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Disciplines

Enhancement Discipline


Enhancement is the ability to interact with a creature’s nature and abilities with your Psionic power. You can also spend Psi points to create spell effects (shown at the bottom of the Psion Spell List under the Enhancement Discipline).
 

Enhancing Skill


You can focus your psionics to enhance your abilities. Whenever you make a skill check using Strength or Dexterity, you can add 1d4 to the result.
 

Enhancing Surge


Psionic Power
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: 1 Round
You empower the body of a target creature you can see with your Psionics. The target gains 1d6 temporary hit points and the next time the target deals damage, it deals 1d6 additional damage to one application of that damage roll. Any remaining effects of this spell end at the start of your next turn. You can spend Psi Points up to your per use limit to add the following modifiers to Enhancing Surge (you can add multiple modifiers). The points must be spent when choosing the target of the power.

  • Savage (1 + psi point): The target’s next weapon attack deals an + 1d6 additional damage for each point spent.

  • Fortifying (1 + psi point): The target gains an additional + 1d6 temporary hit points for each point spent.

  • Swift (2 psi points): The target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

  • Resilient (3 psi points): the target gains resistance to all damage until the start of your next turn.


 

Nullification Discipline


Nullification is the ability to interfere with the supernatural effects of the world, reverting reality back it’s original state. You can also spend Psi points to create spell effects (shown at the bottom of the Psion Spell List under the Nullification Discipline).
 

Disruptive Touch


When you gain this feature, you can control the aura of interference, wreathing yourself in the disruptive power that asserts reality. You can end minor magical or psionic effects (such as the result of cantrips or zero point psionic powers) by touching them, and have resistance to illusions or magical damage from things you touch (gaining advantage on the saving throw against them, if applicable). If you are grappling or otherwise touching a spellcasting or psionic creature, at the start of your turn you can expend 1 or more psi to interfere with their abilities until the start of your next turn. In order to cast a spell or use a Psionic power, they must succeed a Saving Throw of their spell casting or psionic ability score against your Psionics DC unless casting a spell with a higher level or using a power with more psi points than the psi points spent on this feature.
 

Denial


Psionic Power
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous
You release a burst of raw psionic nullification at a creature you can see within range. The creature must make a Charisma saving throw. On failure, you can apply 1d4 force damage as its existence is disrupted. If the target is a celestial, fiend, construct, elemental, aberration, undead, or a creature with the ability to cast spells or use psionic powers it takes an additional 1d4 force damage, and becomes disoriented; until the end of its next turn, it rolls a d4 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. A creature can chose to fail the saving throw. You can spend Psi Points up to your per use limit to add the following prefixes to Denial modifying it’s functionality (you can add multiple prefixes). The points must be spent when choosing the target of the power.

  • Aura of (3 psi points): Instead of targeting a creature, it becomes an effect around you with a radius of 20 feet; any creature of your choice that enters or starts its turn in the area of effect must save against the power.

  • Existential (1+ psi points): You can deal an additional 1d4 initial and bonus (if applicable) force damage to the target creature.

  • Firm (2 psi points): The target creature has disadvantage on the saving throw against the ability.

  • Lingering (1+ psi points): You can apply the effect of Disruptive Touch to an affected creature.

  • Supernatural (1+ psi points): A supernatural effect of or on the creature is ended; if the effect is a magical or psionic power, it is only ended if the psi points spent on this modifier equals or exceeds the spell level or psi points spent on the effect. If the property is an innate property of a creature (either of the target creature, or effecting the target this power), it is only ended if the psi points exceed the CR (or class levels) of the target creature, and they return at the end of that creatures next turn. The supernatural effect cannot be its existence, unless it has less than 10 hit points and it would otherwise qualify.


 

Projection Discipline


Projection is the ability to project what is in your mind to the outside world with your Psionic power. This is the only discipline which cannot create spell effects through the Weave.
 

Project Item


When you gain this feature, as an action, you can use your powers to project an inanimate object you imagine into your hands. It cannot be larger than 3 feet on any side or weigh more than 10 pounds, and is clearly ethereal in nature. This item behaves as a solid object. Projected items fade after 1 minute, and you can have no more than 3 projected items at a time.
 

Astral Construct


Psionic Power
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Concentration, Up to 1 minute
You project an ethereal creation from your mind taking the shape of a medium or smaller creature, weapon, or other object. This creation is clearly ethereal in nature. When you create it, and on subsequent turns using your action to mentally control it, you can move it up to 30 feet in any direction and attack; so long as it does not move beyond the range of the power. To attack with it, make a melee spell attack, on a hit, the target takes 1d8 force damage. While the Astral Construct is active, you can spend Psi Points up to your per use limit to issue commands that effect and empower your construct. Commands require no action, but you cannot exceed your psi point limit in total commands issued, and each command can only be issued once per turn.

  • Strike (2 psi point): The construct makes an attack (even if it has already attacked).

  • Relocate (1 psi point): The construct disappears and reappears anywhere within 60 feet of you.

  • Solidify (1 psi point): You construct becomes solid, blocking its space until the start of your next turn. You can only use this command if it is not in another creatures space. It has an armor class of 16, and hit points of your Intelligence modifier + your Psion level. The construct etheral again if it drops to zero hit points.

  • Grab (1 psi point): Can only be used while your construct is Solidified. A target creature within 5 feet of your construct must make a Strength saving throw or be Restrained. At the end of the creatures turns it can repeat the saving throw. The condition ends of the construct becomes ethereal again.

  • Grow (1 psi points): Your construct by a size, and its damage increased by one die. It returns to its normal size at the start of your next turn unless you use Sustain. It can only gain one additional die (for example, up to 2d8).

  • Replicate (3 psi points): You use Relocate, but the original does not disappear. Until the end of your turn, you have another constructs and control both with the same action (commands only effect one of your choice). Pick one construct to fade at the start of your next turn or use Sustain.

  • Sustain (1 + psi point): At the start of your turn, you can sustain the effect of a Solidify, Grow or Replicate command an additional round. This costs 1 psi point for each effect sustained. Sustaining solidify refreshes the constructs hit points to its maximum.


 

Precognition Discipline


Precognition is the ability to see what lies ahead, piercing the veil of the future. Such a future can be changed by the actions of the present, particularly by knowledge of said future and action to prevent or change it. You can also spend Psi points to create spell effects (shown at the bottom of the Psion Spell List under the Precognition Discipline).
 

Prescience


Your eyes wander to events before they happen. You can add your proficiency to perception and initiative rolls; if you already are able to add your proficiency to perception, you can add twice your proficiency. If you concentrate on your keeping an eye on the future (as if concentrating on a spell), you can use your Intelligence modifier when making Perception (instead of Wisdom) or Initiative (instead of Dexterity) ability checks, and make Intelligence saving throws in place of Dexterity saving throws.
 

Seeing


Psionic Power
Casting Time: 1 Action
Range: Self
Components: S
Duration: Instantaneous
You concentrate and peer into the stream of future possibilities, gaining insight into what will happen next; you can select one of the following:

  • You can grant advantage to yourself or to a creature that can see or hear you on their next attack roll before the start of your next turn; if an attack that gained advantage from this feature hits, it deals an additional 1d4 damage.

  • You can grant disadvantage on the next attack roll against yourself or a creature that can see or hear you before the start of your next turn; if an attack despite the disadvantage, the damaged creature rolls 1d4 and subtracts that from the damage dealt.


You can spend Psi Points up to your per use limit to add the following modifiers to Seeing (you can add multiple modifiers).

  • Withheld (0 psi point): Rather than granting advantage or disadvantage on the next attack, you can grant advantage or disadvantage as a reaction to an attack being made until the start of your next turn.

  • Piercing (1+ psi points): You see through the target’s defenses when granting advantage, increasing the damage of the attack benefiting from advantage by +1d8 if it hits.

  • Omniscient (1 psi points): The beneficiary of your Seeing is under the effect of Bless and Guidance until start of your next turn.

  • Thwarting (2 psi point): The beneficiary of your Seeing has advantage on the next Saving Throw they make before the start of your next turn.

  • Positioning (1+ psi points): The beneficiary of your Seeing can move immediately move 5 feet per psi point spent without provoking opportunity attacks.


 

Psychokinetics Discipline


Psychokinetics is the mental art of spontaneously creating and controlling energy; sapping energy to freeze or spontaneously creating it create bursts of fire or arcs of lightning. Dangerous and destructive, it provides devastating power. You can also spend Psi points to create spell effects (shown at the bottom of the Psion Spell List under the Psychokinetics Discipline).
 

Energy Manipulation


When you gain this feature, you can manipulate energy in minor ways at will. As an action you can cause a light that casts 30 feet of bright light and 30 feet of dim light, cause things you touch to catch fire as if touched by a match, cause small arcs of electricity, freeze or thaw up to 5-foot cube of water. Any ongoing effect you create lasts 1 minute. You can have up your Intelligence modifier simultaneous effects, after which another ends the oldest ongoing effect.
 

Elemental Blast


Psionic Power
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: 1 Round
You can use your mind to create a burst of elemental power, blasting a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold, fire, or lightning damage. For each die of cold damage dealt, the creature’s movement speed is reduced by 5 feet until the end of their next turn, for each die of fire damage dealt by the original attack, the creature takes 1d4 fire damage at the start of its next turn, and for each die of lightning damage dealt, an arc of lightning strikes another creature of your choice within 20 feet, dealing 1d4 lightning damage. You can spend Psi Points up to your per use limit to add the following modifiers to (you can add multiple modifiers). The points must be spent when choosing the target of the power.

  • Amplifed (1+ psi points): The target takes an additional 1d8 cold, fire, or lightning damage.

  • Lasting (1 psi point): Your Elemental Blast leaves a 5 foot radius sphere of devestating behind where it strikes until the start of your next turn. Creatures that enter this zone for the first time or end their turn in it must make a Constitution saving throw or suffer the secondary effects (slow, burn, arc) of the blast as if they had been hit by it.

  • Massive (1-3 psi points): You unleash a massive blast; rather than making an attack roll, all creatures within a 15 foot cone must make a Dexterity Saving throw. On failure, they take the effect as if hit by the Elemental Blast. The size of the cone is doubled for each point up to 3 spent (2 points for 30 foot, 3 points for 60 foot).

  • Overcharged (0 psi point): You take 1 force damage and do not add your Proficiency modifier from the spell attack or Spell Save DC for your Elemental Blast, but increase the damage it deals by twice your Proficiency modifier.


 

Specializations


When you take this Discipline, you may (but do not have to) select a specialization from the following list. You may only select a specialization at the time of gaining the Discipline, and cannot change or remove a Specialization once selected.
 
Cryokinetic

You can only deal Cold damage with Elemental Blast. When is hit by an attack of your Elemental Blast or fails a saving throw against this power, it becomes frozen until the end of its next turn, giving it disadvantage on its next attack roll or dexterity saving throw, and reducing it's speed by an additional 5 feet (to a total of 10 feet). If the attack roll is a critical hit or the target fails their saving throw by 5 or more, the target becomes restrained while frozen. When using your Psionics feature to cast a spell under Alternate Effects, the damage of the spell becomes Cold damage.
 
Electrokinetic

You can only deal Lightning damage with Elemental Blast, but the size of the damage dice of Lightning damage (both the initial damage and arc damage ) is increased by one step (to a d10 initial damage and d10 additional damage per point spent on Amplified, and 1d6 arc damage to a nearby target per die of initial damage). When using your Psionics feature to cast a spell under Alternate Effects, the damage of the spell becomes Lightning damage.
 
Pyrokinetic

You can only deal Fire damage with Elemental Blast, but the size of the damage dice of fire damage (both the initial damage and burn damage) is increased by one step (to a d10 initial damage and d10 additional damage per point spend on Amplified, and 1d6 burn damage at the start of their turn per die of initial damage). When using your Psionics feature to cast a spell under Alternate Effects, the damage of the spell becomes Fire damage.
 

Telekinesis Discipline


Telekinesis is the ability to interact with physical objects and energy with your psionic powers. You can also spend Psi points to create spell effects (shown at the bottom of the Psion Spell List under the Telekinesis Discipline).
 

Telekinetic Hands


When you gain this feature, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn. You can spend 1 psi point to increase how much you can lift by 100 pounds for 1 turn.
 

Telekinetic Force


Psionic Power
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous
You smash a target creature you can see or object with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage and be knocked 5 feet in a direction of your choosing or knocked Prone. You can spend Psi Points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power.

  • Hammering (1+ psi points): The target takes +1d10 bludgeoning damage for each point spent.

  • Hurling (1-3 psi points): The target is knocked +10 feet in a direction of your choosing for each point spent.

  • Crushing (2 psi points): The target is Restrained until the end of its next turn.

  • Zone of (1-3 psi points): You can target all creatures in a 5 foot radius. The radius doubles for each point spent (5 ft., 10 ft., 20 ft.).


 

Telekinetic Weapons


Psionic Power (Telekinetic Weapon Talent Required)
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous
You telekinetically fling a weapon at a creature or object. Choose a weapon within 15 feet that isn't been worn or carried, or choose a weapon under your control. Make a ranged spell attack. On hit the target takes damage equal to the weapon's damage dice. The range of the attack decreases to 15 feet if the weapon has the heavy or special property, and increases to 60 feet if the weapon has the light property.
 
You can use Psionic Mastery points on this power, and this power counts as a Discipline Power of the Telekinetics Discipline (for example, for the purpose of Empowered Psionics). You can spend Psi Points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power.

  • Multiple (1+ psi points): For each additional psi point spent, you can fling an additional weapon, making a seperate attack and damage roll for each weapon flung.

  • Whirling (2 psi points): You can replace throwing a weapon with casting Cloud of Daggers.


 

Telepathy Discipline


Telepathy is the ability to interact with the minds of other creatures using your psionic abilities. You can also spend Psi points to create spell effects (shown at the bottom of the Psion Spell List under the Telepathy Discipline).
 

Telepathic Communication


When you gain this feature, you can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
 

Telepathic Intrusion


Psionic Power
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous
You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw. You can spend Psi Points up to your per use limit to add the following modifiers to Telepathic Intrusion (you can add multiple modifiers). The points must be spent when choosing the target of the power.

  • Rending (1+ psi points): The target takes +1d8 psychic damage for each additional point spent.

  • Terrifying (1 psi point): The target is Frightened of you until the end of your next turn if it fails its saving throw.

  • Meddling (2 psi points): You make one creature Invisible to target creature or cause the creature to see something that is not there with the effect of Minor Illusion until the start of your next turn if it fails its saving throw.

  • Overwhelming (3 psi points): The target is Stunned until the end of its next turn if it fails its saving throw.


 

Transposition Discipline


Transposition is the ability to modify the properties of space and manipulate dimensional boundaries with your psionic powers. You can also spend Psi points to create spell effects (shown at the bottom of the Psion Spell List under the Transposition Discipline).
 

Flicker Step


On your turn, you can replace your movement by teleporting 5 feet in any direction to a space you can see. This distance increases by 5 feet at 5th level (to 10 feet), at 11th level (to 15 feet), and becomes equal to your movement speed at 17th level. This replaces all movement for your turn when used.
 

Phase Rift


Psionic Power
Casting Time: 1 Action
Range: Self
Components: S
Duration: 1 Round
You step through space traveling up to 10 feet in a straight line leaving a spatial tear behind. You can pass through creatures but cannot pass through solid objects more than a foot thick. Any creature in the path of this tear must make Dexterity saving throw or take 1d8 force damage. You can spend Psi Points up to your per use limit to add the following modifiers to Phase Rift (you can add multiple modifiers). The points must be spent when choosing the target of the power.

  • Disruptive (1+ psi point): Each target that fails their saving throw takes an additional 1d8 force damage for each point spent.

  • Blurring (1-3 psi point): You gain an illusory duplicate, as per the Mirror Image spell. You gain 1 duplicate per psi point spent (up to a maximum of 3). One remaining image fades at the start of each of your turns.

  • Long (1-3 psi points): You can travel an additional 5 feet for each point spent.

  • Echoing (2 psi points): You immediately Phase Rift again with the same action.

  • Ethereal (2 psi points): You can pass through solid objects, buildings, and terrain as long as you end your Phase Rift in a space you can occupy. If your Phase Rift would end inside a space you cannot occupy, the power fails.



 

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