Mystic (Revised)

Mystic Leveling Table

Level Prof. Bonus Features Talents Disciplines Psi Points Psi Limit
1st+2 Psionics, Mystic Order 2142
2nd+2 Mystical Recovery, Telepathy 2162
3rd+2 Mystic Order feature 22143
4th+2 Ability Score Improvement, Strength of Mind 32173
5th+3 33275
6th+3 Mystic Order feature 33325
7th+3 34386
8th+3 Ability Score Improvement, Potent Psionics (1d8) 34446
9th+4 35577
10th+4 Consumptive Power 45647
11th+4 45647
12th+4 Ability Score Improvement 46717
13th+5 46717
14th+5 Mystic Order feature, Potent Psionics (2d8) 46717
15th+5 47787
16th+5 Ability Score Improvement 47787
17th+6 47787
18th+6 Mystic Order feature 48857
19th+6 Ability Score Improvement 48857
20th+6 Psionic Body 48857

Basic Features

Hit Points

Proficiencies

Equipment

Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

Psionics

As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents

A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.

Psionic Disciplines

A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time.

At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.

In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

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. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.

The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.

Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines.

Psionic Ability

Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier

Psionic Attack modifier = your proficiency bonus + your Intelligence modifier

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 3rd, 6th, and 14th level.

Mystical Recovery

Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent. You can only do this if the discipline you used is one from your order.

Once you use this feature, you must finish a short or long rest before you can use it again.

Telepathy

Also at 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Strength of Mind

Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.

Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next long rest.

Potent Psionics

At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.

In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.

Consumptive Power

At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

Once you use this feature, you can't use it again until you finish a long 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:

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.

Bonus Avatar Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.

Armor Training

At 1st level, you gain proficiency with medium armor and shields.

Avatar of Battle

Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, each ally within 10 feet of you who can see you gains a +2 bonus to initiative rolls.

Avatar of Healing

Beginning at 6th level, you project an aura of resilience. While you aren't incapacitated, each ally within 10 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.

Avatar of Speed

Starting at 14th level, you project an aura of speed. While you aren't incapacitated, any ally within 10 feet of you who can see you can take the Dash action as a bonus action.

Avatar of Heroism

At 18th level, the range on your Avatar of Battle, Avatar of Healing, and Avatar of Speed abilities increase to 30 feet.

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.

Bonus Awakened Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.

Awakened Talent

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Psionic Investigation

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 for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.

You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.

Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Psionic Surge

Starting at 6th level, you can overload your psychic focus to batter down an opponent's defenses. You can use your reaction to impose disadvantage on a saving throw done by a creature you can see within 30 feet of you, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a long rest.

You can't use this feature if you can't use your psychic focus.

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 a bonus action to end it.

Once you use this feature, you can't use it again until you finish a long rest.

Force of Mind

Starting at 18th level, you master how to maximize the impact of your mind. When you would normally roll one or more dice to deal psychic damage with a psionic discipline, you can spend 2 psi to instead use the highest number possible for each die. For example, instead of dealing 2d6 psychic damage to a creature, you deal 12.

Order of the Immortal

The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.

Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.

Bonus Immortal Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.

Immortal Durability

Starting at 1st level, your hit point maximum increases by 1 per mystic level.

In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.

Psionic Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

Surge of Health

Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you.

Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier. Once you use this feature, you can't use it again until you finish a long rest.

Master of Body

At 18th level, you learn to warp the bodies of others, as well as your own. When you use a psionic talent or discipline with a range of self, you can instead target a creature you can touch.

Order of the Nomad

Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.

Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.

Bonus Nomad Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.

Breadth of Knowledge

At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

Memory of One Thousand Steps

At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.

Superior Teleportation

At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.

Effortless Journey

Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

Ascendant Knowledge

By 18th level, your mind is so infused with the noosphere that it bolsters your perception. You are aware of the location of all creatures and objects within 10 feet of you, even if a target is hidden or invisible. You also ignore sight requirements on psionic disciplines, so long as there is a direct path between you and the target.

Order of the Soul Knife

The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.

Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.

Martial Training

At 1st level, you gain proficiency with medium armor and martial weapons.

Soul Knife

Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.

For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit.

As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.

Hone the Blade

Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.

Psi Points Bonus
2 +1
5 +2
7 +3

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Phantom Knife

Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC.

Psyche Cutter

At 18th level, you have learned to slice your opponents straight to their soul. When you take the Attack action and use your soul knife, you can also expend 1 to 7 psi, abiding by your psi limit. On hit, the target takes the attack's normal effects, and must make a Wisdom saving throw. On a failed save, it takes 2d10 necrotic damage per psi point spent, or half as much on a successful one.

Order of the Wu Jen

The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it.

In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.

Bonus Wu Jen Disciplines

At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines.

Hermit's Study

Also at 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Elemental Attunement

Starting at 3rd level, when a creature's resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature's resistance. You can't spend this point if doing so would increase the discipline's cost above your psi limit.

Arcane Dabbler

At 6th level, you learn six wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level.

As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi point cost of each spell slot is detailed on the table below.

Spell Slot Level Psi Cost
1st 2
2rd 3
3th 5
4th 6
5th 7

The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.

Whenever you gain a level in this class, you cna replace on of the chosen wizard spells with a different wizard spell of 1st through 3rh level.

Elemental Mastery

Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.

Elemental Deity

At 18th level, you have dealt with the elements so much that they fuse with your form. You gain resistance to acid, cold, fire, poison, and lightning damage. If you're already permanently resistant to one of these types, or later gain permanent resistance, you instead gain immunity to it. If you gain temporary resistance to one of these types, through an item, spell, or similar, you instead gain immunity while the effect lasts.

Psionic Disciplines and Talents

Psionic talents and 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.

Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a mystic can learn any discipline regardless of its associated order.

Using a Discipline

Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.

Psionic Focus

The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.

Effect Options and Psi Points

A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option.

Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action.

Each option notes specific information about its effect, including any action required to use it and its range.

Components

Disciplines generally have no specified components. Each requires at least a verbal or somatic component, if not both, but which and what varies by the caster.

Duration

An effect option in a discipline specifies how long its effect lasts.

Targets and Areas of Effect

Psionic disciplines use the same rules as spells for determining targets and areas of effect.

Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.

Some disciplines require you to make an attack roll to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability.

Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect — usually dependent on how many psi points were used to create the effect — applies while the durations of the effects overlap.

Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.

Avatar 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.

Crown of Disgust

You cause a creature to be flooded with emotions of disgust.

Psychic Focus: While you are focused on this discipline, the area in a 5 foot radius around you is difficult terrain for any enemy that isn't 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 it to.

Psychic Focus: While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.

Mantle of Command

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, following a path of your choice. To move in this way, the ally mustn't be incapacitated.

Mantle of Courage

You focus your mind on courage, radiating confidence and bravado to your allies.

Psychic Focus: While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.

Mantle of Fear

You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.

Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Mantle of Fury

You allow the primal fury lurking deep within your mind to burst forth, catching you and you allies in an implacable bloodthirst.

Psychic Focus: While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5 foot increase to their walking speed during that turn.

Mantle 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.

Awakened Disciplines

Aura Sight

You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature's nature.

Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks.

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.

Mantle of Awe

You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

Psychic Focus: While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

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.

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 to damage rolls with psionic talents that deal psychic damage.

Psychic Disruption

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.

Psychic Inquisition

You reach into a creature's mind to uncover information or plant ideas within it.

Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying.

Psychic Phantoms

Your power reaches into a creature's mind and causes it false perceptions.

Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks.

Telepathic Contact

By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the Mystic class, you instead gain it while focused on this discipline.

Immortal Disciplines

Adaptive Body

You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.

Psychic Focus: While focused on this discipline, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

Bestial Form

You transform your body, gaining traits of different beasts.

Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.

Brute Force

You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.

Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks

Celerity

You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Psychic Focus: While focused on this discipline, your walking speed increases by 10 feet.

Corrosive Metabolism

Your control over your body allows you to deliver acid or poison attacks.

Psychic Focus: While focused on this discipline, you have resistance to acid and poison damage

Diminution

You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.

Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Giant Growth

You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.

Psychic Focus: While focused on this discipline, your reach increases by 5 feet.

Iron Durability

You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC.

Psionic Restoration

You wield psionic energy to cure wounds and restore health to yourself and others.

Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

Psionic Weapon

You have learned how to channel psionic energy into your attacks, lending them devastating power.

Psychic Focus: Whenever you focus on this discipline, choose one weapon you're holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level in the Mystic class, you don't add your Strength or Dexterity modifier to the psychic attack's damage rolls.

Nomad Disciplines

Nomadic Arrow

You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.

Psychic Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can't benefit from advantage.

Nomadic Chameleon

You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.

Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Nomadic Mind

You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.

Psychic Focus: Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.

Nomadic Step

You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.

Psychic Focus: After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.

Third Eye

You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.

Psychic Focus: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.

Wu Jen Disciplines

Mastery of Air

You become one with the power of elemental air.

Psychic Focus: While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.

Mastery of Fire

You align your mind with the energy of elemental fire.

Psychic Focus: While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.

Mastery of Force

As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.

Psychic Focus: While focused on this discipline, you have advantage on Strength checks.

Mastery of Ice

You master the power of ice, shaping it to meet you demands.

Psychic Focus: While focused on this discipline, you have resistance to cold damage.

Mastery of Light and Darkness

You claim dominion over light and darkness with your mind.

Psychic Focus: While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.

Mastery of Water

Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.

Psychic Focus: While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.

Mastery of Weather

Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

Psychic Focus: While focused on this discipline, you have resistance to lightning and thunder damage.

Mastery of Wood and Earth

You attune your mind to seize control of wood and earth.

Psychic Focus: While focused on this discipline, you have a +1 bonus to AC.

Psionic Talents

Psionic talents are minor abilities that require psionic aptitude but don't drain a mystic's reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:

Beacon

As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

Blade Meld

As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can't let go of the weapon nor can it be forced from your grasp.

Blind Spot

As an action, you erase your image from the mind of one creature you can see within 120 feet of you. The target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Delusion

As an action, 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.

Energy Beam

As an action, you hurl a beam of energy at one creature you can see within 90 feet of you. Make a psionic attack roll. On hit, the target takes 1d8 acid, cold, fire, lightning, or poison damage (your choice).

The talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Light Step

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Mind Burst

As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.

The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mind Meld

As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.

This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.

Mind Slam

As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.

The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mystic Charm

As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.

Mystic Hand

You can use your action to manipulate or move one object within 30 feet of you. The object can't weigh more than 10 pounds, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.

This talent allows you to open an unlocked door, pour out a beer stein, and so on.

The object falls to the ground at the end of your turn if you leave it suspended in midair.

Psychic Hammer

As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater.

The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).