Psionic Powers

You know 2 powers when they become available to you, and gain another at levels 5, 9, 13, and 17, as long as those levels are in the Mystic class. Effectively, you know a number of powers equal to your proficiency bonus. Whenever you gain a level in the Mystic class, you may exchange a power you know for one you don't know for which you fit the prerequisites. The level prerequisites refers to Mystic level, not total player level.

### Telekinetic Leap

By using your telekinetics to enhance your physical movements, increase your jump height and distance by 10 feet.

### Psionic Sprint

You can take the dash action as a bonus action as you are enhanced with purple energy.

### Kinetic Vaulting

By using your telekinesis, give yourself the ability to run on any surface or in the air for up to half your movement speed.

### Fists of Force

As an action, you can summon spectral fists of psionic energy. With them, you may make a ranged spell attack against a target within 60 feet, dealing 1d6 + your intelligence force damage on a hit.

### Absorption

As a bonus action, acquire 5 temporary hit points. You may have no more than 5, but if you begin your turn with less than 5 you can bring the number back up to 5.

### Mind Blast

**5th level required**

Choose a target within 30 feet and launch a violent assault on their psyche. They must make an intelligence save, taking 2d6 psychic damage and being stunned until the start of their next turn on a failure.

### Psionic Shield

**5th level required**

Throw up a hasty psionic shield as a reaction to taking damage. This shield grants resistance to all damage except psychic and force for the triggering attack. If you take force damage with this shield up, halve the damage and take knockback in feet equal to 5 times the remaining damage.

### Warrior's Mind

**5th level required**

Any time you take the attack action or make a spell attack using an at will Mystic ability, you may attack twice instead of once.

### Psychic Riposte

Whenever you take psychic damage, you may use a reaction to take half damage and deal the same amount of damage to the offending creature.

### Psionic Beam

Target a creature within 30 feet of you with a ranged spell attack, dealing 3d6 force damage on a hit.

### Dreamwalk

**5th level required**

When you sleep, manifest yourself in another creature's dream. They may force you to disappear from their dream with a successful wisdom save, but if they do not then you may converse with them freely in a reality within the plane of dreams that you or they conjure in their mind.

### Psychic Recall

Touch an object as an action, gaining knowledge of anything that interacted with it in the last day.

### Empathy

You learn to connect with and share in another creature's emotions. You may also target a creature within range of your telepathy as an action. They must make a wisdom save or be affected by one of the following:

* **Rage:** The target must use its action to attack on its next turn. If it fails to deal damage, it takes 1d6 psychic damage.
* **Grief:** The target is overcome with grief and cannot use its action on its next turn. If it does, it takes 1d6 psychic damage.
* **Fear:** The target is frightened, and cannot move closer to you on it's next turn. If it does, it takes 1d6 psychic damage.
* **Weariness:** The target moves at half speed on its next turn. If it moves further than that, it takes 1d6 psychic damage.

### Consumptive Power

**9th level required**

You can push your mind beyond its normal limits to achieve more impressive psionic feats. As part of an action in which you use a Mystic ability or cast a spell, you may choose any of the following:

Increase the damage being dealt by 1d6 and take 1d6 points of psychic damage. This may be used for any number of d6's (maximum of 6)

Increase the DC by 2 and take a level of exhaustion.

Double the range and be stunned until the start of your next turn.

These abilities may affect the same spell/effect at once, and may be chosen before or after saves and attack rolls have been rolled for the spell/effect.

### Phase

**5th level required**

Become incorporeal for up to 6 seconds, appearing as a faint purple haze. While in this form, you are resistant to all damage except force and psychic and can move through solid objects with ease. If you end your turn inside an object you take 1d10 force damage and are shunted to the nearest empty space. You may use an action to enter this form and may move up to your movement speed in any direction while in it. You return to your normal state at the end of your turn. This ability can be used as a reaction, in which case the effect ends at the start of your turn. Every round in combat, roll 1d6 and regain the use of this ability on a 6.

### Psionic Speed

**9th level required**

Imbue your body with intense vibrations, allowing you to move at superhuman speed. As an action, begin the effect. While it lasts, you may travel up to 1,000 feet in one round, increase your AC and Dexterity by 10, ignore dexterity modifiers in calculating any opponent's AC against your melee attacks, and gain the ability to make slam attacks using your melee spell attack modifier (4 attacks may be made, each one dealing 1d10 force damage). While speeding, you cannot cast spell or use other psionic abilities. This state lasts for one minute, and you gain a level of exhaustion when it finishes. If you take damage while in this state, make an intelligence save (DC = the damage taken). If this state is ended early by damage, take that half that damage again in psychic damage and become stunned until the start of your next turn. This ability is not technically maintained by concentration, but you cannot concentrate on spells while in this state.

### Mind Sling

**Requires 11th level**

Gain the ability to cast *Catapult* at its lowest level at will.

### Blade of Shadows

**Requires 11th level**

Gain the ability to cast *Shadow Blade* at its lowest level at will.