TEXT: ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  1	
    
  Unearthed	
    Arcana:	
    
  Psionics	
    &	
    the	
    Mystic,	
    Take	
    2	
    
  	
    
  The	
    material	
    presented	
    in	
    Unearthed	
    Arcana	
    will	
    
  range	
    from	
    mechanics	
    that	
    we	
    expect	
    one	
    day	
    to	
    
  publish	
    in	
    a	
    supplement	
    to	
    house	
    rules	
    from	
    our	
    
  home	
    campaigns	
    that	
    we	
    want	
    to	
    share,	
    from	
    core	
    
  system	
    options	
    to	
    setting-­‐‑specific	
    material.	
    
  	
     This	
    month,	
    Unearthed	
    Arcana	
    returns	
    to	
    the	
    
  mystic	
    character	
    class	
    and	
    the	
    rules	
    for	
    psionics.	
    
  Based	
    on	
    the	
    playtest	
    feedback	
    you	
    sent	
    us,	
    there	
    
  are	
    a	
    number	
    of	
    changes	
    you	
    can	
    expect:	
    
  •  The	
    class	
    now	
    goes	
    to	
    10th	
    level.	
    The	
    core	
    
  concepts	
    had	
    enough	
    support	
    that	
    we	
    feel	
    
  confident	
    moving	
    forward	
    with	
    them.	
    
  •  Psionics	
    is	
    more	
    flexible.	
    You	
    have	
    a	
    psychic	
    
  focus,	
    which	
    allows	
    you	
    to	
    pick	
    one	
    discipline	
    
  and	
    gain	
    a	
    constant,	
    special	
    benefit	
    from	
    it.	
    
  Otherwise,	
    you	
    can	
    expend	
    points	
    to	
    use	
    any	
    
  discipline	
    you	
    know.	
    
  •  Psionics	
    now	
    includes	
    psionic	
    talents,	
    the	
    
  equivalent	
    of	
    a	
    spellcaster’s	
    cantrips.	
    
  •  Psionic	
    disciplines	
    are	
    now	
    available	
    to	
    all	
    
  mystics,	
    regardless	
    of	
    mystic	
    order.	
    However,	
    
  your	
    order	
    grants	
    you	
    a	
    benefit	
    for	
    using	
    its	
    
  associated	
    disciplines.	
    
  	
     You	
    can	
    expect	
    a	
    survey	
    asking	
    for	
    feedback	
    on	
    
  these	
    draft	
    rules	
    in	
    a	
    month	
    or	
    so.	
    At	
    this	
    point,	
    
  we’re	
    not	
    necessarily	
    tied	
    to	
    any	
    of	
    these	
    options.	
    
  This	
    effort	
    is	
    merely	
    a	
    first	
    draft	
    to	
    gauge	
    where	
    
  we	
    should	
    start	
    and	
    what	
    kind	
    of	
    approach	
    to	
    
  psionics	
    in	
    fifth	
    edition	
    will	
    work	
    best.	
    Read	
    on	
    
  and	
    enjoy.	
    
  Psionics	
    
  Psionics	
    is	
    a	
    source	
    of	
    power	
    that	
    originates	
    from	
    
  within	
    a	
    creature’s	
    mind,	
    allowing	
    it	
    to	
    augment	
    its	
    
  physical	
    abilities	
    and	
    affect	
    the	
    minds	
    of	
    others.	
    
  Psionic	
    abilities	
    are	
    called	
    psionic	
    disciplines,	
    
  since	
    each	
    one	
    consists	
    of	
    rigid	
    mental	
    exercises	
    
  needed	
    to	
    place	
    a	
    creature	
    in	
    the	
    correct	
    mindset	
    
  to	
    wield	
    psionic	
    power.	
    
  	
     A	
    discipline	
    offers	
    a	
    number	
    of	
    abilities,	
    but	
    
  some	
    of	
    them	
    require	
    additional	
    energy	
    and	
    
  expertise	
    to	
    create	
    their	
    effects.	
    
  	
     Psionic	
    talents	
    are	
    akin	
    to	
    disciplines,	
    but	
    they	
    
  require	
    no	
    psi	
    energy	
    and	
    can	
    be	
    used	
    at	
    will.	
    They	
    
  are	
    almost	
    an	
    innate	
    part	
    of	
    the	
    mystic.	
    
  	
     In	
    addition,	
    a	
    creature	
    skilled	
    in	
    the	
    use	
    of	
    
  psionics	
    can	
    exert	
    its	
    psychic	
    focus	
    on	
    a	
    psionic	
    
  discipline.	
    This	
    effect	
    allows	
    a	
    creature	
    to	
    gain	
    a	
    
  constant	
    benefit	
    from	
    the	
    discipline.	
    
  Otherworldly	
    Power	
    
  Not	
    every	
    D&D	
    world	
    features	
    psionic	
    power	
    to	
    
  the	
    same	
    extent.	
    Psionics	
    indirectly	
    originates	
    
  from	
    the	
    Far	
    Realm,	
    a	
    dimension	
    outside	
    the	
    
  bounds	
    of	
    the	
    known	
    multiverse.	
    The	
    Far	
    Realm	
    
  has	
    its	
    own	
    alien	
    laws	
    of	
    physics	
    and	
    magic.	
    When	
    
  its	
    influence	
    extends	
    to	
    a	
    world,	
    the	
    Far	
    Realm	
    
  invariably	
    spawns	
    horrific	
    monsters	
    and	
    madness	
    
  as	
    it	
    bends	
    reality	
    to	
    its	
    own	
    rules.	
    
  	
     As	
    the	
    laws	
    of	
    reality	
    twist	
    and	
    turn,	
    individual	
    
  minds	
    can	
    be	
    awakened	
    to	
    the	
    cosmic	
    
  underpinnings	
    that	
    dictate	
    the	
    form	
    and	
    nature	
    of	
    
  reality.	
    The	
    tumult	
    caused	
    by	
    the	
    Far	
    Realm	
    
  creates	
    echoes	
    that	
    can	
    disturb	
    and	
    awaken	
    minds	
    
  that	
    would	
    otherwise	
    slumber.	
    Such	
    awakened	
    
  creatures	
    look	
    on	
    the	
    world	
    in	
    the	
    same	
    way	
    that	
    
  creatures	
    existing	
    in	
    three	
    dimensions	
    might	
    look	
    
  on	
    a	
    two-­‐‑dimensional	
    realm.	
    They	
    see	
    possibilities,	
    
  options,	
    and	
    connections	
    that	
    are	
    unfathomable	
    to	
    
  those	
    with	
    a	
    more	
    limited	
    view	
    of	
    reality.	
    
  	
     In	
    worlds	
    that	
    are	
    relatively	
    stable	
    and	
    hew	
    close	
    
  to	
    the	
    archetypal	
    D&D	
    setting	
    presented	
    in	
    the	
    
  core	
    rulebooks,	
    psionics	
    is	
    rare—or	
    might	
    not	
    
  exist	
    at	
    all.	
    The	
    cosmic	
    bindings	
    that	
    define	
    the	
    
  multiverse	
    are	
    strong	
    in	
    such	
    places,	
    making	
    it	
    
  unlikely	
    that	
    an	
    individual	
    mind	
    can	
    perceive	
    the	
    
  possibilities	
    offered	
    by	
    psionics.	
    Mystics	
    in	
    such	
    
  worlds	
    might	
    be	
    so	
    scarce	
    that	
    a	
    mystic	
    never	
    
  meets	
    another	
    practitioner	
    of	
    the	
    psionic	
    arts.	
    
  Characters	
    might	
    unlock	
    their	
    psionic	
    potential	
    by	
    
  random	
    chance,	
    and	
    ancient	
    tomes,	
    journals,	
    and	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  2	
    
  other	
    accounts	
    of	
    mystics	
    might	
    serve	
    as	
    the	
    only	
    
  guide	
    to	
    mastering	
    this	
    form	
    of	
    power.	
    	
    
  	
     Psionics	
    is	
    more	
    common	
    in	
    worlds	
    where	
    the	
    
  bounds	
    of	
    reality	
    have	
    been	
    twisted	
    and	
    warped.	
    
  The	
    realm	
    of	
    Athas	
    in	
    the	
    Dark	
    Sun	
    campaign	
    
  setting	
    is	
    the	
    prime	
    example	
    of	
    a	
    world	
    where	
    
  psionics	
    is	
    common.	
    The	
    gods	
    are	
    absent,	
    magic	
    
  has	
    been	
    twisted	
    into	
    an	
    ecological	
    scourge,	
    and	
    
  the	
    common	
    threads	
    that	
    bind	
    many	
    worlds	
    of	
    
  D&D	
    have	
    been	
    sundered.	
    By	
    contrast,	
    the	
    world	
    of	
    
  Eberron	
    is	
    a	
    setting	
    where	
    the	
    bounds	
    of	
    reality	
    
  have	
    been	
    tested	
    but	
    not	
    fully	
    broken.	
    Psionics	
    is	
    
  not	
    as	
    pervasive	
    in	
    Eberron	
    as	
    in	
    Athas,	
    but	
    the	
    
  influence	
    of	
    the	
    otherworldly	
    realm	
    of	
    Xoriat	
    
  makes	
    it	
    a	
    known	
    and	
    studied	
    art.	
    
  Psionics	
    and	
    Magic	
    
  Psionics	
    and	
    magic	
    are	
    two	
    distinct	
    forces.	
    In	
    
  general,	
    an	
    effect	
    that	
    affects	
    a	
    spell	
    has	
    no	
    effect	
    
  on	
    a	
    psionic	
    effect.	
    There	
    is	
    one	
    important	
    
  exception	
    to	
    this	
    rule.	
    A	
    psionic	
    effect	
    that	
    
  reproduces	
    a	
    spell	
    is	
    treated	
    as	
    magic.	
    A	
    psionic	
    
  effect	
    reproduces	
    a	
    spell	
    when	
    it	
    allows	
    a	
    psionic	
    
  creature	
    or	
    character	
    to	
    cast	
    a	
    spell.	
    In	
    this	
    case,	
    
  psionic	
    energy	
    taps	
    into	
    magic	
    and	
    manipulates	
    it	
    
  to	
    cast	
    the	
    spell.	
    
  	
     For	
    example,	
    the	
    mind	
    flayer	
    as	
    presented	
    in	
    the	
    
  Monster	
    Manual	
    has	
    the	
    Innate	
    Spellcasting	
    
  (Psionics)	
    feature.	
    This	
    feature	
    allows	
    the	
    mind	
    
  flayer	
    to	
    cast	
    a	
    set	
    of	
    spells	
    using	
    psionic	
    energy.	
    
  These	
    spells	
    can	
    be	
    countered	
    with	
    dispel	
    magic	
    
  and	
    similar	
    effects.	
    
  Mystic	
    
  A	
    mystic	
    draws	
    on	
    the	
    power	
    of	
    psionics—the	
    
  energy	
    of	
    the	
    mind—to	
    create	
    powerful	
    effects.	
    
  Class	
    Features	
    
  As	
    a	
    mystic,	
    you	
    gain	
    the	
    following	
    class	
    features.	
    
  Hit	
    Points	
    
  Hit	
    Dice:	
    1d8	
    per	
    mystic	
    level	
    
  Hit	
    Points	
    at	
    1st	
    Level:	
    8	
    +	
    your	
    Constitution	
    
  modifier	
    
  Hit	
    Points	
    at	
    Higher	
    Levels:	
    1d8	
    (or	
    5)	
    +	
    your	
    
  Constitution	
    modifier	
    per	
    mystic	
    level	
    after	
    1st	
    
  Proficiencies	
    
  Armor:	
    Light	
    armor,	
    medium	
    armor	
    
  Weapons:	
    Simple	
    weapons	
    
  Tools:	
    None	
    
  	
    
  Saving	
    Throws:	
    Intelligence,	
    Wisdom	
    
  Skills:	
    Choose	
    two	
    skills	
    from	
    Arcana,	
    History,	
    
  Insight,	
    Medicine,	
    Nature,	
    Perception,	
    and	
    
  Religion	
    
  Equipment	
    
  You	
    start	
    with	
    the	
    following	
    equipment,	
    in	
    
  addition	
    to	
    the	
    equipment	
    granted	
    by	
    your	
    
  background:	
    
  •  (a)	
    a	
    spear	
    or	
    (b)	
    a	
    mace	
    
  •  (a)	
    leather	
    armor	
    or	
    (b)	
    scale	
    mail	
    
  •  (a)	
    a	
    light	
    crossbow	
    and	
    20	
    bolts	
    or	
    (b)	
    any	
    
  simple	
    weapon	
    
  •  (a)	
    a	
    scholar’s	
    pack	
    or	
    (b)	
    an	
    explorer’s	
    pack	
    
  The	
    Mystic	
    
  	
    
  	
    
  Proficiency	
    
  	
    
  Talents	
     Disciplines	
    	
    
  Psi	
    	
    
  Psi	
    	
    
  Level	
    
  Bonus	
    
  Features	
    
  Known	
    
  Known	
    
  Points	
    
  Limit	
    
  1st	
    	
    
  +2	
    
  Psionics,	
    Mystic	
    Order	
    
  1	
    
  2	
    
  4	
    
  2	
    
  2nd	
    
  +2	
    
  Mystical	
    Recovery	
    
  1	
    
  3	
    
  6	
    
  2	
    
  3rd	
    
  +2	
    
  Mystic	
    Order	
    feature	
    
  2	
    
  3	
    
  14	
    
  3	
    
  4th	
    
  +2	
    
  Ability	
    Score	
    Improvement,	
    Strength	
    of	
    Mind	
    
  2	
    
  3	
    
  17	
    
  3	
    
  5th	
    
  +3	
    
  	
    
  2	
    
  4	
    
  27	
    
  5	
    
  6th	
    
  +3	
    
  Mystic	
    Order	
    feature	
    
  2	
    
  4	
    
  32	
    
  5	
    
  7th	
    
  +3	
    
  	
    
  2	
    
  5	
    
  38	
    
  6	
    
  8th	
    
  +3	
    
  Ability	
    Score	
    Improvement,	
    Mystic	
    Order	
    feature	
     2	
    
  5	
    
  44	
    
  6	
    
  9th	
    
  +4	
    
  	
    
  2	
    
  6	
    
  57	
    
  7	
    
  10th	
    
  +4	
    
  Consumptive	
    Power	
    
  3	
    
  6	
    
  64	
    
  7	
    
  	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  3	
    
  Psionics	
    
  As	
    a	
    student	
    of	
    psionics,	
    you	
    can	
    master	
    and	
    use	
    
  psionic	
    disciplines	
    and	
    talents.	
    
  Psionic	
    Talents	
    
  A	
    psionic	
    talent	
    is	
    a	
    minor	
    psionic	
    effect	
    you	
    have	
    
  mastered.	
    At	
    1st	
    level,	
    you	
    know	
    one	
    psionic	
    talent	
    
  of	
    your	
    choice	
    (see	
    the	
    talent	
    options	
    later	
    in	
    this	
    
  class	
    description).	
    You	
    learn	
    additional	
    talents	
    of	
    
  your	
    choice	
    at	
    higher	
    levels,	
    as	
    shown	
    in	
    the	
    
  Talents	
    Known	
    column	
    of	
    the	
    Mystic	
    table.	
    
  Psionic	
    Disciplines	
    
  A	
    psionic	
    discipline	
    is	
    a	
    rigid	
    set	
    of	
    mental	
    
  exercises	
    that	
    allows	
    a	
    mystic	
    to	
    manifest	
    psionic	
    
  power.	
    Such	
    disciplines	
    are	
    divided	
    into	
    two	
    
  categories:	
    lesser	
    disciplines	
    and	
    greater	
    
  disciplines.	
    A	
    mystic	
    masters	
    only	
    a	
    few	
    disciplines	
    
  at	
    a	
    time.	
    
  	
     At	
    1st	
    level,	
    you	
    know	
    two	
    lesser	
    disciplines	
    of	
    
  your	
    choice	
    (see	
    the	
    discipline	
    options	
    later	
    in	
    this	
    
  class	
    description).	
    You	
    learn	
    additional	
    disciplines	
    
  of	
    your	
    choice	
    at	
    higher	
    levels,	
    as	
    shown	
    in	
    the	
    
  Disciplines	
    Known	
    column	
    of	
    the	
    Mystic	
    table.	
    You	
    
  must	
    be	
    at	
    least	
    5th	
    level	
    to	
    learn	
    a	
    greater	
    
  discipline.	
    
  	
     In	
    addition,	
    whenever	
    you	
    gain	
    a	
    level	
    in	
    this	
    
  class,	
    you	
    can	
    replace	
    one	
    discipline	
    you	
    know	
    
  with	
    a	
    different	
    one	
    of	
    your	
    choice.	
    You	
    can	
    
  replace	
    a	
    lesser	
    discipline	
    with	
    a	
    greater	
    discipline,	
    
  but	
    only	
    if	
    you	
    are	
    at	
    least	
    5th	
    level.	
    
  Psi	
    Points	
    
  You	
    have	
    an	
    internal	
    reservoir	
    of	
    energy	
    that	
    can	
    
  be	
    devoted	
    to	
    the	
    psionic	
    disciplines	
    you	
    know.	
    
  This	
    energy	
    is	
    represented	
    by	
    psi	
    points.	
    Each	
    
  psionic	
    discipline	
    describes	
    effects	
    you	
    can	
    create	
    
  with	
    it	
    by	
    spending	
    a	
    certain	
    number	
    of	
    psi	
    points.	
    
  A	
    psionic	
    talent	
    requires	
    no	
    psi	
    points.	
    
  	
     The	
    number	
    of	
    psi	
    points	
    you	
    have	
    is	
    based	
    on	
    
  your	
    mystic	
    level,	
    as	
    shown	
    in	
    the	
    Psi	
    Points	
    
  column	
    of	
    the	
    Mystic	
    table.	
    The	
    number	
    shown	
    for	
    
  your	
    level	
    is	
    your	
    psi	
    point	
    maximum.	
    Your	
    psi	
    
  point	
    total	
    returns	
    to	
    its	
    maximum	
    after	
    you	
    finish	
    
  a	
    long	
    rest.	
    The	
    number	
    of	
    psi	
    points	
    you	
    have	
    
  can’t	
    go	
    below	
    0	
    or	
    over	
    your	
    maximum.	
    
  Psi	
    Limit	
    
  Though	
    you	
    have	
    access	
    to	
    a	
    potent	
    amount	
    of	
    
  psionic	
    energy,	
    it	
    takes	
    training	
    and	
    practice	
    to	
    
  channel	
    that	
    energy.	
    There	
    is	
    a	
    limit	
    on	
    the	
    
  number	
    of	
    psi	
    points	
    you	
    can	
    spend	
    to	
    activate	
    a	
    
  psionic	
    discipline.	
    The	
    limit	
    is	
    based	
    on	
    your	
    
  mystic	
    level,	
    as	
    shown	
    in	
    the	
    Psi	
    Limit	
    column	
    of	
    
  the	
    Mystic	
    table.	
    For	
    example,	
    as	
    a	
    3rd-­‐‑level	
    mystic,	
    
  you	
    can	
    spend	
    no	
    more	
    than	
    3	
    psi	
    points	
    on	
    a	
    
  discipline	
    each	
    time	
    you	
    use	
    it,	
    no	
    matter	
    how	
    
  many	
    psi	
    points	
    you	
    have.	
    
  Psychic	
    Focus	
    
  You	
    can	
    focus	
    psychic	
    energy	
    on	
    one	
    of	
    your	
    
  psionic	
    disciplines	
    to	
    draw	
    ongoing	
    benefits	
    from	
    
  it.	
    As	
    a	
    bonus	
    action,	
    you	
    can	
    choose	
    one	
    of	
    your	
    
  psionic	
    disciplines	
    and	
    gain	
    its	
    psychic	
    focus	
    
  benefit,	
    which	
    is	
    detailed	
    in	
    that	
    discipline’s	
    
  description.	
    The	
    benefit	
    lasts	
    until	
    you	
    are	
    
  incapacitated	
    or	
    until	
    you	
    use	
    another	
    bonus	
    
  action	
    to	
    choose	
    a	
    psychic	
    focus	
    benefit.	
    You	
    can	
    
  have	
    only	
    one	
    psychic	
    focus	
    benefit	
    at	
    a	
    time.	
    
  Psionic	
    Ability	
    
  Intelligence	
    is	
    your	
    psionic	
    ability	
    for	
    your	
    psionic	
    
  disciplines.	
    You	
    use	
    your	
    Intelligence	
    modifier	
    
  when	
    setting	
    the	
    saving	
    throw	
    DC	
    for	
    a	
    psionic	
    
  discipline	
    or	
    when	
    making	
    an	
    attack	
    roll	
    with	
    one.	
    
  	
    
  Discipline	
    save	
    DC	
    =	
    8	
    +	
    your	
    proficiency	
    bonus	
    +	
    
  your	
    Intelligence	
    modifier	
    
  	
    
  Discipline	
    attack	
    modifier	
    =	
    your	
    proficiency	
    
  bonus	
    +	
    your	
    Intelligence	
    modifier	
    
  Mystic	
    Order	
    
  At	
    1st	
    level,	
    you	
    choose	
    a	
    Mystic	
    Order:	
    the	
    Order	
    
  of	
    the	
    Awakened	
    or	
    the	
    Order	
    of	
    the	
    Immortal,	
    
  both	
    detailed	
    at	
    the	
    end	
    of	
    the	
    class	
    description.	
    
  Each	
    order	
    specializes	
    in	
    a	
    particular	
    approach	
    to	
    
  psionics.	
    Your	
    order	
    gives	
    you	
    features	
    when	
    you	
    
  choose	
    it	
    at	
    1st	
    level	
    and	
    additional	
    features	
    at	
    3rd,	
    
  6th,	
    and	
    8th	
    level.	
    
  Mystical	
    Recovery	
    
  Starting	
    at	
    2nd	
    level,	
    you	
    draw	
    vigor	
    from	
    the	
    psi	
    
  energy	
    you	
    use	
    to	
    power	
    psionic	
    disciplines	
    
  associated	
    with	
    your	
    Mystic	
    Order.	
    
  	
     Whenever	
    you	
    spend	
    psi	
    points	
    on	
    a	
    psionic	
    
  discipline	
    of	
    your	
    order,	
    you	
    regain	
    hit	
    points	
    
  equal	
    to	
    your	
    Intelligence	
    modifier	
    if	
    your	
    current	
    
  hit	
    point	
    total	
    equals	
    half	
    your	
    hit	
    point	
    maximum	
    
  or	
    less.	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  4	
    
  Ability	
    Score	
    Improvement	
    
  When	
    you	
    reach	
    4th	
    level,	
    and	
    again	
    at	
    8th	
    level,	
    
  you	
    can	
    increase	
    one	
    ability	
    score	
    of	
    your	
    choice	
    
  by	
    2,	
    or	
    you	
    can	
    increase	
    two	
    ability	
    scores	
    of	
    your	
    
  choice	
    by	
    1.	
    As	
    normal,	
    you	
    can’t	
    increase	
    an	
    
  ability	
    score	
    above	
    20	
    using	
    this	
    feature.	
    
  Strength	
    of	
    Mind	
    
  Even	
    the	
    simplest	
    psionic	
    techniques	
    require	
    a	
    
  deep	
    understanding	
    of	
    how	
    psionic	
    energy	
    can	
    
  augment	
    mind	
    and	
    body.	
    This	
    understanding	
    
  allows	
    you	
    to	
    alter	
    your	
    defenses	
    to	
    better	
    deal	
    
  with	
    threats.	
    
  	
     Starting	
    at	
    4th	
    level,	
    you	
    can	
    replace	
    your	
    
  proficiency	
    in	
    Wisdom	
    saving	
    throws	
    whenever	
    
  you	
    finish	
    a	
    short	
    or	
    long	
    rest.	
    To	
    do	
    so,	
    choose	
    
  Strength,	
    Dexterity,	
    Constitution,	
    or	
    Charisma.	
    You	
    
  gain	
    proficiency	
    in	
    saves	
    using	
    that	
    ability,	
    instead	
    
  of	
    Wisdom.	
    This	
    change	
    lasts	
    until	
    you	
    finish	
    your	
    
  next	
    short	
    or	
    long	
    rest.	
    
  Consumptive	
    Power	
    
  At	
    10th	
    level,	
    you	
    gain	
    the	
    ability	
    to	
    sacrifice	
    your	
    
  health	
    in	
    exchange	
    for	
    psychic	
    power.	
    As	
    a	
    bonus	
    
  action,	
    you	
    regain	
    up	
    to	
    5	
    psi	
    points.	
    For	
    each	
    point	
    
  you	
    choose	
    to	
    regain	
    this	
    way,	
    your	
    current	
    hit	
    
  points	
    and	
    hit	
    point	
    maximum	
    are	
    both	
    reduced	
    by	
    
  1	
    for	
    each	
    level	
    you	
    have	
    in	
    this	
    class.	
    This	
    
  reduction	
    can’t	
    be	
    lessened	
    in	
    any	
    way.	
    
  	
     Once	
    you	
    use	
    this	
    feature,	
    you	
    can’t	
    use	
    it	
    again	
    
  until	
    you	
    finish	
    a	
    long	
    rest,	
    and	
    the	
    reduction	
    to	
    
  your	
    hit	
    point	
    maximum	
    lasts	
    until	
    you	
    finish	
    a	
    
  long	
    rest.	
    
  Mystic	
    Orders	
    
  Psionics	
    is	
    a	
    mysterious	
    form	
    of	
    power	
    within	
    
  most	
    D&D	
    worlds.	
    Secretive	
    orders	
    study	
    its	
    
  origins	
    and	
    applications,	
    while	
    pushing	
    the	
    
  boundaries	
    of	
    what	
    psychic	
    power	
    can	
    achieve.	
    
  	
     Each	
    mystic	
    order	
    pursues	
    a	
    specific	
    goal	
    for	
    
  psionic	
    power.	
    That	
    goal	
    shapes	
    how	
    the	
    members	
    
  of	
    an	
    order	
    understand	
    psionics	
    and	
    determines	
    
  the	
    disciplines	
    they	
    master.	
    
  Order	
    of	
    the	
    Awakened	
    
  Mystics	
    dedicated	
    to	
    the	
    Order	
    of	
    the	
    Awakened	
    
  seek	
    to	
    unlock	
    the	
    full	
    potential	
    of	
    the	
    mind.	
    By	
    
  transcending	
    the	
    physical,	
    the	
    Awakened	
    hope	
    to	
    
  attain	
    a	
    perfect	
    state	
    of	
    being—focused	
    on	
    pure	
    
  intellect	
    and	
    mental	
    energy.	
    
  	
     The	
    Awakened	
    are	
    skilled	
    at	
    bending	
    minds	
    and	
    
  unleashing	
    devastating	
    psychic	
    attacks,	
    and	
    are	
    
  able	
    to	
    read	
    the	
    secrets	
    of	
    the	
    world	
    through	
    
  psionic	
    energy.	
    Awakened	
    mystics	
    who	
    take	
    to	
    
  adventuring	
    excel	
    at	
    unraveling	
    mysteries,	
    solving	
    
  puzzles,	
    and	
    defeating	
    monsters	
    by	
    turning	
    them	
    
  into	
    unwilling	
    pawns.	
    
  Mind	
    Mastery	
    
  At	
    1st	
    level,	
    you	
    gain	
    the	
    mind	
    meld	
    and	
    thought	
    
  spear	
    psionic	
    talents	
    (these	
    are	
    in	
    addition	
    to	
    the	
    
  talents	
    you	
    gain	
    in	
    the	
    Mystic	
    table).	
    If	
    you	
    already	
    
  have	
    either	
    one,	
    you	
    can	
    pick	
    any	
    other	
    talent	
    to	
    
  replace	
    it.	
    
  Awakened	
    Expertise	
    
  Starting	
    at	
    1st	
    level,	
    your	
    focused	
    mental	
    training	
    
  grants	
    you	
    extended	
    knowledge.	
    You	
    gain	
    
  proficiency	
    in	
    two	
    skills	
    of	
    your	
    choice.	
    
  	
     In	
    addition,	
    choose	
    one	
    skill	
    you	
    are	
    proficient	
    in.	
    
  Your	
    proficiency	
    bonus	
    is	
    doubled	
    for	
    any	
    ability	
    
  check	
    you	
    make	
    that	
    uses	
    that	
    skill.	
    
  Psionic	
    Investigation	
    
  At	
    3rd	
    level,	
    you	
    can	
    focus	
    your	
    mind	
    to	
    read	
    the	
    
  psionic	
    imprint	
    left	
    on	
    an	
    object.	
    If	
    you	
    hold	
    an	
    
  object	
    and	
    concentrate	
    on	
    it	
    for	
    10	
    minutes	
    (as	
    if	
    
  concentrating	
    on	
    a	
    psionic	
    discipline),	
    you	
    learn	
    a	
    
  few	
    basic	
    facts	
    about	
    it.	
    You	
    gain	
    a	
    mental	
    image	
    
  from	
    the	
    object’s	
    point	
    of	
    view,	
    showing	
    the	
    last	
    
  creature	
    to	
    hold	
    the	
    object,	
    regardless	
    of	
    how	
    long	
    
  ago	
    it	
    was	
    last	
    handled.	
    
  	
     You	
    also	
    learn	
    of	
    any	
    events	
    that	
    have	
    occurred	
    
  within	
    20	
    feet	
    of	
    the	
    object	
    within	
    the	
    past	
    24	
    
  hours.	
    The	
    events	
    you	
    perceive	
    unfold	
    from	
    the	
    
  object’s	
    perspective.	
    You	
    see	
    and	
    hear	
    such	
    events	
    
  as	
    if	
    you	
    were	
    there,	
    but	
    can’t	
    use	
    other	
    senses.	
    
  	
     Additionally,	
    you	
    can	
    embed	
    an	
    intangible	
    
  psionic	
    sensor	
    within	
    the	
    object.	
    For	
    the	
    next	
    24	
    
  hours,	
    you	
    can	
    use	
    an	
    action	
    to	
    learn	
    the	
    object’s	
    
  location	
    relative	
    to	
    you	
    (its	
    distance	
    and	
    direction)	
    
  and	
    to	
    look	
    at	
    the	
    object’s	
    surroundings	
    from	
    its	
    
  point	
    of	
    view	
    as	
    if	
    you	
    were	
    there.	
    This	
    perception	
    
  lasts	
    until	
    the	
    start	
    of	
    your	
    next	
    turn.	
    
  Psychic	
    Surge	
    
  Starting	
    at	
    6th	
    level,	
    you	
    overload	
    your	
    psychic	
    
  focus	
    to	
    batter	
    down	
    an	
    opponent’s	
    defenses.	
    You	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  5	
    
  can	
    impose	
    disadvantage	
    on	
    a	
    target’s	
    saving	
    
  throw	
    against	
    a	
    discipline	
    or	
    talent	
    you	
    use,	
    but	
    at	
    
  the	
    cost	
    of	
    using	
    your	
    psychic	
    focus.	
    Your	
    focus	
    
  immediately	
    ends,	
    and	
    you	
    can’t	
    use	
    it	
    again	
    until	
    
  you	
    finish	
    a	
    short	
    or	
    long	
    rest.	
    You	
    can’t	
    use	
    this	
    
  feature	
    if	
    you	
    can’t	
    use	
    your	
    psychic	
    focus.	
    
  Potent	
    Psionics	
    
  At	
    8th	
    level,	
    you	
    can	
    add	
    your	
    Intelligence	
    modifier	
    
  to	
    the	
    damage	
    you	
    deal	
    with	
    any	
    psionic	
    talent.	
    
  Order	
    of	
    the	
    Immortal	
    
  The	
    Order	
    of	
    the	
    Immortal	
    strives	
    to	
    achieve	
    
  physical	
    perfection	
    by	
    augmenting	
    the	
    body’s	
    
  natural	
    strength	
    with	
    psychic	
    power.	
    This	
    order’s	
    
  goal	
    is	
    for	
    its	
    members	
    to	
    achieve	
    immortality	
    by	
    
  overcoming	
    the	
    effects	
    of	
    aging	
    through	
    rigorous	
    
  discipline	
    and	
    psionic	
    perfection.	
    To	
    members	
    of	
    
  this	
    order,	
    psionic	
    energy	
    is	
    a	
    tool	
    to	
    augment,	
    
  control,	
    and	
    perfect	
    the	
    physical	
    body.	
    
  	
     Members	
    of	
    this	
    order	
    who	
    take	
    up	
    the	
    
  adventuring	
    life	
    are	
    skilled	
    warriors.	
    Their	
    psionic	
    
  abilities	
    allow	
    them	
    to	
    shrug	
    off	
    injuries	
    and	
    
  hazards,	
    while	
    focusing	
    their	
    strength	
    and	
    speed	
    in	
    
  combat.	
    
  Martial	
    Order	
    
  At	
    1st	
    level,	
    you	
    gain	
    proficiency	
    with	
    martial	
    
  weapons,	
    heavy	
    armor,	
    and	
    shields.	
    
  Psionic	
    Resilience	
    
  At	
    3rd	
    level,	
    you	
    learn	
    to	
    use	
    psionic	
    energy	
    to	
    
  speed	
    up	
    your	
    natural	
    healing.	
    At	
    the	
    start	
    of	
    each	
    
  of	
    your	
    turns,	
    you	
    gain	
    temporary	
    hit	
    points	
    equal	
    
  to	
    your	
    Intelligence	
    modifier,	
    provided	
    that	
    you	
    
  have	
    at	
    least	
    1	
    hit	
    point.	
    
  Surge	
    of	
    Health	
    
  Starting	
    at	
    6th	
    level,	
    you	
    can	
    draw	
    on	
    your	
    psychic	
    
  focus	
    to	
    escape	
    death’s	
    grasp.	
    As	
    a	
    reaction	
    when	
    
  you	
    take	
    damage,	
    you	
    can	
    halve	
    that	
    damage	
    
  against	
    you.	
    Your	
    psychic	
    focus	
    immediately	
    ends,	
    
  and	
    you	
    can’t	
    use	
    it	
    again	
    until	
    you	
    finish	
    a	
    short	
    or	
    
  long	
    rest.	
    You	
    can’t	
    use	
    this	
    ability	
    if	
    you	
    can’t	
    use	
    
  your	
    psychic	
    focus.	
    
  Cutting	
    Resonance	
    
  At	
    8th	
    level,	
    you	
    gain	
    the	
    ability	
    to	
    infuse	
    your	
    
  weapon	
    attacks	
    with	
    psychic	
    energy.	
    Once	
    on	
    each	
    
  of	
    your	
    turns	
    when	
    you	
    hit	
    a	
    creature	
    with	
    a	
    
  weapon,	
    you	
    can	
    deal	
    an	
    extra	
    1d8	
    psychic	
    damage	
    
  to	
    the	
    target.	
    When	
    you	
    reach	
    14th	
    level,	
    this	
    extra	
    
  damage	
    increases	
    to	
    2d8.	
    
  Psionic	
    Disciplines	
    
  Psionic	
    disciplines	
    are	
    the	
    heart	
    of	
    a	
    mystic’s	
    craft.	
    
  They	
    are	
    the	
    mental	
    exercises	
    and	
    psychic	
    
  formulae	
    used	
    to	
    forge	
    inner	
    will	
    into	
    tangible	
    
  effects.	
    
  	
     Disciplines	
    were	
    each	
    discovered	
    by	
    different	
    
  orders	
    and	
    tend	
    to	
    reflect	
    their	
    creators’	
    ethos	
    and	
    
  specialties.	
    However,	
    a	
    mystic	
    may	
    learn	
    any	
    
  discipline	
    regardless	
    of	
    its	
    associated	
    order.	
    
  Using	
    a	
    Discipline	
    
  Each	
    discipline	
    has	
    a	
    number	
    of	
    ways	
    you	
    can	
    use	
    
  it,	
    all	
    contained	
    in	
    its	
    description.	
    The	
    discipline	
    
  specifies	
    the	
    type	
    of	
    action	
    and	
    number	
    of	
    psi	
    
  points	
    needed	
    to	
    use	
    its	
    effect	
    options.	
    It	
    also	
    
  details	
    whether	
    you	
    must	
    concentrate	
    on	
    its	
    effects,	
    
  how	
    many	
    targets	
    it	
    affects,	
    what	
    saving	
    throws	
    it	
    
  requires,	
    and	
    so	
    on.	
    
  	
     The	
    following	
    sections	
    go	
    into	
    more	
    detail	
    on	
    
  using	
    a	
    discipline.	
    
  Psychic	
    Focus	
    
  The	
    Psychic	
    Focus	
    section	
    of	
    a	
    discipline	
    describes	
    
  the	
    benefit	
    you	
    gain	
    when	
    you	
    choose	
    that	
    
  discipline	
    for	
    your	
    psychic	
    focus.	
    
  Effect	
    Options	
    and	
    Psi	
    Points	
    
  A	
    discipline	
    provides	
    different	
    options	
    for	
    how	
    to	
    
  use	
    it	
    with	
    your	
    psi	
    points.	
    Each	
    effect	
    option	
    has	
    a	
    
  name,	
    and	
    the	
    psi	
    point	
    cost	
    of	
    that	
    option	
    appears	
    
  in	
    parentheses	
    after	
    its	
    name.	
    You	
    must	
    spend	
    that	
    
  number	
    of	
    psi	
    points	
    to	
    use	
    that	
    option,	
    while	
    
  abiding	
    by	
    your	
    psi	
    limit.	
    If	
    you	
    don’t	
    have	
    enough	
    
  psi	
    points	
    left,	
    or	
    the	
    cost	
    is	
    above	
    your	
    psi	
    limit,	
    
  you	
    can’t	
    use	
    the	
    option.	
    
  	
     Some	
    options	
    show	
    a	
    range	
    of	
    psi	
    points,	
    rather	
    
  than	
    a	
    specific	
    cost.	
    To	
    use	
    that	
    option,	
    you	
    must	
    
  spend	
    a	
    number	
    of	
    points	
    within	
    that	
    point	
    range,	
    
  still	
    abiding	
    by	
    your	
    psi	
    limit.	
    
  	
     Each	
    option	
    notes	
    specific	
    information	
    about	
    its	
    
  effect,	
    including	
    the	
    action	
    required	
    to	
    use	
    it	
    (if	
    
  any),	
    its	
    range,	
    and	
    whether	
    it	
    requires	
    
  concentration.	
    If	
    an	
    option	
    doesn’t	
    state	
    that	
    it	
    is	
    
  used	
    as	
    an	
    action,	
    a	
    bonus	
    action,	
    or	
    a	
    reaction,	
    
  using	
    it	
    requires	
    no	
    action.	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  6	
    
  Components	
    
  Disciplines	
    don’t	
    require	
    the	
    components	
    that	
    
  many	
    spells	
    require.	
    Using	
    a	
    discipline	
    requires	
    no	
    
  spoken	
    words,	
    gestures,	
    or	
    materials.	
    The	
    power	
    
  of	
    psionics	
    comes	
    from	
    the	
    mind.	
    
  Duration	
    
  An	
    option	
    in	
    a	
    discipline	
    specifies	
    how	
    long	
    its	
    
  effect	
    lasts.	
    
  	
     Instantaneous.	
    If	
    no	
    duration	
    is	
    specified,	
    the	
    
  effect	
    of	
    an	
    option	
    is	
    instantaneous.	
    
  	
     Concentration.	
    Some	
    effect	
    options	
    require	
    
  concentration.	
    This	
    requirement	
    is	
    noted	
    with	
    a	
    “C”	
    
  after	
    the	
    option’s	
    psi	
    point	
    cost.	
    
  	
     Concentrating	
    on	
    a	
    discipline	
    follows	
    the	
    same	
    
  rules	
    as	
    concentrating	
    on	
    a	
    spell.	
    This	
    rule	
    means	
    
  you	
    can’t	
    concentrate	
    on	
    a	
    spell	
    and	
    a	
    discipline	
    at	
    
  the	
    same	
    time,	
    nor	
    can	
    you	
    concentrate	
    on	
    two	
    
  disciplines	
    at	
    the	
    same	
    time.	
    
  Targets	
    and	
    Areas	
    of	
    Effect	
    
  Psionic	
    disciplines	
    use	
    the	
    same	
    rules	
    as	
    spells	
    for	
    
  determining	
    targets	
    and	
    areas	
    of	
    effect.	
    See	
    
  chapter	
    10,	
    “Spellcasting,”	
    of	
    the	
    Player’s	
    Handbook.	
    
  Saving	
    Throws	
    and	
    Attack	
    Rolls	
    
  If	
    a	
    discipline	
    requires	
    a	
    saving	
    throw,	
    it	
    specifies	
    
  the	
    type	
    of	
    save	
    and	
    the	
    results	
    of	
    a	
    successful	
    or	
    
  failed	
    saving	
    throw.	
    The	
    DC	
    is	
    determined	
    by	
    your	
    
  psionic	
    ability.	
    
  	
     Some	
    disciplines	
    require	
    you	
    to	
    make	
    an	
    attack	
    
  roll	
    to	
    determine	
    whether	
    the	
    discipline’s	
    effect	
    
  hits	
    its	
    target.	
    The	
    attack	
    roll	
    uses	
    your	
    psionic	
    
  ability.	
    
  Combining	
    Psionic	
    Effects	
    
  The	
    effects	
    of	
    different	
    psionic	
    disciplines	
    add	
    
  together	
    while	
    the	
    durations	
    of	
    those	
    disciplines	
    
  overlap.	
    Likewise,	
    different	
    options	
    from	
    a	
    single	
    
  psionic	
    discipline	
    combine	
    if	
    they	
    are	
    active	
    at	
    the	
    
  same	
    time.	
    However,	
    a	
    specific	
    option	
    from	
    a	
    
  psionic	
    discipline	
    doesn’t	
    combine	
    with	
    itself	
    if	
    
  that	
    option	
    is	
    used	
    multiple	
    times.	
    Instead,	
    the	
    
  most	
    potent	
    effect—usually	
    dependent	
    on	
    how	
    
  many	
    psi	
    points	
    were	
    used	
    to	
    create	
    the	
    effect—
  applies	
    while	
    the	
    durations	
    of	
    the	
    effects	
    overlap.	
    	
    
  	
     Psionics	
    and	
    magic	
    are	
    separate	
    effects,	
    and	
    
  therefore	
    their	
    benefits	
    and	
    drawbacks	
    overlap.	
    A	
    
  psionic	
    effect	
    that	
    reproduces	
    a	
    spell	
    is	
    an	
    
  exception	
    to	
    this	
    rule	
    (see	
    “Psionics	
    and	
    Magic”	
    
  earlier,	
    as	
    well	
    as	
    “Combining	
    Magical	
    Effects”	
    in	
    
  chapter	
    10,	
    “Spellcasting,”	
    of	
    the	
    Player’s	
    
  Handbook).	
    
  Discipline	
    Descriptions	
    
  The	
    following	
    disciplines	
    are	
    presented	
    in	
    
  alphabetical	
    order.	
    
  Psionic	
    Disciplines	
    
  Discipline	
    
  Rank	
    
  Order	
    
  Adaptive	
    Body	
    
  Greater	
    
  Immortal	
    
  Body	
    of	
    Wind	
    
  Greater	
    
  Immortal	
    
  Celerity	
    
  Lesser	
    
  Immortal	
    
  Conquering	
    Mind	
    
  Lesser	
    
  Awakened	
    
  Intellect	
    Fortress	
    
  Lesser	
    
  Awakened	
    
  Iron	
    Durability	
    
  Lesser	
    
  Immortal	
    
  Mind	
    Over	
    Emotion	
    
  Greater	
    
  Awakened	
    
  Mind	
    Vault	
    
  Lesser	
    
  Awakened	
    
  Psionic	
    Restoration	
    
  Lesser	
    
  Awakened	
    
  Psionic	
    Weapon	
    
  Lesser	
    
  Immortal	
    
  Third	
    Eye	
    
  Lesser	
    
  Awakened	
    
  	
    
  Adaptive	
    Body	
    
  Greater	
    discipline	
    (immortal)	
    
  You	
    can	
    alter	
    your	
    body	
    to	
    withstand	
    punishing	
    
  environments.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    don’t	
    need	
    to	
    eat,	
    sleep,	
    or	
    breathe.	
    
  	
     Energy	
    Adaptation	
    (5,	
    C).	
    As	
    an	
    action,	
    you	
    
  touch	
    a	
    creature	
    and	
    give	
    it	
    resistance	
    to	
    acid,	
    cold,	
    
  fire,	
    lightning,	
    or	
    thunder	
    damage	
    for	
    up	
    to	
    1	
    hour.	
    
  	
     Energy	
    Immunity	
    (7,	
    C).	
    As	
    an	
    action,	
    you	
    touch	
    
  a	
    creature	
    and	
    give	
    it	
    immunity	
    to	
    acid,	
    cold,	
    fire,	
    
  lightning,	
    or	
    thunder	
    damage	
    for	
    up	
    to	
    1	
    hour.	
    
  Body	
    of	
    Wind	
    
  Greater	
    discipline	
    (immortal)	
    
  You	
    and	
    your	
    possessions	
    take	
    on	
    a	
    gaseous	
    
  quality,	
    allowing	
    you	
    to	
    move	
    like	
    a	
    howling	
    gale,	
    
  squeeze	
    through	
    small	
    spaces,	
    and	
    escape	
    danger.	
    
  You	
    move	
    with	
    the	
    lightest	
    steps	
    using	
    this	
    
  discipline.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    take	
    no	
    falling	
    damage	
    and	
    ignore	
    difficult	
    
  terrain.	
    
  	
     Wind	
    Step	
    (1–7).	
    As	
    your	
    move,	
    you	
    can	
    fly	
    up	
    
  to	
    20	
    feet	
    for	
    each	
    psi	
    point	
    you	
    spend.	
    You	
    must	
    
  land	
    at	
    the	
    end	
    of	
    this	
    movement,	
    otherwise	
    you	
    
  fall,	
    unless	
    you	
    have	
    some	
    means	
    of	
    staying	
    aloft.	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  7	
    
  	
     Wind	
    Form	
    (5,	
    C).	
    As	
    an	
    action,	
    you	
    gain	
    a	
    flying	
    
  speed	
    of	
    60	
    feet	
    for	
    10	
    minutes.	
    
  	
     Misty	
    Form	
    (7,	
    C).	
    As	
    an	
    action,	
    your	
    body	
    
  becomes	
    mist-­‐‑like.	
    In	
    this	
    form,	
    you	
    gain	
    
  resistance	
    to	
    bludgeoning,	
    piercing,	
    and	
    slashing	
    
  damage.	
    You	
    can	
    pass	
    through	
    openings	
    that	
    are	
    
  no	
    more	
    than	
    an	
    inch	
    wide.	
    This	
    benefit	
    lasts	
    for	
    
  up	
    to	
    1	
    hour.	
    
  Celerity	
    
  Lesser	
    discipline	
    (immortal)	
    
  You	
    channel	
    psionic	
    power	
    into	
    your	
    body,	
    honing	
    
  your	
    reflexes	
    and	
    agility	
    to	
    an	
    incredible	
    degree.	
    In	
    
  your	
    eyes,	
    the	
    world	
    seems	
    to	
    slow	
    down	
    while	
    
  you	
    continue	
    to	
    move	
    as	
    normal.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  your	
    speed	
    increases	
    by	
    5	
    feet,	
    and	
    you	
    have	
    
  advantage	
    on	
    initiative	
    checks.	
    If	
    you	
    are	
    surprised,	
    
  you	
    can	
    spend	
    1	
    psi	
    point	
    to	
    no	
    longer	
    be	
    
  surprised.	
    
  	
     Seize	
    the	
    Initiative	
    (1–5).	
    When	
    you	
    roll	
    
  initiative,	
    you	
    can	
    use	
    your	
    reaction	
    to	
    give	
    
  yourself	
    or	
    one	
    creature	
    you	
    can	
    see	
    within	
    60	
    feet	
    
  of	
    you	
    a	
    +2	
    bonus	
    to	
    initiative	
    for	
    each	
    psi	
    point	
    
  you	
    spend.	
    
  	
     Surge	
    of	
    Speed	
    (2).	
    As	
    a	
    bonus	
    action,	
    you	
    
  increase	
    your	
    speed	
    by	
    30	
    feet	
    until	
    the	
    end	
    of	
    
  your	
    turn.	
    In	
    addition,	
    you	
    don’t	
    provoke	
    
  opportunity	
    attacks	
    this	
    turn.	
    
  	
     Surge	
    of	
    Action	
    (5).	
    As	
    a	
    bonus	
    action,	
    you	
    can	
    
  gain	
    an	
    additional	
    action	
    this	
    turn.	
    That	
    action	
    can	
    
  be	
    used	
    only	
    to	
    take	
    the	
    Attack	
    (one	
    attack	
    only),	
    
  Dash,	
    Disengage,	
    Hide,	
    or	
    Use	
    an	
    Object	
    action.	
    
  Conquering	
    Mind	
    
  Lesser	
    discipline	
    (awakened)	
    
  By	
    channeling	
    psionic	
    power,	
    you	
    gain	
    the	
    ability	
    
  to	
    control	
    other	
    creatures	
    by	
    substituting	
    your	
    will	
    
  for	
    their	
    own.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    gain	
    proficiency	
    in	
    one	
    of	
    the	
    following	
    skills	
    
  of	
    your	
    choice:	
    Deception,	
    Intimidation,	
    
  Performance,	
    or	
    Persuasion.	
    You	
    can	
    change	
    the	
    
  chosen	
    skill	
    each	
    time	
    you	
    apply	
    your	
    focus	
    to	
    this	
    
  discipline.	
    
  	
     Exacting	
    Query	
    (2).	
    As	
    an	
    action,	
    you	
    target	
    a	
    
  creature	
    that	
    you	
    can	
    see	
    within	
    120	
    feet	
    of	
    you.	
    
  The	
    target	
    must	
    make	
    an	
    Intelligence	
    saving	
    throw	
    
  (it	
    succeeds	
    automatically	
    if	
    it	
    is	
    immune	
    to	
    being	
    
  charmed).	
    On	
    a	
    failed	
    save,	
    the	
    target	
    truthfully	
    
  answers	
    one	
    brief	
    question	
    you	
    ask	
    it	
    as	
    part	
    of	
    
  this	
    action,	
    provided	
    that	
    it	
    understands	
    the	
    
  question.	
    On	
    a	
    successful	
    save,	
    the	
    target	
    is	
    
  unaffected,	
    and	
    you	
    can’t	
    use	
    this	
    ability	
    on	
    it	
    again	
    
  until	
    you	
    finish	
    a	
    long	
    rest.	
    
  	
     Occluded	
    Mind	
    (2).	
    As	
    an	
    action,	
    you	
    target	
    a	
    
  creature	
    that	
    you	
    can	
    see	
    within	
    120	
    feet	
    of	
    you.	
    
  The	
    target	
    must	
    make	
    an	
    Intelligence	
    saving	
    throw	
    
  (it	
    succeeds	
    automatically	
    if	
    it	
    is	
    immune	
    to	
    being	
    
  charmed).	
    On	
    a	
    failed	
    save,	
    the	
    target	
    believes	
    one	
    
  statement	
    of	
    your	
    choice	
    for	
    the	
    next	
    5	
    minutes,	
    
  provided	
    that	
    it	
    understands	
    the	
    statement.	
    The	
    
  statement	
    can	
    be	
    up	
    to	
    ten	
    words	
    long,	
    and	
    must	
    
  describe	
    you	
    or	
    a	
    creature	
    or	
    object	
    the	
    target	
    can	
    
  see.	
    On	
    a	
    successful	
    save,	
    the	
    target	
    is	
    unaffected,	
    
  and	
    you	
    can’t	
    use	
    this	
    ability	
    on	
    it	
    again	
    until	
    you	
    
  finish	
    a	
    long	
    rest.	
    
  	
     Broken	
    Will	
    (5).	
    As	
    an	
    action,	
    you	
    target	
    a	
    
  creature	
    that	
    you	
    can	
    see	
    within	
    120	
    feet	
    of	
    you.	
    
  The	
    target	
    must	
    make	
    an	
    Intelligence	
    saving	
    throw.	
    
  On	
    a	
    failed	
    save,	
    the	
    target	
    is	
    charmed	
    until	
    the	
    
  end	
    of	
    its	
    next	
    turn,	
    during	
    which	
    you	
    choose	
    its	
    
  movement	
    and	
    action.	
    On	
    a	
    successful	
    save,	
    the	
    
  target	
    is	
    unaffected,	
    and	
    you	
    can’t	
    use	
    this	
    ability	
    
  on	
    that	
    creature	
    again	
    until	
    you	
    finish	
    a	
    long	
    rest.	
    
  	
     Psychic	
    Grip	
    (7,	
    C).	
    As	
    an	
    action,	
    you	
    target	
    a	
    
  creature	
    you	
    can	
    see.	
    The	
    target	
    must	
    make	
    an	
    
  Intelligence	
    saving	
    throw.	
    On	
    a	
    failed	
    save,	
    you	
    
  overload	
    the	
    creature	
    with	
    psychic	
    energy.	
    The	
    
  target	
    is	
    paralyzed	
    for	
    1	
    minute,	
    but	
    at	
    the	
    end	
    of	
    
  each	
    of	
    its	
    turns	
    it	
    can	
    make	
    another	
    Intelligence	
    
  saving	
    throw.	
    On	
    a	
    success,	
    this	
    effect	
    ends.	
    On	
    a	
    
  failure,	
    you	
    can	
    use	
    your	
    reaction	
    to	
    force	
    the	
    
  target	
    to	
    move	
    up	
    to	
    half	
    its	
    speed,	
    despite	
    being	
    
  paralyzed.	
    
  Intellect	
    Fortress	
    
  Lesser	
    discipline	
    (awakened)	
    
  You	
    forge	
    an	
    indomitable	
    wall	
    of	
    psionic	
    energy	
    
  around	
    your	
    mind—one	
    that	
    allows	
    you	
    to	
    launch	
    
  reflexive	
    counterattacks	
    against	
    your	
    opponents.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    gain	
    resistance	
    to	
    psychic	
    damage.	
    
  	
     Psychic	
    Backlash	
    (1).	
    As	
    a	
    reaction,	
    you	
    can	
    
  impose	
    disadvantage	
    on	
    one	
    attack	
    roll	
    made	
    
  against	
    you	
    if	
    you	
    can	
    see	
    the	
    attacker.	
    If	
    the	
    attack	
    
  still	
    hits	
    you,	
    the	
    attacker	
    takes	
    psychic	
    damage	
    
  equal	
    to	
    half	
    your	
    mystic	
    level	
    (rounded	
    up).	
    
  	
     Psychic	
    Parry	
    (1–3).	
    As	
    a	
    reaction	
    when	
    you	
    
  make	
    an	
    Intelligence,	
    a	
    Wisdom,	
    or	
    a	
    Charisma	
    
  saving	
    throw,	
    you	
    gain	
    a	
    +2	
    bonus	
    to	
    that	
    saving	
    
  throw	
    for	
    each	
    psi	
    point	
    you	
    spend.	
    You	
    can	
    use	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  8	
    
  this	
    ability	
    after	
    rolling	
    the	
    die	
    but	
    before	
    applying	
    
  the	
    result.	
    
  	
     Psychic	
    Redoubt	
    (5,	
    C).	
    As	
    an	
    action,	
    you	
    create	
    
  a	
    field	
    of	
    protective	
    psychic	
    energy.	
    For	
    the	
    next	
    10	
    
  minutes,	
    you	
    and	
    creatures	
    of	
    your	
    choice	
    gain	
    the	
    
  following	
    benefits	
    while	
    within	
    30	
    feet	
    of	
    you:	
    
  resistance	
    to	
    psychic	
    damage	
    and	
    advantage	
    on	
    
  Intelligence,	
    Wisdom,	
    and	
    Charisma	
    saving	
    throws.	
    
  Iron	
    Durability	
    
  Lesser	
    discipline	
    (immortal)	
    
  This	
    discipline	
    grants	
    you	
    unmatched	
    toughness	
    
  and	
    resilience	
    on	
    the	
    battlefield.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    gain	
    a	
    +1	
    bonus	
    to	
    AC.	
    
  	
     Psionic	
    Recovery	
    (2).	
    As	
    an	
    action,	
    you	
    can	
    
  spend	
    up	
    to	
    two	
    Hit	
    Dice.	
    Roll	
    each	
    die,	
    add	
    your	
    
  Constitution	
    modifier	
    to	
    it,	
    and	
    regain	
    hit	
    points	
    
  equal	
    to	
    the	
    total.	
    
  	
     Iron	
    Hide	
    (1–3).	
    As	
    a	
    reaction	
    when	
    you	
    are	
    
  attacked,	
    you	
    gain	
    a	
    +2	
    bonus	
    to	
    AC	
    for	
    each	
    psi	
    
  point	
    you	
    spend.	
    You	
    spend	
    these	
    points	
    after	
    
  learning	
    the	
    attack’s	
    result	
    but	
    before	
    applying	
    its	
    
  effects.	
    
  Mind	
    Over	
    Emotion	
    
  Greater	
    discipline	
    (awakened)	
    
  You	
    learn	
    to	
    use	
    psionic	
    energy	
    to	
    manipulate	
    
  others	
    with	
    a	
    subtle	
    combination	
    of	
    psi	
    and	
    your	
    
  own,	
    natural	
    charm.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    gain	
    a	
    bonus	
    to	
    Charisma	
    checks.	
    The	
    bonus	
    
  equals	
    half	
    your	
    Intelligence	
    modifier	
    (minimum	
    
  bonus	
    of	
    +1).	
    
  	
     Charming	
    Presence	
    (1–7).	
    As	
    an	
    action,	
    you	
    
  exert	
    an	
    aura	
    of	
    sympathetic	
    power.	
    Roll	
    2d8	
    per	
    
  psi	
    point	
    you	
    spend	
    on	
    this	
    ability;	
    the	
    total	
    is	
    how	
    
  many	
    hit	
    points	
    worth	
    of	
    creatures	
    this	
    spell	
    can	
    
  affect.	
    Creatures	
    within	
    30	
    feet	
    of	
    you	
    are	
    affected	
    
  in	
    ascending	
    order	
    of	
    their	
    hit	
    point	
    maximum,	
    
  ignoring	
    unconscious	
    creatures	
    or	
    creatures	
    
  immune	
    to	
    this	
    effect.	
    Each	
    creature	
    affected	
    by	
    
  this	
    ability	
    is	
    charmed	
    by	
    you	
    for	
    10	
    minutes.	
    
  While	
    charmed,	
    it	
    regards	
    you	
    as	
    a	
    friendly	
    
  acquaintance.	
    A	
    creature	
    engaged	
    in	
    combat	
    is	
    
  immune	
    to	
    this	
    effect.	
    
  	
     Revolting	
    Presence	
    (5,	
    C).	
    As	
    an	
    action,	
    you	
    
  exert	
    an	
    aura	
    of	
    repulsive	
    power.	
    Up	
    to	
    five	
    
  creatures	
    of	
    your	
    choice	
    that	
    you	
    can	
    see	
    within	
    30	
    
  feet	
    of	
    you	
    must	
    each	
    make	
    an	
    Intelligence	
    saving	
    
  throw.	
    On	
    a	
    failed	
    save,	
    a	
    target	
    is	
    frightened	
    of	
    
  you	
    for	
    10	
    minutes.	
    While	
    frightened,	
    it	
    takes	
    
  psychic	
    damage	
    equal	
    to	
    twice	
    your	
    mystic	
    level	
    if	
    
  it	
    doesn’t	
    end	
    its	
    turn	
    at	
    least	
    10	
    feet	
    farther	
    away	
    
  from	
    you	
    than	
    it	
    was	
    at	
    the	
    start	
    of	
    that	
    turn.	
    It	
    can	
    
  then	
    make	
    another	
    Intelligence	
    saving	
    throw	
    at	
    the	
    
  end	
    of	
    the	
    turn.	
    On	
    a	
    success,	
    this	
    effect	
    ends.	
    
  	
     Invoke	
    Awe	
    (7,	
    C).	
    As	
    an	
    action,	
    you	
    exert	
    an	
    
  aura	
    that	
    inspires	
    awe	
    and	
    adulation	
    in	
    others.	
    Up	
    
  to	
    five	
    creatures	
    of	
    your	
    choice	
    that	
    you	
    can	
    see	
    
  within	
    60	
    feet	
    of	
    you	
    must	
    each	
    make	
    an	
    
  Intelligence	
    saving	
    throw.	
    On	
    a	
    failed	
    save,	
    the	
    
  target	
    is	
    charmed	
    by	
    you	
    for	
    10	
    minutes.	
    While	
    
  charmed,	
    it	
    obeys	
    all	
    your	
    orders	
    to	
    the	
    best	
    of	
    its	
    
  ability	
    and	
    without	
    risking	
    its	
    life.	
    The	
    target	
    will	
    
  only	
    harm	
    creatures	
    that	
    it	
    has	
    seen	
    harm	
    you	
    
  since	
    it	
    first	
    came	
    under	
    the	
    effect	
    of	
    this	
    ability.	
    At	
    
  the	
    end	
    of	
    each	
    of	
    its	
    turns	
    it	
    can	
    make	
    another	
    
  Intelligence	
    saving	
    throw.	
    On	
    a	
    success,	
    this	
    effect	
    
  ends.	
    
  Mind	
    Vault	
    
  Lesser	
    discipline	
    (awakened)	
    
  Your	
    mind	
    forms	
    a	
    light	
    but	
    useful	
    link	
    to	
    other	
    
  living	
    things	
    within	
    hundreds	
    of	
    miles.	
    This	
    link	
    
  allows	
    you	
    to	
    draw	
    on	
    the	
    knowledge	
    of	
    others	
    in	
    
  the	
    following	
    ways.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    gain	
    proficiency	
    with	
    one	
    skill,	
    weapon,	
    shield,	
    
  armor,	
    or	
    tool	
    of	
    your	
    choice.	
    Each	
    time	
    you	
    focus	
    
  on	
    this	
    discipline,	
    you	
    can	
    choose	
    a	
    different	
    skill,	
    
  weapon,	
    shield,	
    armor,	
    or	
    tool.	
    
  	
     Borrow	
    Expertise	
    (2).	
    As	
    a	
    bonus	
    action,	
    you	
    
  gain	
    advantage	
    on	
    one	
    skill	
    check	
    or	
    saving	
    throw	
    
  of	
    your	
    choice	
    that	
    you	
    make	
    before	
    the	
    end	
    of	
    
  your	
    next	
    turn.	
    You	
    must	
    opt	
    to	
    gain	
    the	
    advantage	
    
  before	
    rolling.	
    
  	
     Borrow	
    Language	
    (5).	
    As	
    an	
    action,	
    you	
    gain	
    
  the	
    ability	
    to	
    speak,	
    read,	
    and	
    understand	
    one	
    
  language	
    for	
    8	
    hours.	
    You	
    can	
    use	
    this	
    ability	
    
  multiple	
    times	
    to	
    gain	
    its	
    benefits	
    with	
    several	
    
  languages.	
    
  	
     Borrow	
    Lore	
    (7).	
    As	
    an	
    action,	
    name	
    one	
    specific	
    
  location	
    in	
    your	
    mind.	
    You	
    learn	
    a	
    summary	
    of	
    the	
    
  important	
    lore	
    regarding	
    that	
    place.	
    At	
    the	
    DM’s	
    
  option,	
    you	
    also	
    learn	
    up	
    to	
    three	
    secrets	
    about	
    it,	
    
  such	
    as	
    the	
    location	
    of	
    traps,	
    passwords,	
    or	
    where	
    
  treasure	
    is	
    hidden	
    within	
    it.	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  9	
    
  Psionic	
    Restoration	
    
  Lesser	
    discipline	
    (awakened)	
    
  You	
    wield	
    psionic	
    energy	
    to	
    cure	
    wounds	
    and	
    
  restore	
    health	
    to	
    yourself	
    and	
    others.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    can	
    use	
    a	
    bonus	
    action	
    to	
    touch	
    a	
    living	
    
  creature	
    that	
    has	
    0	
    hit	
    points	
    and	
    automatically	
    
  stabilize	
    it.	
    
  	
     Mend	
    Wounds	
    (1–7).	
    As	
    an	
    action,	
    you	
    can	
    
  restore	
    hit	
    points	
    to	
    a	
    creature	
    you	
    touch.	
    The	
    
  creature	
    regains	
    3	
    hit	
    points	
    per	
    psi	
    point	
    you	
    
  spend.	
    
  	
     Restore	
    Health	
    (3).	
    As	
    an	
    action,	
    you	
    can	
    touch	
    
  a	
    creature	
    and	
    remove	
    one	
    of	
    the	
    following	
    
  conditions	
    from	
    it:	
    blinded,	
    deafened,	
    paralyzed,	
    or	
    
  poisoned.	
    
  	
     Restore	
    Vigor	
    (7).	
    As	
    an	
    action,	
    you	
    can	
    touch	
    a	
    
  creature	
    and	
    choose	
    one	
    of	
    the	
    following:	
    remove	
    
  any	
    reductions	
    to	
    one	
    of	
    its	
    ability	
    scores	
    or	
    
  remove	
    one	
    effect	
    that	
    reduces	
    its	
    hit	
    point	
    
  maximum.	
    
  Psionic	
    Weapon	
    
  Lesser	
    discipline	
    (immortal)	
    
  You	
    channel	
    psionic	
    energy	
    to	
    lend	
    devastating	
    
  power	
    to	
    your	
    attacks.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    charge	
    one	
    nonmagical	
    weapon	
    you	
    carry,	
    or	
    
  one	
    of	
    your	
    fists,	
    with	
    psionic	
    energy.	
    Attacks	
    you	
    
  make	
    with	
    it	
    are	
    considered	
    magical	
    and	
    have	
    a	
    +1	
    
  bonus	
    to	
    attack	
    rolls	
    and	
    damage	
    rolls.	
    
  	
     Ethereal	
    Weapon	
    (1).	
    As	
    a	
    bonus	
    action,	
    you	
    
  can	
    momentarily	
    transform	
    a	
    weapon	
    you	
    hold	
    
  into	
    psionic	
    energy.	
    The	
    next	
    attack	
    you	
    make	
    with	
    
  this	
    weapon	
    requires	
    no	
    attack	
    roll.	
    Instead,	
    the	
    
  target	
    must	
    make	
    a	
    Dexterity	
    saving	
    throw	
    against	
    
  this	
    discipline.	
    On	
    a	
    failed	
    save,	
    the	
    target	
    takes	
    the	
    
  attack’s	
    normal	
    damage	
    and	
    suffers	
    any	
    additional	
    
  effects.	
    On	
    a	
    successful	
    save,	
    the	
    target	
    takes	
    half	
    
  damage	
    from	
    the	
    attack,	
    but	
    suffers	
    no	
    additional	
    
  effects	
    that	
    would	
    normally	
    be	
    imposed	
    on	
    a	
    hit.	
    
  	
     Lethal	
    Strike	
    (1–5).	
    When	
    you	
    hit	
    a	
    target	
    with	
    a	
    
  melee	
    weapon	
    attack,	
    you	
    can	
    increase	
    the	
    damage	
    
  to	
    that	
    target.	
    The	
    target	
    takes	
    an	
    extra	
    1d10	
    
  psychic	
    damage	
    for	
    each	
    psi	
    point	
    you	
    spend.	
    
  	
     Augmented	
    Weapon	
    (5,	
    C).	
    As	
    a	
    bonus	
    action,	
    
  you	
    touch	
    one	
    nonmagical	
    weapon	
    and	
    infuse	
    it	
    
  with	
    psionic	
    energy.	
    For	
    up	
    to	
    10	
    minutes,	
    it	
    is	
    a	
    
  magic	
    weapon	
    with	
    a	
    +3	
    bonus	
    to	
    attack	
    rolls	
    and	
    
  damage	
    rolls.	
    
  Third	
    Eye	
    
  Lesser	
    discipline	
    (awakened)	
    
  This	
    discipline	
    can	
    open	
    a	
    third	
    eye	
    within	
    your	
    
  mind,	
    opening	
    your	
    doors	
    of	
    perception.	
    
  	
     Psychic	
    Focus.	
    While	
    focused	
    on	
    this	
    discipline,	
    
  you	
    have	
    blindsight	
    with	
    a	
    radius	
    of	
    30	
    feet.	
    
  	
     Tremorsense	
    (1,	
    C).	
    As	
    a	
    bonus	
    action,	
    you	
    gain	
    
  tremorsense	
    with	
    a	
    radius	
    of	
    30	
    feet	
    for	
    up	
    to	
    1	
    
  minute.	
    
  	
     Unwavering	
    Eye	
    (1,	
    C).	
    As	
    a	
    bonus	
    action,	
    you	
    
  gain	
    advantage	
    on	
    Wisdom	
    checks	
    for	
    up	
    to	
    1	
    
  minute.	
    
  	
     Truesight	
    (5,	
    C).	
    As	
    a	
    bonus	
    action,	
    you	
    gain	
    
  truesight	
    with	
    a	
    radius	
    of	
    30	
    feet	
    for	
    up	
    to	
    1	
    
  minute.	
    
  Psionic	
    Talents	
    
  A	
    psionic	
    talent	
    is	
    a	
    psychic	
    ability	
    that	
    requires	
    
  psionic	
    aptitude	
    but	
    doesn’t	
    drain	
    a	
    mystic’s	
    
  psionic	
    energy.	
    Talents	
    are	
    similar	
    to	
    disciplines	
    
  and	
    use	
    the	
    same	
    rules,	
    but	
    with	
    three	
    important	
    
  exceptions:	
    
  •  You	
    can	
    never	
    use	
    your	
    psychic	
    focus	
    on	
    a	
    talent.	
    
  •  Talents	
    don’t	
    require	
    you	
    to	
    spend	
    psi	
    points	
    to	
    
  use	
    them.	
    
  •  Talents	
    aren’t	
    linked	
    to	
    psionic	
    orders.	
    
  Beacon	
    
  Psionic	
    talent	
    
  As	
    a	
    bonus	
    action,	
    you	
    cause	
    bright	
    light	
    to	
    radiate	
    
  from	
    your	
    body	
    in	
    a	
    20-­‐‑foot	
    radius	
    and	
    dim	
    light	
    
  for	
    an	
    additional	
    20	
    feet.	
    The	
    light	
    can	
    be	
    colored	
    
  as	
    you	
    like.	
    The	
    light	
    lasts	
    for	
    1	
    hour,	
    and	
    you	
    can	
    
  extinguish	
    it	
    as	
    a	
    bonus	
    action.	
    
  Blade	
    Meld	
    
  Psionic	
    talent	
    
  As	
    an	
    action,	
    you	
    cause	
    one	
    simple	
    or	
    martial	
    
  melee	
    weapon	
    you	
    are	
    holding	
    to	
    dissolve	
    into	
    
  your	
    body.	
    This	
    process	
    is	
    harmless	
    to	
    you	
    and	
    the	
    
  weapon.	
    Until	
    the	
    weapon	
    reappears,	
    it	
    is	
    
  inaccessible,	
    as	
    are	
    any	
    of	
    its	
    properties.	
    You	
    can	
    
  have	
    only	
    one	
    weapon	
    at	
    a	
    time	
    affected	
    in	
    this	
    
  way.	
    You	
    can	
    summon	
    the	
    weapon	
    to	
    your	
    hand	
    as	
    
  a	
    bonus	
    action.	
    It	
    reappears	
    in	
    your	
    space	
    if	
    you	
    
  are	
    unconscious	
    or	
    dead.	
    
  
  ©2016	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  10	
    
  Light	
    Step	
    
  Psionic	
    talent	
    
  As	
    a	
    bonus	
    action,	
    you	
    alter	
    your	
    density	
    and	
    
  weight	
    to	
    improve	
    your	
    mobility.	
    For	
    the	
    rest	
    of	
    
  your	
    turn,	
    your	
    walking	
    speed	
    increases	
    by	
    10	
    feet,	
    
  and	
    the	
    next	
    time	
    you	
    stand	
    up,	
    you	
    need	
    to	
    spend	
    
  no	
    more	
    than	
    10	
    feet	
    of	
    movement	
    to	
    do	
    so.	
    
  Mind	
    Meld	
    
  Psionic	
    talent	
    
  As	
    a	
    bonus	
    action,	
    you	
    can	
    communicate	
    
  telepathically	
    with	
    one	
    creature	
    you	
    can	
    see	
    within	
    
  120	
    feet	
    of	
    you.	
    You	
    don’t	
    need	
    to	
    share	
    a	
    language	
    
  with	
    a	
    creature	
    for	
    it	
    to	
    understand	
    your	
    telepathic	
    
  utterances,	
    and	
    the	
    creature	
    understands	
    you	
    even	
    
  if	
    it	
    lacks	
    a	
    language.	
    You	
    can	
    allow	
    a	
    creature	
    to	
    
  respond	
    to	
    you	
    telepathically,	
    but	
    it	
    must	
    
  understand	
    at	
    least	
    one	
    language	
    in	
    order	
    to	
    
  communicate	
    this	
    way.	
    This	
    ability	
    to	
    
  communicate	
    lasts	
    until	
    the	
    start	
    of	
    your	
    next	
    turn.	
    
  You	
    can’t	
    communicate	
    with	
    an	
    unwilling	
    creature.	
    
  Mind	
    Thrust	
    
  Psionic	
    talent	
    
  As	
    an	
    action,	
    you	
    blast	
    psychic	
    energy	
    at	
    one	
    
  creature	
    that	
    you	
    can	
    see	
    within	
    5	
    feet	
    of	
    you.	
    The	
    
  target	
    must	
    succeed	
    on	
    an	
    Intelligence	
    saving	
    
  throw	
    or	
    take	
    1d6	
    psychic	
    damage.	
    If	
    the	
    target	
    
  takes	
    any	
    of	
    this	
    damage,	
    you	
    can	
    push	
    it	
    up	
    to	
    10	
    
  feet	
    away	
    from	
    you.	
    
  	
     The	
    talent’s	
    damage	
    increases	
    by	
    1d6	
    when	
    you	
    
  reach	
    5th	
    level	
    (2d6),	
    11th	
    level	
    (3d6),	
    and	
    17th	
    
  level	
    (4d6).	
    
  Thought	
    Spear	
    
  Psionic	
    talent	
    
  As	
    an	
    action,	
    you	
    psychically	
    strike	
    one	
    creature	
    
  that	
    you	
    can	
    see	
    within	
    120	
    feet	
    of	
    you.	
    The	
    target	
    
  must	
    succeed	
    on	
    an	
    Intelligence	
    saving	
    throw	
    or	
    
  take	
    1d8	
    psychic	
    damage.	
    
  	
     The	
    talent’s	
    damage	
    increases	
    by	
    1d8	
    when	
    you	
    
  reach	
    5th	
    level	
    (2d8),	
    11th	
    level	
    (3d8),	
    and	
    17th	
    
  level	
    (4d8).	
    
  Night	
    Eyes	
    
  Psionic	
    talent	
    
  As	
    an	
    action,	
    you	
    grant	
    yourself	
    darkvision	
    with	
    a	
    
  range	
    of	
    30	
    feet.	
    This	
    benefit	
    lasts	
    for	
    1	
    hour.	
    
  	
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Rulebooks/Unearthed Arcana/UA Psionics and the Mystic, Take 2.pdf