psychic energy lashes out in front of you. Each
  creature in a 25-foot cube originating from you must make an
  Intelligence saving throw. On a failed save, a target takes 8d10 psychic
  damage. On a successful save, a creature takes half as much damage.
  At Higher Levels. If cast at 8th level or higher, this spell's damage
  increases by 1d10 per spell level above 7th.
  7th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: Tendrils of deep green psionic energy swirl around you
  Duration: Concentration, 1 round
  You and up to five creatures you can see within range each gain one
  extra action to use on your individual turns. The action is wasted if not
  used before the end of your next turn. This action can be used only to
  take the Attack (one weapon attack only), Dash or Disengage actions.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  50
  FAITHFUL A�CHER
  F�OZEN RAIN
  HAZY SHIFT
  LIGHTNING LEAP
  MIND STORM
  PILLAR OF CONFIDENCE
  
  7th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: The target's head loses some of its balance for the duration
  Duration: Concentration, up to 1 minute
  Choose one creature you can see within range. It must make a
  Constitution saving throw. On a failure, it is stunned, and you can use
  your bonus action on each of your turns to move the target up to 30
  feet in a direction of your choice. It can repeat this saving throw at the
  end of each of its turns, ending the effect on itself on a success.
  7th-level psionics (telepathy)
  Casting Time: 1 hour
  Range: 30 feet
  Display: The target's fingers tremble slightly during casting
  Duration: Instantaneous
  You probe a creature’s mind. The creature must remain within range
  and in your sight for the casting. At the end of the casting time, the
  target must make three Intelligence saving throws, and you learn an
  amount of the creature's key memories based on the number of saving
  throws it fails. If it fails one, you learn the past 12 hours. If it fails 2, you
  learn the past 24 hours. If it fails all 3, you learn the past 48 hours.
  7th-level psionics (telepathy)
  Casting Time: 1 action
  Range: Self
  Display: A faint field of oscillating color appears around you, which
  creates a high pitched ring when struck
  Duration: Concentration, up to 10 minutes
  When you cast reddopsi, psionics targeted against you may rebound
  to the original caster. This effect reverses psionics that only have you
  as the target, but cannot reverse spells such as negate psionics which
  would negate or suppress it. The creature targeting you must make an
  Intelligence saving throw. On a failure, its target changes to itself. If the
  creature is also protected by reddopsi, the spell fails instead.
  7th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Self
  Display: None
  Duration: Concentration, up to 1 hour
  Your body and all of your equipment are subsumed by your shadow.
  As a living shadow, you blend perfectly into any other shadow and
  vanish in darkness. You appear as an unattached shadow in areas of
  full light. You can walk safely on any surface, including liquids such as
  water or a waterfall. You still occupy your space, so you can't move
  into locations that you would normally not fit into. Effects that reveal
  the true form of creatures, such as the true seeing spell, reveal your
  true form.
  While in your shadow body, you gain the following benefits:
  •
  You gain a climb speed equal to your walking speed.
  •
  You have resistance to all damage except psychic.
  •
  Critical hits against you become normal hits instead.
  •
  Effects of diseases and poisons are suspended for the duration.
  •
  You do not need to breathe.
  •
  You have advantage on ability checks made to hide, and you can
  add your Intelligence modifier to such checks.
  You can only use your action while under this effect to take the Hide
  action, or to return to your normal form and end this spell. You cannot
  use bonus actions or reactions during this effect.
  7th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: Star shaped psionic energy appears on targets' foreheads
  Duration: Concentration, up to 1 minute
  You exert an aura of trust and command that unites your allies into a
  cohesive unit. For the duration, any number of allies you designate
  within range can, as a bonus action on each of their turns, take the
  Dash or Disengage action. Additionally, affected creatures can roll a d8
  and add the number rolled to each attack roll they make.
  7th-level psionics (clairsentience)
  Casting Time: 1 reaction, which you take when you roll initiative
  Range: 60 feet
  Display: A flash of brilliant psionic energy emits from the targets
  Duration: Instantaneous
  You grant yourself and up to five creatures of your choice within
  range a +10 bonus to initiative for this combat.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  51
  PSYCHIC OVERLOAD
  RANSACK MIND
  REDDOPSI
  SHADOW BODY
  STRATEGIC MIND
  VICTO�Y BEFORE BATTLE
  
  The spells are listed in alphabetical order below.
  8th-level psionics (metacreativity)
  Casting Time: 10 minutes
  Range: Self
  Display: Tendrils of astral ectoplasm connect you and the crystal
  Duration: Until negated
  You draw and weave strands of astral ectoplasm into a gem worth
  at least 5,000 gp, inhabiting it with the seed of your living mind. You
  can only have one gem in existence affected by this spell at any given
  time. The appearance of the gem does not change after casting this
  spell.
  If you die, your physical body crumbles to dust, leaving all of your
  equipment, and your soul transfers into the storage gem as long as it
  is on the same plane of existence. The gem begins to glow, and any
  attempt to bring your soul back to life fails while you inhabit it. Once
  this effect occurs, you can hear and see as if you were in the gem's
  space, but you cannot move or interact in any way that the gem
  couldn't. You may remain in this form for up to 30 days, after which
  your soul disengages from the gem and passes on.
  You can slowly generate a new clone of your living body over the
  course of 10 days, during which time you must be completely
  undisturbed; even hearing the slightest noise will break your
  concentration and ruin the clone, making it uninhabitable and leaving
  you no way to continue regenerating it. Your original body's constituent
  parts are pulled as ectoplasm through the astral plane, then slowly
  molded and transformed into a living, breathing body that is an exact
  duplicate of your body at the time you manifested astral regeneration.
  If the developing body takes any kind of damage while forming, it
  becomes ruined and uninhabitable. When the tenth day ends, the
  crystal crumbles and merges with your new body, and you completely
  and totally inhabit it.
  8th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: Your body is covered in a thin layer of deep blue frost
  Duration: Concentration, up to 10 minutes
  You create a barrier of ice, at least one portion of which must be
  within range. The wall is 60 feet long, 15 feet high, and 1 foot thick. You
  can place the barrier in 10-foot long segments, each of which must be
  connected on at least 1 side. Each 10-foot wide section of the wall has
  AC 15 and 50 hit points, and is vulnerable to fire damage. Breaking one
  section removes that section from the wall, but the wall otherwise
  remains intact. A creature that damages the wall with a melee attack
  takes cold damage equal to the damage the creature dealt to the wall.
  8th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: Each creature gains a metallic shell made of psionic energy
  for the duration
  Duration: Concentration, up to 1 minute
  Choose up to two creatures that you can see within range. The
  targets gain resistance to bludgeoning, piercing, and slashing damage
  for the duration.
  8th-level psionics (psychoportation)
  Casting Time: 1 minute
  Range: 30 feet
  Display: Your face appears far younger for a moment, then returns to
  normal
  Duration: Instantaneous
  Choose any number of willing creatures within range that you can
  see, who must remain in range for the casting time. When you finish
  casting this spell, you suspend each target in a pocket of time,
  allowing them a brief respite. Affected creatures seem to disappear in
  a shimmer of silver energy. This suspension lasts for 1 hour.
  When creatures reappear, they are in the exact same space, or the
  nearest unoccupied space, in exactly the same orientation and
  condition as before. Each affected creature gains the benefits of a
  short rest. From an affected creature's point of view, no time has
  passed at all.
  At Higher Levels. If cast at 9th level, this spell's casting time
  becomes 1 action.
  8th-level psionics (psychometabolism)
  Casting Time: 1 bonus action
  Range: Self
  Display: Your shadow casts as far as it would if you were normal size
  Duration: Concentration, up to 10 minutes
  You become smaller than Tiny for the duration. While under this
  effect, you gain a +10 bonus to Dexterity (Stealth) checks and a +5
  bonus to AC, you can move through gaps up to 1 inch across without
  squeezing, and you can’t make weapon attacks.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  52
  8TH LEVEL
  ASTRAL REGENERATION
  ICE BARRIER
  I�ON RESISTANCE
  MASS TIME SUSPENSION
  MIC�OSCOPIC FORM
  
  8th-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Self
  Display: Psionic energy flakes off of everything within the area and
  disappears
  Duration: Concentration, up to 1 hour
  A 10-foot-radius invisible sphere of deadening influence surrounds
  you, nullifying psionics. In this area, psionic energy is immediately
  discharged, becoming inert. Within the sphere, spells can’t be cast by
  using psionics, and psionically summoned creatures and objects
  disappear. For the duration, the sphere moves with you, centered on
  you.
  Psionic spells and other psionic effects, except those created by an
  artifact or a deity, are suppressed in the sphere and can’t protrude into
  it. Psionic power expended to cast a suppressed spell is consumed.
  While an effect is suppressed, it doesn’t function, but the time it
  spends suppressed counts against its duration.
  Targeted Effects. Psionic spells and other psionic effects, such as
  magic missile and cause fear, that target a creature or an object in
  the sphere have no effect on that target.
  Areas of Psionics. The area of another psionic effect, such as
  detonation, can’t extend into the sphere. If the sphere overlaps an
  area of psionics, the part of the area that is covered by the sphere is
  suppressed. For example, the wood created by a wall of wood is
  suppressed within the sphere, creating a gap in the wall if the
  overlap is large enough.
  Psionics. Any active psionic effect or spell on a creature or an object
  in the sphere is suppressed while the creature or object is in it.
  Psionic Travel. Teleportation and planar travel caused by psionics fail
  to work in the sphere, whether the sphere is the destination or the
  departure point for such travel. A portal to another location, world, or
  plane of existence, as well as an opening to an extradimensional
  space such as that created by the rope trick spell, temporarily closes
  while in the sphere.
  Creatures and Objects. A creature or object summoned or created
  by psionics temporarily winks out of existence in the sphere. Such a
  creature instantly reappears once the space the creature occupied is
  no longer within the sphere.
  Negate Psionics. Spells such as negate psionics have no effect on
  the sphere. Likewise, different nullify psionics spells don’t nullify
  each other.
  8th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Touch
  Display: The target's body covered in bark and leaves
  Duration: Concentration, up to 10 minutes
  You touch a creature and alter its body to a hybrid of its natural form
  and living oak. The target gains the following effects:
  •
  It is resistant to bludgeoning, piercing, slashing and cold damage.
  •
  Its size becomes Large, if it is not already Huge or larger.
  •
  It is vulnerable to fire damage.
  •
  It is immune to the blinded, deafened, diseased, poisoned, and
  stunned conditions.
  •
  Its unarmed strikes deal 2d8 damage, and deal double damage to
  objects and structures.
  •
  Any creature that damages it must succeed on a Dexterity saving
  throw or take 3d10 piercing damage, as shards of hardened bark
  splinter off in its direction.
  While under this effect, a creature can use its action to become
  nearly indistinguisable from an oak tree; until the end of its next turn,
  other creatures who were not previously aware of it must succeed on
  an Intelligence (Investigation) check with disadvantage against your
  psionics save DC to discern the creature's true form. This illusion is
  dispelled if the creature moves or takes any other action.
  8th-level psionics (clairsentience)
  Casting Time: 1 bonus action
  Range: 30 feet
  Display: A web of crackling, gold psionic energy spreads below you
  Duration: Concentration, up to 1 minute
  You create a field around yourself that prohibits hiding. Creatures
  within range have a -10 penalty to Dexterity (Stealth) checks, and they
  can't benefit from being invisible. You have a +5 bonus to Intelligence
  and Wisdom checks to detect objects or creatures within range. You
  can choose any number of creatures to be unaffected by this spell.
  8th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: A gold choker of psionic energy surrounds the target's neck
  Duration: Concentration, up to 1 minute
  You plant the phantom of a greatly desired object in a creature’s
  mind. Choose one creature you can see within range. The target must
  make an Intelligence saving throw. On a failed save, you gain partial
  control over the target’s behavior for the duration. The target can
  repeat the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  The target moves as you wish on each of its turns, as it thinks it
  pursues the phantom object it desires. If it hasn’t taken damage since
  its last turn, it can use its action only to admire the object you created
  in its perception.
  8th-level psionics (clairsentience)
  Casting Time: 1 action
  Range: 30 feet
  Display: Rippling, orange psionic energy surrounds the targets
  Duration: Concentration, up to 10 minutes
  You create a field of protective psychic energy. Choose any number
  of creatures within range. For the duration, each target has resistance
  to psychic damage and advantage on Intelligence, Wisdom, and
  Charisma saving throws.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  53
  NULLIFY PSIONICS
  OAKEN BODY
  PE�CEIVE THE UNSEEN
  PHANTOM RICHES
  PSYCHIC REDOUBT
  
  8th-level psionics (telepathy)
  Casting Time: 1 bonus action
  Range: 60 feet
  Display: Shadows within range become darker for the duration
  Duration: Concentration, up to 10 minutes
  You cloak yourself in unsettling psychic energy. For the duration, any
  creature within range that can see you must spend 1 extra foot of
  movement for every foot it moves toward you. You can designate any
  number of creatures to ignore this effect when you cast it.
  8th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: 60 feet
  Display: Thunderous energy travels between your fingers
  Duration: Concentration, up to 10 minutes
  You create a wall of thunder, at least one portion of which must be
  within range. The wall is 60 feet long, 15 feet high, and 1 foot thick.
  Every foot moved through the wall costs 1 extra foot of movement.
  When a creature moves into the wall’s space for the first time on a turn
  or starts its turn there, that creature must succeed on a Strength
  saving throw, taking 9d6 thunder damage on a failure, or half on a
  success. On a failed save, a creature is pushed in a straight line 30 feet
  away from the wall, and is knocked prone. If it collides with an object, it
  takes 4d6 thunder damage as the shock wracks its body.
  8th-level psionics (clairsentience)
  Casting Time: 1 action
  Range: Touch
  Display: Your hand glows a pulsing white, which transfers to the target
  when you touch it
  Duration: Instantaneous
  You touch a creature, allowing it to bring back to memory 2 spell
  slots of 5th-level or lower that it has expended. If no spell slots have
  been expended by the target, nothing happens.
  8th-level psionics (telepathy)
  Casting Time: 1 action
  Range: Self
  Display: Dust floats upwards within the area for the duration
  Duration: Concentration, up to 1 minute
  Swirling psychic energy surrounds you and your allies, wiping your
  presence from others' minds. A 10-foot radius sphere of psionic energy
  surrounds you, moving with you. Creatures you designate in the
  sphere, including worn and carried items, are invisible to creatures
  outside the sphere.
  The spells are listed in alphabetical order below.
  9th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Self
  Display: Each effect states its display
  Duration: Concentration, up to 8 hours
  You alter your physical form with beastlike qualities. When you cast
  this spell, choose one of the following effects. This transformation
  lasts for the duration, until you die, or until you end it as a bonus
  action. You can use your action on your turn to choose a different
  effect, gaining its benefits and losing your previously chosen benefits.
  Metabolism. You appear younger and more spry. You regenerate 1 hit
  point every round, and if you have one of your severed body parts
  and hold it to the stump, the limb instantly knits to the stump.
  Strength. Your posture becomes hunched forward, and your bone
  structure expands. Your strength score becomes 24, regardless of
  what it normally is, and you have advantage on Strength checks and
  saving throws.
  Instinct. Your legs elongate, and your muscles tone. You have
  advantage on Dexterity saving throws, and you can use your bonus
  action on each of your turns to take the Dash or Disengage actions.
  Shell. Your skin thickens and hardens, taking on a smooth, segmented
  appearance. You gain a +3 bonus to your Armor Class, and you have
  advantage on Constitution saving throws.
  9th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Self (90-foot cone)
  Display: A thin green mist exudes from your mouth
  Duration: Instantaneous
  You exhale a cloud of poison in a 90-foot cone. Each creature in the
  area must make a Constitution saving throw, taking 11d12 poison
  damage on a failed save, or half as much damage on a successful one.
  On a failed save, a creature is poisoned for 1 minute. A creature
  poisoned by this effect takes 2d12 poison damage at the start of each
  of its turns.
  9th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 30 feet
  Display: A red, circular blemish appears on the back of the target's
  neck while paralyzed
  Duration: 24 hours
  You implant psionic energy into a creature's brain stem, disabling it.
  Choose one creature you can see within range. The target must
  succeed on an Intelligence saving throw, with disadvantage if it has
  100 hit points or less, or become paralyzed for the duration.
  This spell can also be ended by means such as the spell restore
  vigor or the spell greater restoration.
  9th-level psionics (clairsentience)
  Casting Time: Varies
  Range: Varies
  Display: Your eyes, hair and skin whiten momentarily
  Duration: Varies
  Choose one psionic spell of any level from any spell list. You cast
  that spell once as if it were cast at 9th level.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  54
  UNSETTLING AURA
  WALL OF THUNDER
  WOND�OUS RECALL
  ZONE OF INVISIBILITY
  9TH LEVEL
  BESTIAL TRANSFORMATION
  BREATH OF THE GREEN DRAGON
  DECEREBRATE
  DIVE�GENT PATH
  
  9th-level psionics (metacreativity)
  Casting Time: 1 action
  Range: Touch
  Display: Energy of the chosen type is repelled by the target
  Duration: Concentration, up to 1 hour
  One creature you touch gains immunity to acid, cold, fire, lightning,
  or thunder damage (your choice) for the duration.
  9th-level psionics (psychometabolism)
  Casting Time: 1 action
  Range: Touch
  Display: Earrings made of psionic energy appear on your fused form's
  ears for the duration
  Duration: Concentration, up to 1 minute
  You and another willing, corporeal, living creature of no more than
  one size larger or smaller than you fuse into one being. As the caster,
  you control the actions of the fused being. However, you can give up
  this control to the other creature. Once you give up control, you cannot
  regain it unless the other creature relinquishes it.
  The fused being has your hit points plus the other creature's hit
  points. The fused being knows all of the spells, has the same amount
  of psionic power, knows or has prepared the same spells, and has the
  same amount of spell slots as both creatures combined. Any spent
  psionic power or spell slots prior to the fusion are retained on the
  fused being. Likewise, all feats, racial abilities, and class features are
  pooled (if both creatures have the same ability, the fused being gains it
  only once.) For each of the six ability scores, the fused being's score is
  the higher of yours and the other creature's, its Hit Dice are those of
  both creatures combined, and the fused being has the higher level of
  the two creatures. The fused being gains all proficiencies and
  expertise of both beings.
  You decide what equipment is absorbed into the fused being and
  what equipment remains available for use. These fused items are
  restored to their original owners once the spell ends.
  When the spell ends, the fused being separates, both creatures
  appearing in the nearest unoccupied space. If separation occurs in a
  space without room for both creatures, both creatures are shunted to
  the nearest unoccupied space, take 12d6 force damage and are
  stunned for 1 minute.
  Damage taken by the fused being is discarded when the spell ends.
  Each constituent creature of the fusion is returned with exactly the
  same amount of hit points it had before it entered the fusion. However,
  any resources spent by the fused being are transferred to the original
  creatures when fusion ends. Any debilitating effects are split between
  you and the other creature. If any effects cannot be evenly split, you
  determine who receives the additional loss.
  If a fused being is killed, it separates into its constituent creatures,
  both of which are also dead. You cannot use fusion on a being already
  fused by this spell.
  9th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: The targets' eyes are surrounded with a faint, white aura
  Duration: Concentration, up to 10 minutes
  You exert an aura that inspires awe in others. Choose up to 5
  creatures you can see within range. Each target must succeed on an
  Intelligence saving throw or be charmed by you until your
  concentration ends. While charmed, a target obeys all your verbal
  commands to the best of its ability and without doing anything
  obviously self-destructive. The charmed target will attack only
  creatures that it has seen attack you since it was charmed or that it
  was already hostile toward. At the end of each of its turns, it can repeat
  the saving throw, ending the effect on itself on a success.
  9th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 90 feet
  Display: Silver chains made of psionic energy appear around the
  necks of affected creatures, constricting them
  Duration: Concentration, up to 1 minute
  Choose up to eight creatures within range that you can see and that
  can see you. At the start of each of a target’s turns for the duration, the
  target must make a Wisdom saving throw. On a failed save, the target
  is frightened until the start of its next turn, and you roll a die. If you roll
  an odd number, the frightened target moves half its speed in a random
  direction and takes no action on that turn, other than to scream in
  terror. If you roll an even number, the frightened target makes one
  melee attack against a random target within its reach. If there is no
  such target, it moves half its speed in a random direction and takes no
  action on that turn.
  9th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 90 feet
  Display: Webby projections of nearly transparent psionic energy
  encase the creature's face
  Duration: Instantaneous
  You deeply seat a phobia in up to 6 creatures that you can see,
  paralyzing them out of primal terror.
  Each target must make a Wisdom saving throw. On a failed save, a
  target takes 11d6 psychic damage and is paralyzed. On a successful
  save, a target takes half as much damage and isn’t paralyzed.
  A paralyzed target can make a Wisdom saving throw at the end of
  each of its turns. On a successful save, the paralyzing effect ends.
  9th-level psionics (telepathy)
  Casting Time: 1 action
  Range: 60 feet
  Display: Deep bruises appear under the target's eyes
  Duration: Concentration, up to 1 minute
  You plant delusional paranoia in a creature’s mind. Choose one
  creature you can see within range. The target must make an
  Intelligence saving throw. On a failure, it must target its allies with
  attacks and other effects for the duration. The target can repeat the
  saving throw at the end of each of its turns, ending the effect on itself
  on a success. A creature is immune to this ability if it is immune to
  being charmed.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  55
  ENE�GY IMMUNITY
  FUSION
  INCITE AWE
  INCITE PANIC
  IRRATIONAL PHOBIA
  PHANTOM BETRAYAL
  
  9th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: 120 feet
  Display: The air seems to crack visually and audibly in the area
  Duration: Instantaneous
  You create a 35-foot cube of dense psychic energy within range.
  Each creature in that area must make an Intelligence saving throw,
  taking 11d8 force damage on a failed save, or half on a success. On a
  failed save, a target is paralyzed for 1 minute. A paralyzed target can
  repeat the saving throw at the end of each of its turns, ending this
  effect on a success.
  9th-level psionics (psychoportation)
  Casting Time: 1 bonus action
  Range: Self
  Components: Your irises change to form dials of a clock, which make
  one rotation over the duration before reverting
  Duration: Varies
  You enter another time frame, speeding up so greatly that all other
  creatures seem frozen, though they are actually still moving at their
  normal speeds. You are free to act for 1d4+1 rounds of apparent time,
  including your current turn.
  While temporal velocity is in effect, normal and magical energy still
  harms you, and other creatures are invulnerable to your attacks and
  damage. However, you can cast spells and leave their effects to appear
  when the temporal velocity ends. The spells' durations start when the
  temporal velocity ends.
  You can't move or harm items held, carried or worn by a creature
  stuck in standard time, but you can affect any item that is unattended.
  You are undetectable while temporal velocity lasts. You cannot enter
  an area protected by nullify psionics or by psionics or spells that
  neutralize high-level psionics or spells.
  When temporal velocity lapses, you are disoriented on your return to
  the standard time frame. You suffer disadvantage on all attack rolls,
  saving throws, and ability checks until the end of your next turn.
  9th-level psionics (psychoportation)
  Casting Time: 1 action
  Range: 60 feet
  Display: The target sees you as if you were ink bleeding on paper
  Duration: Instantaneous
  You rip a creature's very existence from the fabric of reality. A
  creature of your choice within range must make a Charisma saving
  throw. On a failure, it takes 30 necrotic damage immediately, and again
  at the start of each of its turns. On a success, it takes 15 necrotic
  damage instead and the spell ends. A target with 150 hit points or less
  automatically fails its saving throw, and each time it takes damage
  from this effect, it takes 60 necrotic damage instead.
  The creature can repeat the saving throw at the end of each of its
  turns, ending this effect on itself on a success.
  9th-level psionics (psychokinesis)
  Casting Time: 1 action
  Range: Self
  Display: Pulses of translucent, violet kinetic energy emit from you
  Duration: 1 hour
  You weave a field of kinetic pressure around you to form a protective
  veil. For the duration, attack rolls against you have disadvantage, and
  when a creature you can see misses you with an attack, you can force
  the creature to repeat the attack roll against itself.
  THE RENEWED PSIONIC
  PSIONIC SPELLS
  56
  PSYCHIC C�USH
  TEMPORAL VELOCITY
  THOUGHT OF UNMAKING
  VEIL OF PRESSURE
  
  APPENDIX A: MONSTERS
  T
  his section contains information and stat blocks for the unique
  monsters contained in this document.
  Astral constructs are brought into being by the metacreativity spell
  astral construct. They are formed from raw ectoplasm (a portion of the
  astral medium drawn into the Material Plane). The psionic power spent
  by the construct’s creator during the casting of the spell determines
  the statistics of the astral construct. Thus, astral constructs can vary
  somewhat from each other, depending on the whims of their creators.
  An astral construct generally appears as an animate clump of
  ectoplasm with a vaguely humanoid shape, but the caster can mold or
  sculpt one according to his or her whim, with some limits.
  Special Abilities: Every time an astral construct is created, the
  caster can choose to apply one special ability to the construct by
  spending additional psionic power. When the caster casts the astral
  construct spell, he chooses one or more special abilities from a menu
  of abilities appropriate to the amount of psionic power spent.
  When casting the astral construct spell at higher levels, the caster
  assembles the desired creature from a menu of choices, as specified
  in the construct’s statistics block. Multiple selections of the same
  menu choice do not stack unless the ability specifically notes that
  stacking is allowed.
  A caster spending 3 extra psionic power when creating an astral
  construct can choose one trait from this menu.
  Bull Rush: The astral construct has advantage on attacks against a
  creature if it moves 20 feet in a straight line towards it on the same
  turn.
  Celerity: The astral construct’s speed increases by 10 feet.
  Cleave: When the astral construct attacks a creature, it can make
  one attack as a bonus action against another creature within 5 feet of
  the first and within the astral construct's range.
  Fly: The astral construct has wings that grant it a 30 foot fly speed.
  Sharp Claws: The astral construct deals an additional 2 slashing
  damage with its Claw.
  Power Attack: When the astral construct attacks with its Claw, it
  can choose to take a -5 penalty to the attack roll. If the attack hits, it
  adds +10 to the attack’s damage.
  Resistance: Choose one of the following damage types: acid, cold,
  fire, lightning, or thunder. The astral construct gains resistance against
  the chosen damage type.
  Shove: If the astral construct hits a creature with its Claw on one of
  its turns, it can attempt to shove the creature it hit as a bonus action.
  Swim: The astral construct is streamlined and shark-like. It has a
  swim speed of 30 feet.
  THE RENEWED PSIONIC
  ASTRAL CONST�UCTS
  57
  Medium construct, neutral
  Armor Class 14 (natural armor)
  Hit Points 6 (1d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  14 (+2)
  6 (-2)
  11 (+0)
  10 (+0)
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Speaks the languages of its creator
  Challenge 1/4 (50 XP)
  Astral Construction. When the astral construct's creator spends
  additional psionic power to create it, the astral construct gains
  special abilities from the Astral Construct Menu options.
  Immutable Form. The astral construct is immune to any spell or
  effect that would alter its form.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
  (1d6 + 3) slashing damage
  A S T R A L  C O N S T R U C T
  ACTIONS
  A S T R A L  C O N S T R U C T S
  CREATING AN ASTRAL CONST�UCT
  ASTRAL CONST�UCT MENU A
  
  A caster spending 4 extra psionic power when creating an astral
  construct can choose one trait from this menu. Alternatively, the
  construct can have two additional special abilities from Menu A.
  Energy Touch: The astral construct’s Claw attacks are wreathed in
  an energy type you choose (acid, cold, fire or lightning), dealing an
  extra 1d6 damage of the chosen type.
  Extra Attack: The astral construct gains the following action:
  Multiattack. The astral construct makes two attacks with its claw.
  Fast Healing: The astral construct regains 2 hit points at the start
  of its turn if it has at least 1 hit point.
  Improved Critical: The astral construct scores a critical hit with
  weapon attacks on a roll of 19 or 20 on the d20.
  Muscle: The astral construct's Strength score increases by 4.
  Poison Touch: If the astral construct hits with its Claw, the target
  must succeed on a DC 14 Constitution saving throw or be poisoned
  until the end of the construct's next turn.
  Smite: Once per day, the astral construct can make one attack that
  deals extra damage equal to its creator's level.
  A caster spending 5 extra psionic power when creating an astral
  construct can choose one trait from this menu. Alternatively, the
  construct can have two additional special abilities from Menu B. One
  or both of the Menu B choices made in this way can also be swapped;
  each time you do, make two additional choices from Menu A.
  Barrage: The astral construct gains the following action: Barrage.
  The astral construct makes an attack with its claw against creatures of
  its choice within 5 feet of it, with a separate attack roll for each target.
  Blindsight: The astral construct has blindsight to a range of 60 feet.
  Constrict: The astral construct now grapples the target when it hits
  with its Claw (escape DC 16). While the target is grappled in this way, it
  is also restrained. The astral construct can only have one creature
  grappled at a time.
  Dimension Slip: The astral construct can teleport instead of
  moving. It must be able to see its destination to teleport to it, and each
  foot that it teleports costs 1 foot of movement. If it teleports into an
  occupied space, it is shunted to the nearest unoccupied space and
  stunned until the end of its next turn.
  Natural Invisibility: The astral construct is invisible. If it attacks or
  casts a spell, it becomes visible until the start of its next turn.
  Rend: The astral construct deals an extra 2d6 slashing damage to a
  creature that it hits twice with its Claw during a single round.
  A psyche shard is a fragment of a psionic character’s personality,
  brought into physical form and a semblance of life. Because it is an
  extension of its creator’s personality, a psyche shard is in some ways a
  part of its creator.
  The psicrystal, a crystalline construct about the size of a human
  hand, is a particularly convenient form of a psyche shard. It contains
  the greatest amount of psionic power of all known shards, granting it
  special properties and allowing the psion to cast spells through it.
  Each psicrystal has a distinct personality, chosen by its creator at the
  time of its creation. It is not uncommon for a psicrystal to constantly
  ply its owner with observations and advice, often severely slanted
  towards the psicrystal's particular worldview. The creator almost
  always sees a bit of his or herself in a psicrystal, even if magnified and
  therefore distorted. A psicrystal's personality often takes on one of the
  archetypes detailed below.
  THE RENEWED PSIONIC
  ASTRAL CONST�UCTS
  PSYCHE SHARDS
  58
  Tiny construct, unaligned
  Armor Class 12 (natural armor)
  Hit Points 3 (1d4 + 1)
  Speed 30 ft. fly (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  13 (+1)
  12 (+1)
  11 (+0)
  13 (+1)
  14 (+2)
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  petrified, poisoned
  Senses passive Perception 11
  Languages Speaks the languages of its creator
  Challenge 1/8 (0 XP)
  Evasion. When the psicrystal is subjected to an effect that allows it
  to make a Dexterity saving throw to take only half damage, it
  instead take no damage if it succeeds on the saving throw, and
  only half damage if it fails.
  Psionic Conduit. When its creator casts a spell, the psicrystal can
  deliver the spell as if it had cast the spell. The psicrystal must be
  within 30 feet of its creator, and it must use its reaction to deliver
  the spell when its creator casts it. If the spell requires an attack roll
  or save DC, use its creator's attack modifier or save DC where
  necessary.
  Immutable Form. The psicrystal is immune to any spell or effect
  that would alter its form.
  Optical Illusion. The psicrystal blends its color with its
  surroundings, becoming invisible until it takes any action.
  P S I C R Y S T A L
  ACTIONS
  ASTRAL CONST�UCT MENU B
  ASTRAL CONST�UCT MENU C
  P S Y C H E  S H A R D S
  IMPRINTED PERSONALITY
  
  This splinter personality notes without humility that it is wonderfully
  talented in almost any “cultured” occupation, be it dancing, opera, or
  cooking. Equal parts truth and pretension make up this claim.
  Sometimes bad seeds are still good for something. The bully splinter
  personality’s overbearing harangues and constant insistence on
  getting its way can be trying, but its influence is sometimes handy for
  the owner.
  A shard that embodies our nurtering, altruistic side, the caring
  personality seeks to provide aid and to calm those around it. It finds
  that which others seek, grants it, and remains always a reliable friend.
  Buried deep in everyone is a healthy dose of self-preservation. When
  captured and magnified, the essence of cowardliness aids the owner in
  finding safe harbor in dangerous situations. However, this personality
  is far too eager to urge the owner to run and hide, even in not seriously
  dangerous situations.
  This splinter personality is disposed to promote the well-being of
  others — even of reviled enemies. The owner puts up with lectures on
  his hard-hearted ways, but in return he is better able to deal with
  creatures in a nonviolent manner.
  We all want to be heroes, and the splinter personality is that desire
  personified. Given to urging the owner into dangerous situations, it
  pays back its owner with fortitude in moments of difficulty.
  This personality just can’t help telling falsehoods — although its owner
  knows all too well when it is prevaricating and when it is
  communicating truthfully. This inability to mislead its owner doesn’t
  stop the liar from lying anyway — and its lying ways can serve its
  owner in good stead when he is forced to stretch the truth himself.
  A meticulous personality has a hard time discerning between
  important details and those that are irrelevant. In describing itself, it
  could say it is “punctilious in its attention to the rules of etiquette, and
  furthermore marked by extreme care in the treatment of details.”
  Sometimes maddening, this trait is at other times useful to the owner
  who attempts a precise study of his environment.
  The mystical personality sees beyond the surface of a topic of
  discussion, preferring to find the intricate details behind its existence.
  It often speaks in riddles and proverbs. This personality often proves
  insightful when you are looking to understand the forces behind a
  thing's creation, but its insights can be little more than a distraction at
  other times.
  Quick and dexterous, a nimble personality is the perfect companion in
  any situation where reaction must follow on the heels of action. If
  anything, this splinter personality is a little too prone toward seeing
  potential danger in every shadow.
  “Did you see that?” is the most common communication between an
  observant personality and its owner. Sometimes this personality
  enables its owner to note details they might have otherwise passed by.
  The ability to be constantly aware of your body and how it interacts
  with your surroundings is something often lost in the welter of more
  important thoughts. Not so for this personality, which is perfectly
  poised and sure of itself — if not its owner. It often preaches the
  importance of equilibrium and readiness for action.
  Precision is a quality often sought for when looking for productive
  people, and this personality has it in spades. It will often become lost
  in the minute details when processing information or pondering its
  thoughts, but this behavior can sometimes prove surprisingly useful
  when you need to get something done that requires a high degree of
  accuracy and attention to detail.
  Resoluteness is a quality everyone wishes he or she had. It is firm in
  purpose and belief, and its advice and observations are characterized
  by fierce determination. Or, as its owner might say, it is a stubborn so-
  and-so. Still, this unshakable faith aids the owner in all contests of will.
  This splinter personality attempts to be a mentor to its owner, even
  though it is drawn from the owner’s mind. Still, unfettered by any other
  personality type, the sage sees itself as the be-all, end-all master of all
  spiritual and philosophical topics (not to mention the area of
  knowledge in which it is especially skilled). Outside the scope of its
  particular area of expertise, the sage’s advice is sometimes suspect.
  A studious personality looks for the missing information between
  every nook and cranny, often missing the bigger picture. This
  personality loves to disassemble things into their baser components
  for closer examination, and will often point out ways that you can do
  just that.
  Why announce your presence with loud footfalls when you could just
  as easily glide in with less noise than a breath of air? Or so asks the
  sneaky personality, who believes wholeheartedly in the adage that
  silence is golden. It is given to hushing its owner — and its owner’s
  companions. Still, its expertise in the area of quiet locomotion can’t be
  denied.
  This personality sees into the hearts of other living things by putting
  itself in their shoes. Unfortunately, it also spends a lot of time
  analyzing its owner and companions, commenting on their mental
  states, and making pronouncements about the fitness of their actions.
  This personality can be useful, though, when the owner wants to
  determine the motives of a potential enemy.
  THE RENEWED PSIONIC
  PSYCHE SHARDS
  59
  A�TISTE
  BULLY
  CARING
  COWARD
  FRIENDLY
  HE�OIC
  LIAR
  METICULOUS
  MYSTICAL
  NIMBLE
  OBSE�VANT
  POISED
  PRECISE
  RESOLUTE
  SAGE
  STUDIOUS
  SNEAKY
  SYMPATHETIC
  
  CHANGELOG
  T
  his section contains a record of changes made over time to this
  document. I sadly did not record changes I've made prior to
  V3.000, but older PDFs are available upon request.
  •
  Psionics now plugs into spellcasting in a fashion very similar to the
  Innate Spellcasting (Psionics) trait that monsters possess.
  •
  All of the clones of spells that simply existed for filling in a
  balanced selection of psionics have been removed and replaced
  with their official spell counterparts.
  •
  The spell descriptions have been grouped by level before being
  listed in alphabetical order.
  •
  You can now focus on talents, which adds requirements to them
  (usually involving concentration) and grants them additional
  effects, as well as allowing you to spend psionic power to augment
  a talent you've focused on.
  •
  The psionic power pool has been vastly reduced for ease of use.
  •
  The mental fatigue system has been replaced with the innate spell
  system, which requires vastly less bookkeeping.
  •
  The mental disciplines have been organized by alphabetical order.
  •
  Psions now get telepathic speech at 1st level instead of 2nd level.
  •
  Psicrystals have been slightly simplified.
  •
  The Energy Weapon and Skate features have been modified to be
  more useful.
  •
  Wording on many features and spells has been given another pass
  for clarity.
  •
  Multiclassing rules for psionic characters have been updated.
  •
  The precise psicrystal was missing its personality flavor text, which
  has been added.
  •
  Changed the psicrystal feature into the psyche shard, allowing you
  to do a few things: it can be emblazoned onto your body, and if you
  choose a psicrystal, you can attach it to a piece of gear instead of
  having it float freely. Reduced the distance that you can cast spells
  through the psicrystal as well.
  •
  Added 4 missing psionic power points at level 9 in the psion class.
  •
  Updated Animate Weapon to work as it's intended with the new
  Talent focus system.
  •
  Changed the cap for point expenditure to a maximum of 5 points
  when you focus on a talent.
  •
  Properly alphabetized the discipline spell lists.
  •
  Bug causing portions of spell lists to disappear from print fixed.
  •
  Deleted Giant Form and added its benefits to upcasted Ogre Form.
  •
  Fixed the Ardent's formatting in the table of contents.
  •
  Changed Psychic Hammer's focus to inflict the "incapacitated"
  condition rather than "stunned".
  •
  All headers have received a formatting update.
  •
  Cleaned up some excessive text.
  •
  Updated Telekinetic Mind to synergize with Mage Hand instead of
  clashing with it.
  •
  More minor formatting updates.
  •
  Added Sickening Radiance and Symbol to the psion spell list.
  •
  Replaced Radiant Beam with Sunbeam and added Wall of Light,
  Crown of Stars, and Divine Word to the Clairsentience spell list.
  •
  Added Demiplane to the Nomad spell list.
  •
  Added Maelstrom, Move Earth, and Prismatic Spray to the Shaper
  spell list.
  •
  Added Crown of Madness and Power Word Pain to the Telepath
  spell list.
  •
  Control Person spell changed to Control Body.
  THE RENEWED PSIONIC
  CHANGELOG
  60
  V E R S I O N  3 . 0 0 0
  V E R S I O N  3 . 0 1 0
  V E R S I O N  3 . 0 2 0
  VERSION 3.021
  V E R S I O N  3 . 0 3 0
  V E R S I O N  3 . 0 4 0
  
  A Breed of
  A Breed of
  A Breed of
  A Breed of
  A Breed of
  Psychics
  Psychics
  Psychics
  Psychics
  Psychics
  Reborn
  Reborn
  Reborn
  Reborn
  Reborn
  Psychic power has always been something that
  fascinates the imagination. The art of psionics is
  something that was largely lost to 5th edition fans,
  and attempts to revitalize it have been made in the
  form of the Mystic as well as certain spells and
  spell-like abilities. Although fun, I believe these
  implementations lacked both the identity and the
  impact that psionics previously had on the game.
  This supplement brings the Psion of old and the
  Mystic of new together, revisiting complex, but fun
  mechanics and imagining them in snappy, impactful
  ways. I hope you love playing it as much as I loved
  writing it.
  A huge thanks to the folks at /r/UnearthedArcana,
  /r/DnDHomebrew, Discord of Many Things, and all
  my friends for putting up with my incessant
  ramblings and balance discussions. I hope it was
  worth it!
  The Renewed Psionic is unofficial Fan Content permitted under the Fan Content
  Policy. Not approved/endorsed by Wizards. Portions of the materials used are
  property of Wizards of the Coast. ©Wizards of the Coast LLC.
  The Renewed Psionic uses trademarks and/or copyrights owned by Paizo Inc.,
  which are used under Paizo's Community Use Policy. We are expressly
  prohibited from charging you to use or access this content. The Renewed
  Psionic is not published, endorsed, or specifically approved by Paizo Inc. For
  more information about Paizo's Community Use Policy, please visit
  paizo.com/communityuse. For more information about Paizo Inc. and Paizo
  products, please visit paizo.com.
  QUESTIONS? FEEDBACK?
  Thank you for taking the time to read, review and enjoy this
  homebrew. Feel free to get in touch with me on reddit:
  /u/devikyn with comments and improvements!
  CREDITS
  Lots of credit is due for this work. Almost all of the flavor
  text comes directly from other sources, and many of the
  abilities created here are derived from or inspired by
  existing work.
  Advanced Dungeons & Dragons 2nd Edition - The
  Complete Psionics Handbook
  Dungeons & Dragons 3rd Edition - Psionics Handbook
  Dungeons & Dragons 3.5th Edition - Expanded Psionics
  Handbook
  Dungeons & Dragons 4th Edition - Psionic Power
  Forgotten Realms Wiki: Psionicist
  Wikipedia - Psionics (Dungeons & Dragons)
  Unearthed Arcana: The Mystic Class
  DandDWiki: Psychic (5e Class)
  GM Binder - The tool used to make this document!
  As art is added to this document, so too will the artists be
  credited for their work. The art credits are below.
  Psidarts - Clint Cearley
  Adaptive Shield - Chase Stone
  Bestial Fury - Ana Mendes
  Ethereal Weapon - Svetlana Tigai
  Book of Knowledge - Pathfinder RPG by Paizo
  Third Eye - Wizards of the Coast
  Detonation - monanu
  Inertial Shield - Jason Rainville
  Wind Form - Taylor Payton
  Psion - Pathfinder RPG by Paizo
  Psionic Energy - TESV Screenshot
  Astral Construct - Wizards of the Coast
  Cover Page - shiprock
  Crystal Cocoon - Jason Nguyen
  Air, Earth, Fire, Water Elementals - Wizards of the Coast
  Breath of the Green Dragon - Jiwon Kim
  Psion with Psicrystal - Wayne Reynolds
  Psicrystal - Laticis
  Energy Weapon - Elle-H
  Phase Door - Konstantin Vavilov
  Cone of Sound - bobjackets
  Ice Barrier - Gaelle Seguillon
  Iron Hide - rwolf
  Mastery of Wood and Earth - Thiago Almeida
  Mystic Hand - Lin Romanov
  Psychic Divination - Yohanna Schepacz
  Restore Life - Beastysakura
  Metapsionics Wizard - Sebastian Horoszko
  Way of the Lurk Monk - Josh Corpuz
  Mind Domain Cleric - Mirco Paganessi
  Ardent Fighter - Wizards of the Coast
  Ardent Fighter 2 - ArtDeepMind
  Psychic Warrior Barbarian - Rigrena
  Mindstalker Ranger - Wizards of the Coast
  Soulknife Rogue - Aaron Riley
  Soulknife Rogue 2 - Pathfinder RPG by Paizo
  Wilder Sorcerer - tigtone
  Multiclassing - Wizards of the Coast
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/The Renewed Psionic v3.pdf