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Mystic


Hit Points

Hit Dice: d6 per Mystic level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mystic level after 1st

Proficiences

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, History, Investigation, Medicine, and Religion.

Overview & Creation

Hermits and Outcasts:

  Mystics are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power. In order to master their power, mystics must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A mystic who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight. When mystics finally master their power, they return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren’t content to remain on the fringe of the world.  

Eccentric Minds:

In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, mystics develop a variety of practices to keep their focus sharp. These practices are reflected in taboos and quirks, strange little behaviors that govern a mystic’s actions. These quirks are oaths or behavioral tics that help keep mystics in the proper frame of mind while maintaining perfect control over their minds and bodies. While these taboos are harmless, they help cast mystics as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To mystics, the life of the mind is where they feel most at home.   Selecting Quirks: To add some texture to your mystic, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They’re a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character’s personality or background? Are they based on a specific incident or a belief?

 


Class Features

Mystic Order:

At 1st level, you choose a Mystic Order from the list of available orders. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 6th, and 14th level.  

Psionics:

  Psi Points:   You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. You have 2 psi points. You can spend this psi points to augment your spells with your Psionic powers. Each psionic discipline describes the Augment you can create with it by spending a certain number of psi points. and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more psi points than shown on the table for your level. You regain all spent psi points when you finish a long rest.   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.   Flexible Casting:   You sacrifice spell slots to gain additional psi points. As a bonus action on your turn, you can expend one spell slot and gain a number of psi points equal to twice the slot's level.   Psionic Fortitude:   As an action, you can spend any number of psi points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled. this temporary hit points last 1 minute.   Psychic Sorcery:   When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. Whenever you cast a spell. As a bonus action, you can spend 1 psi point and The spell then requires no verbal component. Also you can spend 1 more psi point and the spell the spell doesn’t require somatic or material components that cost gold either.  

Psionic Disciplines:

Psionic disciplines are the heart of a mystic's craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.   Starting at 2nd level, You choose One Psionic discipline from your Mystic Order. You learn additional Psionic disciplines at levels 8th and 12th.   When you learn a Psionic discipline you Focus on that discipline and gain the abilities from the Psychic Focus of that discipline and use the Augments from that disipline. If you have learnd more than 1 discipline Choose 2 disciplines that you can use their agments but you can´t gain the Psychic Focus from that discipline. If you want to use the aguments from other disiplines that you know you can use your action to change the disciplines that you are focusing and your Psychic Focus from one discipline to other.   Augments:   You can use the power from your Psionic disciplines to augment your spells. Once per turn Whenever you cast a spell you can Choose one augment from your the Psionic discipline that you have your Psychic Focus and spend a number of psi points specified in the augment and add that effect to your spell.   All Augments target at least 1 creature if the augment says that it targets an amount of creatures equal to the spell level or half. Its that amount +1.   If the Augment requires a savin throw the save uses your spell DC.   If the Augments requires concentration its the same as if your where concentrating on a spell. If the spell also requires concentration the concentration counts for the spell and the Augment so if you lose concentration you lose both effects.   You can also use your bonus action to use one of your augments as if you have casted a spell if its against an enemy they have to make a wisdom saving throw against your spell DC unless the augment already makes the creature make a Saving throw.  

Psionic Talent:

A psionic talent is a minor psionic effect you have mastered. At 3rd level, you know one psionic talent of your choice:   Telekinetic:  
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw against your spell DC or be moved toward you or away from you a number of feet equal to 5 times, half of your proficiency bonus. A creature can willingly fail this save.
  •   Telepathic:  
  • You learn the Message cantrip. You can cast it without verbal or somatic components. If you already know this spell, its range increases by 60 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • You can cast "Detect Thoughts" twice per long rest. With out spending spell slots or any components.
  •   Scrying:  
  • you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (Ronded down).
  • You can cast "Charm Person" twice per long rest. With out spending spell slots or any components.
  •  

    Consumptive Power:

    At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. You can regain half of your maximum psi points. You deal 4 necrotic damage per psi point regain. Your current hit points and hit point maximum are both reduced by the damage taken. This damage 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 long rest.    

    Mind Over Body:

    At 18th level, you regain 4 expended psi points whenever you finish a short rest.  

    Psionic Body:

    At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:  
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You no longer age.
  • You are immune to disease, poison damage, and the poisoned condition.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.

  • Starting Equipment

    - (a) a light crossbow and 20 bolts or (b) any simple weapon  

  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • any simple weapon

  • Spellcasting

    As a student of psionics, you can cast spells using the power from your mind to bend reality to your will. See chapter 10 for the general rules of spellcasting.   Cantrips: At 1st level, you know two cantrips of your choice from the mystic spell list. You learn additional mystic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mystic table.   Preparing and Casting Spells: The mystic table shows how many spell slots you have to cast your mystic spells of 1st level and higher. To cast one of these mystic spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of mystic spells that are available for you to cast, choosing from the mystic spell list. When you do so, choose a number of mystic spells equal to your Intelligence modifier + your mystic level (minimum of one spell). The spells must be of a level for which you have spell slots.   Additionally, when you gain a level in this class, you can choose one of the mystic spells you know and replace it with another spell from the mystic spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability: Intelligence is your spellcasting ability for your mystic spells, since the power of your magic relies on your ability to use your mind to project your will into the world. 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 mystic 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.   Ritual Casting: You can cast any Mystic spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your Mystic spells.    

    Spell List:

    Cantrips 1st lvl Spells 2nd lvl Spells 3rd lvl Spells 4th lvl Spells 5th lvl Spells 6thlvl Spells 7th lvl Spells 8th lvl Spells 9th lvl Spells
    Light Absorb Elements Blindness/Deafness Bestow Curse Banishment Control Winds Disintegrate Etherealness Antimagic Field Foresight
    Minor ilusion Catapult Blur Blink Charm Monster Dominate Person Find the Path Forcecage Antipathy/Sympathy Imprisonment
    Blade Ward Cause Fear Calm Emotions Catnap Compulsion Dream Globe of Invulnerability Mirage Arcane Control Weather Power Word Kill
    Mage Hand Chromatic Orb Crown of Madness Counterspell Confusion Geas Gravity Fissure Project Image Dark Star Psychic Scream
    Message Color Spray Detect Thoughts Clairvoyance Control Water Legend Lore Mass Suggestion Power Word Pain Dominate Monster Time Stop
    Mind Silver Comprehend Languages (Ritual) Darkvision Dispel Magic Freedom of Movement Mislead Mental Prison Reverse Gravity Feeblemind Weird
    Fire Bolt Mage Armor Enhance Ability Enemies abound Gravity Sinkhole Modify Memory Move Earth Symbol Mind Blank Wish
    Poison Spray Magic Missile Enthrall Fear Greater Invisibility Scrying Otto’s Irresistible Dance Teleport Power Word Stun
    Ray of Frost Magnify Gravity Hold Person Fly Hallucinatory Terrain Seeming Psychic Crush Whirlwind
    Shocking Grasp Shield Invisibility Gaseous Form Locate Creature Skill Empowerment Programmed Illusion
    Lightning Lure Memory Hole Knock Glyph of Warding Stoneskin Synaptic Static True Seeing
    Longstrider Locate Object Haste Telekinesis
    Charm Person Levitate Hypnotic Pattern Wall of Force
    Bane Magic Mouth (Ritual) Major Image
    Bless Mind Spike Magic Circle
    Detect Magic (Ritual) Mind Thrust Nondetection
    Disguise Self Mirror Image Psionic Blast
    Heroism Misty Step Remove Curse
    Feather Fall Phantasmal Force Slow
    Identify (Ritual) See invisibility Sending
    Id Insinuation Silence (Ritual) Tongues
    Silent Image Suggestion Water Breathing (Ritual)
    Sleep Spider Climb
    Tasha’s Hideous Laughter Zone of Truth
    Thunderwave Warding Wind

     


    Subclass Options

    Order of the Avatar

    Mystics of the Order of the Avatar: delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.   Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

    Mystic Leader:

    At 1st level, You can cast "Bless" twice per long rest. With out spending spell slots or any components.  

    Avatar of Battle:

    Starting at 1st level, You and a number of allies equal to your Intelligence modifier within 30f of you. Gain a bonus to their initiative rolls equal to half of your proficiency bonus.

    Inspiration Avatar:

    Starting at 6th level, you inspire your allies. As an action, choose any nomber of allies within 10ft of you. For the next minute, when you end your turn, the choosen creatures gain 1d10 + your Mystic level temporart hit points this hit points last for 1 minute. Additionally heal, gain temporart hit points, and a bonus to saving throws equal to the number of allies chosen in the area (to a maximum of 8). the effect ends early if any of them leave the area of effect or if you are stunned or incapacitated. You can use this ability twice per long rest.  

    Spectral Form:

    At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. You and any allies within 10ft of you gain a bonus to their attack rolls equal to half of your proficiency bonus. Once you use this feature, you can´t use it afain until you finish a long rest.  

    Order of the Avatar Psionic Disciplines:

     

    -Crown of Despair:

    You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.  
  • Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks.
  •   - Aguments:  
  • Crowned in Sorrow (1 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. You can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. it can’t take reactions until the start of its next turn.
  •  
  • Visions of Despair (1 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. You can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. its speed is reduced to 0 until the end of its next turn.
  •  
  • Incite Fear (2 psi con. 1 min.): One creature you can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. the creature become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.
  •  
  • Unsettling Aura (2 psi con. 1 min.): One creature you can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.
  •  
  • World of Horror (3 psi con. 1 min.): One creature you can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. it is frightened until your concentration ends. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature ignores this effect if immune to being frightened.
  •  
  • Incite Panic (3 psi con. 1 min.): One creature you can see within 60f. At the start of each of a target’s turns before your concentration ends, 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 d6. 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. This effect ends on a target if it succeeds a saving throws against it. You can only have one creature affected by this at a time. A creature ignores this effect if immune to being frightened.
  • -Crown of Rage:

    You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish.   - PsychicFocus: While focused on this discipline, you and any allies who starts their turn within 10 feet of you gains a 10-foot increase to their walking speed during that turn and have advantage on saving throws against being frightened.     - Aguments:  
  • Primal Fury (1 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. It immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.
  •  
  • Fighting Words (1 psi): An ammaunt of creatures equal to half of the spell lvl. You give one ally within 60f +2 to their next attack roll.
  •  
  • Bloodlust (2 psi): One creature you can see within 60f succeed must on a Wisdom saving throw or move directly towards the nearest creature to them and use the Attack action against that creature. They can choose whether or not to use Features like Extra Attack. If there is more than one possible target, roll to randomly determine the target.
  •  
  • Mindless Courage (2 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. Until the end of your next turn 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.
  •  
  • Uncontrollable Rage (3 psi con. 1 min.): One creature you can see within 60f The target must succeed on a Wisdom saving throw or, until your concentration ends, You implant false memories and create a violent urge against one creature that you describe to it or name in their memories. the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends, you also have to spend your bonus action on each of the 5 rounds or the effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. The save automatically succeeds if the target is immune to being charmed.
  •  
  • Punishing Fury (3 psi con. 1 min.): One creature you can see within 60f The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a 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.
  • -Crown of Courage:

    You exert an aura of trust and authority, enhancing the coordination among your allies.   - Psychic Focus: While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed with out provoking opportunity attacks, the ally mustn’t be incapacitated.     - Aguments:  
  • Incite Courage (1 psi): If an Ally you can see within 60 feet of you. Is frightened or Charmed, that condition ends on that creature.
  •  
  • Commander’s Sight (1 psi): If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. Until the start of your next turn, your allies have advantage on their next attack roll against that target.
  •  
  • Incite Fury (2 psi con. 1 min.): An ammaunt of creatures equal to the spell lvl,, One if you don't cast a spell. You can see within 60 feet of you. Until your concentration ends, each target Once per turn they can roll a d4 when rolling damage for a weapon attack and add the number rolled to the damage roll.
  •  
  • Strategic Mind (2 psi con. 1 min.): An ammaunt of creatures equal to the spell lvl, One if you don't cast a spell. You can see within 60 feet of you. Until your concentration ends, each target Once per turn they can roll a d4 and add the number rolled to an attack roll for a weapon attack.
  •  
  • Overwhelming Attack (3 psi): An ammaunt of creatures equal to the spell lvl, One if you don't cast a spell. You can see within 60 feet of you. Until the start of your next turn, each target can use their reaction to take the Attack action.
  •  
  • Overwhelming Fury (3 psi con. 1 min.): Choose one creature You can see within 60 feet of you. The target must succeed on a Charisma saving throw or, until your concentration ends, You and every creature within 60f of the target. Has advantage on their attack roll against an affected creature if the attacker can see it.
  • -Crown of Joy:

    You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.   -Psychic Focus: While focused on this discipline, you have advantage on Charisma (Persuasion) checks.     - Aguments:  
  • Soothing Presence (1-3 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. You can see within 60 feet of you. Each target gains 4 temporary hit points per psi point spent on this effect. the temporary hit last for 1 minute.
  •  
  • Charming Presence (1 psi): Choose one creature You can see within 60 feet of you. You gain advantage on your next Charisma check against the target. until the start of its next turn. A creature ignores this effect if immune to being Charmed.
  •  
  • Comforting Aura (2 psi con. 1 min.): An ammaunt of creatures equal to the spell lvl, One if you don't cast a spell. You can see within 60 feet of you. Until your concentration ends, each target Once per turn they can roll a d4 and add the number rolled a saving throw.
  •  
  • Psychic disruption (2 psi con. 1 min.): Choose one creature You can see within 60 feet of you. Until your concentration ends, the target has disadvantage on their next saving throw. A creature ignores this effect if immune to being Charmed.
  •  
  • Irresistible Presence (3 psi con. 1 min.): One creature you can see within 60f. The target must succeed on a Wisdom saving throw or, until your concentration ends, The target is charmed by you. While Charmed by this effect, the target can only move towards you and it can´t take any reactions or actions on its turn. it can repeat the saving throw, ending the effect on itself on a success. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature. The save automatically succeeds if the target is immune to being charmed.
  •  
  • Distracting Command (3 psi): One creature you can see within 60f. The target must succeed on a Wisdom saving throw or, until your concentration ends, The target is charmed by you. While Charmed by this effect, the creature Drops whatever is holding in its hands and The creature doesn’t move or take actions on its next turn, unless the target or any ally it can see is attacked or takes damage from any creature. The save automatically succeeds if the target is immune to being charmed.
  •    

    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 state of being focused on pure intellect and mental energy.   The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can 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.  

    Mystic doom:

    At 1st level, You can cast "Bane" twice per long rest. With out spending spell slots or any components.  

    Psionic Surge:

    Starting at 1st level, When you roll psychic or force damage for any of your Mystic spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.  

    Empowered Psionics:

    Starting at 6th level, Once per turn whenever you deal psychic or force damage with a Mystic spell, you can add your Intelligence modifier to the damage against one of the spell’s targets.  

    Thought Form:

    At 14th level, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die. While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits:  
  • Psionic Spellcasting. When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn’t require verbal, somatic, or material components that lack a gold cost. Psychic Resilience. You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from attacks.
  • Psychic Resilience. You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Thought Travel. you have a flying speed equal to your walking speed.
  • Once you use this feature, you can´t use it afain until you finish a long rest.

    Order of the Avatar Psionic Disciplines:

       

    -Intellect Fortress:

    You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.
    • Psychic Focus: While focused on this discipline, you gain resistance to psychic damage.
    • Aguments:
    • Thought Shield (1 psi con. 1 min.): touch one creature. Until your concentration ends, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
    • Psychic Backlash (1 psi con. 1 min.): Until your concentration ends, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
    • Psychic Parry (2 psi con. 1 min.): Until your concentration ends, you have advantage in Intelligence, Wisdom or Charisma saving throws.
    • Psychic barrier (2 psi con. 1 min.): touch one creature. Until your concentration ends, the next time that creature is hit with an attack the attacker is pushed back 20f and takes 2d10 force damage. It does´t push creatures that are Huge or larger.
    • Psychic Redoubt (3 psi con. 1 min.): An ammaunt of creatures equal to the spell lvl, One if you don't cast a spell. You can see within 60 feet of you. you have advantage in their next Intelligence, Wisdom or Charisma saving throws. and has resistance to psychic damage.
    • Psychic Armor (3 psi): You gain a bonus to your AC equal to your Int modifier. If a creature attempts to hit you with a melee attack you can use your reaction to deal 3d8 of force damage to the target. this bonus last until the start of your next turn.

    -Telepathic Contact:

    You create psychic static that disrupts other creatures’ ability to think clearly.  
    • Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks.
       
    • Aguments:
     
    • Daze (1-3 psi): Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 20 feet of the creature are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed or Undead, Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes take damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points.
     
    • Hammer of Inquisition (1 psi): One creature you can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. The target suffers disadvantage on its next Wisdom saving throw before the end of your next turn.
     
    • Mind Storm (2 psi): One creature you can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. An affected target can’t take reactions and must roll a d10 at the start of its next turn to determine its behavior for that turn.
    d10 Behavior: 1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6. The creature doesn’t move or take actions this turn. 7-8. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10. The creature can act and move normally.
     
    • Occluded Mind (2 psi): Touch 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 for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an 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. A creature is immune to this ability if it is immune to being charmed.
     
    • Psychic Grip (3 psi con. 1 min.): One creature you can see within 60f. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the 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, even though it’s paralyzed.
     
    • Broken Will (3 psi): One creature you can see within 60f. you target one creature you can communicate with via 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 (It can´t be an attack or be harmful act). 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.
     

    -Psychic Inquisition:

    Your power reaches into a creature’s mind and causes it false perceptions, to uncover information or plant ideas within it.  
    • Psychic Focus: While focused on this discipline, you have advantage on Charisma (Insight) checks.
       
    • Aguments:
     
    • Distracting Haze (1 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. You can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. The target can’t see anything more than 10 feet from it.
     
    • Delusion (1 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. You can see within 60f. you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
     
    • Psychic Domination (2 psi): One creature you can see within 60f. That creature must make an Intelligence saving throw. On a failed save, the target is paralyzed until the end of your next turn or until it takes any damage.
     
    • Exacting Query (2 psi): Touch one creature you target one creature you can 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.
     
    • Ransack Mind (3 psi con. 1 min.): Touch one creature While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn itskey memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.
     
    • Phantom Riches (3 psi con. 1 min.): One creature you can see within 60f. As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’sbehavior until your concentration ends; 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. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
     

    -Precognition:

    By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.  
    • Psychic Focus: While focused on this discipline, you have advantage on initiative rolls.
       
    • Aguments:
     
    • Precognitive Hunch (1 psi con. 1 min.): You open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
     
    • All-Around Sight (1 psi): Until you the start of your next turn you gain the ability to In response to an attack tryng to hit you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
     
    • Danger Sense (2 psi con. 1 min.): Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, you gain advantage against the next saving throw made agaisnt you.
     
    • Presipitate (2 psi con. 1 min.): Until your concentration ends, You gain the ability to use your bonus action or reaction to dash, dodge or move half of your movement with out provoking opportunity attacks.
     
    • Victory Before Battle (3 psi con. 1 min.): Until your concentration ends, you gain +10 on initiative rolls and you can’t be surprised.
     
    • Far Wisdom (3 psi con. 1 min.): Until your concentration ends, You can see invisible creatures and objects within 10 feet of you that are within line of sight. You have advantage on saving throws against illusions and against being charmed or paralyzed. Also gain advantage on checks to recognize illusions.
     

    -Psychic Assault:

    You wield your mind like a weapon, unleashing salvos of psionic energy.  
    • Psychic Focus: While focused on this discipline, you gain a +2 bonus psychic or force to damage rolls.
       
    • Aguments:
     
    • Psionic Blast (1–3 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. You can see within 60f. If the spell has a saving throw or an attack roll, If the creature fail the save or the attack hits the target. The target takes 1d6 extra psychic damage per psi point spent on this ability.
     
    • Push (1–3 psi): An ammaunt of creatures equal to half of the spell lvl, One if you don't cast a spell. You can see within 60f. The target must make an Strength saving throw. On a failed save, is pushed up to 10 feet per psi point spent in a straight line away from you.
     
    • Ego Whip (2 psi): One creature you can see within 60f. The target must make an Intelligence saving throw. On a failed save, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action.
     
    • Telekinetic Barrier (3 psi con. 1 min.): You create a Force Wall in a point that you can see within 60f of you. The wall is 25 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. The wall has an AC of 10 and 15 hit points.
     
    • Grasp (3 psi con. 1 min.): One creature you can see within 60f. You attempt to grasp a creature in telekinetic energy and hold it captive. Choose one creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grappled. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your spell DC. While a target is grappled in this manner, you have to spend your action on your turn to maintain the effect active or it ends.
     
    • Psychic Blast (3 psi con. 1 min.): Until your concentration ends, you gain the ability to use your bonus action to make a spell ranged attack that targets a creature you can see within 60 feet of you. On a hit, the attack deals psychic damage equal to 1d8 + your Inteligence modifier. On a hit you can spend 1 extra psi points to deal 1d8 extra psychic damage.


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    Juanxd123.

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