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<h1 class="title">Psionist</h1>


<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>
</div>

<div id="postamble">
<p class="date">Date: 2016-07-16T21:01-0400</p>
<p class="author">Author: Andrew Murrell</p>
<p class="creator"><a href="http://orgmode.org">Org</a> version 7.9.3f with <a href="http://www.gnu.org/software/emacs/">Emacs</a> version 24</p>
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