Unearthed Arcana: Psionics & The Mystic, Take 2
Unearthed Arcana: Psionics & The Mystic, Take 2
Unearthed Arcana: Psionics & The Mystic, Take 2
Arcana:
Psionics
&
the
Mystic,
Take
2
These
unofficial
game
mechanics
are
in
draft
form,
needed
to
place
a
creature
in
the
correct
mindset
usable
in
your
campaign
but
not
fully
tempered
by
to
wield
psionic
power.
playtests
and
design
iterations.
They
might
be
A
discipline
offers
a
number
of
abilities,
but
unstable;
if
you
use
them,
be
ready
to
rule
on
any
some
of
them
require
additional
energy
and
issues
that
come
up.
They’re
written
in
pencil,
not
expertise
to
create
their
effects.
ink.
For
these
reasons,
material
in
this
column
is
Psionic
talents
are
akin
to
disciplines,
but
they
not
legal
in
D&D
Adventurers
League
events.
require
no
psi
energy
and
can
be
used
at
will.
They
This
month,
Unearthed
Arcana
returns
to
the
are
almost
an
innate
part
of
the
mystic.
mystic
character
class
and
the
rules
for
psionics.
In
addition,
a
creature
skilled
in
the
use
of
Based
on
the
playtest
feedback
you
sent
us,
there
psionics
can
exert
its
psychic
focus
on
a
psionic
are
a
number
of
changes
you
can
expect:
discipline.
This
effect
allows
a
creature
to
gain
a
constant
benefit
from
the
discipline.
• The
class
now
goes
to
10th
level.
The
core
concepts
had
enough
support
that
we
feel
Otherworldly
Power
confident
moving
forward
with
them.
Not
every
D&D
world
features
psionic
power
to
• Psionics
is
more
flexible.
You
have
a
psychic
the
same
extent.
Psionics
indirectly
originates
focus,
which
allows
you
to
pick
one
discipline
from
the
Far
Realm,
a
dimension
outside
the
and
gain
a
constant,
special
benefit
from
it.
bounds
of
the
known
multiverse.
The
Far
Realm
Otherwise,
you
can
expend
points
to
use
any
has
its
own
alien
laws
of
physics
and
magic.
When
discipline
you
know.
its
influence
extends
to
a
world,
the
Far
Realm
• Psionics
now
includes
psionic
talents,
the
invariably
spawns
horrific
monsters
and
madness
equivalent
of
a
spellcaster’s
cantrips.
as
it
bends
reality
to
its
own
rules.
• Psionic
disciplines
are
now
available
to
all
As
the
laws
of
reality
twist
and
turn,
individual
mystics,
regardless
of
mystic
order.
However,
minds
can
be
awakened
to
the
cosmic
your
order
grants
you
a
benefit
for
using
its
underpinnings
that
dictate
the
form
and
nature
of
associated
disciplines.
reality.
The
tumult
caused
by
the
Far
Realm
creates
echoes
that
can
disturb
and
awaken
minds
You
can
expect
a
survey
asking
for
feedback
on
that
would
otherwise
slumber.
Such
awakened
these
draft
rules
in
a
month
or
so.
At
this
point,
creatures
look
on
the
world
in
the
same
way
that
we’re
not
necessarily
tied
to
any
of
these
options.
creatures
existing
in
three
dimensions
might
look
This
effort
is
merely
a
first
draft
to
gauge
where
on
a
two-‐‑dimensional
realm.
They
see
possibilities,
we
should
start
and
what
kind
of
approach
to
options,
and
connections
that
are
unfathomable
to
psionics
in
fifth
edition
will
work
best.
Read
on
those
with
a
more
limited
view
of
reality.
and
enjoy.
In
worlds
that
are
relatively
stable
and
hew
close
to
the
archetypal
D&D
setting
presented
in
the
Mystic
The
Mystic
Proficiency
Talents
Disciplines
Psi
Psi
Level
Bonus
Features
Known
Known
Points
Limit
1st
+2
Psionics,
Mystic
Order
1
2
4
2
2nd
+2
Mystical
Recovery
1
3
6
2
3rd
+2
Mystic
Order
feature
2
3
14
3
4th
+2
Ability
Score
Improvement,
Strength
of
Mind
2
3
17
3
5th
+3
2
4
27
5
6th
+3
Mystic
Order
feature
2
4
32
5
7th
+3
2
5
38
6
8th
+3
Ability
Score
Improvement,
Mystic
Order
feature
2
5
44
6
9th
+4
2
6
57
7
10th
+4
Consumptive
Power
3
6
64
7
Mind
Meld
Psionic
talent
As
a
bonus
action,
you
can
communicate
telepathically
with
one
creature
you
can
see
within
120
feet
of
you.
You
don’t
need
to
share
a
language
with
a
creature
for
it
to
understand
your
telepathic
utterances,
and
the
creature
understands
you
even
if
it
lacks
a
language.
You
can
allow
a
creature
to
respond
to
you
telepathically,
but
it
must
understand
at
least
one
language
in
order
to
communicate
this
way.
This
ability
to
communicate
lasts
until
the
start
of
your
next
turn.
You
can’t
communicate
with
an
unwilling
creature.
Mind
Thrust
Psionic
talent
As
an
action,
you
blast
psychic
energy
at
one
creature
that
you
can
see
within
5
feet
of
you.
The
target
must
succeed
on
an
Intelligence
saving
throw
or
take
1d6
psychic
damage.
If
the
target
takes
any
of
this
damage,
you
can
push
it
up
to
10
feet
away
from
you.
The
talent’s
damage
increases
by
1d6
when
you
reach
5th
level
(2d6),
11th
level
(3d6),
and
17th
level
(4d6).
Thought
Spear
Psionic
talent
As
an
action,
you
psychically
strike
one
creature
that
you
can
see
within
120
feet
of
you.
The
target
must
succeed
on
an
Intelligence
saving
throw
or
take
1d8
psychic
damage.
The
talent’s
damage
increases
by
1d8
when
you
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
level
(4d8).
Night
Eyes
Psionic
talent
As
an
action,
you
grant
yourself
darkvision
with
a
range
of
30
feet.
This
benefit
lasts
for
1
hour.