Upon their awakening, each mystic chooses a path of specialization, each devoted to a specific set of disciplines. In some areas of the galaxy, groups of mystics establish training academies, both in large cities and in secluded regions away from civilization.
A mystic, regardless of origin, finds their own style of training and development, but all still begin with a set of established basics. The following paradigms are common amongst mystics encountered throughout the Stellar Sigma Galaxy. Each paradigm has a list of talents associated with it which is added to the mystic powers list.
ABERRANT MIND
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
At 1st level, you learn additional talents when you reach certain levels in this class, as shown on the Aberrant talents table. Each of these talents counts as a mystic talent for you, but it doesn't count against the number of mystic talents you know.
Whenever you gain a mystic level, you can replace one talent you gained from this feature with another talent of the same level. The new talent must be a clairsentient or a psychogenic talent from the mystic, cyberunner, or mage spell list.
ABERRANT MIND EXPANDED TALENTS TABLE
| LEVEL | TALENT |
| Prime | mind spike |
| 1st | dark circle, synaptic recoil |
| 3rd | pacify, detect thoughts |
| 5th | energy sink, universal translator |
| 7th | gravity well, aspect of dread |
| 9th | telepathic bond, telekinesis |
TELEPATHIC SPEECH
Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your mystic level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Psionic Spike
Also at 1st level, you gain the prime talent mind spike.
PSIONIC EXCHANGE
At 6th level, when you cast any talent of 1st level or higher from your Aberrant expanded talents list, you can channel it by expanding the normal amount of talent points or by spending a number of sorcery points equal to the talents level.
If you channel a talent using psionic points, it requires no verbal or somatic components.
PSYCHIC DEFENSES
At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
REVELATION IN FLESH
At 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more psionic points to arcanely transform your body for 10 minutes.
For each psionic point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
- You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from mundane restraints or being grappled.
WARPING IMPLOSION
At 18th level, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 psionic points to use it again.
ANIMOTA
Your powers focus on manipulating and controlling the constant motion of matter and molecules. You can attune to the balance between mass and energy, enabling you to move objects from a distance, excite the molecules of a structure, or alter an object’s mass while in motion. As you grow stronger, you can even learn to repel incoming weapon attacks.
ANIMOTA PARADIGM TALENTS TABLE
| MYSTIC LEVEL | TALENTS |
| 1st | propelled shot, quick step |
| 3rd | bind step, molecular agitation |
| 5th | celerity, matter fuse |
| 7th | superior aegis, unfetter |
| 9th | projected force, telekinesis |
MINOR TELEKINETIC
Starting at 1st level, you gain the ability to generate control force of movement in small objects. You learn the tricky fingers talent, which doesn’t count toward your number of prime talents known.
When you reach 8th level, you can activate this talent by using a bonus action instead.
TRANSIENT REPULSION
Starting at 6th level, you can use opposing force to ward away incoming attacks. When a creature makes a melee or ranged weapon attack roll against you, you can use your reaction to impose disadvantage on that attack roll.
If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Beginning at 14th level, if the attack misses you, the attacker takes damage equal to half the damage of the weapon they used to attack you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
VOLITATION
At 14th level, you gain the ability to elevate and move yourself at will, gaining a flying speed equal to your current speed. This can be done by using a bonus action on your turn. The effect lasts until you choose to end it using a bonus action on your turn.
You can’t use this feature if you are heavily encumbered or if you are wearing medium or heavy armor.
OPPOSING FORCE
At 18th level, you have an innate repulsion field around your body, granting you resistance to bludgeoning, piercing, and slashing attacks from mundane weapons. You can activate or dismiss this effect at any time without using any of your actions.
BATTLEMIND
You focus your training specifically toward defeating foes in combat, both physical and mental.
Your skills expand your psychic attacks and defenses while debilitating an opponent from doing harm to you or your companions. You combine your psionic abilities with destructive talents, learning even more powerful attacks that can bypass an enemy’s defenses.
BATTLEMIND PARADIGM TALENTS TABLE
| MYSTIC LEVELS | TALENTS |
| 1st | lightning whip, symbiont mark |
| 3rd | light beam, psychic wave |
| 5th | crippling sphere, singularity |
| 7th | plasma orb, reactive field |
| 9th | force field, warp helix |
COMBAT SENSE
Starting at 1st level, your internal senses make it difficult for opponents to get the drop on you. Creatures don’t gain advantage on attack rolls as a result of being hidden from you.
Starting at 8th level, when you are surprised, attack rolls against you are made with disadvantage, regardless of whether or not the attacker had advantage on their attack roll.
EMPOWERED PSI BLAST
Starting at 6th level, you can add your Charisma bonus to the damage dealt with your psi blast talent. In addition, damage dealt by your psi blast talent is unaffected by resistance and immunity to psychic damage.
PSYCHIC RECOIL
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal psychic damage to the attacker. The damage is equal to your mystic level. The attacker must also make a Constitution saving throw against your mystic channeling save DC. On a failed save, the attacker is pushed in a straight line 10 feet away from you and is also knocked prone.
TRACING THE CURVE
At 18th level, you can see the psychic trails between creatures that are beyond your field of vision. Creatures can’t gain AC or saving throw bonuses from half or three-quarters cover against your ranged channeling attacks.
In addition, creatures that move into total cover on their turn can be still targeted by your ranged arcane attacks until the end of your next turn.
CHAOS
Your innate arcane powers come from the wild forces of chaos that underlie the order of creation. You might have endured exposure to the raw arcane energy of The Rift, perhaps through an interdimensional portal leading to Valshion, The Cosmic Rings or the Sub-dimension of Dark Space.Perhaps you were touched by a powerful celestial, or marked by a demon. Or your arcane talent could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic energy churns within you, waiting for any outlet.
ARCANE CHAOS SURGE
Starting when you choose this Psychic Paradigm at 1st level, your channeling can unleash surges of untamed energy. Immediately after you activate a mystic talent of 1st rank or higher, the GM can have you roll a d20. If you roll a 1, roll on the Chaos Surge table to create a random effect. A Chaos Surge can happen once per turn.
If a Chaos effect is a talent, it's too chaotic to be controlled by your Psionic Channeling training. If it normally requires concentration, it doesn't require concentration in this case; the talent lasts for its full duration.
TIDES OF CHAOS
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the GM can have you roll on the Chaos Surge table immediately after you activate a mystic talent of 1st rank or higher. You then regain the use of this feature.
BEND LUCK
Starting at 6th level, you have the ability to twist fate using your chaos energy. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 psionic points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
| D100 | EFFECT |
| 01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 03-04 | For the next minute, you can see any obfuscated creature if you have line of sight to it. |
| 05-06 | A netherant controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
| 07-08 | You activate Singularity as a 3rd-rank talent centered on yourself. |
| 09-10 | You activate Force Wave as a 5th-rank talent. |
| 11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
| 13-14 | You activate the Haze of Chaos talent centered on yourself. |
| 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
| 17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
| 19-20 | You activate the Gravity Sphere talent centered on yourself. |
| 21-22 | Creatures have disadvantage on saving throws against the next talent you activate in the next minute that involves a saving throw. |
| 23-24 | Your skin turns a vibrant shade of blue. A Restore Pattern talent can end this effect. |
| 25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
| 27-28 | For the next minute, all your talents with an activation time of 1 action have an activation time of 1 bonus action. |
| 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 31-32 | You are transported to the Void Rift until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 33-34 | Maximize the damage of the next damaging talent you cast within the next minute. |
| 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
| 37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. These creatures can be found in the D&D Monster Manual. |
| 39-40 | You regain 2d10 hit points. |
| 41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
| 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 45-46 | You activate the Levitate talent on yourself. |
| 47-48 | A Protean controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
| 49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 51-52 | You activate the Bastion talent on yourself. |
| 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
| 55-56 | Your hair falls out but grows back within 24 hours. |
| 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
| 59-60 | You regain two talent points. |
| 61-62 | For the next minute, you must shout when you speak. |
| 63-64 | You activate the Eclipse talent centered on yourself. |
| 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
| 67-68 | You are frightened by the nearest creature until the end of your next turn. |
| 69-70 | Each creature within 30 feet of you becomes obfuscated for the next minute. The obfuscation ends on a creature when it attacks or casts a spell. |
| 71-72 | You gain resistance to all damage for the next minute. |
| 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
| 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
| 77-78 | You activate the Transmute Form talent on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
| 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 81-82 | You can take one additional action immediately. |
| 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 85-86 | You activate the talent clone pack. |
| 87-88 | You activate the Fly talent on a random creature within 60 feet of you. |
| 89-90 | You become obfuscated for the next minute. During that time, other creatures can't hear you. The obfuscation ends if you attack or cast a spell. |
| 91-92 | If you die within the next minute, you immediately reincarnate back to life in a randomly chosen stellar winds species. |
| 93-94 | Your size increases by one size category for the next minute. |
| 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 97-98 | You are surrounded by faint, ethereal music for the next minute. |
| 99-00 | You regain all expended psionic points. |
CONTROLLED CHAOS
At 14th level, you gain a modicum of control over the surges of your chaos energy. Whenever you roll on the Chaos Surge table, you can roll twice and use either number.
ARCANE BOMBARDMENT
Beginning at 18th level, the harmful energy of your talents intensifies. When you roll damage for a talent and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
DRACONIC BLOODLINE
Your innate arcane powers come from a dragon that has mingled with your blood or that of your ancestors. Most often, mystics with this Psychic Paradigm trace their descendants back to a mighty mystic of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. A few of these bloodlines are well established in the galaxy, but most are obscure. Any given mystic could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
DRAGON ANCESTOR
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
| DRAGON | DAMAGE TYPE |
| Amethyst | Force |
| Crystal | Acid |
| Emerald | Psychic |
| Lunar | Cold |
| Obsidian | Fire |
| Rift | Necrotic |
| Ruby | Fire |
| Solar | Radiant |
| Sapphire | Lighting |
| Topaze | Thunder |
| Void | Poison |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE
As arcane energy flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
ELEMENTAL AFFINITY
Starting at 6th level, when you activate a talent that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that talent. At the same time, you can spend 1 psionic point to gain resistance to that damage type for 1 hour.
DRAGON WINGS
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
DRACONIC PRESENCE
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 psionic points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
DARK MATTER
You are a creature of shadow, for your innate arcane power comes from the Sea of Chaos itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its energy and transformed by it.
The power of dark energy casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues you. At your option, you can pick from or roll on the Dark Matter Mystic Quirks table to create a quirk for your character.
DARK MATTER MYSTIC QUIRKS TABLE
| D6 | QUIRK |
| 1 | You are always icy cold to the touch. |
| 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
| 3 | You barely bleed, even when badly injured. |
| 4 | Your heart beats once per minute. This event sometimes surprises you. |
| 5 | You have trouble remembering that living creatures and corpses should be treated differently. |
| 6 | You blinked. Once. Last week. |
GAMMA VISION
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the eclipse talent, which doesn't count against your number of mystic talents known. In addition, you can activate it by spending 2 psionic points or by expending the normal amount of talent points for its rank. If you activate it with psionic points, you can see through the darkness created by the eclipse talent.
STRENGTH OF DARKNESS
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. This feature has no impact on wounds.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
CHAOS HOUND
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 psionic points to manifest a Chaos Hound to target one creature you see within 120 feet of you. The hound uses the phase beast’s statistics from appendix B in the Player’s Handbook.
- Counts as a monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half your mystic’s level.
- It can move through other creatures and objects as if they were difficult terrain. The Chaos Hound takes 5 force damage if it ends its turn inside an object. This replaces its current teleport feature.
- At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The Chaos Hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the Chaos Hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The Chaos Hound can make opportunity attacks, but only against its target. Additionally, while the Chaos Hound is within 5 feet of the target, the target has disadvantage on saving throws against any talent you activate. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
SHADOW STEP
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can arcanely teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
UMBRAL FORM
Starting at 18th level, you can spend 6 psionic points as a bonus action to transform yourself into a dark matter form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
DREAMSHAPER
You are a telepath whose skills focus on the mastery of the mind.
DREAMSHAPER PARADIGM TALENTS
| MYSTIC LEVELS | TALENTS |
| 1st | daze, synaptic recoil |
| 3rd | imposing influence, pacify |
| 5th | horrific visage, hypnotic pattern |
| 7th | aspect of dread, haze of chaos |
| 9th | dream weave, modify memory |
EXPERT TELEPATH
Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. A creature receiving your communications does not need to share a language with you, but they must be able to understand at least one language. Beginning at 8th level, the range of this feature increases to 60 feet.
CLEAR MIND
Starting at 6th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
THOUGH SHIELD
Starting at 14th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
AURA OF DOMINANCE
At 18th level, you have the ability to mask your influence over other creatures. Whenever you use a power to charm one or more creatures, those creatures remain unaware of being charmed, regardless of when the effect ends.
FORCE
Your innate arcane powers come from the primordial creatures that existed as some of the earliest forms of life in the galaxy. Perhaps your lineage was influenced by a primordial elemental or you were born in a place of primordial power. Whatever the case, the arcane power of the force permeates your being.
Force mystics were invaluable members of the Solari Order. Their arcane powers allowed them to exert control over objects in their immediate area. Their abilities also prove useful in repelling attacks by pushing foes away from the other channelers, and controlling the field of battle.
PRIMORDIAL SPEAKER
The arcane energy you command is infused with force. You can speak, read, and write Primordial.
AERIAL FORCE
Starting at 1st level, you can use a bonus action on your turn to cause a field of force to briefly surround you, immediately before or after you channel a talent of 1st rank or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
ARCANE OVERFLOW
At 6th level, you gain resistance to force and thunder damage. In addition, whenever you start channeling a talent of 1st level or higher that deals force or thunder damage, force energy erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take force or thunder damage (choose each time this ability activates) equal to half your mystic level.
GRAVITATIONAL FORCE
At 6th level, you gain the ability to subtly control the gravity around you.
You can use an action to cause a change in the environment around you, making gravity move one step in strength in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
For example if there is zero gravity, you can change the environment to low gravity in your radius. Alternatively if there is normal gravity, you change it to low gravity. See Stellar Winds - Player’s Handbook Chapter 8: Adventuring for more details about effects of Gravity.
On additional turns you can further the gravity strength each time spent and action to control it. You cannot reverse gravity beyond zero gravity and you cannot increase gravity beyond high gravity.
While this feature is active you can also exert your force powers to create a gravity sphere with a 100-foot-radius centered on you that impacts all creatures in it as if you have activated the gravity sphere talent. This effect lasts until the end of your next turn.
FORCE’S FURY
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal force damage to the attacker. The damage equals your mystic level. The attacker must also make a Strength saving throw against your mystic channeling save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
FORCE’S SOUL
At 18th level, you gain immunity to force and thunder damage.
You also gain an arcane flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain an arcane flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
SOLAR
'
On many worlds, the star of the solar system is a revered celestial body that provides arcane properties.
You or someone from your lineage has been exposed to the concentrated solar energy of the star of your world, imbuing you with arcane power. Perhaps your ancestor was involved in a rifter ritual involving a solar infusion, or maybe a solar irradiated meteorite crashed near your home. However you came to have your talents, your connection to the solar bodies is obvious when you activate mystic talents—perhaps making your pupils glow with the color of the sun from your world.
SOLAR EMBODIMENT
From 1st level, you learn additional talents when you reach certain levels in this class, as shown on the Solar Embodiment table. Each of these talents counts as a mystic talent for you, but it doesn't count against the number of mystic talents you know.
SOLAR EMBODIMENT TABLE
| MYSTIC LEVEL | BLUE L WHITE/YELLOW | RED/ORANGE |
| 1st | innervate | bastion |
| 3rd | minor remedy | enthrall |
| 5th | unravel effect | emergency camp |
| 7th | micro stabilizer | haze of chaos |
| 9th | extended perception | superior stasis field |
Whenever you finish a long rest, you can choose what solar type manifests its power through your arcane talent: Blue Star, Yellow Star, or Red Star. White stars are classified as yellow and orange stars are considered red. You can activate one 1st-rank talent of the associated star type in the Solar Embodiment table once without expending any talent points. Once you activate a talent in this way, you can’t do so again until you finish a long rest.
SOLAR SURGE
At 1st level, you can call down the radiant light of the solar star on command. You learn the electric surge talent, which doesn't count against the number of mystic prime talents you know. When you activate the talent, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
SOLAR BOONS
At 6th level, The location of your Solar Embodiment can affect your Metamagic feature. Each solar Embodiment is associated with certain domains of arcane energy, as shown here:
Blue Stars. Alteration and Clairsentient talents.
Yellow. Psychogenic and Kinesis talents.
Red. Metaphase and Elemental talents.
Whenever you use psionic channeling on a talent of a domain of arcane energy associated with your current Solar Embodiment, you can reduce the psionic points spent by 1 (minimum 0). You can reduce the psionic points spent for your psionic channeling a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
SOLAR SHIFT
Also at 6th level, you gain greater control over your solar powers. As a bonus action, you can spend 1 psionic point to change your current Solar Embodiment to a different one despite your location.
You can now activate one 1st-rank talent from each star type of the Solar Embodiment table once without expending a talent point, provided your current location is the same as the solar embodiment talent. Once you activate a solar embodiment talent in this way, you can't do so again until you finish a long rest.
SOLAR EMPOWERMENT
At 14th level, the power of a solar body saturates your being. While you are in a Solar Embodiment, you also gain the following benefit associated with that phase:
Blue Star. You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
Yellow Star. You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.
Red Star. You have resistance to necrotic and radiant damage.
SOLAR PHENOMENON
Starting at 18th level, as a bonus action, you can tap into a special power of your current Solar Embodiment. Alternatively, as part of the bonus action you take to change your solar embodiment using the Solar Shift feature, you can immediately use the power of the other Solar embodiment.
Blue Star. You radiate sunlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your channeling save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
Yellow Star. You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your channeling save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
Red Star. You can arcanely teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.
SYMMETRIST
You take agency over your surroundings, arcanely imposing your standard of order and balance on the molecular level.
At 1st level, you learn additional talents when you reach certain levels in this class, as shown on the Symmetrist talents table. Each of these talents counts as a mystic talent for you, but it doesn't count against the number of mystic talents you know.
Whenever you gain a mystic level, you can replace one talent you gained from this feature with another talent of the same rank. The new talent must be a kinesis or an alteration talent from the mystic, cyberunner, or mage spell list.
SYMMETRIST EXPANDED TALENTS TABLE
| LEVEL | TALENT |
| 1st | sensor trigger, target scrambler |
| 3rd | bolster, minor remedy |
| 5th | unravel effect, absorption |
| 7th | unfetter, basic construct |
| 9th | major remedy, force field |
EQUAL OUTCOME
Starting at 1st level, you are an expert at evening the odds. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus in this class, and you regain all expended uses when you finish a long rest.
COMPENSATION
At 6th level you become skilled in focusing your energy to impede harm directed at you and your allies. As an action, you can expend 1 to 5 psionic points to create arcane shielding around yourself or another creature you can see within 30 feet of you. This shield lasts until you finish a long rest or until you use this feature again.
The shield is represented by a number of d8s equal to the number of psionic points spent to create it. When the shielded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
STATE OF EQUILIBRIUM
At 14th level, you can enter a state of accelerated awareness, allowing you the chance to moderate incoming and outgoing damage. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 psionic points to use it again.
RENOVATOR
At 18th level, you disavow chaos and destruction, commanding things to return as they were. As an action, you can direct your arcane energy to restore your surroundings within a 30 foot cube originating from you.
You can restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
Any damaged objects entirely in the cube are repaired instantly. Every talent or technique of 6th rank or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 psionic points to use it again.
SYNCHRONIST
You have observed engineers and honed your psionic energy to manifest both forging techniques and arcane talents. Your powers emulate a harmonious duet between channeling and technological abilities.
Your experience with engineers allows you to learn their techniques. When your mystic class feature lets you learn or replace a prime talent or a talent of 1st rank or higher, you can choose the new technique from the engineer technique list or the mystic talent list. You must otherwise obey all the restrictions for selecting an engineer technique, and it becomes a mystic talent for you.
In addition, you gain a technique that is determined by your alignment: good, evil, lawful, chaotic, or neutral. It is a mystic talent for you, but it doesn't count against your number of mystic talents known. If you later replace this technique, you must replace it with a technique from the engineer technique list.
ALIGNMENT TABLE
| ALIGNMENT | TECHNIQUES |
| Good | Mend |
| Evil | Trauma |
| Lawful | Sensory Boost |
| Chaotic | Impedance |
| Neutral | Target Scrambler |
SECOND THOUGHTS
Starting at 1st level, the dual nature of your powers has trained your mind to make quick adjustments to your actions. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
ENHANCED HEALING
Starting at 6th level, your psionic forging empowers the healing techniques of your and your allies. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a technique restores, you can spend 1 psionic point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
WINGS OF ETHOS
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
Your alignment determines the appearance of the spectral wings: eagle wings for good or lawful, bat wings for evil or chaotic, and dragonfly wings for neutral.
HEALING RESERVOIR
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can't use it again until you finish a long rest.