ChameleonX
Explorer
Partly as a thought exercise, and partly to provide additional options for my homebrew campaign, I've taken the playtest version of the Mystic (aka Psion) and extended it out into a full class of levels 1-20. The idea was to take what WotC had provided and run with it, introducing my own ideas of how Psionics should work in 5e.
The Mystic
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
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence
Skills: Choose two skills from among Arcana, History, Insight, Medicine, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
[TABLE="class: grid, width: 500"] [TR] [TD]Level[/TD] [TD]Prof.[/TD] [TD]Features[/TD] [TD]Disciplines Known[/TD] [TD]Psi Points[/TD] [TD]Psi Max[/TD] [/TR] [TR] [TD]1[/TD] [TD]+2[/TD] [TD]Mystic Order, Psionics, Strength of Mind[/TD] [TD]2[/TD] [TD]1[/TD] [TD]2[/TD] [/TR] [TR] [TD]2[/TD] [TD]+2[/TD] [TD]Psionic Focus[/TD] [TD]2[/TD] [TD]3[/TD] [TD]2[/TD] [/TR] [TR] [TD]3[/TD] [TD]+2[/TD] [TD]Order Benefit[/TD] [TD]2[/TD] [TD]5[/TD] [TD]3[/TD] [/TR] [TR] [TD]4[/TD] [TD]+2[/TD] [TD]Ability Score Increase[/TD] [TD]3[/TD] [TD]7[/TD] [TD]3[/TD] [/TR] [TR] [TD]5[/TD] [TD]+3[/TD] [TD]--[/TD] [TD]3[/TD] [TD]9[/TD] [TD]5[/TD] [/TR] [TR] [TD]6[/TD] [TD]+3[/TD] [TD]Order Benefit[/TD] [TD]3[/TD] [TD]11[/TD] [TD]5[/TD] [/TR] [TR] [TD]7[/TD] [TD]+3[/TD] [TD]--[/TD] [TD]4[/TD] [TD]13[/TD] [TD]6[/TD] [/TR] [TR] [TD]8[/TD] [TD]+3[/TD] [TD]Ability Score Increase[/TD] [TD]4[/TD] [TD]15[/TD] [TD]6[/TD] [/TR] [TR] [TD]9[/TD] [TD]+4[/TD] [TD]--[/TD] [TD]4[/TD] [TD]17[/TD] [TD]7[/TD] [/TR] [TR] [TD]10[/TD] [TD]+4[/TD] [TD]Order Benefit[/TD] [TD]5[/TD] [TD]19[/TD] [TD]7[/TD] [/TR] [TR] [TD]11[/TD] [TD]+4[/TD] [TD]Stillness of Mind[/TD] [TD]5[/TD] [TD]21[/TD] [TD]9[/TD] [/TR] [TR] [TD]12[/TD] [TD]+4[/TD] [TD]Ability Score Increase[/TD] [TD]5[/TD] [TD]23[/TD] [TD]9[/TD] [/TR] [TR] [TD]13[/TD] [TD]+5[/TD] [TD]Keen Focus[/TD] [TD]6[/TD] [TD]25[/TD] [TD]10[/TD] [/TR] [TR] [TD]14[/TD] [TD]+5[/TD] [TD]Order Benefit[/TD] [TD]6[/TD] [TD]27[/TD] [TD]10[/TD] [/TR] [TR] [TD]15[/TD] [TD]+5[/TD] [TD]Superior Will[/TD] [TD]6[/TD] [TD]29[/TD] [TD]11[/TD] [/TR] [TR] [TD]16[/TD] [TD]+5[/TD] [TD]Ability Score Increase[/TD] [TD]7[/TD] [TD]32[/TD] [TD]11[/TD] [/TR] [TR] [TD]17[/TD] [TD]+6[/TD] [TD]Diamond Mind[/TD] [TD]7[/TD] [TD]35[/TD] [TD]13[/TD] [/TR] [TR] [TD]18[/TD] [TD]+6[/TD] [TD]---[/TD] [TD]7[/TD] [TD]38[/TD] [TD]13[/TD] [/TR] [TR] [TD]19[/TD] [TD]+6[/TD] [TD]Ability Score Increase[/TD] [TD]8[/TD] [TD]41[/TD] [TD]13[/TD] [/TR] [TR] [TD]20[/TD] [TD]+6[/TD] [TD]Transcendent Master[/TD] [TD]8[/TD] [TD]45[/TD] [TD]13[/TD] [/TR] [/TABLE]
Mystic Order
At 1st level, you choose a psionic order. Each order specializes in a specific type of psionic energy. Your order allows you to choose from its unique disciplines, determines your Psionic Ability (see below), and grants you class features.
[][]The Order of the Awakened, Order of the Immortal, Order of the Ardent, and Order of the Blade are detailed below.
Psionics
Starting at 1st level, you can master and use Psionic Disciplines.
[][]Disciplines. At 1st level, you know two Disciplines of your choice, at least one of which must come from the list for your chosen Order. You learn additional Disciplines of your choice at higher levels, as shown in the “Disciplines Known” column of the Mystic Table.
[][]Psi Points. You gain a pool of Psi Points based on your Mystic level. Each time you gain a level in this class, your pool of Psi Points increases, as shown in the “Psi Points” column on the Mystic Table. Your Psi Point total returns to its maximum after you finish a short or long rest.
[][]Psi Maximum. Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. You have a maximum number of psi points you can spend to activate a discipline based on your mystic level, as shown in the “Psi Maximum” column of the Mystic table.
[][]Using Disciplines. You activate a discipline as a bonus action, immediately gaining the passive benefit of that discipline. You may have a number of psionic disciplines active at one time equal to half your Psionic Ability modifier (minimum 1), rounded up.
[][]While a discipline is active, you may also choose to concentrate on that discipline (no action required by you). While you maintain your concentration, you receive that discipline’s active benefit, but lose its passive benefit. You continue to gain the active benefit and can use the discipline’s optional features as long as you maintain your concentration on the discipline.
[][]While you are concentrating on a discipline, you can use any of that discipline’s optional features to augment the discipline’s effects. Each discipline details its optional effects and the type of action (if any) required to spend Psi points on an option.
[][]You may end all effects of a discipline immediately by ending concentration on the discipline. If you want to end a single effect of a discipline but still maintain its other effects, you can end a specific effect as a bonus action. You can also use a bonus action to end all active effects (including the concentration benefit) of a discipline, and resume its passive benefit.
[][]Psionic Ability. Your Psionic Ability is determined by your Mystic Order. You use this ability when an effect refers to your Psionic Ability (See Mystic Order).
Strength of Mind
The power of psionics comes from within, and even the simplest techniques require a deep mastery and understanding of how psionic energy can augment the mind and body. This understanding allows you to alter your defenses to better deal with persistent threats.
[][]After completing a short or long rest, choose one ability score other than Intelligence. You gain proficiency in saving throws using the chosen ability score. This benefit lasts until you finish a short or long rest.
Psionic Focus
Starting at 2nd level, you are able to take 1 hour, which can be during a short rest, to perform a deep meditation that purges your mind of distracting thoughts, and allows you to become psionically focused. While you remain psionically focused, your concentration on a psionic discipline cannot be ended as a result of taking damage.
[][]In addition, your Psionic Order will grant you certain abilities that can be activated by expending your Psionic Focus. You must then take a short or long rest before you can meditate and become Psionically focused again.
Serene Mind
Starting at 11th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. If you expend your Psionic Focus as part of using this ability, you may do so as a bonus action instead of as an action.
Keen Focus
By 13th level, your ability to clear your mind and sharpen your senses has only improved as your mental discipline grows stronger. Once, you may use your action to gain Psionic Focus without having to meditate for an hour. You regain the ability to do so after a short or long rest.
Superior Will
Starting at 15th level, your mental fortitude is so great that you are able to shake off psychic attacks almost effortlessly. Whenever you are subject to an effect that allows you to make an Intelligence, Charisma, or Wisdom saving throw at the end of your turn, you may instead make the saving throw at the start of your turn.
Diamond Soul
By 17th level, you have proficiency with all saving throws. In addition, when you fail a saving throw, you may expend your Psionic Focus to reroll it and use the second result.
Transcendent Master
Starting at 20th level, your understanding of your own place in the universe grants you uncanny insight into the inner workings of reality. Your Intelligence, Wisdom, and Charisma scores all increase by 2, and your maximum score in each of these abilities also increases by 2.
[][]In addition, you gain a psychic connection with the fabric of the universe that is able to alert you to events of monumental significance wherever they occur in the cosmos. For instance, you may be forewarned of the birth of a mighty hero, or the rise of a powerful villain with the potential to cause unfathomable destruction. You also gain a vague sense of the path destiny will take if you do not intervene, and (at the DM’s discretion) what steps you can take (if any) to avert any negative consequences that may result from what you perceive.
[][]How you receive these premonitions is up to the DM; you might receive prophetic dreams or waking visions that hint at what is about to occur, or the information may simply spring fully formed into your mind without warning. It may also be possible for certain powerful beings (such as deities or demon lords) to plant false visions in your mind as a diversion or trap.
[sblock="Order of the Awakened"]
Order of the Awakened
Prescient Defense
At 1st level, your insight into the thoughts of other creatures grants you a measure of protection against them. While you are wearing no armor and using no shield, your AC is equal to 10 + your Dexterity modifier + your Intelligence modifier.
Psionic Ability
Your Psionic Ability is Intelligence. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline you use, or when making an attack with one.
[][][]Discipline Save DC = 8 + your proficiency bonus + your Intelligence modifier
[][][]Discipline Attack Modifier = your proficiency bonus + your Intelligence modifier.
Psychic Mind
Also at 1st level, your mastery of psionic power allows you to tap directly into the minds of others. You can communicate telepathically with any creature you can see within 100ft 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 with you in this way.
Object Reading
Starting 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 (as if concentrating on a spell) for 10 minutes, you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was handled.
[][]You also learn of any events that have occurred within 20ft of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but cannot use other senses. At the DM’s discretion, potent magic, psionic abilities, or even certain rare natural phenomena may disrupt this ability, clouding or even negating your ability to see into the past. You know when such a phenomenon is occurring, and its general nature (e.g. natural or man-made), but not its exact location.
[][]In addition, when you use this ability, you can choose to embed a psychic sensor within an object. For the next 24 hours, you can use an action to learn the object’s location relative to you (it’s distance and direction) and look at the object’s surroundings from its point of view, as if you were there. As with viewing the past, it is possible that certain effects may make it difficult to get an accurate reading with this ability.
Mind Shadow
Starting at 6th level, you are immune to effects that seek to access or manipulate your thoughts, such as the Detect Thoughts or Modify Memory spells, and other creatures cannot speak to you telepathically unless you allow it. You know when a creature is trying to contact your mind, and get a vague sense of their power level, but not necessarily their identity or location.
Danger Sense
At level 14th level, your ability to see into the past and future makes it difficult for other creatures to take you unawares. You may add your proficiency bonus to your initiative rolls, and if you are surprised, you can expend your Psionic Focus (no action required) to not be surprised.
Prophetic Advantage
By the time you reach 18th level, your ability to perceive the past, present, and future grants you and your allies a potent edge in combat. Each time you finish a long rest, you may roll a number of d20s equal to your Intelligence modifier (minimum 1), and record the results.
[][]At any time before you finish your next long rest, you may use your reaction when you or another creature you can see makes a d20 roll. If so, you choose one of your prerecorded rolls, and replace the creature’s roll with the recorded result.
[/sblock]
[sblock="Order of the Immortal"]
Order of the Immortal
Battle Resilience
When you join this order at 1st level, your maximum hit point value increases by 1. It increases by 1 again each time you gain a level in this class.
[][]In addition, whenever you roll initiative, you may use your reaction to gain resistance to all damage until the end of your first turn.
Martial Order
Also at 1st level, you gain proficiency with heavy armor, martial weapons, and shields.
Psionic Ability
Your Psionic Ability is Charisma. You use your Charisma modifier when setting the saving throw DC for a psionic discipline, or when making an attack with one.
Discipline Save DC = 8 + proficiency bonus + your Charisma modifier
Discipline Attack Modifier = your proficiency bonus + your Charisma modifier.
Psionic Regeneration
At 3rd level, you learn to use psionic energy to augment and speed up your natural healing abilities. At the end of your turn, if your current hit point total is half or less of your hit point maximum, you regain hit points equal to half your Mystic level (round up). You only gain this benefit if you have at least 1 hit point remaining at the end of your turn.
Extra Attack
At 6th level, you can attack twice, instead of once, when you use the Attack action on your turn.
Indomitable Will
At 14th level, when you fail an Intelligence, Charisma, or Wisdom saving throw, you can expend your Psionic Focus to automatically succeed on that saving throw instead.
Diehard
By 18th level, the strength of your will is so overwhelming that you can surpass the limits of the flesh for a brief moment.
[][]Once, when you take damage that would reduce you to 0 hit points, you may expend your Psionic Focus as a reaction to become immune to all damage until the end of your next turn, before that damage is applied.
[/sblock]
[sblock="Order of the Ardent"]
Order of the Ardent
Bonus Proficiencies
When you join this order at 1st level, you gain proficiency with shields and martial weapons.
Ardent Mantle
Also at 1st level, your psionic powers stem from your ability to read, channel, and enhance the emotions of those around you. You learn the Mind Link Discipline, if you don’t already know it.
[][]In addition, you choose two Mantle options from the list below. You may choose an additional Mantle option from the list at 3rd, 6th, and 9th level.
[][]As a bonus action, you may choose one of your available Mantles, which represents your dominant emotional state at the time. This becomes your Active Mantle. Your Active Mantle provides you and those around you with a passive benefit, and also causes the Disciplines on your Order List to have different effects, depending on your emotional state.
[sblock="Mantle Options"]
Mantle of Clarity
While this is your Active Mantle, you and each friendly creature in your Mind Link may add your proficiency bonus to initiative rolls as long as you are conscious and can take actions.
Mantle of Elation
While this is your Active Mantle, you and each friendly creature within your Mind Link may add half your proficiency bonus (round up) to all saving throws, as long as you are conscious and can take actions.
Mantle of Wrath
While this is your Active Mantle, you and each friendly creature within your Mind Link may add half your proficiency bonus (round up) to damage rolls as long as you are conscious and can take actions.
Mantle of Grief
While this is your Active Mantle, each hostile creature within your Mind Link must subtract one half your proficiency bonus (round up) from their initiative rolls, as long as you are conscious and can take actions.
Mantle of Hope
While this is your Active Mantle, each friendly creature within your Mind Link gains a +1 bonus to attack rolls while they are not at full hit points, as long as you are conscious and can take actions.
Mantle of Courage
While this is your Active Mantle, each friendly creature within your Mind Link adds one half your proficiency bonus (round up) to AC against opportunity attacks as long as you are conscious and can take actions.
Mantle of Malice
While this is your Active Mantle, each hostile creature within your Mind Link subtracts one half your proficiency bonus (round up) from its AC as long as you are conscious and can take actions.
Mantle of Pain
While this is your Active Mantle, each hostile creature within your Mind Link subtracts one half your proficiency bonus (round up) from its damage rolls as long as you are conscious and can take actions.
[/sblock]
Psionic Ability
Your Psionic Ability is Wisdom. You use your Wisdom modifier when setting the saving throw DC for a psionic discipline, or when making an attack with one.
Discipline Save DC = 8 + your proficiency bonus + your Wisdom modifier
Discipline Attack Modifier = your proficiency bonus + your Wisdom modifier
Ardent Surge
Starting at 3rd level, you are able to concentrate all of your emotional energies into a potent empathic blast that affects those around you. As an action, you may expend your Psionic Focus to unleash an Ardent surge. Each creature you choose within your Mind Link is subjected to an effect which differs based on your Active Mantle:
[sblock="Mantle Effects"]
Mantle of Clarity
Each creature you choose may immediately end one condition currently affecting it that causes it to be blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, restrained, or stunned.
Mantle of Elation
Each creature you choose regains 1d8 hit points. As part of your action, you may spend Psi points to increase the amount of healing by 1d8 for every 2 points you spend, up to your Psi Maximum.
Mantle of Wrath
Each creature you choose becomes the target of a psionic attack. If your attack roll is equal to or greater than the target’s Wisdom score, it takes 2d6 psychic damage, or half damage if your roll is lower.
As part of your action, you may spend Psi points to increase the damage by 1d6 for every 2 points you spend, up to your Psi Maximum.
Mantle of Grief
Each creature you choose becomes the target of a psionic attack. If your attack roll is equal to or greater than the target’s Charisma score, it has disadvantage on all ability checks and saving throws until the end of your next turn.
Mantle of Hope
Each creature you choose has advantage on all ability checks and saving throws until the end of your next turn.
Mantle of Courage
Each creature you choose gains 5 temporary hit points. As part of your action, you may spend Psi points to increase the temporary hit points by 2 for each point you spend, up to your Psi Maximum.
Mantle of Malice
Each creature you choose is subjected to a psionic attack. If your attack roll is equal to or greater than the target’s Charisma score, it grants advantage to all attackers until the end of your next turn.
Mantle of Pain
Each creature you choose is subjected to a psionic attack. If your attack roll is equal to or greater than the target’s Intelligence score, it is vulnerable to all damage until the end of your next turn.
[/sblock]
Shared Recovery
At 6th level, your empathic link with others allows you to transfer and amplify the confidence and vigor of your allies to bolster the whole group.
[][]Whenever a creature within your Mink Link regains hit points, each creature you choose within your Mink Link receives half that number of temporary hit points.
Empathic Guidance
At 14th level, you have gained the ability to empathically transfer knowledge and competence as well as emotions. Each creature within your Mink Link may add your proficiency bonus to any ability check using a skill with which at least one creature in your Mind Link is proficient.
[][]A creature gain no benefit from this feature if it already adds your proficiency bonus to the check, or if it adds double its own proficiency bonus to the same check.
Superior Link
By 18th level, the range of your Mind Link expands from 10ft to 30ft.
[/sblock]
[sblock="Order of the Blade"]
Order of the Blade
Bonus Proficiencies
At first level, you gain proficiency with two skills or tools of your choice.
Mind Blade
When you choose this Order at 1st level, you gain the ability to draw forth a weapon from your psyche that is forged of pure mental energy. As a bonus action, you may form a Mind Blade, which appears in your hand with a flash of light and a burst of psychic wind.
[][]Your Mind Blade can take the form of any simple or martial weapon you have seen before, and you are always proficient with your Mind Blade. You may change the form of your Mind Blade whenever you manifest it, or as a bonus action while it is manifst. If you wish, you can instead form two Mind Blades, one in each hand, each of which takes the form of a simple or martial weapon that does not have the Heavy or Two-Handed properties. While it is manifest, it has the game statistics of the weapon on which it is based, except as follows:
Speed of Thought
Also at 1st level, you can saturate your body with psionic power to increase your speed and agility. Your walking speed increases by 10ft while you are not wearing heavy armor and are not using a shield. It increases by a further 5ft at 6th, 10th, 14th, and 18th level.
[][]In addition, you may expend your Psionic Focus to take the Dash action as a bonus action on your turn. When you Dash using this feature, you can move across vertical surfaces and liquids without falling during the move, your jump distance is doubled, and your movement doesn't provoke attacks of opportunity for the rest of the turn.
Psionic Ability
Your Psionic Ability is Charisma. You use your Charisma modifier when setting the save DC of a psionic Discipline, or when you make an attack with one.
Discipline Save DC = 8 + your proficiency bonus + your Charisma modifier.
Discipline Attack Modifier =your proficiency bonus + your Charisma modifier.
Bladewind
Starting at 3rd level, whenever you make a ranged attack with your Mind Blade while it has the Thrown property, it automatically returns to your hand after the attack is resolved. If there is no clear path to return, it simply vanishes and instantly reappears in your grasp.
[][]In addition, you may use your action to use the Bladewind technique. When you do so, your Mind Blade(s) splinter into thousands of tiny shards of force and launch themselves at each creature you choose within a 30ft cone originating from you. Each of those creatures must succeed on a Dexterity saving throw or take 2d4 slashing damage, or half as much damage on a successful save. As part of this action, you may spend Psi Points to increase the damage by 2d4 for every 2 points you spend, up to your Psi Maximum.
Enchant Mind Blade
At 6th level, your weapon attacks using your Mind Blade count as magical for the purposes of overcoming resistance to nonmagical damage.
Quick Draw
At 14th level, you can conjure your Mind Blade using your free object interaction once per round, instead of using a Bonus Action. In addition, you have advantage on weapon attack rolls using your Mind Blade on the first turn of any combat you began unarmed.
Knife to the Soul
At 18th level, whenever you hit a creature granting advantage to you with a weapon attack using your Mind Blade, you may expend your Psionic Focus to attempt to splinter your foe’s psyche with your strike. The target is subject to a psionic attack.
[][]If your attack roll is equal to or greater than the target’s Charisma, Intelligence, or Wisdom score (your choice), your attack becomes a critical hit, and the target has disadvantage on all ability checks, attack rolls, and saving throws using that ability for 1 minute. The creature may make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a successful save.
[/sblock]
The Mystic
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
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence
Skills: Choose two skills from among Arcana, History, Insight, Medicine, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- One simple melee weapon of your choice.
- (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
[TABLE="class: grid, width: 500"] [TR] [TD]Level[/TD] [TD]Prof.[/TD] [TD]Features[/TD] [TD]Disciplines Known[/TD] [TD]Psi Points[/TD] [TD]Psi Max[/TD] [/TR] [TR] [TD]1[/TD] [TD]+2[/TD] [TD]Mystic Order, Psionics, Strength of Mind[/TD] [TD]2[/TD] [TD]1[/TD] [TD]2[/TD] [/TR] [TR] [TD]2[/TD] [TD]+2[/TD] [TD]Psionic Focus[/TD] [TD]2[/TD] [TD]3[/TD] [TD]2[/TD] [/TR] [TR] [TD]3[/TD] [TD]+2[/TD] [TD]Order Benefit[/TD] [TD]2[/TD] [TD]5[/TD] [TD]3[/TD] [/TR] [TR] [TD]4[/TD] [TD]+2[/TD] [TD]Ability Score Increase[/TD] [TD]3[/TD] [TD]7[/TD] [TD]3[/TD] [/TR] [TR] [TD]5[/TD] [TD]+3[/TD] [TD]--[/TD] [TD]3[/TD] [TD]9[/TD] [TD]5[/TD] [/TR] [TR] [TD]6[/TD] [TD]+3[/TD] [TD]Order Benefit[/TD] [TD]3[/TD] [TD]11[/TD] [TD]5[/TD] [/TR] [TR] [TD]7[/TD] [TD]+3[/TD] [TD]--[/TD] [TD]4[/TD] [TD]13[/TD] [TD]6[/TD] [/TR] [TR] [TD]8[/TD] [TD]+3[/TD] [TD]Ability Score Increase[/TD] [TD]4[/TD] [TD]15[/TD] [TD]6[/TD] [/TR] [TR] [TD]9[/TD] [TD]+4[/TD] [TD]--[/TD] [TD]4[/TD] [TD]17[/TD] [TD]7[/TD] [/TR] [TR] [TD]10[/TD] [TD]+4[/TD] [TD]Order Benefit[/TD] [TD]5[/TD] [TD]19[/TD] [TD]7[/TD] [/TR] [TR] [TD]11[/TD] [TD]+4[/TD] [TD]Stillness of Mind[/TD] [TD]5[/TD] [TD]21[/TD] [TD]9[/TD] [/TR] [TR] [TD]12[/TD] [TD]+4[/TD] [TD]Ability Score Increase[/TD] [TD]5[/TD] [TD]23[/TD] [TD]9[/TD] [/TR] [TR] [TD]13[/TD] [TD]+5[/TD] [TD]Keen Focus[/TD] [TD]6[/TD] [TD]25[/TD] [TD]10[/TD] [/TR] [TR] [TD]14[/TD] [TD]+5[/TD] [TD]Order Benefit[/TD] [TD]6[/TD] [TD]27[/TD] [TD]10[/TD] [/TR] [TR] [TD]15[/TD] [TD]+5[/TD] [TD]Superior Will[/TD] [TD]6[/TD] [TD]29[/TD] [TD]11[/TD] [/TR] [TR] [TD]16[/TD] [TD]+5[/TD] [TD]Ability Score Increase[/TD] [TD]7[/TD] [TD]32[/TD] [TD]11[/TD] [/TR] [TR] [TD]17[/TD] [TD]+6[/TD] [TD]Diamond Mind[/TD] [TD]7[/TD] [TD]35[/TD] [TD]13[/TD] [/TR] [TR] [TD]18[/TD] [TD]+6[/TD] [TD]---[/TD] [TD]7[/TD] [TD]38[/TD] [TD]13[/TD] [/TR] [TR] [TD]19[/TD] [TD]+6[/TD] [TD]Ability Score Increase[/TD] [TD]8[/TD] [TD]41[/TD] [TD]13[/TD] [/TR] [TR] [TD]20[/TD] [TD]+6[/TD] [TD]Transcendent Master[/TD] [TD]8[/TD] [TD]45[/TD] [TD]13[/TD] [/TR] [/TABLE]
Mystic Order
At 1st level, you choose a psionic order. Each order specializes in a specific type of psionic energy. Your order allows you to choose from its unique disciplines, determines your Psionic Ability (see below), and grants you class features.
[][]The Order of the Awakened, Order of the Immortal, Order of the Ardent, and Order of the Blade are detailed below.
Psionics
Starting at 1st level, you can master and use Psionic Disciplines.
[][]Disciplines. At 1st level, you know two Disciplines of your choice, at least one of which must come from the list for your chosen Order. You learn additional Disciplines of your choice at higher levels, as shown in the “Disciplines Known” column of the Mystic Table.
[][]Psi Points. You gain a pool of Psi Points based on your Mystic level. Each time you gain a level in this class, your pool of Psi Points increases, as shown in the “Psi Points” column on the Mystic Table. Your Psi Point total returns to its maximum after you finish a short or long rest.
[][]Psi Maximum. Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. You have a maximum number of psi points you can spend to activate a discipline based on your mystic level, as shown in the “Psi Maximum” column of the Mystic table.
[][]Using Disciplines. You activate a discipline as a bonus action, immediately gaining the passive benefit of that discipline. You may have a number of psionic disciplines active at one time equal to half your Psionic Ability modifier (minimum 1), rounded up.
[][]While a discipline is active, you may also choose to concentrate on that discipline (no action required by you). While you maintain your concentration, you receive that discipline’s active benefit, but lose its passive benefit. You continue to gain the active benefit and can use the discipline’s optional features as long as you maintain your concentration on the discipline.
[][]While you are concentrating on a discipline, you can use any of that discipline’s optional features to augment the discipline’s effects. Each discipline details its optional effects and the type of action (if any) required to spend Psi points on an option.
[][]You may end all effects of a discipline immediately by ending concentration on the discipline. If you want to end a single effect of a discipline but still maintain its other effects, you can end a specific effect as a bonus action. You can also use a bonus action to end all active effects (including the concentration benefit) of a discipline, and resume its passive benefit.
[][]Psionic Ability. Your Psionic Ability is determined by your Mystic Order. You use this ability when an effect refers to your Psionic Ability (See Mystic Order).
Strength of Mind
The power of psionics comes from within, and even the simplest techniques require a deep mastery and understanding of how psionic energy can augment the mind and body. This understanding allows you to alter your defenses to better deal with persistent threats.
[][]After completing a short or long rest, choose one ability score other than Intelligence. You gain proficiency in saving throws using the chosen ability score. This benefit lasts until you finish a short or long rest.
Psionic Focus
Starting at 2nd level, you are able to take 1 hour, which can be during a short rest, to perform a deep meditation that purges your mind of distracting thoughts, and allows you to become psionically focused. While you remain psionically focused, your concentration on a psionic discipline cannot be ended as a result of taking damage.
[][]In addition, your Psionic Order will grant you certain abilities that can be activated by expending your Psionic Focus. You must then take a short or long rest before you can meditate and become Psionically focused again.
Serene Mind
Starting at 11th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. If you expend your Psionic Focus as part of using this ability, you may do so as a bonus action instead of as an action.
Keen Focus
By 13th level, your ability to clear your mind and sharpen your senses has only improved as your mental discipline grows stronger. Once, you may use your action to gain Psionic Focus without having to meditate for an hour. You regain the ability to do so after a short or long rest.
Superior Will
Starting at 15th level, your mental fortitude is so great that you are able to shake off psychic attacks almost effortlessly. Whenever you are subject to an effect that allows you to make an Intelligence, Charisma, or Wisdom saving throw at the end of your turn, you may instead make the saving throw at the start of your turn.
Diamond Soul
By 17th level, you have proficiency with all saving throws. In addition, when you fail a saving throw, you may expend your Psionic Focus to reroll it and use the second result.
Transcendent Master
Starting at 20th level, your understanding of your own place in the universe grants you uncanny insight into the inner workings of reality. Your Intelligence, Wisdom, and Charisma scores all increase by 2, and your maximum score in each of these abilities also increases by 2.
[][]In addition, you gain a psychic connection with the fabric of the universe that is able to alert you to events of monumental significance wherever they occur in the cosmos. For instance, you may be forewarned of the birth of a mighty hero, or the rise of a powerful villain with the potential to cause unfathomable destruction. You also gain a vague sense of the path destiny will take if you do not intervene, and (at the DM’s discretion) what steps you can take (if any) to avert any negative consequences that may result from what you perceive.
[][]How you receive these premonitions is up to the DM; you might receive prophetic dreams or waking visions that hint at what is about to occur, or the information may simply spring fully formed into your mind without warning. It may also be possible for certain powerful beings (such as deities or demon lords) to plant false visions in your mind as a diversion or trap.
[sblock="Order of the Awakened"]
Order of the Awakened
Prescient Defense
At 1st level, your insight into the thoughts of other creatures grants you a measure of protection against them. While you are wearing no armor and using no shield, your AC is equal to 10 + your Dexterity modifier + your Intelligence modifier.
Psionic Ability
Your Psionic Ability is Intelligence. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline you use, or when making an attack with one.
[][][]Discipline Save DC = 8 + your proficiency bonus + your Intelligence modifier
[][][]Discipline Attack Modifier = your proficiency bonus + your Intelligence modifier.
Psychic Mind
Also at 1st level, your mastery of psionic power allows you to tap directly into the minds of others. You can communicate telepathically with any creature you can see within 100ft 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 with you in this way.
Object Reading
Starting 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 (as if concentrating on a spell) for 10 minutes, you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was handled.
[][]You also learn of any events that have occurred within 20ft of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but cannot use other senses. At the DM’s discretion, potent magic, psionic abilities, or even certain rare natural phenomena may disrupt this ability, clouding or even negating your ability to see into the past. You know when such a phenomenon is occurring, and its general nature (e.g. natural or man-made), but not its exact location.
[][]In addition, when you use this ability, you can choose to embed a psychic sensor within an object. For the next 24 hours, you can use an action to learn the object’s location relative to you (it’s distance and direction) and look at the object’s surroundings from its point of view, as if you were there. As with viewing the past, it is possible that certain effects may make it difficult to get an accurate reading with this ability.
Mind Shadow
Starting at 6th level, you are immune to effects that seek to access or manipulate your thoughts, such as the Detect Thoughts or Modify Memory spells, and other creatures cannot speak to you telepathically unless you allow it. You know when a creature is trying to contact your mind, and get a vague sense of their power level, but not necessarily their identity or location.
Danger Sense
At level 14th level, your ability to see into the past and future makes it difficult for other creatures to take you unawares. You may add your proficiency bonus to your initiative rolls, and if you are surprised, you can expend your Psionic Focus (no action required) to not be surprised.
Prophetic Advantage
By the time you reach 18th level, your ability to perceive the past, present, and future grants you and your allies a potent edge in combat. Each time you finish a long rest, you may roll a number of d20s equal to your Intelligence modifier (minimum 1), and record the results.
[][]At any time before you finish your next long rest, you may use your reaction when you or another creature you can see makes a d20 roll. If so, you choose one of your prerecorded rolls, and replace the creature’s roll with the recorded result.
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[sblock="Order of the Immortal"]
Order of the Immortal
Battle Resilience
When you join this order at 1st level, your maximum hit point value increases by 1. It increases by 1 again each time you gain a level in this class.
[][]In addition, whenever you roll initiative, you may use your reaction to gain resistance to all damage until the end of your first turn.
Martial Order
Also at 1st level, you gain proficiency with heavy armor, martial weapons, and shields.
Psionic Ability
Your Psionic Ability is Charisma. You use your Charisma modifier when setting the saving throw DC for a psionic discipline, or when making an attack with one.
Discipline Save DC = 8 + proficiency bonus + your Charisma modifier
Discipline Attack Modifier = your proficiency bonus + your Charisma modifier.
Psionic Regeneration
At 3rd level, you learn to use psionic energy to augment and speed up your natural healing abilities. At the end of your turn, if your current hit point total is half or less of your hit point maximum, you regain hit points equal to half your Mystic level (round up). You only gain this benefit if you have at least 1 hit point remaining at the end of your turn.
Extra Attack
At 6th level, you can attack twice, instead of once, when you use the Attack action on your turn.
Indomitable Will
At 14th level, when you fail an Intelligence, Charisma, or Wisdom saving throw, you can expend your Psionic Focus to automatically succeed on that saving throw instead.
Diehard
By 18th level, the strength of your will is so overwhelming that you can surpass the limits of the flesh for a brief moment.
[][]Once, when you take damage that would reduce you to 0 hit points, you may expend your Psionic Focus as a reaction to become immune to all damage until the end of your next turn, before that damage is applied.
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[sblock="Order of the Ardent"]
Order of the Ardent
Bonus Proficiencies
When you join this order at 1st level, you gain proficiency with shields and martial weapons.
Ardent Mantle
Also at 1st level, your psionic powers stem from your ability to read, channel, and enhance the emotions of those around you. You learn the Mind Link Discipline, if you don’t already know it.
[][]In addition, you choose two Mantle options from the list below. You may choose an additional Mantle option from the list at 3rd, 6th, and 9th level.
[][]As a bonus action, you may choose one of your available Mantles, which represents your dominant emotional state at the time. This becomes your Active Mantle. Your Active Mantle provides you and those around you with a passive benefit, and also causes the Disciplines on your Order List to have different effects, depending on your emotional state.
[sblock="Mantle Options"]
Mantle of Clarity
While this is your Active Mantle, you and each friendly creature in your Mind Link may add your proficiency bonus to initiative rolls as long as you are conscious and can take actions.
Mantle of Elation
While this is your Active Mantle, you and each friendly creature within your Mind Link may add half your proficiency bonus (round up) to all saving throws, as long as you are conscious and can take actions.
Mantle of Wrath
While this is your Active Mantle, you and each friendly creature within your Mind Link may add half your proficiency bonus (round up) to damage rolls as long as you are conscious and can take actions.
Mantle of Grief
While this is your Active Mantle, each hostile creature within your Mind Link must subtract one half your proficiency bonus (round up) from their initiative rolls, as long as you are conscious and can take actions.
Mantle of Hope
While this is your Active Mantle, each friendly creature within your Mind Link gains a +1 bonus to attack rolls while they are not at full hit points, as long as you are conscious and can take actions.
Mantle of Courage
While this is your Active Mantle, each friendly creature within your Mind Link adds one half your proficiency bonus (round up) to AC against opportunity attacks as long as you are conscious and can take actions.
Mantle of Malice
While this is your Active Mantle, each hostile creature within your Mind Link subtracts one half your proficiency bonus (round up) from its AC as long as you are conscious and can take actions.
Mantle of Pain
While this is your Active Mantle, each hostile creature within your Mind Link subtracts one half your proficiency bonus (round up) from its damage rolls as long as you are conscious and can take actions.
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Psionic Ability
Your Psionic Ability is Wisdom. You use your Wisdom modifier when setting the saving throw DC for a psionic discipline, or when making an attack with one.
Discipline Save DC = 8 + your proficiency bonus + your Wisdom modifier
Discipline Attack Modifier = your proficiency bonus + your Wisdom modifier
Ardent Surge
Starting at 3rd level, you are able to concentrate all of your emotional energies into a potent empathic blast that affects those around you. As an action, you may expend your Psionic Focus to unleash an Ardent surge. Each creature you choose within your Mind Link is subjected to an effect which differs based on your Active Mantle:
[sblock="Mantle Effects"]
Mantle of Clarity
Each creature you choose may immediately end one condition currently affecting it that causes it to be blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, restrained, or stunned.
Mantle of Elation
Each creature you choose regains 1d8 hit points. As part of your action, you may spend Psi points to increase the amount of healing by 1d8 for every 2 points you spend, up to your Psi Maximum.
Mantle of Wrath
Each creature you choose becomes the target of a psionic attack. If your attack roll is equal to or greater than the target’s Wisdom score, it takes 2d6 psychic damage, or half damage if your roll is lower.
As part of your action, you may spend Psi points to increase the damage by 1d6 for every 2 points you spend, up to your Psi Maximum.
Mantle of Grief
Each creature you choose becomes the target of a psionic attack. If your attack roll is equal to or greater than the target’s Charisma score, it has disadvantage on all ability checks and saving throws until the end of your next turn.
Mantle of Hope
Each creature you choose has advantage on all ability checks and saving throws until the end of your next turn.
Mantle of Courage
Each creature you choose gains 5 temporary hit points. As part of your action, you may spend Psi points to increase the temporary hit points by 2 for each point you spend, up to your Psi Maximum.
Mantle of Malice
Each creature you choose is subjected to a psionic attack. If your attack roll is equal to or greater than the target’s Charisma score, it grants advantage to all attackers until the end of your next turn.
Mantle of Pain
Each creature you choose is subjected to a psionic attack. If your attack roll is equal to or greater than the target’s Intelligence score, it is vulnerable to all damage until the end of your next turn.
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Shared Recovery
At 6th level, your empathic link with others allows you to transfer and amplify the confidence and vigor of your allies to bolster the whole group.
[][]Whenever a creature within your Mink Link regains hit points, each creature you choose within your Mink Link receives half that number of temporary hit points.
Empathic Guidance
At 14th level, you have gained the ability to empathically transfer knowledge and competence as well as emotions. Each creature within your Mink Link may add your proficiency bonus to any ability check using a skill with which at least one creature in your Mind Link is proficient.
[][]A creature gain no benefit from this feature if it already adds your proficiency bonus to the check, or if it adds double its own proficiency bonus to the same check.
Superior Link
By 18th level, the range of your Mind Link expands from 10ft to 30ft.
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[sblock="Order of the Blade"]
Order of the Blade
Bonus Proficiencies
At first level, you gain proficiency with two skills or tools of your choice.
Mind Blade
When you choose this Order at 1st level, you gain the ability to draw forth a weapon from your psyche that is forged of pure mental energy. As a bonus action, you may form a Mind Blade, which appears in your hand with a flash of light and a burst of psychic wind.
[][]Your Mind Blade can take the form of any simple or martial weapon you have seen before, and you are always proficient with your Mind Blade. You may change the form of your Mind Blade whenever you manifest it, or as a bonus action while it is manifst. If you wish, you can instead form two Mind Blades, one in each hand, each of which takes the form of a simple or martial weapon that does not have the Heavy or Two-Handed properties. While it is manifest, it has the game statistics of the weapon on which it is based, except as follows:
- The weapon appears spectral or translucent, and sheds dim light in a 5ft radius. The light can be any color you choose.
- If the weapon lacks the Heavy, Two-Handed, and Versatile properties, it also gains the Thrown property (if it doesn’t already have it) with a range of 30/120.
- If the weapon has the Ammunition and/or Loading properties, you may mentally create ammunition for the weapon as part of any action or bonus action you use to attack with it. Alternatively, you may choose to fire physical ammunition with the weapon.
- The weapon can be dispelled by Null Psionics or similar effects that suppress or neutralize psionic abilities. It also vanishes if you fall unconscious, if you dismiss it (no action required), or if you are out of physical contact with it for 1 minute or more.
Speed of Thought
Also at 1st level, you can saturate your body with psionic power to increase your speed and agility. Your walking speed increases by 10ft while you are not wearing heavy armor and are not using a shield. It increases by a further 5ft at 6th, 10th, 14th, and 18th level.
[][]In addition, you may expend your Psionic Focus to take the Dash action as a bonus action on your turn. When you Dash using this feature, you can move across vertical surfaces and liquids without falling during the move, your jump distance is doubled, and your movement doesn't provoke attacks of opportunity for the rest of the turn.
Psionic Ability
Your Psionic Ability is Charisma. You use your Charisma modifier when setting the save DC of a psionic Discipline, or when you make an attack with one.
Discipline Save DC = 8 + your proficiency bonus + your Charisma modifier.
Discipline Attack Modifier =your proficiency bonus + your Charisma modifier.
Bladewind
Starting at 3rd level, whenever you make a ranged attack with your Mind Blade while it has the Thrown property, it automatically returns to your hand after the attack is resolved. If there is no clear path to return, it simply vanishes and instantly reappears in your grasp.
[][]In addition, you may use your action to use the Bladewind technique. When you do so, your Mind Blade(s) splinter into thousands of tiny shards of force and launch themselves at each creature you choose within a 30ft cone originating from you. Each of those creatures must succeed on a Dexterity saving throw or take 2d4 slashing damage, or half as much damage on a successful save. As part of this action, you may spend Psi Points to increase the damage by 2d4 for every 2 points you spend, up to your Psi Maximum.
Enchant Mind Blade
At 6th level, your weapon attacks using your Mind Blade count as magical for the purposes of overcoming resistance to nonmagical damage.
Quick Draw
At 14th level, you can conjure your Mind Blade using your free object interaction once per round, instead of using a Bonus Action. In addition, you have advantage on weapon attack rolls using your Mind Blade on the first turn of any combat you began unarmed.
Knife to the Soul
At 18th level, whenever you hit a creature granting advantage to you with a weapon attack using your Mind Blade, you may expend your Psionic Focus to attempt to splinter your foe’s psyche with your strike. The target is subject to a psionic attack.
[][]If your attack roll is equal to or greater than the target’s Charisma, Intelligence, or Wisdom score (your choice), your attack becomes a critical hit, and the target has disadvantage on all ability checks, attack rolls, and saving throws using that ability for 1 minute. The creature may make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a successful save.
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