Table of Contents

Livion's Psionics Page

Livion's Psionic List

Multiclass Spell casting Level If Applicable
Class 1 LV + Class 2 LV = Multi-class caster level

Mystic Level Max Talent Max Discipline Psi Points Mystic Level Max Talent Max Discipline Psi Points
Level 1: 1 1 4 Level 11: 3 5 64
Level 2: 1 1 6 Level 12: 3 6 64
Level 3: 2 2 14 Level 13: 3 6 64
Level 4: 2 2 17 Level 14: 3 6 64
Level 5: 2 3 27 Level 15: 3 7 64
Level 6: 2 3 32 Level 16: 3 7 64
Level 7: 2 4 38 Level 17: 4 7 71
Level 8: 2 4 44 Level 18: 4 8 71
Level 9: 2 5 57 Level 19: 4 8 71
Level 10: 3 5 64 Level 20: 4 8 71


Spellcasting Rules & Details

Psionics
As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents (Cantrips)
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. You chose your talents from the Psionic Talents list.

Psionic Disciplines (Spells)
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time, and choses them from the Psionic Discipline list.

At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psi Points (Spell Slots)
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.

The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Psi Limit (Level Restriction)
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi point son a discipline each time you use it, no matter how many psi points you have.

Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Psionic Ability (DC & Modifier)
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Mystic Talents

Mystic Talent: Mind Thrust As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mystic Talent: Blind Spot
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Mystic Talent: Mystic Hand
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.
This talent allows you to open an unlocked door, pour out a beer stein, and so on.
The object falls to the ground at the end of your turn if you leave it suspended in midair.

Mystic Talent: Psychic Hammer
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.

The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Awakened Discipline: Aura Sight

You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.

Avatar Discipline: Crown of Disgust

You cause a creature to be flooded with emotions of disgust

While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Awakened Discipline: Intellect Fortress

You forge an indomitable wall of psionic energy around your mind — one that allows you to launch counterattacks against your opponents.

Avatar Discipline: Mantle Of Command

You exert an aura of fear and authority, Bending the minds of creatures around you, Forcing them into submission.

Awakened Discipline: Psychic Assault

You wield your mind like a weapon, unleashing salvos of psionic energy.

Awakened Discipline: Psychic Disruption

You create psychic static that disrupts other creatures’ ability to think clearly.

Awakened Discipline: Psychic Inquisition

You reach into a creature’s mind to uncover information or plant ideas within it.

Awakened Discipline: Telepathic Contact

By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.