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+---
+title: "Psionist"
+updated: "2016-07-16T21:01-0400"
+html_head_extra: "<link rel=stylesheet href=DND.css>"
+tags: ES HB
+---
+
+<div id="table-of-contents">
+<h2>Table of Contents</h2>
+<div id="text-table-of-contents">
+<ul>
+<li><a href="#sec-1">1 Introduction to the Psionist Class [5e]</a></li>
+<li><a href="#sec-2">2 The Psionist</a>
+<ul>
+<li><a href="#sec-2-1">2.1 Hit Points</a></li>
+<li><a href="#sec-2-2">2.2 Proficiencies</a></li>
+<li><a href="#sec-2-3">2.3 Equipment</a></li>
+<li><a href="#sec-2-4">2.4 Psionist Class Progression Table</a></li>
+<li><a href="#sec-2-5">2.5 Mind Powers</a>
+<ul>
+<li><a href="#sec-2-5-1">2.5.1 Psi Points</a></li>
+<li><a href="#sec-2-5-2">2.5.2 Psionic Ability</a></li>
+</ul>
+</li>
+<li><a href="#sec-2-6">2.6 Thought Sensitivity</a></li>
+<li><a href="#sec-2-7">2.7 Psionic Blast</a></li>
+<li><a href="#sec-2-8">2.8 Spellmind</a></li>
+<li><a href="#sec-2-9">2.9 Psionic Disciplines</a>
+<ul>
+<li><a href="#sec-2-9-1">2.9.1 Inquisitor</a></li>
+<li><a href="#sec-2-9-2">2.9.2 Kineticist</a></li>
+<li><a href="#sec-2-9-3">2.9.3 Metapsionist</a></li>
+<li><a href="#sec-2-9-4">2.9.4 Mind Master</a></li>
+<li><a href="#sec-2-9-5">2.9.5 Ascendant</a></li>
+</ul>
+</li>
+<li><a href="#sec-2-10">2.10 Perfect Mind</a></li>
+</ul>
+</li>
+<li><a href="#sec-3">3 Mind Powers</a>
+<ul>
+<li><a href="#sec-3-1">3.1 Basic Mind Powers (Cantrips)</a></li>
+<li><a href="#sec-3-2">3.2 First Level Mind Powers</a></li>
+<li><a href="#sec-3-3">3.3 Second Level Mind Powers</a></li>
+<li><a href="#sec-3-4">3.4 Third Level Mind Powers</a></li>
+<li><a href="#sec-3-5">3.5 Fourth Level Mind Powers</a></li>
+<li><a href="#sec-3-6">3.6 Fifth Level Mind Powers</a></li>
+<li><a href="#sec-3-7">3.7 Sixth Level Mind Powers</a></li>
+<li><a href="#sec-3-8">3.8 Seventh Level Mind Powers</a></li>
+<li><a href="#sec-3-9">3.9 Eighth Level Mind Powers</a></li>
+<li><a href="#sec-3-10">3.10 Ninth Level Mind Powers</a></li>
+</ul>
+</li>
+<li><a href="#sec-4">4 Thanks</a></li>
+</ul>
+</div>
+</div>
+<div id="outline-container-1" class="outline-2">
+<h2 id="sec-1"><span class="section-number-2">1</span> Introduction to the Psionist Class [5e]</h2>
+<div class="outline-text-2" id="text-1">
+<p>
+Because the power of psionics is vast but strange, over the eons many
+have learned to harness its power in wildly different ways. From
+warriors who use it to strengthen their blades to conjurers who pull
+matter from astral plane, psionic characters have always been the
+exception to the rule. As such, it is no surprise that it is difficult
+if not impossible to encompass all possible psionics users in a single
+class.
+</p>
+<p>
+That said, a common archetype for a user of psionics is that of the
+"Mind Mage" or Psionist, a highly skilled and intelligent adept who
+typically engages in combat by evoking psionic powers in a similar way
+that a Weave-based spellcaster would.<sup><a class="footref" name="fnr-.1" href="#fn-.1">1</a></sup>
+</p>
+<p>
+The following is a complete 5th edition class with options for
+creating the most common archetypes of psionic manifesters.<sup><a class="footref" name="fnr-.2" href="#fn-.2">2</a></sup>
+</p>
+</div>
+</div>
+<div id="outline-container-2" class="outline-2">
+<h2 id="sec-2"><span class="section-number-2">2</span> The Psionist</h2>
+<div class="outline-text-2" id="text-2">
+<p>
+A robed man watches the bar from a dark corner, carefully reading
+minds and waiting for a certain noble to step past the line of
+treason and arrest him.
+</p>
+<p>
+An invisible thief moves silently through the night. She approaches a
+locked and warded gate, looks around for guards, and then phases
+silently through it and into the estate, floating up to the second
+story window and continuing inside.
+</p>
+<p>
+A gnome sits hunched over a block of stone meditating deeply and
+tracing lines along its surface. Slowly he opens his eyes and marvels
+as the golem rises to its feet, rubs its chin thoughtfully, and bows
+before its master.
+</p>
+<p>
+A blue goblin bends a giant to her will, sending him running into the
+sea bound for faraway lands.
+</p>
+<p>
+An old man clad in white robes and an impish smile dismisses an
+inclement fire ball into the Plane of Fire and escapes into a
+glimmering portal bound for the outer planes.
+</p>
+<p>
+Each of these people are Psionists, a diverse class of psionic
+manifesters, who use their minds to interact with the world around
+them. Some are born with the abilities, some are awakened by strange
+alien forces, and some come to Psionic power after years of exhaustive
+meditation and training. Regardless of how they came into their
+powers, Psionists are generally intelligent and motivated individuals
+whose strange abilities invariably set them upon roads bound for
+adventure.
+</p>
+<p>
+As a Psionist, you gain the following class features.
+</p>
+</div>
+<div id="outline-container-2-1" class="outline-3">
+<h3 id="sec-2-1"><span class="section-number-3">2.1</span> Hit Points</h3>
+<div class="outline-text-3" id="text-2-1">
+<ul>
+<li><b>Hit Dice</b>: 1d6 per psionist level
+</li>
+<li><b>Hit Points at 1st Level</b>: 6 + your Constitution modifier
+</li>
+<li><b>Hit Points at Higher Levels</b>: 1d6 (or 4) + your Constitution modifier per psionist level after 1st
+</li>
+</ul>
+</div>
+</div>
+<div id="outline-container-2-2" class="outline-3">
+<h3 id="sec-2-2"><span class="section-number-3">2.2</span> Proficiencies</h3>
+<div class="outline-text-3" id="text-2-2">
+<ul>
+<li><b>Armor</b>: Light armor
+</li>
+<li><b>Weapons</b>: Simple Weapons
+</li>
+<li><b>Tools</b>: None
+</li>
+<li><b>Saving Throws</b>: Intelligence
+</li>
+<li><b>Skills</b>: Choose two skills from Arcana, History, Insight,
+ Investigation, Medicine, Perception, or Religion
+</li>
+</ul>
+</div>
+</div>
+<div id="outline-container-2-3" class="outline-3">
+<h3 id="sec-2-3"><span class="section-number-3">2.3</span> Equipment</h3>
+<div class="outline-text-3" id="text-2-3">
+<p>You start with the following equipment, in addition to the equipment
+granted by your background:
+</p>
+<ul>
+<li>(a) a spear or (b) a mace
+</li>
+<li>(a) leather armor
+</li>
+<li>(a) light crossbow and 20 bolts or (b) any simple weapon
+</li>
+<li>(a) a scholar's pack or (b) an explorer's pack
+</li>
+</ul>
+</div>
+</div>
+<div id="outline-container-2-4" class="outline-3">
+<h3 id="sec-2-4"><span class="section-number-3">2.4</span> Psionist Class Progression Table</h3>
+<div class="outline-text-3" id="text-2-4">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="right" /><col class="right" /><col class="left" /><col class="right" /><col class="left" /><col class="right" /><col class="right" />
+</colgroup>
+<thead>
+<tr><th scope="col" class="right"></th><th scope="col" class="right">Prof.</th><th scope="col" class="left"></th><th scope="col" class="right"></th><th scope="col" class="left">Max</th><th scope="col" class="right"></th><th scope="col" class="right"></th></tr>
+<tr><th scope="col" class="right">Level</th><th scope="col" class="right">Bonus</th><th scope="col" class="left">Features</th><th scope="col" class="right">Psi</th><th scope="col" class="left">Power</th><th scope="col" class="right">Cantrips</th><th scope="col" class="right">Powers</th></tr>
+<tr><th scope="col" class="right"></th><th scope="col" class="right"></th><th scope="col" class="left"></th><th scope="col" class="right">Points</th><th scope="col" class="left">Level</th><th scope="col" class="right">Known</th><th scope="col" class="right">Known</th></tr>
+</thead>
+<tbody>
+<tr><td class="right">1</td><td class="right">+2</td><td class="left"><a href="#sec-2-5">Mind Powers</a>, <a href="#sec-2-6">Thought Sensitivity</a></td><td class="right">4</td><td class="left">1st</td><td class="right">3</td><td class="right">2</td></tr>
+<tr><td class="right">2</td><td class="right">+2</td><td class="left"><a href="#sec-2-7">Psionic Blast</a>, <a href="#sec-2-8">Spellmind</a> 1</td><td class="right">6</td><td class="left">1st</td><td class="right">3</td><td class="right">3</td></tr>
+<tr><td class="right">3</td><td class="right">+2</td><td class="left">Psionic Discipline Feature (1)</td><td class="right">14</td><td class="left">2nd</td><td class="right">3</td><td class="right">4</td></tr>
+<tr><td class="right">4</td><td class="right">+3</td><td class="left">Ability Score Improvement</td><td class="right">17</td><td class="left">2nd</td><td class="right">3</td><td class="right">4</td></tr>
+<tr><td class="right">5</td><td class="right">+3</td><td class="left"><a href="#sec-2-8">Spellmind</a> 2</td><td class="right">27</td><td class="left">3rd</td><td class="right">4</td><td class="right">5</td></tr>
+<tr><td class="right">6</td><td class="right">+3</td><td class="left">Psionic Discipline Feature (2)</td><td class="right">32</td><td class="left">3rd</td><td class="right">4</td><td class="right">6</td></tr>
+<tr><td class="right">7</td><td class="right">+3</td><td class="left">-</td><td class="right">38</td><td class="left">4th</td><td class="right">4</td><td class="right">7</td></tr>
+<tr><td class="right">8</td><td class="right">+3</td><td class="left">Ability Score Improvement</td><td class="right">44</td><td class="left">4th</td><td class="right">4</td><td class="right">7</td></tr>
+<tr><td class="right">9</td><td class="right">+4</td><td class="left"><a href="#sec-2-8">Spellmind</a> 3</td><td class="right">57</td><td class="left">5th</td><td class="right">4</td><td class="right">8</td></tr>
+<tr><td class="right">10</td><td class="right">+4</td><td class="left">Psionic Discipline Feature (3)</td><td class="right">64</td><td class="left">5th</td><td class="right">5</td><td class="right">9</td></tr>
+<tr><td class="right">11</td><td class="right">+4</td><td class="left">-</td><td class="right">73</td><td class="left">6th</td><td class="right">5</td><td class="right">10</td></tr>
+<tr><td class="right">12</td><td class="right">+5</td><td class="left">Ability Score Improvement</td><td class="right">73</td><td class="left">6th</td><td class="right">5</td><td class="right">10</td></tr>
+<tr><td class="right">13</td><td class="right">+5</td><td class="left"><a href="#sec-2-8">Spellmind</a> 4</td><td class="right">83</td><td class="left">7th</td><td class="right">5</td><td class="right">11</td></tr>
+<tr><td class="right">14</td><td class="right">+5</td><td class="left">Psionic Discipline Feature (4)</td><td class="right">83</td><td class="left">7th</td><td class="right">5</td><td class="right">12</td></tr>
+<tr><td class="right">15</td><td class="right">+5</td><td class="left">-</td><td class="right">94</td><td class="left">8th</td><td class="right">5</td><td class="right">13</td></tr>
+<tr><td class="right">16</td><td class="right">+5</td><td class="left">Ability Score Improvement</td><td class="right">94</td><td class="left">8th</td><td class="right">5</td><td class="right">13</td></tr>
+<tr><td class="right">17</td><td class="right">+6</td><td class="left"><a href="#sec-2-8">Spellmind</a> 5</td><td class="right">107</td><td class="left">9th</td><td class="right">5</td><td class="right">14</td></tr>
+<tr><td class="right">18</td><td class="right">+6</td><td class="left">Psionic Discipline Feature (5)</td><td class="right">114</td><td class="left">9th</td><td class="right">5</td><td class="right">15</td></tr>
+<tr><td class="right">19</td><td class="right">+6</td><td class="left">Ability Score Improvement</td><td class="right">123</td><td class="left">9th</td><td class="right">5</td><td class="right">16</td></tr>
+<tr><td class="right">20</td><td class="right">+6</td><td class="left"><a href="#sec-2-10">Perfect Mind</a></td><td class="right">133</td><td class="left">9th</td><td class="right">5</td><td class="right">17</td></tr>
+</tbody>
+</table>
+</div>
+</div>
+<div id="outline-container-2-5" class="outline-3">
+<h3 id="sec-2-5"><span class="section-number-3">2.5</span> Mind Powers</h3>
+<div class="outline-text-3" id="text-2-5">
+<p>
+All Psionic abilities except those that cast spells are mind
+powers. Intelligence is your psionic ability for your mind
+powers. Your intellect determines the strength of the psionic effects
+you manifest. In addition, you use your Intelligence modifier when
+setting the saving throw DC for a mind power or when making an attack
+roll with one. Manifesting mind powers does not require verbal,
+somatic, or material components unless those components have an
+explicit cost associated with them or are consumed.
+</p>
+<ul>
+<li>Psionic Powers of sixth level and higher take a drastic mental toll
+ when manifested. You may only manifest one sixth, one seventh, one
+ eighth, and one ninth level power per day.
+</li>
+</ul>
+</div>
+<div id="outline-container-2-5-1" class="outline-4">
+<h4 id="sec-2-5-1"><span class="section-number-4">2.5.1</span> Psi Points</h4>
+<div class="outline-text-4" id="text-2-5-1">
+<p>
+Psi points represent a Psionist's pool of mental energy. It expands as
+she gains levels in the Psionist class and becomes more powerful. When
+manifesting powers, she uses a number of psi points according to the
+table below.
+</p>
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="right" /><col class="right" />
+</colgroup>
+<thead>
+<tr><th scope="col" class="right">Power Level</th><th scope="col" class="right">Point Cost</th></tr>
+</thead>
+<tbody>
+<tr><td class="right">1</td><td class="right">2</td></tr>
+<tr><td class="right">2</td><td class="right">3</td></tr>
+<tr><td class="right">3</td><td class="right">5</td></tr>
+<tr><td class="right">4</td><td class="right">6</td></tr>
+<tr><td class="right">5</td><td class="right">7</td></tr>
+<tr><td class="right">6</td><td class="right">9</td></tr>
+<tr><td class="right">7</td><td class="right">10</td></tr>
+<tr><td class="right">8</td><td class="right">11</td></tr>
+<tr><td class="right">9</td><td class="right">13</td></tr>
+</tbody>
+</table>
+<p>
+All spent psi points are recovered after a long rest.
+</p>
+</div>
+</div>
+<div id="outline-container-2-5-2" class="outline-4">
+<h4 id="sec-2-5-2"><span class="section-number-4">2.5.2</span> Psionic Ability</h4>
+<div class="outline-text-4" id="text-2-5-2">
+<p>
+<b>Mind Powers Save DC</b> = 8 + your proficiency bonus + your Intelligence
+modifier
+</p>
+<p>
+<b>Mind Power Attack Modifier</b> = your proficiency bonus + your
+Intelligence modifier
+</p>
+</div>
+</div>
+</div>
+<div id="outline-container-2-6" class="outline-3">
+<h3 id="sec-2-6"><span class="section-number-3">2.6</span> Thought Sensitivity</h3>
+<div class="outline-text-3" id="text-2-6">
+<p>
+As a Psionist, you are attuned to the thoughts and feelings of
+others, as well as the concentration of psionic energy in an area.
+</p>
+<ul>
+<li>You have disadvantage on Concentration checks and Intelligence
+ saving throws if the number of thinking creatures within 10 feet
+ of you is greater than or equal to three times your Psionist
+ level.
+</li>
+<li>It is more difficult for a group of people to surprise you. If
+ you enter an area with a group of five or more hidden creatures,
+ you feel their presence and cannot be surprised by them. You can
+ not determine their location relative to you or where they are
+ hiding.
+</li>
+<li>Also, as an action you can examine an object or creature within
+ 10 feet of you to psionically determine whether or not it has a
+ mind. You cannot determine this if it is shielded or immune to
+ having its mind read.
+</li>
+</ul>
+</div>
+</div>
+<div id="outline-container-2-7" class="outline-3">
+<h3 id="sec-2-7"><span class="section-number-3">2.7</span> Psionic Blast</h3>
+<div class="outline-text-3" id="text-2-7">
+<p>
+As an action, you may attempt to use your mastery of psionics to deal
+psychic damage to a living target you can see within 60 feet of you.
+</p>
+<p>
+If you do so, your target must make an Intelligence saving throw or
+take psychic damage as determined by the Psionic Blast column of the
+Psionist table. In addition, if your target rolls less than your Mind
+Power Attack Modifier on this saving throw they are stunned until your
+next round.
+</p>
+</div>
+</div>
+<div id="outline-container-2-8" class="outline-3">
+<h3 id="sec-2-8"><span class="section-number-3">2.8</span> Spellmind</h3>
+<div class="outline-text-3" id="text-2-8">
+<p>
+By interacting with magic in the world, and the knowledge of those who
+manipulate it, you learn to alter your state of mind to allow yourself
+to cast spells through the Weave.
+</p>
+<p>
+Whenever earn a rank of Spellmind (levels 2, 5, 10, 14, and 17) you
+may choose a spell from another class' spell list of a level equal to
+the number of times you have this feature (for example, at level 10
+you choose a third level spell in addition to the first and second
+level spells you have already chosen). Once per long rest, you may
+cast this spell as if you were of the appropriate spellcasting class
+except that it does not require vocal or somatic components (material
+components are still required unless using an appropriate
+focus. Material components requiring a cost are always required) and
+it uses your Mind Power Save DC and Intelligence modifier for
+determining saving throws or spell attack rolls. Casting spells with
+the feature uses the Weave and can be countered or dispelled. Each
+time you level up, you may choose to replace a spell you learned with
+Spellmind with another spell of the same level (it doesn't have to be
+from the same class spell list).
+</p>
+</div>
+</div>
+<div id="outline-container-2-9" class="outline-3">
+<h3 id="sec-2-9"><span class="section-number-3">2.9</span> Psionic Disciplines</h3>
+<div class="outline-text-3" id="text-2-9">
+<p>
+Psionic Disciplines represent the ways in which Psionists interact
+with the Psionic Field and manifest their powers. You select a
+discipline at 3rd level and it grants sequential access tiers of
+abilities at 3rd, 6th, 9th, 14th, and 18th levels.
+</p>
+</div>
+<div id="outline-container-2-9-1" class="outline-4">
+<h4 id="sec-2-9-1"><span class="section-number-4">2.9.1</span> Inquisitor</h4>
+<div class="outline-text-4" id="text-2-9-1">
+<p>
+Inquisitors read thoughts and auras, learn skills, and draw power from
+the minds of others. A master Inquisitor in a crowd of people is
+capable of spectacular feats of power, will, and skill.
+</p>
+<p>
+At 3rd level when taking the Inquisitor Discipline, you gain access to
+all abilities under the Detective Tier. You likewise gain abilities in
+Melder, Mimic, Tactician, and Imperator Tiers upon reaching
+6th, 10th, 14th, and 18th levels respectively.
+</p>
+<p>
+<b>Bonus Proficiencies</b>: Insight, Investigation, double your proficiency
+bonus for Intelligence saving throws.
+</p>
+<ul>
+<li id="sec-2-9-1-1"><b>Detective</b><br/>
+<p>
+<b>Improved Thought Sensitivity</b>: You no longer are disadvantaged by
+swarming crowds of people, in fact, you have grown to excel in such
+areas of high density Psionic Field. The first part of your Thought
+Sensitivity ability now reads "You have advantage on concentration
+checks and intelligence saving throws while within 10 feet of 2 or
+more thinking creatures."
+</p>
+<p>
+<b>Detect Strike</b>: You sense when an opponent decides to strike you and
+can mentally prepare yourself. When you are attacked by a creature you
+can see, you may use your reaction to get a +2 bonus to armor class
+against that creature until your next turn. At 14th level, this
+increases to a +4 bonus.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-1-2"><b>Melder</b><br/>
+<p>
+<b>Mind Meld</b>: As an action, you may touch a creature with an
+Intelligence of 5 or greater and attempt to meld your consciousnesses
+together. Doing so can be dangerous. If you attempt to meld with an
+unwilling creature, it makes a Wisdom saving throw to block the mental
+intrusion, otherwise a link is established. While the link is active,
+thoughts, emotions, and memories are shared freely between yourself
+and the creature. During a mind meld, since your minds are linked, it
+is more difficult to lie or to hide information. To do so requires a
+Concentration (Intelligence) contest for each lie or omission. Either
+party may attempt to leave the mind meld by repeating the wisdom
+saving throw (if you attempt to leave, you must also make a wisdom
+saving throw against your Mind Power save DC). If the link is broken
+in this way, or in any other way (such as the death of one of its
+participants or being physically torn from touching one another)
+before both parties explicitly agree to do so, both parties take 10d6
+psychic damage. You may only use this feature once per long rest.
+</p>
+<p>
+<b>Touch of Tongues</b>: If a creature speaks at least one language, as an
+action you may concentrate to translate their intentions, though not
+their exact wording, into a language you know. This uses your
+concentration for manifesting mind powers or casting spells and the
+effect ends when you cease concentrating on it.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-1-3"><b>Mimic</b><br/>
+<p>
+<b>Mimic Skill</b>: You tap into the minds of those around you to
+temporarily learn skills and proficiencies. You may target a creature
+within 30 feet of you. An unwilling creature makes an wisdom saving
+throw or is affected. You may learn a skill, armor, weapon, or tool
+proficiency from the targeted creature for 1 hour. Additionally, you
+may use this feature during a Mind Meld. When doing so, you retain the
+proficiency for up to one week. You may use this feature once per
+short rest.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-1-4"><b>Tactician</b><br/>
+<p>
+<b>Tactician</b>: You learn to relay sensory information and plans to and
+from those around you. When determining if you can see a creature or
+object, whether for a spell, mind power, or other ability, or
+otherwise, you may use the senses of any creatures within 60 feet of
+you instead of your own. You may extend this ability to willing
+creatures in range by expending a psi point for each creature you
+target. In addition, you may freely exchange thoughts or images with
+any creatures to which you have extended this ability for the
+duration. The shared effect ends if you are incapacitated or after one
+hour.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-1-5"><b>Imperator</b><br/>
+<p>
+<b>One With All</b>: You thrive in areas of high density psionic
+energy. Once per long rest, if you are within 60 feet of 20 or more
+people you gain proficiency in all skills, languages, and saving
+throws, automatically succeed concentration checks, and any psionic
+abilities that you manifest or spells you cast are considered to be
+manifested or cast from one level higher. This effect lasts a number
+of minutes equal to the number of people within 60 feet of you when
+you manifest it (maximum 1 hour).
+</p>
+</li>
+</ul>
+</div>
+</div>
+<div id="outline-container-2-9-2" class="outline-4">
+<h4 id="sec-2-9-2"><span class="section-number-4">2.9.2</span> Kineticist</h4>
+<div class="outline-text-4" id="text-2-9-2">
+<p>
+Kineticists alter the physical world by extending the conception of
+self to encompass their surroundings. A master Kineticist can lift a
+weapon without touching it and walk up the side of a building by
+simply willing it so.
+</p>
+<p>
+At 3rd level when taking the Kineticist Discipline, you gain access to
+all abilities under the Enhanced Self Tier. You likewise gain
+abilities in Extended Self, Kineticist, Master Kineticist, and Kinetic
+Avatar Tiers upon reaching 6th, 10th, 14th, and 18th levels
+respectively.
+</p>
+<p>
+<b>Bonus Proficiencies</b>: Acrobatics, Dexterity saving throws.
+</p>
+<ul>
+<li id="sec-2-9-2-1"><b>Enhanced Self</b><br/>
+<p>
+<b>Wall Walk</b>: You may travel up vertical surfaces as if they were
+difficult terrain.
+</p>
+<p>
+<b>Force Repulsion</b>: As an action you may have target creature within 60
+feet of you makes a Strength saving throw. If it fails, it is pushed
+up to 30 feet away from you and requires spending twice its movement
+to approach you until your next turn.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-2-2"><b>Extended Self</b><br/>
+<p>
+<b>Kinematics</b>: You learn the Minor Kinematics Cantrip with the slight
+differences noted below. It does not count against the number of
+Cantrips known. The number of objects or creatures that can be
+levitated is doubled. The maximum weight of an object or creature that
+can be levitated is doubled. When lifting objects with the Minor
+Kinematics psionic cantrip, you may attempt to attack a creature in
+range that you can see with those objects. An attack can be made as
+either an action or a bonus action or both using your Int modifier +
+your proficiency bonus to hit. You are considered proficient with
+these attacks and their damage is determined by the statistics of the
+objects being levitated (e.g. a longsword would deal 1d8 + your
+Intelligence modifier slashing damage and a levitated boot would deal
+1 + Intelligence). Floating objects can be attacked or pulled
+downwards, which causes the cantrip's effect holding them aloft to
+fail. If you attempt to make a ranged attack with a floating object,
+it must have the loading property and be loaded and such an attack may
+not be performed as a bonus action. You cannot load a weapon or
+activate a magic item using the Minor Kinematics cantrip.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-2-3"><b>Kineticist</b><br/>
+<p>
+<b>Improved Levitation</b>: You may manifest the second level psionic power
+Levitation at will without expending psi points.
+</p>
+<p>
+<b>Psychoportation</b>: Your movement speed is doubled.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-2-4"><b>Master Kineticist</b><br/>
+<p>
+<b>Phasing</b>: Once per short rest, as an action on your turn, you may
+spend a psi point to become intangible until your next turn. You may
+pass through solid objects and are invulnerable to nonmagical
+bludgeoning, slashing, and piercing damage, but not structures,
+boundaries, or weapons created by magical force. Your gear may become
+intangible with you. On subsequent turns, you may spend a psi point at
+the beginning of your turn to remain intangible. If you start your
+turn inside an object and cannot spend a psi point to remain
+intangible, you are merged bodily with that object. If your body
+cannot continue to function or your brain is destroyed, you die.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-2-5"><b>Kinetic Avatar</b><br/>
+<p>
+<b>Kinetic Avatar</b>: You extend your sense of self into the world around
+you, animating and controlling objects and structures in your
+vicinity, then pulling them around you in a swirling cocoon of
+armor. The effect lasts for 1 minute.
+</p>
+<ul>
+<li>You gain a flying speed equal to your normal speed for the
+ duration.
+</li>
+<li>Your armor class increases by 10 for the duration, though this
+ bonus decays as parts of your Avatar armor are destroyed.
+</li>
+<li>You gain a number of temporary hit points equal to your Psionist
+ level for the duration. Whenever you take damage your bonus armor
+ class decreases by 1 as part of the armor is sheared away.
+</li>
+<li>At any point you may shed 5 points of bonus AC to manifest the 5th
+ level psionic power Animate Objects without spending psi
+ points. The animated objects can fly.
+</li>
+</ul>
+</li>
+</ul>
+</div>
+</div>
+<div id="outline-container-2-9-3" class="outline-4">
+<h4 id="sec-2-9-3"><span class="section-number-4">2.9.3</span> Metapsionist</h4>
+<div class="outline-text-4" id="text-2-9-3">
+<p>
+Metapsionists can alter minds and bodies to concentrate or disperse
+psionic energy and effects. A master Metapsionist can shapeshift,
+grant spellcasting and psionics, and disrupt the spellcasting and
+psionics of others.
+</p>
+<p>
+At 3rd level when taking the Metapsionist Discipline, you gain access
+to all abilities under the Awakened Tier. You likewise gain abilities
+in Empowered, Metapsionist, Living Mind, and Psionic Soul Tiers upon
+reaching 6th, 10th, 14th, and 18th levels respectively.
+</p>
+<p>
+<b>Bonus Proficiencies</b>: Medicine, Constitution saving throws.
+</p>
+<ul>
+<li id="sec-2-9-3-1"><b>Awakened</b><br/>
+<p>
+<b>Psionic Blade Ward</b>: You learn to ready your body to withstand
+damaging strikes. As a bonus action, you may spend a psi point to
+manifest the psionic cantrip Blade Ward (you don't have to be able to
+manifest that cantrip normally).
+</p>
+<p>
+<b>Psionic Recovery</b>: Once per day when you finish a short rest you may
+regain a number of psi points equal to your Psionist level (up to 9).
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-3-2"><b>Empowered</b><br/>
+<p>
+<b>Psionic Restoration</b>: Once per long rest at the start of your turn,
+you may remove a mind-altering condition from yourself. Alternatively,
+you may use an action to end a mind-altering condition from a creature
+you touch. These may be Charmed or Frightened.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-3-3"><b>Metapsionist</b><br/>
+<p>
+<b>Grant Psionics</b>: Once per long rest as an action you plant a seed of
+psionic ability in a willing creature you touch. For 24 hours they
+gain the ability to manifest a psionic power of your choice of 2nd
+level or lower and gain 6 psi points. If you manifest this ability on
+the same target every day for a month (30 days), the change becomes
+permanent and the creature is considered to be able to innately
+manifest that ability. You may not grant more than one ability to a
+creature, nor can you target a creature that already can manifest
+psionic abilities.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-3-4"><b>Living Mind</b><br/>
+<p>
+<b>Spell Mimicry</b> When you observe an arcane spell being cast by an
+individual within 10 feet of you, you may use your reaction to attempt
+to read the mind of its caster and create a psionic imprint of the
+spellcasting in your mind. To do so, make a spellcraft Intelligence
+(Arcana) check against 10 + the spell's level. You may not make this
+check against a spellcaster who is shielded from psychic intrusion
+(such as under the effect of a Mind Blank spell). Additionally, the
+psychic intrusion is not subtle. An unwilling caster may make a wisdom
+saving throw against your Mind Powers Save DC to prevent you from
+reading the details of the spell and determine your location. You may
+store up to two spells in this way, none of which are above fifth
+level. You may not imprint more than two spells in a day. Casting an
+imprinted spell requires the use of whatever components, including
+material, are normally required in its casting or an appropriate
+arcane focus, however, spells cast in this way use your Psionic
+Ability, Save DC, and Attack Modifier when relevant. They also require
+you to expend a number of psi points as if you were manifesting a Mind
+Power of that level. You must cast the spell at its lowest
+level. Spells cast in this way are magical and can be countered and
+dispelled. Once you have cast an imprinted spell in this way, you lose
+the imprint.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-3-5"><b>Psionic Soul</b><br/>
+<p>
+<b>Diminish/Enhance Psionics</b>: You have learned the deep secrets of the
+Hidden Art. When you or a creature you can see manifests a psionic
+power or you encounter an existing psionic effect, you may choose to
+apply one of the following effects to modify it as a reaction.
+</p>
+<ul>
+<li><span style="text-decoration:underline;">Fork/Merge</span>: You may increase or decrease the number of effected
+ creatures by 1.
+</li>
+<li><span style="text-decoration:underline;">Expand/Contract</span>: You may enlarge or reduce the area of effect by 5
+ feet.
+</li>
+<li><span style="text-decoration:underline;">Extend/Curtail</span>: You may increase or decrease the duration by 1
+ minute.
+</li>
+<li><span style="text-decoration:underline;">Shape</span>: You may change the shape of the area of effect (but not
+ the direction).
+</li>
+<li><span style="text-decoration:underline;">Counter</span>: You may make an Intelligence (Psionics) check against 10 +
+ the power's level to end the effect.
+</li>
+<li><span style="text-decoration:underline;">Splice</span>: You may choose a psionic power of 2nd level or lower and
+ add its effects (choosing targets separately if applicable) to the
+ manifestation (this only applies to powers you manifest or see
+ being manifested).
+</li>
+</ul>
+<p>
+You may use this ability once per short rest.
+</p>
+</li>
+</ul>
+</div>
+</div>
+<div id="outline-container-2-9-4" class="outline-4">
+<h4 id="sec-2-9-4"><span class="section-number-4">2.9.4</span> Mind Master</h4>
+<div class="outline-text-4" id="text-2-9-4">
+<p>
+Mind Masters exert their will directly upon the minds of others. A
+master Mind Master can dominate and imprison the minds of others and
+even move their consciousness from mind to mind at will. Mind Masters
+tend to be neutral or evil in alignment.
+</p>
+<p>
+At 3rd level when taking the Mind Master Discipline, you gain access
+to all abilities under the Powerful Mind Tier. You likewise gain
+abilities in Dominating Mind, Transcendent Mind, Mind-Slaver, and
+Imprisoner tiers upon reaching 6th, 10th, 14th, and 18th levels
+respectively.
+</p>
+<p>
+<b>Bonus Proficiencies</b>: Persuasion, Wisdom saving throws.
+</p>
+<ul>
+<li id="sec-2-9-4-1"><b>Powerful Mind</b><br/>
+<p>
+<b>Deep Suggestion</b>: You may manifest the second level mind power
+Suggestion once per long rest without expending any psi points. When
+you do, the creature you target has disadvantage on the saving throw.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-4-2"><b>Dominating Mind</b><br/>
+<p>
+<b>Impose Will</b>: Once per short rest, you may cause a creature making a
+saving throw against one of your mind powers, abilities, or your
+psionic blast to have disadvantage on that saving throw. You must do
+so before the roll is made. Once you've used this feature on a
+creature, you may not do so again on that same creature until you
+finish a long rest.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-4-3"><b>Transcendent Mind</b><br/>
+<p>
+<b>Psychic Potency</b>: When you deal psychic damage to a target that is
+stunned, you deal an additional amount of damage equal to twice your
+Intelligence modifier.
+</p>
+<p>
+<b>Psychic Entity</b>: When you die, you may attempt to force your way into
+another creature's body to continue living. To do so, a target
+creature within 30 feet of you makes a Charisma saving throw. On a
+success, you die, otherwise, you take control of the target's body and
+force their consciousness into dormancy. You gain their physical
+features (Strength, Dexterity, Constitution) but retain all of your
+other traits. Once every 24 hours, or whenever you take damage greater
+than 50% of your max hit points, the dormant consciousness may attempt
+to resume control of the body by making a Charisma saving throw. On a
+success, you are forced out of the body and must either attempt to use
+this feature again on a different target or die.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-4-4"><b>Mind-Slaver</b><br/>
+<p>
+<b>Enslave</b>: Once per long rest as an action you may target a creature
+you can see within 30 feet of you. The target must succeed on a Wisdom
+saving throw or be charmed by you until you die or are on a different
+plane of existence from it. The charmed target is under your control
+and can't take reactions, and you and the target can communicate
+telepathically with each other over any distance. Whenever the charmed
+target takes damage, it can repeat its saving throw. On a success, the
+effect ends. No more than once every 24 hours, the target can also
+repeat the saving throw when it is at least one mile away from you.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-4-5"><b>Imprisoner</b><br/>
+<p>
+<b>Imprisonment</b>: You learn the 9th level Wizard spell Imprisonment as a
+ninth level mind power. It does not count against the number of powers
+known, but costs the normal number of psi points to manifest. As a
+Mind Master, Imprisonment gains an additional option: Mind Prison. You
+may choose to Imprison the creature directly in your mind. There is no
+material component needed for this option. If you die or your
+consciousness leaves your body for a period longer than 8 hours (as
+with an Astral Projection spell), the prisoner is released. While
+imprisoned in your mind, the creature may sense what you allow it to
+sense and you may read the creature's surface thoughts as with a
+Detect Thoughts spell. No more than one creature may be imprisoned
+this way at a time.
+</p>
+</li>
+</ul>
+</div>
+</div>
+<div id="outline-container-2-9-5" class="outline-4">
+<h4 id="sec-2-9-5"><span class="section-number-4">2.9.5</span> Ascendant</h4>
+<div class="outline-text-4" id="text-2-9-5">
+<p>
+Ascendants feel the pull of psionic energy from other planes and
+dimensions and can learn to manipulate the fabric of reality. A master
+Ascendant can open portals and doorways to distant places, summon
+inanimate objects and creatures from their home planes, and banish
+creatures from other planes back to whence they came.
+</p>
+<p>
+At 3rd level when taking the Ascendant Discipline, you gain access to
+all abilities under the Astral Apporter tier. You likewise gain
+abilities in Planar Adept, Ascendant, Shaper, and Master of the Planes
+Tiers upon reaching 6th, 10th, 14th, and 18th levels respectively.
+</p>
+<p>
+<b>Bonus Proficiencies</b>: Arcana, Charisma Saving Throws.
+</p>
+<ul>
+<li id="sec-2-9-5-1"><b>Astral Apporter</b><br/>
+<p>
+<b>Astral Armor</b>: As an action, you may conjure a coating of astral
+matter which covers the skin. This coating lasts for 1 hour and
+radiates dim light. Your AC becomes 13 + your Dexterity modifier for
+the duration. As a reaction, you may explicitly harden the coating,
+which temporarily increases your AC to 15 + Dex, but destroys the
+armor in a flash of bright light. Creatures within 5 feet of you when
+the armor is destroyed must make a Constitution saving throw or be
+blinded until your next turn.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-5-2"><b>Planar Adept</b><br/>
+<p>
+<b>Call Energy</b>: You feel the cosmic pull of the planes of Positive and
+Negative Energy. Once per long rest, as an action you may cover an
+20-ft radius sphere centered at a point you can see in planar
+energy. Choose either a) the Positive Energy Plane or b) the Negative
+Energy Plane. The covered area is either a) bathed in a dull glow or
+b) shrouded in a misty shadow which a) heals each living creature in
+range by 1 hp at the end of each creature's turn or b) deals 1 damage
+per turn to all living things in range and the end of each creature's
+turn. Maintaining this effect requires concentration and may last no
+longer than a minute.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-5-3"><b>Ascendant</b><br/>
+<p>
+<b>Planar Abjuration</b>: As a reaction to a spell or effect within 30 ft
+of you that would deal fire, cold, lightning, thunder, radiant, or
+necrotic damage, you channel the powers of the elemental and outer
+planes to reduce the damage dealt by that spell by an amount equal to
+your Intelligence modifier + your Psionist level. If the spell or
+effect has an area of effect, the damage each affected creature takes
+is reduced by this much. Damage reduction is applied before applying
+resistances.
+</p>
+<p>
+<b>Banishing Blast</b>: When a creature native to a different plane of
+existence than the one it is on fails its saving throw against your
+Psionic Blast it makes a Charisma saving throw. If it fails this
+saving throw, it is banished to its plane of origin with a faint
+popping sound for 1 minute. While there, the target is
+incapacitated. When the minute is finished, it returns to the nearest
+unoccupied space from where it left.
+</p>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-5-4"><b>Shaper</b><br/>
+<p>
+<b>Conjure Astral Construct</b>: Once per long rest, as an action, you may
+create an Astral construct from Astral matter pulled from the Astral
+Plane.
+</p>
+<p>
+Though you may customize the exact form of the construct to your
+liking, the statistics for the Astral Construct are the same as that
+of the Helmed Horror (page 183 in the Monster Manual) with the
+following exceptions:
+</p>
+<p>
+It gains up to three additional options from the list below (you may
+choose the same option more than once):
+</p>
+<ul>
+<li>Extra Attack
+</li>
+<li>See Invisibility
+</li>
+<li>Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con
+ saves or are blinded and deafened for 1 minute. They may repeat the
+ saving throw at the end of each of their turns. Once a creature
+ succeeds, it cannot be affected again.)
+</li>
+<li>5d8 (22) Extra Hit Points
+</li>
+<li>Extra Spell Immunity (Two additional spells)
+</li>
+<li>+3 Damage on Hit
+</li>
+<li>+1 AC
+</li>
+</ul>
+</li>
+</ul>
+<ul>
+<li id="sec-2-9-5-5"><b>Master of the Planes</b><br/>
+<p>
+<b>Whitefire Portal</b>: You burn a temporary hole through the Astral Plane
+and into another plane of your choice. Once per long rest, centered on
+a point within 300 ft of you, you summon raw Astral ectoplasm which
+burns with hellish, white-hot fury. Any creature standing within 20
+feet of the whitefire must make a Dexterity saving throw or take 12d10
+fire damage or half on a successful save. Inanimate objects in the
+area also take the damage and flammable objects may catch on fire. A
+portal then opens to a plane of your choice as with a Gate spell and
+remains open for 1 minute as the planes slowly knit themselves back
+together. Alternatively, instead of a specific location on a plane of
+your choice, you may choose to have your portal open into a general
+location in one of the elemental planes or the planes of positive or
+negative energy. If you do so, creatures who enter or begin their
+turns within 20 feet of the portal take 6d10 damage of the appropriate
+elemental or energy type.
+</p>
+</li>
+</ul>
+</div>
+</div>
+</div>
+<div id="outline-container-2-10" class="outline-3">
+<h3 id="sec-2-10"><span class="section-number-3">2.10</span> Perfect Mind</h3>
+<div class="outline-text-3" id="text-2-10">
+<p>
+Over years of study and experience in the Hidden Art, you have
+mastered the use of your most powerful psionic powers. The restriction
+on manifesting high level powers no longer applies to sixth and
+seventh level powers.
+</p>
+</div>
+</div>
+</div>
+<div id="outline-container-3" class="outline-2">
+<h2 id="sec-3"><span class="section-number-2">3</span> Mind Powers</h2>
+<div class="outline-text-2" id="text-3">
+</div>
+<div id="outline-container-3-1" class="outline-3">
+<h3 id="sec-3-1"><span class="section-number-3">3.1</span> Basic Mind Powers (Cantrips)</h3>
+<div class="outline-text-3" id="text-3-1">
+<p>
+At first level, you learn three basic mind powers (cantrips) of your
+choice from the following list. If a mind power shares the name of a
+spell then it produces a psionic effect is identical to that spell,
+otherwise, an asterisk follows the power's name and it creates a new
+or different psionic effect that is described in greater detail below
+the list.
+</p>
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Blade Ward</td></tr>
+<tr><td class="left">Dancing Lights</td></tr>
+<tr><td class="left">Friends</td></tr>
+<tr><td class="left">Light</td></tr>
+<tr><td class="left">Mending</td></tr>
+<tr><td class="left">Message</td></tr>
+<tr><td class="left">Minor Illusion</td></tr>
+<tr><td class="left">Minor Kinematics*</td></tr>
+<tr><td class="left">Prestidigitation</td></tr>
+<tr><td class="left">Resistance</td></tr>
+<tr><td class="left">True Strike</td></tr>
+<tr><td class="left">Vicious Mockery</td></tr>
+</tbody>
+</table>
+<p>
+<b>Minor Kinematics</b> - <i>Psionic Evocation Cantrip</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 action
+</p>
+<p>
+<i>Range</i>: 30 ft
+</p>
+<p>
+<i>Duration</i>: 1 minute
+</p>
+<p>
+As an action, you may levitate an object or creature within 30 feet of
+you weighing less than 10 pounds. On each of your turns, you may use
+an action or a bonus action to mentally command it to move up to 30 ft
+in any direction. The effect ends if the object or creature is ever
+more than 30 feet away from you, falling to the ground. An unwilling
+creature must succeed on a Constitution saving throw against your Mind
+Powers Save DC or be affected. It may repeat this saving throw at the
+end of each of its turns. You may levitate multiple objects or
+creatures in this way by manifesting this power again, but no more
+than a number of times equal to your Intelligence modifier. If you
+attempt to manifest it more times than that, then all items regain
+their normal weight and fall to the ground.
+</p>
+</div>
+</div>
+<div id="outline-container-3-2" class="outline-3">
+<h3 id="sec-3-2"><span class="section-number-3">3.2</span> First Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-2">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Aura Reading*</td></tr>
+<tr><td class="left">Charm Person</td></tr>
+<tr><td class="left">Command</td></tr>
+<tr><td class="left">Compelled Duel</td></tr>
+<tr><td class="left">Comprehend Languages</td></tr>
+<tr><td class="left">Detect Magic</td></tr>
+<tr><td class="left">Detect Poison and Disease</td></tr>
+<tr><td class="left">Disguise Self</td></tr>
+<tr><td class="left">Dissonant Whispers</td></tr>
+<tr><td class="left">Expeditious Retreat</td></tr>
+<tr><td class="left">Faerie Fire</td></tr>
+<tr><td class="left">Feather Fall</td></tr>
+<tr><td class="left">Find Familiar</td></tr>
+<tr><td class="left">Heroism</td></tr>
+<tr><td class="left">Identify</td></tr>
+<tr><td class="left">Illusory Script</td></tr>
+<tr><td class="left">Jump</td></tr>
+<tr><td class="left">Longstrider</td></tr>
+<tr><td class="left">Lock Mind*</td></tr>
+<tr><td class="left">Mage Armor</td></tr>
+<tr><td class="left">Shield</td></tr>
+<tr><td class="left">Silent Image</td></tr>
+<tr><td class="left">Sleep</td></tr>
+<tr><td class="left">Tasha's Hideous Laughter</td></tr>
+<tr><td class="left">Unseen Servant</td></tr>
+</tbody>
+</table>
+<p>
+<b>Aura Reading</b> - <i>2nd Level Psionic Divination</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 action
+</p>
+<p>
+<i>Range</i>: 10 feet.
+</p>
+<p>
+<i>Duration</i>: Instantaneous
+</p>
+<p>
+You may target a thinking creature you can see within range, reading
+its psionic aura, and you may manifest one of the following options:
+(a) <span style="text-decoration:underline;">Detect Falsehood</span>: you may determine whether the target believes
+that its most recent statement is true, (b) <span style="text-decoration:underline;">Detect Alignment</span>: you
+may determine the target's alignment, (c) <span style="text-decoration:underline;">Detect Disguise</span>: you may
+determine if the target is wearing a magical or physical disguise.
+</p>
+<p>
+<b>Lock Mind</b> - <i>1st Level Psionic Enchantment</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 action
+</p>
+<p>
+<i>Range</i>: Self
+</p>
+<p>
+<i>Duration</i>: 1 hour
+</p>
+<p>
+For the duration, your mind cannot be read without your permission and
+you have resistance to psychic damage. At higher levels: when cast
+from a higher level, the duration increases as follows. 2nd level: 2
+hours, 3rd level: 4 hours, 4th level: 8 hours, 5th or higher: 24
+hours.
+</p>
+</div>
+</div>
+<div id="outline-container-3-3" class="outline-3">
+<h3 id="sec-3-3"><span class="section-number-3">3.3</span> Second Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-3">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Alter Self</td></tr>
+<tr><td class="left">Arcane Lock</td></tr>
+<tr><td class="left">Blindness / Deafness</td></tr>
+<tr><td class="left">Blur</td></tr>
+<tr><td class="left">Calm Emotions</td></tr>
+<tr><td class="left">Crown of Madness</td></tr>
+<tr><td class="left">Darkvision</td></tr>
+<tr><td class="left">Detect Thoughts</td></tr>
+<tr><td class="left">Enhance Ability</td></tr>
+<tr><td class="left">Enlarge / Reduce</td></tr>
+<tr><td class="left">Enthrall</td></tr>
+<tr><td class="left">Heat Metal</td></tr>
+<tr><td class="left">Hold Person</td></tr>
+<tr><td class="left">Find Traps</td></tr>
+<tr><td class="left">Invisibility</td></tr>
+<tr><td class="left">Knock</td></tr>
+<tr><td class="left">Lesser Restoration</td></tr>
+<tr><td class="left">Levitate</td></tr>
+<tr><td class="left">Locate Object</td></tr>
+<tr><td class="left">Mirror Image</td></tr>
+<tr><td class="left">Misty Step</td></tr>
+<tr><td class="left">Phantasmal Force</td></tr>
+<tr><td class="left">Psychometry*</td></tr>
+<tr><td class="left">Rope Trick</td></tr>
+<tr><td class="left">See Invisibility</td></tr>
+<tr><td class="left">Silence</td></tr>
+<tr><td class="left">Spider Climb</td></tr>
+<tr><td class="left">Suggestion</td></tr>
+<tr><td class="left">Warding Bond</td></tr>
+<tr><td class="left">Zone of Truth</td></tr>
+</tbody>
+</table>
+<p>
+<b>Psychometry</b> - <i>2nd Level Psionic Divination</i>
+</p>
+<p>
+<i>Casting Time</i>: 10 minutes
+</p>
+<p>
+<i>Range</i>: Touch
+</p>
+<p>
+<i>Duration</i>: Instantaneous
+</p>
+<p>
+When thinking beings touch the world around them, they leave a psionic
+imprint of their actions behind. You attune to an object you can
+touch. Doing so allows you to see the last person to hold the object,
+no matter how long ago, and its immediate surroundings while being
+held, including sounds. You may follow and replay the events occurring
+near the object but cannot move away from the point of view of the
+object.
+</p>
+</div>
+</div>
+<div id="outline-container-3-4" class="outline-3">
+<h3 id="sec-3-4"><span class="section-number-3">3.4</span> Third Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-4">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Bestow Curse</td></tr>
+<tr><td class="left">Blink</td></tr>
+<tr><td class="left">Clairvoyance</td></tr>
+<tr><td class="left">Daylight</td></tr>
+<tr><td class="left">Fear</td></tr>
+<tr><td class="left">Feign Death</td></tr>
+<tr><td class="left">Fly</td></tr>
+<tr><td class="left">Gaseous Form</td></tr>
+<tr><td class="left">Haste</td></tr>
+<tr><td class="left">Hypnotic Pattern</td></tr>
+<tr><td class="left">Leomund's Tiny Hut</td></tr>
+<tr><td class="left">Major Image</td></tr>
+<tr><td class="left">Meld Into Stone</td></tr>
+<tr><td class="left">Mind Bolt*</td></tr>
+<tr><td class="left">Nondetection</td></tr>
+<tr><td class="left">Sending</td></tr>
+<tr><td class="left">Slow</td></tr>
+<tr><td class="left">Tongues</td></tr>
+<tr><td class="left">Water Walk</td></tr>
+</tbody>
+</table>
+<p>
+<b>Mind Bolt</b> - <i>3rd Level Psionic Evocation</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 action
+</p>
+<p>
+<i>Range</i>: 300 ft
+</p>
+<p>
+<i>Duration</i>: Instantaneous
+</p>
+<p>
+You manifest psionic energy as an invisible bolt that deals damage and
+can stun a target. Target creature you can see in range makes an
+Intelligence saving throw or takes 6d8 psychic damage and is stunned
+for 1 minute. This creature takes half damage on a successful save and
+is not stunned. A stunned creature may repeat the saving throw at the
+end of each of its turns, ending the effect on itself on a success.
+</p>
+<p>
+<i>At Higher Levels</i>: For each level above 3rd, the damage increases by
+1d8.
+</p>
+</div>
+</div>
+<div id="outline-container-3-5" class="outline-3">
+<h3 id="sec-3-5"><span class="section-number-3">3.5</span> Fourth Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-5">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Arcane Eye</td></tr>
+<tr><td class="left">Banishment</td></tr>
+<tr><td class="left">Compulsion</td></tr>
+<tr><td class="left">Confusion</td></tr>
+<tr><td class="left">Conjure Minor Elementals</td></tr>
+<tr><td class="left">Dimension Door</td></tr>
+<tr><td class="left">Dominate Beast</td></tr>
+<tr><td class="left">Empower Object*</td></tr>
+<tr><td class="left">Evard's Black Tentacles</td></tr>
+<tr><td class="left">Fabricate</td></tr>
+<tr><td class="left">Freedom of Movement</td></tr>
+<tr><td class="left">Greater Invisibility</td></tr>
+<tr><td class="left">Hallucinatory Terrain</td></tr>
+<tr><td class="left">Locate Creature</td></tr>
+<tr><td class="left">Phantasmal Killer</td></tr>
+<tr><td class="left">Polymorph</td></tr>
+<tr><td class="left">Stoneskin</td></tr>
+</tbody>
+</table>
+<p>
+<b>Empower Object</b>: <i>Fourth Level Psionic Transmutation</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 action
+</p>
+<p>
+<i>Range</i>: Touch.
+</p>
+<p>
+<i>Duration</i>: 1 minute. Concentration.
+</p>
+<p>
+You may imbue an object you touch with psionic energy. It glimmers
+faintly with stored power. At any point during the duration you may
+harmlessly release the energy which ends the effect. When you cease
+concentrating on this mind power, whether by choice or by a failed
+concentration check, the stored energy is released suddenly. Any
+creature within 10 feet of the object makes a Dexterity saving throw
+or takes 8d8 force damage or half as much on a successful one. A
+creature carrying the object has disadvantage on this saving throw.
+</p>
+</div>
+</div>
+<div id="outline-container-3-6" class="outline-3">
+<h3 id="sec-3-6"><span class="section-number-3">3.6</span> Fifth Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-6">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Animate Objects</td></tr>
+<tr><td class="left">Awaken</td></tr>
+<tr><td class="left">Conjure Elemental</td></tr>
+<tr><td class="left">Contagion</td></tr>
+<tr><td class="left">Contact Other Plane</td></tr>
+<tr><td class="left">Creation</td></tr>
+<tr><td class="left">Dominate Person</td></tr>
+<tr><td class="left">Dream</td></tr>
+<tr><td class="left">Geas</td></tr>
+<tr><td class="left">Hold Monster</td></tr>
+<tr><td class="left">Mislead</td></tr>
+<tr><td class="left">Modify Memory</td></tr>
+<tr><td class="left">Passwall</td></tr>
+<tr><td class="left">Planar Binding</td></tr>
+<tr><td class="left">Rary's Telepathic Bond</td></tr>
+<tr><td class="left">Scrying</td></tr>
+<tr><td class="left">Seeming</td></tr>
+<tr><td class="left">Telekinesis</td></tr>
+<tr><td class="left">Teleportation Circle</td></tr>
+<tr><td class="left">Wall of Force</td></tr>
+</tbody>
+</table>
+</div>
+</div>
+<div id="outline-container-3-7" class="outline-3">
+<h3 id="sec-3-7"><span class="section-number-3">3.7</span> Sixth Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-7">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Arcane Gate</td></tr>
+<tr><td class="left">Blade Barrier</td></tr>
+<tr><td class="left">Contingency</td></tr>
+<tr><td class="left">Flesh to Stone</td></tr>
+<tr><td class="left">Guards and Wards</td></tr>
+<tr><td class="left">Magic Jar</td></tr>
+<tr><td class="left">Mass Suggestion</td></tr>
+<tr><td class="left">Otto's Irresistible Dance</td></tr>
+<tr><td class="left">Programmed Illusion</td></tr>
+<tr><td class="left">True Seeing</td></tr>
+<tr><td class="left">Wind Walk</td></tr>
+</tbody>
+</table>
+</div>
+</div>
+<div id="outline-container-3-8" class="outline-3">
+<h3 id="sec-3-8"><span class="section-number-3">3.8</span> Seventh Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-8">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Etherealness</td></tr>
+<tr><td class="left">Forcecage</td></tr>
+<tr><td class="left">Mirage Arcane</td></tr>
+<tr><td class="left">Plane Shift</td></tr>
+<tr><td class="left">Project Image</td></tr>
+<tr><td class="left">Regenerate</td></tr>
+<tr><td class="left">Reverse Gravity</td></tr>
+<tr><td class="left">Simulacrum</td></tr>
+<tr><td class="left">Teleport</td></tr>
+</tbody>
+</table>
+</div>
+</div>
+<div id="outline-container-3-9" class="outline-3">
+<h3 id="sec-3-9"><span class="section-number-3">3.9</span> Eighth Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-9">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Antipathy/Sympathy</td></tr>
+<tr><td class="left">Clone</td></tr>
+<tr><td class="left">Demiplane</td></tr>
+<tr><td class="left">Dominate Monster</td></tr>
+<tr><td class="left">Feeblemind</td></tr>
+<tr><td class="left">Ghostform*</td></tr>
+<tr><td class="left">Glibness</td></tr>
+<tr><td class="left">Kinetic Barrier*</td></tr>
+<tr><td class="left">Mind Blank</td></tr>
+<tr><td class="left">Telepathy</td></tr>
+</tbody>
+</table>
+<p>
+<b>Ghost Form</b> - <i>8th Level Psionic Transmutation</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 Action
+</p>
+<p>
+<i>Range</i>: Self
+</p>
+<p>
+<i>Duration</i>: 1 hour
+</p>
+<p>
+You become a ghost for the duration of the spell. Your DM can supply
+you with the statistics of the ghost and you take on all of these
+statistics, forsaking your own for the duration except Wisdom,
+Intelligence, and Charisma. When your ghost form is reduced to 0 hit
+points or the duration ends, you return to your normal form. Items
+you carry enter ghost form with you, though none of their magical
+properties will function for the duration as if suppressed by an
+Antimagic Field. You may exit the ghost form as an action.
+</p>
+<p>
+<b>Kinetic Barrier</b> - <i>8th Level Psionic Evocation</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 Action
+</p>
+<p>
+<i>Range</i>: Self
+</p>
+<p>
+<i>Duration</i>: 1 minute
+</p>
+<p>
+Concentration.
+</p>
+<p>
+You enact a shimmering Kinetic Barrier around yourself for 1 minute
+with a number of temporary hit points equal to your maximum hit
+points. If you would take bludgeoning, piercing, slashing, or force
+damage while the Barrier exists, the barrier takes the damage
+instead. If the barrier is broken by taking damage equal to or greater
+than its hit points or its duration ends, then it implodes dealing the
+entire damage to you. While half of the Barrier's hit points or more
+are gone, you may make an unarmed attack at a creature or object
+within range to cause the barrier to explode and deal the stored
+damage to that creature or object. While the Barrier surrounds you,
+you may not take any other actions, but can move normally.
+</p>
+</div>
+</div>
+<div id="outline-container-3-10" class="outline-3">
+<h3 id="sec-3-10"><span class="section-number-3">3.10</span> Ninth Level Mind Powers</h3>
+<div class="outline-text-3" id="text-3-10">
+<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
+<colgroup><col class="left" />
+</colgroup>
+<tbody>
+<tr><td class="left">Astral Projection</td></tr>
+<tr><td class="left">Foresight</td></tr>
+<tr><td class="left">Gate</td></tr>
+<tr><td class="left">Shapechange</td></tr>
+<tr><td class="left">Time Stop</td></tr>
+<tr><td class="left">Transfer Wounds*</td></tr>
+<tr><td class="left">Unstoppable*</td></tr>
+<tr><td class="left">Weird</td></tr>
+<tr><td class="left">Wish</td></tr>
+</tbody>
+</table>
+<p>
+<b>Transfer Wounds</b> - <i>9th Level Evocation</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 Action
+</p>
+<p>
+<i>Range</i>: Touch
+</p>
+<p>
+<i>Duration</i>: Instantaneous
+</p>
+<p>
+You have learned to use other's life force as a conduit for your
+psionic powers. You and one creature you are touching are restrained
+until the end of your turn. The creature takes necrotic damage equal
+to your number of missing hit points. You gain hit points equal the
+damage dealt, but no more than the creature's hit point maximum.
+</p>
+<p>
+<b>Unstoppable</b> - <i>9th Level Psionic Transmutation</i>
+</p>
+<p>
+<i>Casting Time</i>: 1 action
+</p>
+<p>
+<i>Range</i>: Self
+</p>
+<p>
+<i>Duration</i>: 1 minute.
+</p>
+<p>
+Concentration.
+</p>
+<p>
+You harness the raw power of Kinetics to enter an Unstoppable state
+for 1 minute. While in this state you have advantage on strength
+checks to break through doors or other barriers. Also your movement
+speed cannot be reduced below your maximum speed, you may only move in
+straight lines, and you reflect from barriers you cannot break in a
+direction of your choice. Creatures or objects in your path must make
+dexterity saving throws (if applicable) or be crushed for 10d6 points
+of force damage. You are immune to nonmagical bludgeoning damage while
+Unstoppable, but running into traps or dangerous areas may still hurt
+you.
+</p>
+</div>
+</div>
+</div>
+<div id="outline-container-4" class="outline-2">
+<h2 id="sec-4"><span class="section-number-2">4</span> Thanks</h2>
+<div class="outline-text-2" id="text-4">
+<p>
+I'd like to thank all of the creators of proper D&amp;D Psionics from
+every edition, as well as contributors to other systems like
+Pathfinder and (GURPS) Traveler.
+</p>
+<p>
+I'd like to thank N. Foy, Alex L., Sam S., and Joey A. for playtesting
+all of the crazy incarnations of this.
+</p>
+<p>
+Also thanks to Nathan R., Luke S., Jacob C., Marcus S., Jay B. and
+many many others for listening to me rant about psionics for certainly
+longer than what is socially acceptable.
+</p>
+<p>
+For example, the mind flayer as presented in the Monster Manual has
+the Innate Spellcasting (Psionics) feature. This feature allow the
+mind flayer to cast a set of spells using psionic energy. These spells
+can be countered with counterspell or dispelled with dispel magic and
+similar effects.
+</p>
+<p>
+First, we brainstormed the available options, then divided them into
+distinct categories, built the spell/power lists, divided the features
+vertically by level awarded, compared similar features across classes,
+revised, revised, revised, and finally playtested it. Now we bring it
+to the public for large-scale testing.
+</p>
+<div id="footnotes">
+<h2 class="footnotes">Footnotes: </h2>
+<div id="text-footnotes">
+<p class="footnote"><sup><a class="footnum" name="fn-.1" href="#fnr-.1">1</a></sup> Mechanically, what is worth noting is that psionics and Weave-based
+magic are two distinct forces. In general, an effect that alters or
+affects a spell has no effect on a psionic effect and vice
+versa. There is one important exception to this rule. A psionic effect
+may allow a creature to cast a spell by teaching them to manipulate
+the Weave.
+</p>
+<p class="footnote"><sup><a class="footnum" name="fn-.2" href="#fnr-.2">2</a></sup> In designing this class, the key design ideals were 1)
+Flavor, 2) Fun, 3) 5e Rules and Design Consistency, and 4) Balance.
+</p>
+</div>
+</div>
+</div>
+</div>