Psionic Talents
Below are the Psionic Talents available for the Mystic, detailed with their effects and how many Psi Points they cost to use.
When using a Psionic Talent, if your Mystic save DC is mentioned, this saving throw is equal to 8 + your Proficiency bonus + your choice of Intelligence or Wisdom modifier.
Awakened Sight (5 Psi Points): As a bonus action, you gain truesight with a radius of 30 feet for 1 minute.
Astral Projection (12 Psi Points): You project your consciousness into the Astral Plane, becoming invisible and intangible while gaining the ability to explore other planes of existence for 1 hour.
Astral Step (3 Psi Points): As a bonus action, gain the ability to teleport to an unoccupied space you can percieve within 60 feet of you for the next 1 minute.
Aura of Empathy (5 Psi Points): Create a calming psychic aura in a 30-foot radius. Creatures in this area must succeed a Wisdom saving throw, or be subjected to the calm, charm, frightened, rallied, or stunned condition. You choose which condition each time you use this feature.
Biomorph (13 Psi Points, Requires level 16, Biokheirist Only): Transform your body temporarily, granting you a hybrid lycanthrope form for 1 hour, or until you die or end this ability as a bonus action.
Chaos Surge (14 Psi Points, Requires level 16, Untamed Only): Unleash a chaotic psionic surge, forcibly activating the Unpredictable Surge feature.
Dimensional Insight (10 Psi Points): You gain the ability to identify portals, planar rifts, or other interdimensional phenomena within 30 feet, providing information about their nature and destination.
Dimensional Rift (15 or 20 Psi Points): Tear a rift in the fabric of reality, creating a 10-foot portal that leads to another location in the multiverse. This rift lasts for 1 minute, and anyone can use it to traverse planes. When you use this feature at a cost of 15 psi points, the location is random. When you use this feature at a cost of 20 psi points, you may choose which location it leads to. You may use a bonus action to close this rift, at a cost of 5 psi points.
Distortion (4 Psi Points): Manipulate the perceptions of a target creature within 30 feet, causing it to perceive allies as enemies and vice versa for 1 minute unless it succeeds on an Intelligence saving throw.
Farsight (3 Psi Points): You enhance your perception to see distant objects or creatures clearly, gaining advantage on Perception checks for 1 minute.
Greater Psionic Ward (8 Psi Points, Requires level 10): Gain immunity to one damage type of your choice for 1 minute.
Hallucinatory Whispers (4 Psi Points): Create whispers that distract and confuse nearby creatures for 1 minute. Creatures targeted by this must make a Wisdom saving throw saving throw against your Mystic save DC or be pulled 20 feet toward the center of the vortex., or become frightened for the duration.
Mind Blank (12 Psi Points): Cloak yourself in psychic protection, granting immunity to all forms of mental influence, including charm, fear, and mind-reading, and psionic scryng for 4 hours.
Mind Shield (3 Psi Points): Protect a creature from mental intrusions for 1 hour.
Mindmeld (6 Psi Points, Requires level 10): Merge your consciousness with another creature for 1 minute, sharing its thoughts and experiences. It becomes incapable of lying to you, cannot succeed on Charisma based skill checks against you, and cannot refuse to answer questions.
Mind Prison (9 Psi Points, Requires level 14): Select up to 4 creatures, which must make a Wisdom saving throw against your Mystic save DC or become trapped in their own mind for 1 minute. Creatures under this effect cannot take any actions, and are considered prone for the duration. When the effect ends, these creatures must make an additional Wisdom saving throw, becoming frightened on a failed save.
Mind's Eye (1 Psi Point): As a bonus action, you manifest a third eye, gaining a heightened sense of perception, and granting you advantage on Perception checks for 1 minute.
Mind Over Matter (7 Psi Points, Kineticist only): Your Telekinesis feature becomes capable of interacting with objects and creatures equal to your carry weight for 1 hour.
Premonition (2 Psi Points): You gain glimpses of the immediate future, granting you advantage on one roll of your choice within the next minute.
Psionic Eruption (12 Psi Points): Trigger a psychic explosion in a 20-foot radius, dealing 8d10 psychic damage to all creatures within. The affected creatures can make a Wisdom saving throw to halve the damage, or recieve the prone and stunned conditions on a failed saving throw.
Psychic Beacon (8 Psi Points): Emit a psychic signal that reveals the presence and location of hidden or invisible creatures within a 30-foot radius, providing advantage on attacks against them for 10 minutes.
Psionic Assault (6 Psi Points): Cast Magic Missile as a psionic ability at 2nd level, bypassing anti-magic effects.
Psionic Blade (4 Psi Points, Requires Level 6): As a bonus action, you form a psionic blade of energy. This weapon counts as magical and has a +1 bonus to attack and damage rolls. It deals 1d8 + your Intelligence modifier in psychic damage on a hit. You can dismiss the blade as a free action.
Psionic Link (1 Psi Point): Establish a telepathic bond with a creature for 1 hour.
Psionic Onslaught (5-15 Psi Points): Unleash a torrent of psychic energy that inflicts psychic damage on a target within 60 feet, with the psi point cost determining the damage (5 Psi Points: 2d8, 10 Psi Points: 4d8, 15 Psi Points: 6d12).
Psionic Overdrive (12 Psi Points): As an action, you enter a state of psionic overdrive for 1 minute. During this time, you gain advantage on all attack rolls, deal an extra 2d10 psychic damage with your attacks, all Psi Talents that would take an action become bonus actions, and you gain resistance to all damage. However, once this effect ends, you suffer one level of exhaustion.
Psionic Pulse (7 Psi Points): As an action, you release a pulse of psychic energy in a 30-foot radius. All creatures within this area must make a Wisdom saving throw against your Mystic save DC or take 4d8 psychic damage and be pushed 10 feet away from you.
Psionic Reflection (4 Psi Points): Reflect a spell or psionic effect back at its source once.
Psionic Regeneration (2 Psi Points): Accelerate natural healing within yourself or a touched creature, allowing them to regain hit points equal to 1d10 + your Mystic level at the start of their turn for 1 minute.
Psionic Resonance (2 Psi Points): Create a psychic aura, granting advantage on Wisdom and Charisma saving throws for 1 minute.
Psionic Resonance Blade (6 Psi Points, Requires Psionic Blade): As a bonus action, your Psionic Blade gains additional power. For 1 minute, it deals an additional 2d8 psychic damage on a hit and has a +2 bonus to attack and damage rolls.
Psychic Shield (4 Psi Points): As a reaction when you are targeted by a spell or psionic effect, you create a psychic shield, granting you a +2 bonus to your AC.
Psionic Surge (6 Psi Points): As a reaction to failing a saving throw, reroll the saving throw.
Psionic Vortex (7 Psi Points, Requires level 14): Create a vortex of psychic energy, pulling all creatures within 20 feet toward a designated point. Affected creatures must make a Strength saving throw against your Mystic save DC or be pulled 20 feet toward the center of the vortex, recieving 4d8 bludgeoning damage.
Psionic Ward (2 Psi Points): Create a protective barrier, granting resistance to one damage type of your choice for 1 minute.
Psychic Shroud (9 Psi Points, Requires level 14, Kinetics Master Only): Surround yourself with a protective psychic shroud, granting resistance to all damage types for 1 minute.
Psychic Reflection (4 Psi Points): Reflect a spell or psionic effect back at its source once.
Psychic Surge (6 Psi Points): As a reaction to failing a saving throw, reroll the saving throw.
Psychic Visions (2 Psi Points): Gain clairvoyance for 1 minute.
Retrocognition (8 Psi Points): You peer into the past of a specific location or object, obtaining information about significant events or individuals related to it.
Shared Vision (6 Psi Points): You establish an advanced telepathic connection with another creature of your choice, allowing you to share each other's visual and auditory senses for 10 minutes.
Synchronicity (6 psi points): You establish a strong telepathic bond with another creature of your choice on a subconscious level, allowing you to share an initiative turn in combat for the next 4 rounds.
Telekinetic Coating (3 psi points): Infuse your attacks with concentrated psychic energy, dealing an additional 1d10 psychic damage on your next weapon or spell attack. This can be used multiple times on the same attack action, at a cost of an additional 3 psi points to gain an additional 1d10 psychic damage per use.
Telekinetic Crush (12 Psi Points, Requires Level 17, Kinetics Master Only): Crush a target creature's body with telekinetic force, dealing 10d10 force damage. The target must make a Strength saving throw against your Mystic save DC to halve the damage.
Telekinetic Grasp (3 Psi Points): As an action, you can telekinetically manipulate an object or creature weighing up to 100 pounds within 30 feet, moving it up to 30 feet in any direction. You can use this to move an object to strike a target or manipulate the battlefield.
Telekinetic Nudge (1 Psi Point): Move a small object within 30 feet telekinetically, up to 5 feet in any direction.
Telekinetic Strike (6 Psi Points): As an action, you can make a ranged attack with a telekinetic burst, dealing 3d6 force damage to a target within 60 feet. You can use your Intelligence modifier for the attack and damage rolls.
Telepathic Blitz (5 Psi Points): As an action, you target a creature within 60 feet and mentally overwhelm them with psionic energy. The target must make an Intelligence saving throw against your Mystic save DC or take 4d10 psychic damage and be stunned until the end of its next turn.
Telepathic Link (1 Psi Point): Establish a telepathic bond with a creature for 1 hour.
Telepathic Vortex (1 Psi Point): Create a vortex of telepathic energy, pulling all creatures within 20 feet toward a designated point. Affected creatures must make a Strength saving throw against your Mystic save DC or be pulled 20 feet toward the center of the vortex.
When using a Psionic Talent, if your Mystic save DC is mentioned, this saving throw is equal to 8 + your Proficiency bonus + your choice of Intelligence or Wisdom modifier.
Awakened Sight (5 Psi Points): As a bonus action, you gain truesight with a radius of 30 feet for 1 minute.
Astral Projection (12 Psi Points): You project your consciousness into the Astral Plane, becoming invisible and intangible while gaining the ability to explore other planes of existence for 1 hour.
Astral Step (3 Psi Points): As a bonus action, gain the ability to teleport to an unoccupied space you can percieve within 60 feet of you for the next 1 minute.
Aura of Empathy (5 Psi Points): Create a calming psychic aura in a 30-foot radius. Creatures in this area must succeed a Wisdom saving throw, or be subjected to the calm, charm, frightened, rallied, or stunned condition. You choose which condition each time you use this feature.
Biomorph (13 Psi Points, Requires level 16, Biokheirist Only): Transform your body temporarily, granting you a hybrid lycanthrope form for 1 hour, or until you die or end this ability as a bonus action.
Chaos Surge (14 Psi Points, Requires level 16, Untamed Only): Unleash a chaotic psionic surge, forcibly activating the Unpredictable Surge feature.
Dimensional Insight (10 Psi Points): You gain the ability to identify portals, planar rifts, or other interdimensional phenomena within 30 feet, providing information about their nature and destination.
Dimensional Rift (15 or 20 Psi Points): Tear a rift in the fabric of reality, creating a 10-foot portal that leads to another location in the multiverse. This rift lasts for 1 minute, and anyone can use it to traverse planes. When you use this feature at a cost of 15 psi points, the location is random. When you use this feature at a cost of 20 psi points, you may choose which location it leads to. You may use a bonus action to close this rift, at a cost of 5 psi points.
Distortion (4 Psi Points): Manipulate the perceptions of a target creature within 30 feet, causing it to perceive allies as enemies and vice versa for 1 minute unless it succeeds on an Intelligence saving throw.
Farsight (3 Psi Points): You enhance your perception to see distant objects or creatures clearly, gaining advantage on Perception checks for 1 minute.
Greater Psionic Ward (8 Psi Points, Requires level 10): Gain immunity to one damage type of your choice for 1 minute.
Hallucinatory Whispers (4 Psi Points): Create whispers that distract and confuse nearby creatures for 1 minute. Creatures targeted by this must make a Wisdom saving throw saving throw against your Mystic save DC or be pulled 20 feet toward the center of the vortex., or become frightened for the duration.
Mind Blank (12 Psi Points): Cloak yourself in psychic protection, granting immunity to all forms of mental influence, including charm, fear, and mind-reading, and psionic scryng for 4 hours.
Mind Shield (3 Psi Points): Protect a creature from mental intrusions for 1 hour.
Mindmeld (6 Psi Points, Requires level 10): Merge your consciousness with another creature for 1 minute, sharing its thoughts and experiences. It becomes incapable of lying to you, cannot succeed on Charisma based skill checks against you, and cannot refuse to answer questions.
Mind Prison (9 Psi Points, Requires level 14): Select up to 4 creatures, which must make a Wisdom saving throw against your Mystic save DC or become trapped in their own mind for 1 minute. Creatures under this effect cannot take any actions, and are considered prone for the duration. When the effect ends, these creatures must make an additional Wisdom saving throw, becoming frightened on a failed save.
Mind's Eye (1 Psi Point): As a bonus action, you manifest a third eye, gaining a heightened sense of perception, and granting you advantage on Perception checks for 1 minute.
Mind Over Matter (7 Psi Points, Kineticist only): Your Telekinesis feature becomes capable of interacting with objects and creatures equal to your carry weight for 1 hour.
Premonition (2 Psi Points): You gain glimpses of the immediate future, granting you advantage on one roll of your choice within the next minute.
Psionic Eruption (12 Psi Points): Trigger a psychic explosion in a 20-foot radius, dealing 8d10 psychic damage to all creatures within. The affected creatures can make a Wisdom saving throw to halve the damage, or recieve the prone and stunned conditions on a failed saving throw.
Psychic Beacon (8 Psi Points): Emit a psychic signal that reveals the presence and location of hidden or invisible creatures within a 30-foot radius, providing advantage on attacks against them for 10 minutes.
Psionic Assault (6 Psi Points): Cast Magic Missile as a psionic ability at 2nd level, bypassing anti-magic effects.
Psionic Blade (4 Psi Points, Requires Level 6): As a bonus action, you form a psionic blade of energy. This weapon counts as magical and has a +1 bonus to attack and damage rolls. It deals 1d8 + your Intelligence modifier in psychic damage on a hit. You can dismiss the blade as a free action.
Psionic Link (1 Psi Point): Establish a telepathic bond with a creature for 1 hour.
Psionic Onslaught (5-15 Psi Points): Unleash a torrent of psychic energy that inflicts psychic damage on a target within 60 feet, with the psi point cost determining the damage (5 Psi Points: 2d8, 10 Psi Points: 4d8, 15 Psi Points: 6d12).
Psionic Overdrive (12 Psi Points): As an action, you enter a state of psionic overdrive for 1 minute. During this time, you gain advantage on all attack rolls, deal an extra 2d10 psychic damage with your attacks, all Psi Talents that would take an action become bonus actions, and you gain resistance to all damage. However, once this effect ends, you suffer one level of exhaustion.
Psionic Pulse (7 Psi Points): As an action, you release a pulse of psychic energy in a 30-foot radius. All creatures within this area must make a Wisdom saving throw against your Mystic save DC or take 4d8 psychic damage and be pushed 10 feet away from you.
Psionic Reflection (4 Psi Points): Reflect a spell or psionic effect back at its source once.
Psionic Regeneration (2 Psi Points): Accelerate natural healing within yourself or a touched creature, allowing them to regain hit points equal to 1d10 + your Mystic level at the start of their turn for 1 minute.
Psionic Resonance (2 Psi Points): Create a psychic aura, granting advantage on Wisdom and Charisma saving throws for 1 minute.
Psionic Resonance Blade (6 Psi Points, Requires Psionic Blade): As a bonus action, your Psionic Blade gains additional power. For 1 minute, it deals an additional 2d8 psychic damage on a hit and has a +2 bonus to attack and damage rolls.
Psychic Shield (4 Psi Points): As a reaction when you are targeted by a spell or psionic effect, you create a psychic shield, granting you a +2 bonus to your AC.
Psionic Surge (6 Psi Points): As a reaction to failing a saving throw, reroll the saving throw.
Psionic Vortex (7 Psi Points, Requires level 14): Create a vortex of psychic energy, pulling all creatures within 20 feet toward a designated point. Affected creatures must make a Strength saving throw against your Mystic save DC or be pulled 20 feet toward the center of the vortex, recieving 4d8 bludgeoning damage.
Psionic Ward (2 Psi Points): Create a protective barrier, granting resistance to one damage type of your choice for 1 minute.
Psychic Shroud (9 Psi Points, Requires level 14, Kinetics Master Only): Surround yourself with a protective psychic shroud, granting resistance to all damage types for 1 minute.
Psychic Reflection (4 Psi Points): Reflect a spell or psionic effect back at its source once.
Psychic Surge (6 Psi Points): As a reaction to failing a saving throw, reroll the saving throw.
Psychic Visions (2 Psi Points): Gain clairvoyance for 1 minute.
Retrocognition (8 Psi Points): You peer into the past of a specific location or object, obtaining information about significant events or individuals related to it.
Shared Vision (6 Psi Points): You establish an advanced telepathic connection with another creature of your choice, allowing you to share each other's visual and auditory senses for 10 minutes.
Synchronicity (6 psi points): You establish a strong telepathic bond with another creature of your choice on a subconscious level, allowing you to share an initiative turn in combat for the next 4 rounds.
Telekinetic Coating (3 psi points): Infuse your attacks with concentrated psychic energy, dealing an additional 1d10 psychic damage on your next weapon or spell attack. This can be used multiple times on the same attack action, at a cost of an additional 3 psi points to gain an additional 1d10 psychic damage per use.
Telekinetic Crush (12 Psi Points, Requires Level 17, Kinetics Master Only): Crush a target creature's body with telekinetic force, dealing 10d10 force damage. The target must make a Strength saving throw against your Mystic save DC to halve the damage.
Telekinetic Grasp (3 Psi Points): As an action, you can telekinetically manipulate an object or creature weighing up to 100 pounds within 30 feet, moving it up to 30 feet in any direction. You can use this to move an object to strike a target or manipulate the battlefield.
Telekinetic Nudge (1 Psi Point): Move a small object within 30 feet telekinetically, up to 5 feet in any direction.
Telekinetic Strike (6 Psi Points): As an action, you can make a ranged attack with a telekinetic burst, dealing 3d6 force damage to a target within 60 feet. You can use your Intelligence modifier for the attack and damage rolls.
Telepathic Blitz (5 Psi Points): As an action, you target a creature within 60 feet and mentally overwhelm them with psionic energy. The target must make an Intelligence saving throw against your Mystic save DC or take 4d10 psychic damage and be stunned until the end of its next turn.
Telepathic Link (1 Psi Point): Establish a telepathic bond with a creature for 1 hour.
Telepathic Vortex (1 Psi Point): Create a vortex of telepathic energy, pulling all creatures within 20 feet toward a designated point. Affected creatures must make a Strength saving throw against your Mystic save DC or be pulled 20 feet toward the center of the vortex.
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