Immortal Disciplines

# **Adaptive Body**

You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.

**Psychic Focus.** While focused on this discipline, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

**Environmental Adaptation (2 psi)**. As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour

**Adaptive Shield (3 psi)**. When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.

**Energy Adaptation (5 psi; conc., 1 hr.)**. As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

**Energy Immunity (7 psi; conc., 1 hr.)**. As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

# **Bestial Form**

You transform your body, gaining traits of different beasts

**Psychic Focus.** While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.

**Bestial Claws (1-7 psi)**. You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.

**Bestial Transformation**. As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

* **Amphibious (2 psi).** You gain gills; you can breathe air and water.
* **Climbing (2 psi).** You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed
* **Flight (5 psi).** Wings sprout from your back. You gain a flying speed equal to your walking speed.
* **Keen Senses (2 psi).** Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
* **Perfect Senses (3 psi).** You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
* **Swimming (2 psi)**. You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
* **Tough Hide (2 psi).** Your skin becomes as tough as leather; you gain a +2 bonus to AC.

# **Brute Force**

You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.

**Psychic Focus**. While focused on this discipline, you have advantage on Strength (Athletics) checks

**Brute Strike (1-7 psi)**. As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

**Knock Back (1-7 psi)**. When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.

**Mighty Leap (1-7 psi)**. As part of your movement, you jump in any direction up to 20 feet per psi point spent.

**Feat of Strength (2 psi)**. As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.

# **Celerity**

You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

**Psychic Focus**. While focused on this discipline, your walking speed increases by 10 feet.

**Rapid Step (1-7 psi)**. As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

**Agile Defense (2 psi)**. As a bonus action, you take the Dodge action

**Blur of Motion (2 psi)**. As an action, you cause yourself to be invisible during any of your movement during the current turn.

**Surge of Speed (2 psi)**. As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

**Surge of Action (5 psi)**. As a bonus action, you can Dash or make one weapon attack

# **Corrosive Metabolism**

Your control over your body allows you to deliver acid or poison attacks.

**Psychic Focus**. While focused on this discipline, you have resistance to acid and poison damage

**Corrosive Touch (1-7 psi)**. As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.

**Venom Strike (1-7 psi)**. As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn't poisoned.

**Acid Spray (2 psi)**. As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.

**Breath of the Black Dragon (5 psi)**. You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it.

**Breath of the Green Dragon (7 psi).** You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.

# **Diminution**

You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.

**Psychic Focus**. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

**Miniature Form (2 psi; conc., 10 min.)**. As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.

**Toppling Shift (2 psi)**. As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.

**Sudden Shift (5 psi)**. As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.

**Microscopic Form (7 psi; conc., 10 min.)**. As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can't make weapon attacks.

# **Giant Growth**

You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.

**Psychic Focus**. While focused on this discipline, your reach increases by 5 feet.

**Ogre Form (2 psi; conc., 1 min.)**. As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you're smaller than Large, you also become Large for the duration.

**Giant Form (7 psi; conc., 1 min.)**. As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you're smaller than Huge, you also become Huge for the duration.

# **Iron Durability**

You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

**Psychic Focus**. While focused on this discipline, you gain a +1 bonus to AC.

**Iron Hide (1-7 psi)**. As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

**Steel Hide (2 psi)**. As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

**Iron Resistance (7 psi; conc., 1 hr.)**. As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.

# **Psionic Restoration**

You wield psionic energy to cure wounds and restore health to yourself and others.

**Psychic Focus**. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

**Mend Wounds (1-7 psi)**. As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.

**Restore Health (3 psi)**. As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

**Restore Life (5 psi)**. As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

**Restore Vigor (7 psi)**. As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.

# **Psionic Weapon**

You have learned how to channel psionic energy into your attacks, lending them devastating power.

**Psychic Focus.** Whenever you focus on this discipline, choose one weapon you're holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don't add your Strength or Dexterity modifier to the psychic attack's damage rolls.

**Ethereal Weapon (1 psi).** As a bonus action, you temporarily transform one weapon you're holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target's armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack's normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.

**Lethal Strike (1-7 psi).** As a bonus action, you imbue a weapon you're holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.

**Augmented Weapon (5 psi; conc., 10 min.).** As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.