Xethik
2016-01-15, 11:29 PM
Hey homebrewers. A player of mine wanted to play a Psychic Rogue/Lurk for an upcoming 5e game and I was pretty interested in what I saw with the Mystic's Discipline-Augment system. This class started as the Order of the Knife subclass but I quickly realized that I wanted less Soulknife and more Lurk. Thus came about the Order of the Lurk! This is also a slightly expanded Mystic, but the class is pretty bare bones with more power given to the Order. Please let me know what you think and if you have any ideas for Disciplines/Augments that are fitting for the class! Also, formatting suggestions are greatly appreciated. First time doing something like this for me.
Imgur version here (http://imgur.com/a/eYhxp)
PDF Google Drive version here (https://drive.google.com/file/d/0B5veXLO7wXoQeGlQbVRseXg3cTg/view?usp=sharing)
NOTE: I've changed augments slightly. Only augments marked with [C] require the Mystic to be concentrating on the related discipline to use them. Bonus action-gating augments seemed to hurt more than help for the most part. I'm hoping this alleviates some versatility problems without creating issues.
Older forum version no longer up-to-date.
Mystic
Level
Proficiency Bonus
Features
Disciplines Known
Psi Points
Psi Maximum
1st
+2
Psionic Power, Strength of Mind, Psionic Order
1
4
2
2nd
+2
Psychic Reformation
2
6
2
3rd
+2
Psionic Order feature
2
14
3
4th
+2
Ability Score Improvement
2
17
3
5th
+3
3
27
5
6th
+3
Psionic Order feature
3
32
5
7th
+3
4
38
6
8th
+3
Ability Score Improvement
4
44
6
9th
+4
5
57
7
10th
+4
Mental Slip
5
64
7
11th
+4
5
73
9
12th
+4
Ability Score Improvement
6
73
9
13th
+5
6
83
10
14th
+5
Psionic Order feature
6
83
10
15th
+5
7
94
11
16th
+5
Ability Score Improvement
7
94
11
17th
+6
7
107
13
18th
+6
Psionic Order feature
8
114
13
19th
+6
Ability Score Improvement
8
123
13
20th
+6
Interplanar Connection
9
133
13
Class Features
HIT POINTS
Hit Dice: 1d8 per mystic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st
PROFICIENCIES
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom
Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a spear or (b) a mace
(a) leather armor or (b) scale mail
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar’s pack or (b) an explorer’s pack
Psionic Power
Disciplines
At 1st level, you know one discipline of your choice. You choose disciplines from the list included in your chosen order (see below). You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic Table. Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline from the order you have chosen.
Psi Points
A mystic has an internal reservoir of energy that can be devoted to the discipline he or she knows. This energy is represented as Psi Points, which can be used to further empower a mystic’s abilities. As a mystic, you gain a pool of psi points based on your mystic level. Your psi point total returns to its maximum after you finish a long rest. You have a maximum number of psi points you can spend to activate a discipline or to augment a discipline. This is based on your mystic level and is shown in the Psi Maximum column of the Mystic table.
Each discipline features augments the mystic can activate by spending the appropriate amount of psi points. (A discipline that has an asterisk to indicate a number can be used with a varying number as indicated in the option text.) If an augment option does not state that it is requires an action, bonus action, or reaction, it requires no action at all.
Using Disciplines
You can activate a discipline using your bonus action, and must immediately begin concentration on it. You immediately gain a benefit from your discipline when you begin concentrating on it. You continue to gain this benefit as long as you maintain your concentration on the discipline.
Concentrating on a discipline uses the same rules as concentrating on a spell. Due to this, the mystic may only concentrate on a single discipline at one time, unless a magical effect says otherwise.
Disciplines and their related augments do not require the components that many spells require as well. Using a discipline or augment requires no spoken words, gestures, or materials. The power of psionics comes entirely from within the mind.
Using Augments
Augments are represented under their correlating disciplines in bold with a psi point “price” next to them.
You can spend psi points to activate an augment that is related to a discipline that you know. Each discipline has details on its relative augment effects, and the type of action (if any) required to spend psi points on an augment.
An augment with a [C] after the name is a concentrating augment. A concentrating augment can only be used when you are concentrating on the related discipline. If you stop concentrating on that discipline, the augment’s effects end immediately.
An augment with a † after the name is a strike augment. A strike augment usually amplifies your current or next attack to deal more damage or cause an additional effect. You can only use one strike augment per turn.
You can combine different augmented effects together while the duration of the augment(s) stays active. A single augment effect does not stack on top of itself. You can end all augment affects you are currently using as a free action. However, if you want to end a single augment but still maintain another augment, you can end that specific augment as a bonus action. All augments end after you finish a long rest.
Psionic Ability
Intelligence is your psionic ability for your mystic disciplines. Your intellect determines the strength of the psionic effects you manifest. You use your Intelligence whenever a spell or discipline refers to your spellcasting ability. You use your Intelligence modifier when setting the saving throw DC for a mystic discipline or when making a discipline attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
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 mind and body. This understanding allows you to alter your defenses to better deal with persistent threats.
Starting at 1st level, after completing a short or long rest, choose one ability score. You gain proficiency in saving throws using the chosen ability score. This benefit lasts until you finish your next short or long rest.
Psychic Reformation
Starting at 2nd level, you have learned to regain some of your psionic energy by easing your mind. Once per day when you finish a short rest, you can choose to recover a number of psi points equal to your mystic level, up to your psi point total.
Mental Slip
Beginning at 10th level, you are able to escape from mental effects easily. When you fail an Intelligence, Wisdom, or Charisma saving throw and failing that save applies a lasting effect, you are able to attempt the saving throw again at the start of your next turn. If you succeed, you end that effect early.
Interplanar Connection
At 20th level, you have access to pure mental energy that holds the planes together. You permanently gain truesight out to 30 feet. In addition, once per long rest you can cast the Gate spell as a psionic ability.
Psionic Orders
Psionics is a mysterious form of power within most game worlds. Secretive cabals study its origins and applications, while always pushing the boundaries of what psionics can achieve.
Each psionic order pursues a specific goal for psionic power. The goal shapes how members of an order understand psionics and determines the disciplines they master.
Order of the Lurk
Mystics of the Order of the Lurk remain seek to use their power to become master thieves and assassins. They seek the perfect and clean kill, manipulating marks and prying secrets from the minds of everyone around them. To members of this order, psionic energy is an enhancement to their existing skills of subterfuge and slaying.
Sneak Attack Damage
Level
Sneak Attack
1st
1d6
2nd
1d6
3rd
1d6
4th
2d6
5th
2d6
6th
2d6
7th
3d6
8th
3d6
9th
3d6
10th
4d6
11th
4d6
12th
4d6
13th
5d6
14th
5d6
15th
5d6
16th
6d6
17th
6d6
18th
6d6
19th
7d6
20th
7d6
Bonus Proficiencies
When you choose this archetype at 1st level, you gain proficiency with Dexterity (Stealth) and with shortswords.
Mind and Blade
Beginning at 1st level, you gain the Sneak Attack class feature like that of a Rogue. The amount of extra damage you deal is based on your levels in this class, as shown in the Sneak Attack Damage table. If you gain Sneak Attack from multiple sources, you only use the higher of the two.
In addition, you add your Intelligence modifier to Constitution saving throws you make to maintain your concentration.
Knife the Soul
When you reach 3rd level, you are able to strike the soul as well as the flesh. When you engage in two-weapon fighting, you can add your Intelligence modifier to damage, even with your second attack. You cannot add your normal ability modifier to damage in addition to your Intelligence modifier.
At 11th level, you further enhance your attacks. Whenever you hit a creature with a weapon attack, the creature also takes an extra 1d8 psychic damage.
Vanish
Starting at 6th level, you can use the Hide action as a bonus action on your turn.
Evasion
Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Enhanced Strikes
Starting at 14th level, you are no longer limited to one strike augment per turn. Instead, you can are limited to one strike augment per attack. You may use the same strike augment multiple times in one turn if you make multiple attacks.
Perfected Discipline
At 18th level, select one discipline. The augments of this discipline now cost 2 psi points less (minimum 1). You can’t lose concentration on this discipline from taking damage.
Lurk Disciplines
Will of Blades
Psionic Discipline
Concentration: While concentrating on this discipline, you charge your blades with additional energy. Your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ethereal Weapon (2): Each time you make a weapon attack, you can spend 2 psi points to transform your weapon into pure psionic energy. You do not make your attack roll against the target’s AC. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage (including damage from Psychic Strike and similar effects) from the attack but suffers no additional effects that would normally be imposed on a hit.
Augmented Weapon [C](5): You can strengthen the energy that you have infused into your weapons, granting them a bonus to attack rolls and damage rolls to +3. If your weapons are already magic weapons, use the individual weapon’s bonuses or the discipline’s bonuses, whichever are higher. This effect lasts as long as you concentrate on the discipline, up to 1 minute.
Manifested Will (3): As a bonus action, you can force your psychic powers into reality for a time. Whenever you would deal psychic damage with an attack or augment, you instead deal force damage. You can end this effect as a bonus action. Otherwise, this effect lasts 1 minute.
Mindhunter [C](2): As a bonus action, you can designate a target you can see within 90 feet as your quarry. Until the augment ends, you deal an extra 1d6 psychic damage to the target whenever you hit it with a weapon attack, and the target has disadvantage on any Intelligence checks.
If the target drops to 0 hit points before the augment ends, you can use a bonus action and spend 1 psi point on a subsequent turn of yours to mark a new creature. This augments lasts as long as you concentrate on the discipline, up to 1 hour.
Psychic Strike † (3+): When you hit a creature with a weapon attack, you can spend 3 psi points to deal an extra 1d8 psychic damage. This extra damage increases by 1d8 for every 3 additional psi points you spend, up to your psi point maximum.
Blade Slash † (9+): When you hit a creature with a melee weapon attack, you can spend 9 psi points to deal additional psychic damage to each creature in a 15-foot cone, including the target initially hit. This damage starts at 3d6 and increases by another 1d6 for every 2 additional psi points spent, up to your psi point maximum. Once you use this strike augment, you cannot use it again until you finish a long rest.
Celerity
Psionic Discipline
Concentration: While concentrating on this discipline, your speed increases by 5 feet and you have advantage on Initiative checks.
Rapid Reaction (2): If you are surprised, you can activate this augment to no longer be surprised.
Surge of Speed (5): As a bonus action, you can increase your speed by 30 feet until the end of your turn. In addition, you do not provoke opportunity attacks this turn.
Psychic Acceleration [C](7): As an action, you can imbue yourself with uncanny speed. You may cast the Haste spell, targeting only yourself.
Wall Walker (3): As an action, you imbue yourself with the ability to climb walls like a spider for 1 minute. Until the augment ends, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving both of your hands free, and you gain a climbing speed equal to your walking speed.
Maiming Strike † (2): When you hit a creature with a melee weapon attack, you can spend 2 psi points maim the target. The target’s speed is reduced by 10 feet until the start of your next turn.
Stunning Strike † (6): When you hit a creature with a weapon attack, you can spend 6 psi points to attempt to stun your target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Body of Iron
Psionic Discipline
Concentration: While concentrating on this discipline, you gain a +1 bonus to AC.
Iron Hide (*): As a reaction when you are attacked, you can spend up to 6 psi points, gaining a +2 bonus to AC for every 2 psi points you spend. You spend these points after learning the attack’s result but before applying its effects.
Iron Resistance [C](5): As an action, you can spend 5 psi points to gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). This benefit lasts as long as you concentrate, for up to 1 hour, or until you use this option again.
Energy Absorption (3): As a reaction when you take acid, cold, fire, lightning, or thunder damage, you may spend 3 psi points to cast the Absorb Elements spell.
Mental Defense (7): When you take damage, you can use your reaction and spend 7 psi points to only take half damage. Once you use this augment, you cannot use it again until you finish a long rest.
Entropic Shield (9): When a creature makes an attack roll against you, you can spend 9 psi points to impose disadvantage on that roll. If the attack misses, you your next attack roll against the creature has advantage if you make it before the end of your turn. Once you use this augment, you can’t use it again until you finish a short or long rest.
Disruptive Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points disrupt the target’s concentration. The target has disadvantage on any Constitution saving throws made to maintain concentration on spells or disciplines until the beginning of its turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Nomad's Steps
Psionic Discipline
Concentration: While concentrating on this discipline, spell attacks against you have disadvantage.
Fold Space (5): As a bonus action, you can spend 5 psi points to cast Misty Step.
Dimension Hop (9): As an action, you can spend 10 psi points to cast Dimension Door.
Nomad’s Circle (11): You may spend 1 minute and 11 psi points to cast Teleportation Circle. You must supply the material components for the spell for this augment. Once you use this augment, you can’t use it again until you finish a long rest.
Hidden Pocket (3): As an action, you can spend 3 psi points and touch an inanimate object and store it in a small pocket dimension. The object touched can weigh no more than 30 pounds and no larger than 5 feet on a side. Once stored, it will remain stored until you take a rest. As an action or when you rest, the object appears in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. If there is no available space in range, then it appears in the nearest available space, determined randomly if there are multiple.
Blink Strike † (9): Before you make a melee weapon attack, you can spend 9 psi points to appear next to your targets and then retreat. You teleport up to 60 feet and then make your attack. The effect lasts until the end of your turn or you use a bonus action to end the effect early. When the effect ends, you teleport back to your original position or the nearest unoccupied space if your original space is somehow now occupied. Once you use this strike augment, you can’t use it again until you finish a long rest.
Banishing Strike † (11): When you hit a creature with a melee weapon attack, you can spend 11 psi points to attempt to banish them to another plane of existence. The target of your attack must succeed on a Charisma saving throw or be banished. While banished, the target is incapacitated. The target remains there for three rounds, at which point the target reappears in the space it left or the nearest unoccupied space if that space is occupied. Once you use this strike augment, you can’t use it again until you finish a long rest.
Crown of the Mind
Psionic Discipline
Concentration: While concentrating on this discipline, you have advantage on Wisdom (Insight) checks. In addition, you may use the Message cantrip as an action. You do not need to point toward your target when using Message in this way.
Exacting Query (2): As an action, you can target a creature you can see within 100 feet. The target makes an Intelligence saving throw. On a failed save, the target truthfully answers one yes or no question of ten words or fewer through a telepathic link. On a successful save, the target is unaffected but notices the probing attempt and you cannot use this ability on that creature again until you finish a long rest.
Occluded Mind (5): As an action, you can spend 5 psi points and target a creature you can see within 100 feet. The target makes an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.
Read Thoughts [C](3): As an action, you can spend 3 psi points and cast the Detect Thoughts spell.
Broken Will (9): As an action, you can spend 9 psi points and target a creature you can see within 100 feet. A chain of energy briefly connects you and your target. The target makes an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.
Modify Thoughts (11): As an action, you can spend 11 psi points to cast Modify Memory.
Mental Domination (13): As an action, you can spend 13 psi points to cast Dominate Person. Once you use this augment, you can’t use it again until you finish a long rest.
Confusing Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points to disorient the target. The target makes a Wisdom saving throw. On a failed save, the target is confused as per the Confusion spell until the beginning of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Interrogating Strike † (9): When you hit a creature with a melee weapon attack, you can spend 9 psi points to extract the answer to a single question. The target makes an Intelligence saving throw. On a failed save, the target truthfully answers one yes or no question of ten words or fewer through a brief telepathic link. Once you use this strike augment, you can’t use it again until you finish a long rest.
Unseen Force
Psionic Discipline
Concentration: While concentrating on this discipline, you can use powers of minor telekinesis at-will. As an action, you can manipulate an object, open a door or container, stow or retrieve an item from an open container, or move an object that is picked up. You can only pick up objects that weigh no more than 10 pounds and you can only move a picked up object 30 feet.
Float (1+): As a reaction when you fall, you may spend 1 psi point to slow your falling rate of descent to 60 feet per round for 1 minute. For every 1 extra psi point you spend, you may also slow the falling rate of descent of one target within 60 feet. If a creature affected by this augment lands before the augments ends it takes no falling damage and can land on its feet. The augment then ends for that creature.
Bolt (3): As an action, you may expend 3 psi points and cast the Catapult spell.
Push/Pull (5): As an action, you may spend 5 psi points to move nearby creatures and loose objects. Each creature or unattended object of Large or smaller size within a 60-foot cone makes a Strength saving throw. A creature that fails its saving throw takes 3d4 force damage. If you chose push, creatures that fail are also pushed 10 feet away from you. If you chose pull, creatures that fail are instead pulled 10 feet towards you.
Break the Tether (9): As an action, you can spend 9 psi points to gift yourself with the gift of flight for 1 minute. You gain a flying speed of 30 feet for the duration.
Telekinetic Force [C](11): As an action, you can spend 11 psi points and cast the Telekinesis spell. Once you use this augment, you can’t use it again until you finish a long rest.
Far Strike † (2): When you make a melee weapon attack on your turn, you can spend 2 psi points to increase your reach for melee weapon attacks this turn by 5 feet.
Throwing Strike † (6): You can spend 6 psi during your turn to imbue two of your melee weapons with psionic flight. Up to two melee weapons you are holding gain thrown (range 20/60) and teleport back into your hands as soon as they strike or miss their target. Your weapons keep the thrown property for 1 minute. Once you use this strike augment, you can’t use it again until you finish a short or long rest.
Third Eye
Psionic Discipline
Concentration: While concentrating on this discipline, you have blindsight with a radius of 10 feet.
Precognitive Attack (1): As an action, you spend 1 psi point and cast True Strike, except you do not need to concentrate on it. It lasts until the end of your next turn.
Remote Viewing [C](6): As an action, you can spend 8 psi points to cast the Arcane Eye spell.
Far Sight [C](7+): You can spend 7 psi points and 10 minutes to cast the Clairvoyance spell. You can instead spend 11 psi points and cast the Scrying spell.
True Sight (9): As a bonus action, you gain truesight with a radius of 30 feet for 1 minute.
Accurate Strike † (7): Before you make a melee weapon attack, you can spend 7 psi points to sense an opponent’s weak points and strike there. Choose one creature within 60 feet of you that you can see. Your next attack roll against the creature has advantage. Once you target a creature with this, you cannot use this strike augment against it again for 24 hours.
Phantasmal Reality
Psionic Discipline
Concentration: While concentrating on this discipline, one creature of your choice has disadvantage on Wisdom (Perception) checks to spot you. All creatures you are aware of have disadvantage on passive Wisdom (Perception) checks to spot you.
Forced Favor (1): As an action, you can manipulate how a creature perceives you to be more favorable. You have advantage on all Charisma checks directed at single non-hostile creature of your choice for 1 minute. When the augment ends, the creature makes an Intelligence saving throw. If the target succeeds, they realize you twisted their mind slightly and may become hostile towards you.
Cloud Minds (4): As an action, you cloud the minds of up to 5 target creatures that you can see. Those creatures treat you and anything you are wearing or touching as invisible for 1 hour. This augment ends early if you attack, cast a spell, or use an augment that deals damage. For every 2 extra psi points you spend, you can target another creature.
Forced Quiet (4): As an action, you can spend 4 psi points to cast the Silence spell.
Phantasmal Force [C](5): As an action, you can spend 5 psi points to cast the Phantasmal Force spell.
Fear [C](6): As an action, you can spend 6 psi points to cast the Fear spell.
Dream (10): You can spend 1 minute and 10 psi points to cast the Dream spell.
Stygian Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points cloud that creature’s mind. The target has disadvantage on the next attack roll it makes before the beginning of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Doppelgänger Strike † (8): When you hit a creature with a melee weapon attack, you can spend 8 psi points to copy their form. You can only target a creature of the same body type as you (usually bipedal) and the creature can't be more than one foot shorter or taller than you. For the next 24 hours, you are able to project yourself as this creature. If you are concentrating on this discipline you can use an action to alter the minds of those around you to see, hear, smell, taste, and feel you as if you were this creature. While concentrating on this discipline, you may “shift” into the form of your victim and back any number of times during this 24 hour duration. You are only projecting your image to creatures you are aware of, thus creatures that sneak up on you see you in your normal form. A creature can also use an action to inspect your appearance. If they succeed on an Intelligence (Investigation) check against your discipline save DC, they can snap out of the phantasm and see your normal form.
Once the duration is up or you stop concentrating on this discipline, you “shift” back into your normal form. Using this strike augment again causes you to forget your previous target’s form and revert back to your normal form. Once you use this strike augment, you can’t use it again until you finish a long rest.
Shroud of Displacement
Psionic Discipline
Concentration: While concentrating on this discipline, opportunity attacks have disadvantage on attack rolls against you.
Blend [C](3): As an action, you can spend 3 psi points to cast the Pass Without Trace spell.
Blur [C](5): As an action, you can spend 5 psi points to cast the Blur spell.
Mirror Image (5): As an action, you can spend 5 psi points to cast the Mirror Image spell.
Displacement (6): As an action, you can spend 6 psi points and cause yourself to be only part of this reality. Melee weapon attacks and ranged weapon attacks against you have disadvantage. This augment lasts for 10 minutes or until you are hit by a melee weapon or ranged weapon attack.
Blink (7): As an action, you can spend 7 psi points to cast the Blink spell.
Freedom of Movement (10): As an action, you can spend 10 psi points to cast the Freedom of Movement spell. Once you use this augment, you can’t use it again until you finish a short rest.
Imgur version here (http://imgur.com/a/eYhxp)
PDF Google Drive version here (https://drive.google.com/file/d/0B5veXLO7wXoQeGlQbVRseXg3cTg/view?usp=sharing)
NOTE: I've changed augments slightly. Only augments marked with [C] require the Mystic to be concentrating on the related discipline to use them. Bonus action-gating augments seemed to hurt more than help for the most part. I'm hoping this alleviates some versatility problems without creating issues.
Older forum version no longer up-to-date.
Mystic
Level
Proficiency Bonus
Features
Disciplines Known
Psi Points
Psi Maximum
1st
+2
Psionic Power, Strength of Mind, Psionic Order
1
4
2
2nd
+2
Psychic Reformation
2
6
2
3rd
+2
Psionic Order feature
2
14
3
4th
+2
Ability Score Improvement
2
17
3
5th
+3
3
27
5
6th
+3
Psionic Order feature
3
32
5
7th
+3
4
38
6
8th
+3
Ability Score Improvement
4
44
6
9th
+4
5
57
7
10th
+4
Mental Slip
5
64
7
11th
+4
5
73
9
12th
+4
Ability Score Improvement
6
73
9
13th
+5
6
83
10
14th
+5
Psionic Order feature
6
83
10
15th
+5
7
94
11
16th
+5
Ability Score Improvement
7
94
11
17th
+6
7
107
13
18th
+6
Psionic Order feature
8
114
13
19th
+6
Ability Score Improvement
8
123
13
20th
+6
Interplanar Connection
9
133
13
Class Features
HIT POINTS
Hit Dice: 1d8 per mystic level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st
PROFICIENCIES
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom
Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a spear or (b) a mace
(a) leather armor or (b) scale mail
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar’s pack or (b) an explorer’s pack
Psionic Power
Disciplines
At 1st level, you know one discipline of your choice. You choose disciplines from the list included in your chosen order (see below). You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic Table. Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline from the order you have chosen.
Psi Points
A mystic has an internal reservoir of energy that can be devoted to the discipline he or she knows. This energy is represented as Psi Points, which can be used to further empower a mystic’s abilities. As a mystic, you gain a pool of psi points based on your mystic level. Your psi point total returns to its maximum after you finish a long rest. You have a maximum number of psi points you can spend to activate a discipline or to augment a discipline. This is based on your mystic level and is shown in the Psi Maximum column of the Mystic table.
Each discipline features augments the mystic can activate by spending the appropriate amount of psi points. (A discipline that has an asterisk to indicate a number can be used with a varying number as indicated in the option text.) If an augment option does not state that it is requires an action, bonus action, or reaction, it requires no action at all.
Using Disciplines
You can activate a discipline using your bonus action, and must immediately begin concentration on it. You immediately gain a benefit from your discipline when you begin concentrating on it. You continue to gain this benefit as long as you maintain your concentration on the discipline.
Concentrating on a discipline uses the same rules as concentrating on a spell. Due to this, the mystic may only concentrate on a single discipline at one time, unless a magical effect says otherwise.
Disciplines and their related augments do not require the components that many spells require as well. Using a discipline or augment requires no spoken words, gestures, or materials. The power of psionics comes entirely from within the mind.
Using Augments
Augments are represented under their correlating disciplines in bold with a psi point “price” next to them.
You can spend psi points to activate an augment that is related to a discipline that you know. Each discipline has details on its relative augment effects, and the type of action (if any) required to spend psi points on an augment.
An augment with a [C] after the name is a concentrating augment. A concentrating augment can only be used when you are concentrating on the related discipline. If you stop concentrating on that discipline, the augment’s effects end immediately.
An augment with a † after the name is a strike augment. A strike augment usually amplifies your current or next attack to deal more damage or cause an additional effect. You can only use one strike augment per turn.
You can combine different augmented effects together while the duration of the augment(s) stays active. A single augment effect does not stack on top of itself. You can end all augment affects you are currently using as a free action. However, if you want to end a single augment but still maintain another augment, you can end that specific augment as a bonus action. All augments end after you finish a long rest.
Psionic Ability
Intelligence is your psionic ability for your mystic disciplines. Your intellect determines the strength of the psionic effects you manifest. You use your Intelligence whenever a spell or discipline refers to your spellcasting ability. You use your Intelligence modifier when setting the saving throw DC for a mystic discipline or when making a discipline attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
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 mind and body. This understanding allows you to alter your defenses to better deal with persistent threats.
Starting at 1st level, after completing a short or long rest, choose one ability score. You gain proficiency in saving throws using the chosen ability score. This benefit lasts until you finish your next short or long rest.
Psychic Reformation
Starting at 2nd level, you have learned to regain some of your psionic energy by easing your mind. Once per day when you finish a short rest, you can choose to recover a number of psi points equal to your mystic level, up to your psi point total.
Mental Slip
Beginning at 10th level, you are able to escape from mental effects easily. When you fail an Intelligence, Wisdom, or Charisma saving throw and failing that save applies a lasting effect, you are able to attempt the saving throw again at the start of your next turn. If you succeed, you end that effect early.
Interplanar Connection
At 20th level, you have access to pure mental energy that holds the planes together. You permanently gain truesight out to 30 feet. In addition, once per long rest you can cast the Gate spell as a psionic ability.
Psionic Orders
Psionics is a mysterious form of power within most game worlds. Secretive cabals study its origins and applications, while always pushing the boundaries of what psionics can achieve.
Each psionic order pursues a specific goal for psionic power. The goal shapes how members of an order understand psionics and determines the disciplines they master.
Order of the Lurk
Mystics of the Order of the Lurk remain seek to use their power to become master thieves and assassins. They seek the perfect and clean kill, manipulating marks and prying secrets from the minds of everyone around them. To members of this order, psionic energy is an enhancement to their existing skills of subterfuge and slaying.
Sneak Attack Damage
Level
Sneak Attack
1st
1d6
2nd
1d6
3rd
1d6
4th
2d6
5th
2d6
6th
2d6
7th
3d6
8th
3d6
9th
3d6
10th
4d6
11th
4d6
12th
4d6
13th
5d6
14th
5d6
15th
5d6
16th
6d6
17th
6d6
18th
6d6
19th
7d6
20th
7d6
Bonus Proficiencies
When you choose this archetype at 1st level, you gain proficiency with Dexterity (Stealth) and with shortswords.
Mind and Blade
Beginning at 1st level, you gain the Sneak Attack class feature like that of a Rogue. The amount of extra damage you deal is based on your levels in this class, as shown in the Sneak Attack Damage table. If you gain Sneak Attack from multiple sources, you only use the higher of the two.
In addition, you add your Intelligence modifier to Constitution saving throws you make to maintain your concentration.
Knife the Soul
When you reach 3rd level, you are able to strike the soul as well as the flesh. When you engage in two-weapon fighting, you can add your Intelligence modifier to damage, even with your second attack. You cannot add your normal ability modifier to damage in addition to your Intelligence modifier.
At 11th level, you further enhance your attacks. Whenever you hit a creature with a weapon attack, the creature also takes an extra 1d8 psychic damage.
Vanish
Starting at 6th level, you can use the Hide action as a bonus action on your turn.
Evasion
Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Enhanced Strikes
Starting at 14th level, you are no longer limited to one strike augment per turn. Instead, you can are limited to one strike augment per attack. You may use the same strike augment multiple times in one turn if you make multiple attacks.
Perfected Discipline
At 18th level, select one discipline. The augments of this discipline now cost 2 psi points less (minimum 1). You can’t lose concentration on this discipline from taking damage.
Lurk Disciplines
Will of Blades
Psionic Discipline
Concentration: While concentrating on this discipline, you charge your blades with additional energy. Your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ethereal Weapon (2): Each time you make a weapon attack, you can spend 2 psi points to transform your weapon into pure psionic energy. You do not make your attack roll against the target’s AC. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage (including damage from Psychic Strike and similar effects) from the attack but suffers no additional effects that would normally be imposed on a hit.
Augmented Weapon [C](5): You can strengthen the energy that you have infused into your weapons, granting them a bonus to attack rolls and damage rolls to +3. If your weapons are already magic weapons, use the individual weapon’s bonuses or the discipline’s bonuses, whichever are higher. This effect lasts as long as you concentrate on the discipline, up to 1 minute.
Manifested Will (3): As a bonus action, you can force your psychic powers into reality for a time. Whenever you would deal psychic damage with an attack or augment, you instead deal force damage. You can end this effect as a bonus action. Otherwise, this effect lasts 1 minute.
Mindhunter [C](2): As a bonus action, you can designate a target you can see within 90 feet as your quarry. Until the augment ends, you deal an extra 1d6 psychic damage to the target whenever you hit it with a weapon attack, and the target has disadvantage on any Intelligence checks.
If the target drops to 0 hit points before the augment ends, you can use a bonus action and spend 1 psi point on a subsequent turn of yours to mark a new creature. This augments lasts as long as you concentrate on the discipline, up to 1 hour.
Psychic Strike † (3+): When you hit a creature with a weapon attack, you can spend 3 psi points to deal an extra 1d8 psychic damage. This extra damage increases by 1d8 for every 3 additional psi points you spend, up to your psi point maximum.
Blade Slash † (9+): When you hit a creature with a melee weapon attack, you can spend 9 psi points to deal additional psychic damage to each creature in a 15-foot cone, including the target initially hit. This damage starts at 3d6 and increases by another 1d6 for every 2 additional psi points spent, up to your psi point maximum. Once you use this strike augment, you cannot use it again until you finish a long rest.
Celerity
Psionic Discipline
Concentration: While concentrating on this discipline, your speed increases by 5 feet and you have advantage on Initiative checks.
Rapid Reaction (2): If you are surprised, you can activate this augment to no longer be surprised.
Surge of Speed (5): As a bonus action, you can increase your speed by 30 feet until the end of your turn. In addition, you do not provoke opportunity attacks this turn.
Psychic Acceleration [C](7): As an action, you can imbue yourself with uncanny speed. You may cast the Haste spell, targeting only yourself.
Wall Walker (3): As an action, you imbue yourself with the ability to climb walls like a spider for 1 minute. Until the augment ends, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving both of your hands free, and you gain a climbing speed equal to your walking speed.
Maiming Strike † (2): When you hit a creature with a melee weapon attack, you can spend 2 psi points maim the target. The target’s speed is reduced by 10 feet until the start of your next turn.
Stunning Strike † (6): When you hit a creature with a weapon attack, you can spend 6 psi points to attempt to stun your target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Body of Iron
Psionic Discipline
Concentration: While concentrating on this discipline, you gain a +1 bonus to AC.
Iron Hide (*): As a reaction when you are attacked, you can spend up to 6 psi points, gaining a +2 bonus to AC for every 2 psi points you spend. You spend these points after learning the attack’s result but before applying its effects.
Iron Resistance [C](5): As an action, you can spend 5 psi points to gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). This benefit lasts as long as you concentrate, for up to 1 hour, or until you use this option again.
Energy Absorption (3): As a reaction when you take acid, cold, fire, lightning, or thunder damage, you may spend 3 psi points to cast the Absorb Elements spell.
Mental Defense (7): When you take damage, you can use your reaction and spend 7 psi points to only take half damage. Once you use this augment, you cannot use it again until you finish a long rest.
Entropic Shield (9): When a creature makes an attack roll against you, you can spend 9 psi points to impose disadvantage on that roll. If the attack misses, you your next attack roll against the creature has advantage if you make it before the end of your turn. Once you use this augment, you can’t use it again until you finish a short or long rest.
Disruptive Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points disrupt the target’s concentration. The target has disadvantage on any Constitution saving throws made to maintain concentration on spells or disciplines until the beginning of its turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Nomad's Steps
Psionic Discipline
Concentration: While concentrating on this discipline, spell attacks against you have disadvantage.
Fold Space (5): As a bonus action, you can spend 5 psi points to cast Misty Step.
Dimension Hop (9): As an action, you can spend 10 psi points to cast Dimension Door.
Nomad’s Circle (11): You may spend 1 minute and 11 psi points to cast Teleportation Circle. You must supply the material components for the spell for this augment. Once you use this augment, you can’t use it again until you finish a long rest.
Hidden Pocket (3): As an action, you can spend 3 psi points and touch an inanimate object and store it in a small pocket dimension. The object touched can weigh no more than 30 pounds and no larger than 5 feet on a side. Once stored, it will remain stored until you take a rest. As an action or when you rest, the object appears in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. If there is no available space in range, then it appears in the nearest available space, determined randomly if there are multiple.
Blink Strike † (9): Before you make a melee weapon attack, you can spend 9 psi points to appear next to your targets and then retreat. You teleport up to 60 feet and then make your attack. The effect lasts until the end of your turn or you use a bonus action to end the effect early. When the effect ends, you teleport back to your original position or the nearest unoccupied space if your original space is somehow now occupied. Once you use this strike augment, you can’t use it again until you finish a long rest.
Banishing Strike † (11): When you hit a creature with a melee weapon attack, you can spend 11 psi points to attempt to banish them to another plane of existence. The target of your attack must succeed on a Charisma saving throw or be banished. While banished, the target is incapacitated. The target remains there for three rounds, at which point the target reappears in the space it left or the nearest unoccupied space if that space is occupied. Once you use this strike augment, you can’t use it again until you finish a long rest.
Crown of the Mind
Psionic Discipline
Concentration: While concentrating on this discipline, you have advantage on Wisdom (Insight) checks. In addition, you may use the Message cantrip as an action. You do not need to point toward your target when using Message in this way.
Exacting Query (2): As an action, you can target a creature you can see within 100 feet. The target makes an Intelligence saving throw. On a failed save, the target truthfully answers one yes or no question of ten words or fewer through a telepathic link. On a successful save, the target is unaffected but notices the probing attempt and you cannot use this ability on that creature again until you finish a long rest.
Occluded Mind (5): As an action, you can spend 5 psi points and target a creature you can see within 100 feet. The target makes an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.
Read Thoughts [C](3): As an action, you can spend 3 psi points and cast the Detect Thoughts spell.
Broken Will (9): As an action, you can spend 9 psi points and target a creature you can see within 100 feet. A chain of energy briefly connects you and your target. The target makes an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected and you cannot use this ability on that creature again until you finish a long rest.
Modify Thoughts (11): As an action, you can spend 11 psi points to cast Modify Memory.
Mental Domination (13): As an action, you can spend 13 psi points to cast Dominate Person. Once you use this augment, you can’t use it again until you finish a long rest.
Confusing Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points to disorient the target. The target makes a Wisdom saving throw. On a failed save, the target is confused as per the Confusion spell until the beginning of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Interrogating Strike † (9): When you hit a creature with a melee weapon attack, you can spend 9 psi points to extract the answer to a single question. The target makes an Intelligence saving throw. On a failed save, the target truthfully answers one yes or no question of ten words or fewer through a brief telepathic link. Once you use this strike augment, you can’t use it again until you finish a long rest.
Unseen Force
Psionic Discipline
Concentration: While concentrating on this discipline, you can use powers of minor telekinesis at-will. As an action, you can manipulate an object, open a door or container, stow or retrieve an item from an open container, or move an object that is picked up. You can only pick up objects that weigh no more than 10 pounds and you can only move a picked up object 30 feet.
Float (1+): As a reaction when you fall, you may spend 1 psi point to slow your falling rate of descent to 60 feet per round for 1 minute. For every 1 extra psi point you spend, you may also slow the falling rate of descent of one target within 60 feet. If a creature affected by this augment lands before the augments ends it takes no falling damage and can land on its feet. The augment then ends for that creature.
Bolt (3): As an action, you may expend 3 psi points and cast the Catapult spell.
Push/Pull (5): As an action, you may spend 5 psi points to move nearby creatures and loose objects. Each creature or unattended object of Large or smaller size within a 60-foot cone makes a Strength saving throw. A creature that fails its saving throw takes 3d4 force damage. If you chose push, creatures that fail are also pushed 10 feet away from you. If you chose pull, creatures that fail are instead pulled 10 feet towards you.
Break the Tether (9): As an action, you can spend 9 psi points to gift yourself with the gift of flight for 1 minute. You gain a flying speed of 30 feet for the duration.
Telekinetic Force [C](11): As an action, you can spend 11 psi points and cast the Telekinesis spell. Once you use this augment, you can’t use it again until you finish a long rest.
Far Strike † (2): When you make a melee weapon attack on your turn, you can spend 2 psi points to increase your reach for melee weapon attacks this turn by 5 feet.
Throwing Strike † (6): You can spend 6 psi during your turn to imbue two of your melee weapons with psionic flight. Up to two melee weapons you are holding gain thrown (range 20/60) and teleport back into your hands as soon as they strike or miss their target. Your weapons keep the thrown property for 1 minute. Once you use this strike augment, you can’t use it again until you finish a short or long rest.
Third Eye
Psionic Discipline
Concentration: While concentrating on this discipline, you have blindsight with a radius of 10 feet.
Precognitive Attack (1): As an action, you spend 1 psi point and cast True Strike, except you do not need to concentrate on it. It lasts until the end of your next turn.
Remote Viewing [C](6): As an action, you can spend 8 psi points to cast the Arcane Eye spell.
Far Sight [C](7+): You can spend 7 psi points and 10 minutes to cast the Clairvoyance spell. You can instead spend 11 psi points and cast the Scrying spell.
True Sight (9): As a bonus action, you gain truesight with a radius of 30 feet for 1 minute.
Accurate Strike † (7): Before you make a melee weapon attack, you can spend 7 psi points to sense an opponent’s weak points and strike there. Choose one creature within 60 feet of you that you can see. Your next attack roll against the creature has advantage. Once you target a creature with this, you cannot use this strike augment against it again for 24 hours.
Phantasmal Reality
Psionic Discipline
Concentration: While concentrating on this discipline, one creature of your choice has disadvantage on Wisdom (Perception) checks to spot you. All creatures you are aware of have disadvantage on passive Wisdom (Perception) checks to spot you.
Forced Favor (1): As an action, you can manipulate how a creature perceives you to be more favorable. You have advantage on all Charisma checks directed at single non-hostile creature of your choice for 1 minute. When the augment ends, the creature makes an Intelligence saving throw. If the target succeeds, they realize you twisted their mind slightly and may become hostile towards you.
Cloud Minds (4): As an action, you cloud the minds of up to 5 target creatures that you can see. Those creatures treat you and anything you are wearing or touching as invisible for 1 hour. This augment ends early if you attack, cast a spell, or use an augment that deals damage. For every 2 extra psi points you spend, you can target another creature.
Forced Quiet (4): As an action, you can spend 4 psi points to cast the Silence spell.
Phantasmal Force [C](5): As an action, you can spend 5 psi points to cast the Phantasmal Force spell.
Fear [C](6): As an action, you can spend 6 psi points to cast the Fear spell.
Dream (10): You can spend 1 minute and 10 psi points to cast the Dream spell.
Stygian Strike † (5): When you hit a creature with a melee weapon attack, you can spend 5 psi points cloud that creature’s mind. The target has disadvantage on the next attack roll it makes before the beginning of your next turn. Once a creature is affected by this, you cannot use this strike augment on it again for 24 hours.
Doppelgänger Strike † (8): When you hit a creature with a melee weapon attack, you can spend 8 psi points to copy their form. You can only target a creature of the same body type as you (usually bipedal) and the creature can't be more than one foot shorter or taller than you. For the next 24 hours, you are able to project yourself as this creature. If you are concentrating on this discipline you can use an action to alter the minds of those around you to see, hear, smell, taste, and feel you as if you were this creature. While concentrating on this discipline, you may “shift” into the form of your victim and back any number of times during this 24 hour duration. You are only projecting your image to creatures you are aware of, thus creatures that sneak up on you see you in your normal form. A creature can also use an action to inspect your appearance. If they succeed on an Intelligence (Investigation) check against your discipline save DC, they can snap out of the phantasm and see your normal form.
Once the duration is up or you stop concentrating on this discipline, you “shift” back into your normal form. Using this strike augment again causes you to forget your previous target’s form and revert back to your normal form. Once you use this strike augment, you can’t use it again until you finish a long rest.
Shroud of Displacement
Psionic Discipline
Concentration: While concentrating on this discipline, opportunity attacks have disadvantage on attack rolls against you.
Blend [C](3): As an action, you can spend 3 psi points to cast the Pass Without Trace spell.
Blur [C](5): As an action, you can spend 5 psi points to cast the Blur spell.
Mirror Image (5): As an action, you can spend 5 psi points to cast the Mirror Image spell.
Displacement (6): As an action, you can spend 6 psi points and cause yourself to be only part of this reality. Melee weapon attacks and ranged weapon attacks against you have disadvantage. This augment lasts for 10 minutes or until you are hit by a melee weapon or ranged weapon attack.
Blink (7): As an action, you can spend 7 psi points to cast the Blink spell.
Freedom of Movement (10): As an action, you can spend 10 psi points to cast the Freedom of Movement spell. Once you use this augment, you can’t use it again until you finish a short rest.