{"name":"Mystic","overview":"A human clad in simple robes walks along a forest\u00a0path. A gang of goblins emerges from the brush,\u00a0arrows trained on him, their smiles wide at their\u00a0good fortune of finding such easy prey for the\u00a0legion\u2019s slave pens. Their smiles turn to shrieks of\u00a0terror as the traveler grows to giant size and leaps\u00a0at them, his staff now a deadly cudgel.\u00a0The militia forms in ranks to prepare for the\u00a0orcs\u2019 charge. The growling brutes howl their battle\u00a0cries and surge forward. To their surprise, the\u00a0human rabble holds its ground and fights with\u00a0surprising ferocity. Suddenly, mindless fear clings\u00a0to the orcs\u2019 minds and they, despite facing a far\u00a0inferior foe, turn and run, never noticing the calm\u00a0half-elf standing amid the militia and directing its\u00a0efforts.\r\n\r\nBaron von Ludwig was always proud of his\u00a0grand library. Little did he know that each evening,\u00a0a gnome laden with blank scrolls slipped past his\u00a0guards each night and dutifully copied his most\u00a0heavily guarded archives. When the duke\u2019s men\u00a0arrived to arrest him for dealing with demons, he\u00a0never guessed that the gnome scribe traveling\r\nwith them had spent more time in his keep than he\u00a0had over the past year.\u00a0These heroes are all mystics, followers of a\u00a0strange and mysterious form of power. Mystics\u00a0shun the world to turn their eyes inward,\u00a0mastering the full potential of their minds and\u00a0exploring their psyches before turning to face the\u00a0world. Mystics are incredibly rare, and most prefer\u00a0to keep the nature of their abilities secret. Using\u00a0their inner, psychic strength, they can read minds,\u00a0fade into invisibility, transform their bodies into\u00a0living iron, and seize control of the physical world\u00a0and bend it to their will.\r\n","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8\t(or 5) + your Constitution modifier per mystic level after 1st","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons","tools":"None","savingthrows":"Intelligence and Wisdom","skills":"Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion","equipment":"You start with the following equipment, in\u00a0addition to the equipment granted by your\u00a0background:\r\n\r\n\u2022 (a) a spear or (b) a mace\r\n\r\n\u2022 (a) leather armor or (b) studded leather armor\r\n\r\n\u2022 (a) a light crossbow and 20 bolts or (b) any\u00a0simple weapon\r\n\r\n\u2022 (a) a scholar\u2019s pack or (b) an explorer\u2019s pack\r\n\r\nAlternatively, you can ignore the equipment here\u00a0and in your background, and buy 5d4 \u00d7 10 gp\u00a0worth of equipment from chapter 5 in the Player\u2019s\u00a0Handbook.\r\n","spellcasting":"","features":"\r\n[h1]Psionics[\/h1]\r\n\r\n\r\nAs a student of psionics, you can master and use\u00a0psionic talents and disciplines, the rules for\u00a0which appear at the end of this document.\u00a0Psionics is a special form of magic use, distinct\u00a0from spellcasting.\r\n\r\n[h2]Psionic Talents[\/h2]\r\n\r\nA psionic talent is a minor psionic effect you\u00a0have mastered. At 1st level, you know one\u00a0psionic talent of your choice. You learn\u00a0additional talents of your choice at higher levels.\u00a0The Talents Known column of the Mystic table\u00a0shows the total number of talents you know at\u00a0each level; when that number goes up for you,\u00a0choose a new talent.\r\n\r\n[h2]Psionic Disciplines[\/h2]\r\n\r\nA psionic discipline is a rigid set of mental\u00a0exercises that allows a mystic to manifest psionic\u00a0power. A mystic masters only a few disciplines at\u00a0a time.\u00a0At 1st level, you know one psionic discipline of\u00a0your choice. The Disciplines Known column of\u00a0the Mystic table shows the total number of\u00a0disciplines you know at each level; when that\r\nnumber goes up for you, choose a new discipline.\u00a0In addition, whenever you gain a level in this\u00a0class, you can replace one discipline you know\u00a0with a different one of your choice.\r\n\r\n[h2]Psi Points[\/h2]\r\n\r\nYou have an internal reservoir of energy that can\u00a0be devoted to psionic disciplines you know. This\u00a0energy is represented by psi points. Each psionic\u00a0discipline describes effects you can create with it\u00a0by spending a certain number of psi points. A\u00a0psionic talent requires no psi points.\u00a0The number of psi points you have is based on\u00a0your mystic level, as shown in the Psi Points\u00a0column of the Mystic table. The number shown\u00a0for your level is your psi point maximum. Your\u00a0psi point total returns to its maximum when you\u00a0finish a long rest. The number of psi points you\u00a0have can\u2019t go below 0 or over your maximum.\r\n\r\n[h2]Psi Limit[\/h2]\r\n\r\nThough you have access to a potent amount of\u00a0psionic energy, it takes training and practice to\u00a0channel that energy. There is a limit on the\u00a0number of psi points you can spend to activate a\u00a0psionic discipline. The limit is based on your\u00a0mystic level, as shown in the Psi Limit column of\u00a0the Mystic table. For example, as a 3rd-level\r\nmystic, you can spend no more than 3 psi points\u00a0on a discipline each time you use it, no matter\u00a0how many psi points you have.\r\n\r\n[h2]Psychic Focus[\/h2]\r\n\r\nYou can focus psionic energy on one of your\u00a0psionic disciplines to draw ongoing benefits\u00a0from it. As a bonus action, you can choose one of\u00a0your psionic disciplines and gain its psychic\u00a0focus benefit, which is detailed in that\u00a0discipline\u2019s description. The benefit lasts until\u00a0you are incapacitated or until you use another\u00a0bonus action to choose a different focus benefit.\u00a0You can have only one psychic focus benefit at\u00a0a time, and using the psychic focus of one\u00a0discipline doesn\u2019t limit your ability to use other\u00a0disciplines.\r\n\r\n[h2]Psionic Ability[\/h2]\r\n\r\nIntelligence is your psionic ability for your\u00a0psionic disciplines. You use your Intelligence\u00a0modifier when setting the saving throw DC for a\u00a0psionic discipline or when making an attack roll\u00a0with one.\r\n\r\nDiscipline save DC = 8 + your proficiency bonus + your\u00a0Intelligence modifier\r\nDiscipline attack modifier = your proficiency bonus +\u00a0your Intelligence modifier\r\n\r\n[h1]Mystic Order[\/h1]\r\n\r\nAt 1st level, you choose a Mystic Order: the\u00a0Order of the Avatar, the Order of the Awakened,\u00a0the Order of the Immortal, the Order of the\u00a0Nomad, the Order of the Soul Knife, or the Order\u00a0of the Wu Jen, each of which is detailed at the\u00a0end of the class description. Each order\u00a0specializes in a specific approach to psionics.\u00a0Your order gives you features when you\u00a0choose it at 1st level and additional features at\u00a03rd, 6th, and 14th level.\r\n\r\n[h1]Mystical Recovery[\/h1]\r\n\r\nStarting at 2nd level, you can draw vigor from\u00a0the psi energy you use to power your psionic\u00a0disciplines.\u00a0Immediately after you spend psi points on a\u00a0psionic discipline, you can take a bonus action to\u00a0regain hit points equal to the number of psi\u00a0points you spent.\r\n\r\n[h1]Telepathy[\/h1]\r\n\r\nAt 2nd level, your mind awakens to the ability to\u00a0communicate via telepathy. You can\u00a0telepathically speak to any creature you can see\u00a0within 120 feet of you in this manner. You don\u2019t\u00a0need to share a language with the creature for it\u00a0to understand your telepathic messages, but the\u00a0creature must be able to understand at least one\r\nlanguage or be telepathic itself.\r\n\r\n[h1]Ability Score Improvement[\/h1]\r\n\r\nWhen you reach 4th level, and again at 8th, 12th,\u00a016th, and 19th level, you can increase one ability\u00a0score of your choice by 2, or you can increase\u00a0two ability scores of your choice by 1. As normal,\u00a0you can\u2019t increase an ability score above 20\u00a0using this feature.\r\n\r\n[h1]Strength of Mind[\/h1]\r\n\r\nEven the simplest psionic technique requires a\u00a0deep understanding of how psionic energy can\u00a0augment mind and body. This understanding\u00a0allows you to alter your defenses to better deal\u00a0with threats.\u00a0Starting at 4th level, you can replace your\u00a0proficiency in Wisdom saving throws whenever\u00a0you finish a short or long rest. To do so, choose\u00a0Strength, Dexterity, Constitution, or Charisma.\u00a0You gain proficiency in saves using that ability,\u00a0instead of Wisdom. This change lasts until you\u00a0finish your next short or long rest.\r\n\r\n[h1]Potent Psionics[\/h1]\r\n\r\nAt 8th level, you gain the ability to infuse your\u00a0weapon attacks with psychic energy. Once on\u00a0each of your turns when you hit a creature with\u00a0a weapon, you can deal an extra 1d8 psychic\u00a0damage to that target. When you reach 14th\u00a0level, this extra damage increases to 2d8.\u00a0In addition, you add your Intelligence modifier\u00a0to any damage roll you make for a psionic talent.\r\n\r\n[h1]Consumptive Power[\/h1]\r\n\r\nAt 10th level, you gain the ability to sacrifice\u00a0your physical durability in exchange for psionic\u00a0power. When activating a psionic discipline, you\u00a0can pay its psi point cost with your hit points,\u00a0instead of using any psi points. Your current hit\u00a0points and hit point maximum are both reduced\u00a0by the number of hit points you spend. This\r\nreduction can\u2019t be lessened in any way, and the\u00a0reduction to your hit point maximum lasts until\u00a0you finish a long rest.\u00a0Once you use this feature, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[h1]Psionic Mastery[\/h1]\r\n\r\nBeginning at 11th level, your mastery of psionic\u00a0energy allows you to push your mind beyond its\u00a0normal limits. As an action, you gain 9 special psi\u00a0points that you can spend only on disciplines\u00a0that require an action or a bonus action to use.\u00a0You can use all 9 points on one discipline, or you\u00a0can spread them across multiple disciplines. You\u00a0can\u2019t also spend your normal psi points on these\u00a0disciplines; you can spend only the special points\u00a0gained from this feature. When you finish a long\u00a0rest, you lose any of these special points that you\u00a0haven\u2019t spent.\u00a0If more than one of the disciplines you activate\u00a0with these points require concentration, you can\u00a0concentrate on all of them. Activating one of\u00a0them ends any effect you were already\u00a0concentrating on, and if you begin concentrating\u00a0on an effect that doesn\u2019t use these special points,\r\nthe disciplines end that you\u2019re concentrating on.\u00a0At 15th level, the pool of psi points you gain\u00a0from this feature increases to 11.\u00a0You have one use of this feature, and you\u00a0regain any expended use of it with a long rest.\u00a0You gain one additional use of this feature at\u00a013th, 15th, and 17th level.\r\n\r\n[h1]Psionic Body[\/h1]\r\n\r\nAt 20th level, your mastery of psionic power\u00a0causes your mind to transcend the body. Your\u00a0physical form is infused with psionic energy. Yougain the following benefits:\r\n\r\n\u2022 You gain resistance to bludgeoning, piercing,\u00a0and slashing damage.\r\n\r\n\u2022 You no longer age.\r\n\r\n\u2022 You are immune to disease, poison damage,\u00a0and the poisoned condition.\r\n\r\n\u2022 If you die, roll a d20. On a 10 or higher, you\u00a0discorporate with 0 hit points, instead of\u00a0dying, and you fall unconscious. You and your\u00a0gear disappear. You appear at a spot of your\u00a0choice 1d3 days later on the plane of existence\u00a0where you died, having gained the benefits of\u00a0one long rest.\r\n\r\n[h1]Mystic Orders[\/h1]\r\n\r\nPsionics is a mysterious form of power within\u00a0most D&D worlds. Secretive orders study its\u00a0origins and applications, while pushing the\u00a0boundaries of what psionic power can achieve.\u00a0Each of these orders pursues a specific goal for\u00a0psionic power. That goal shapes how the\u00a0members of an order understand psionics.","subclasses":"[h1]Order of the Avatar[\/h1]\r\n\r\nMystics of the Order of the Avatar delve into the\r\nworld of emotion, mastering their inner life to\r\nsuch an extent that they can manipulate and\r\namplify the emotions of others with the same\r\nease that an artist shapes clay. Known as\r\nAvatars, these mystics vary from tyrants to\r\ninspiring leaders who are loved by their\r\nfollowers.\r\n\r\nAvatars can bring out extreme emotions in the\r\npeople around them. For their allies, they can\r\nlend hope, ferocity, and courage, transforming a\r\nfighting band into a deadly, unified force. For\r\ntheir enemies, they bring fear, disgust, and\r\ntrepidation that can make even the most\r\nhardened veteran act like a shaky rookie.\r\n\r\n[h2]Bonus Disciplines[\/h2]\r\n\r\nAt 1st level, you learn two additional psionic\r\ndisciplines of your choice. They must be chosen\r\nfrom among the Avatar disciplines.\r\n\r\n[h2]Armor Training[\/h2]\r\n\r\nAt 1st level, you gain proficiency with medium\r\narmor and shields.\r\n\r\n[h2]Avatar of Battle[\/h2]\r\n\r\nStarting at 3rd level, you project an inspiring\r\naura. While you aren\u2019t incapacitated, each ally\r\nwithin 30 feet of you who can see you gains a +2\r\nbonus to initiative rolls.\r\n\r\n[h2]Avatar of Healing[\/h2]\r\n\r\nBeginning at 6th level, you project an aura of\r\nresilience. While you aren\u2019t incapacitated, each\r\nally within 30 feet of you who can see you\r\nregains additional hit points equal to your\r\nIntelligence modifier (minimum of 0) whenever\r\nthey regain hit points from a psionic discipline.\r\n\r\n[h2]Avatar of Speed[\/h2]\r\n\r\nStarting at 14th level, you project an aura of\r\nspeed. While you aren\u2019t incapacitated, any ally\r\nwithin 30 feet of you who can see you can take\r\nthe Dash action as a bonus action.\r\n\r\n\r\n[h1]Order of the Awakened[\/h1]\r\n\r\nMystics dedicated to the Order of the Awakened\r\nseek to unlock the full potential of the mind. By\r\ntranscending the physical, the Awakened hope to\r\nattain a state of being focused on pure intellect\r\nand mental energy.\r\n\r\nThe Awakened are skilled at bending minds\r\nand unleashing devastating psionic attacks, and\r\nthey can read the secrets of the world through\r\npsionic energy. Awakened mystics who take to\r\nadventuring excel at unraveling mysteries,\r\nsolving puzzles, and defeating monsters by\r\nturning them into unwilling pawns.\r\n\r\n[h2]Bonus Disciplines[\/h2]\r\n\r\nAt 1st level, you learn two additional psionic\r\ndisciplines of your choice. They must be chosen\r\nfrom among the Awakened disciplines.\r\n\r\n[h2]Awakened Talent[\/h2]\r\n\r\nAt 1st level, you gain proficiency with two of the\r\nfollowing skills of your choice: Animal Handling,\r\nDeception, Insight, Intimidation, Investigation,\r\nPerception, and Persuasion.\r\n\r\n[h2]Psionic Investigation[\/h2]\r\n\r\nStarting at 3rd level, you can focus your mind to\r\nread the psionic imprint left on an object. If you\r\nhold an object and concentrate on it for 10\r\nminutes (as if concentrating on a psionic\r\ndiscipline), you learn a few basic facts about it.\r\nYou gain a mental image from the object\u2019s point\r\nof view, showing the last creature to hold the\r\nobject within the past 24 hours.\r\nYou also learn of any events that have\r\noccurred within 20 feet of the object within the\r\npast hour. The events you perceive unfold from\r\nthe object\u2019s perspective. You see and hear such\r\nevents as if you were there, but can\u2019t use other\r\nsenses.\r\n\r\nAdditionally, you can embed an intangible\r\npsionic sensor within the object. For the next 24\r\nhours, you can use an action to learn the object\u2019s\r\nlocation relative to you (its distance and\r\ndirection) and to look at the object\u2019s\r\nsurroundings from its point of view as if you\r\nwere there. This perception lasts until the start\r\nof your next turn.\r\n\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[h2]Psionic Surge[\/h2]\r\n\r\nStarting at 6th level, you can overload your\r\npsychic focus to batter down an opponent\u2019s\r\ndefenses. You can impose disadvantage on a\r\ntarget\u2019s saving throw against a discipline or\r\ntalent you use, but at the cost of using your\r\npsychic focus. Your psychic focus immediately\r\nends if it\u2019s active, and you can\u2019t use it until you\r\nfinish a short or long rest.\r\n\r\nYou can\u2019t use this feature if you can\u2019t use your\r\npsychic focus.\r\n\r\n[h2]Spectral Form[\/h2]\r\n\r\nAt 14th level, you gain the ability to become a\r\nghostly figure of psionic energy. As an action,\r\nyou can transform into a transparent, ghostly\r\nversion of yourself. While in this form, you have\r\nresistance to all damage, move at half speed, and\r\ncan pass through objects and creatures while\r\nmoving but can\u2019t willingly end your movement in\r\ntheir spaces. The form lasts for 10 minutes or\r\nuntil you use an action to end it.\r\n\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[h1]Order of the Immortal[\/h1]\r\n\r\nThe Order of the Immortal uses psionic energy to\r\naugment and modify the physical form.\r\nFollowers of this order are known as Immortals.\r\nThey use psionic energy to modify their bodies,\r\nstrengthening them against attack and turning\r\nthemselves into living weapons.\r\n\r\nTheir mastery of the physical form grants\r\nthem their name, for Immortals are notoriously\r\ndifficult to kill.\r\n\r\n[h2]Bonus Disciplines[\/h2]\r\n\r\nAt 1st level, you learn two additional psionic\r\ndisciplines of your choice. They must be chosen\r\nfrom among the Immortal disciplines.\r\n\r\n[h2]Immortal Durability[\/h2]\r\n\r\nStarting at 1st level, your hit point maximum\r\nincreases by 1 per mystic level.\r\nIn addition, while you aren\u2019t wearing armor or\r\nwielding a shield, your base AC equals 10 + your\r\nDexterity modifier + your Constitution modifier.\r\n\r\n[h2]Psionic Resilience[\/h2]\r\n\r\nStarting at 3rd level, your psionic energy grants\r\nyou extraordinary fortitude. At the start of each\r\nof your turns, you gain temporary hit points\r\nequal to your Intelligence modifier (minimum of\r\n0) if you have at least 1 hit point.\r\n\r\n[h2]Surge of Health[\/h2]\r\n\r\nStarting at 6th level, you can draw on your\r\npsychic focus to escape death\u2019s grasp. As a\r\nreaction when you take damage, you can halve\r\nthat damage against you. Your psychic focus\r\nimmediately ends if it\u2019s active, and you can\u2019t use\r\nit until you finish a short or long rest.\r\nYou can\u2019t use this feature if you can\u2019t use your\r\npsychic focus.\r\n\r\n[h2]Immortal Will[\/h2]\r\n\r\nStarting at 14th level, you can draw on your\r\nreserves of psionic power to survive beyond\r\ndeath. At the end of your turn while at 0 hit\r\npoints, you can spend 5 psi points to\r\nimmediately regain a number of hit points equal\r\nto your mystic level + your Constitution\r\nmodifier.\r\n\r\n\r\n[h1]Order of the Nomad[\/h1]\r\n\r\nMystics of the Order of the Nomad keep their\r\nminds in a strange, rarified state. They seek to\r\naccumulate as much knowledge as possible, as\r\nthey quest to unravel the mysteries of the\r\nmultiverse and seek the underlying structure of\r\nall things. At the same time, they perceive a\r\nbizarre, living web of knowledge they call the\r\nnoosphere.\r\n\r\nNomads, as their name indicates, delight in\r\ntravel, exploration, and discovery. They desire to\r\naccumulate as much knowledge as possible, and\r\nthe pursuit of secrets and hidden lore can\r\nbecome an obsession for them.\r\n\r\n[h2]Bonus Disciplines[\/h2]\r\n\r\nAt 1st level, you learn two additional psionic\r\ndisciplines of your choice. They must be chosen\r\nfrom among the Nomad disciplines.\r\n\r\n[h2]Breadth of Knowledge[\/h2]\r\n\r\nAt 1st level, you gain the ability to extend your\r\nknowledge. When you finish a long rest, you gain\r\ntwo proficiencies of your choice: two tools, two\r\nskills, or one of each. You can replace one or both\r\nof these selections with languages. This benefit\r\nlasts until you finish a long rest.\r\n\r\n[h2]Memory of One Thousand Steps[\/h2]\r\n\r\nAt 3rd level, you gain the ability to use psionics\r\nto recall your steps. As a reaction when you are\r\nhit by an attack, you can teleport to an\r\nunoccupied space that you occupied since the\r\nstart of your last turn, and the attack misses you.\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[h2]Superior Teleportation[\/h2]\r\n\r\nAt 6th level, you gain a superior talent for\r\nteleportation. When you use a psionic discipline\r\nto teleport any distance, you can increase that\r\ndistance by up to 10 feet.\r\n\r\n[h2]Effortless Journey[\/h2]\r\n\r\nStarting at 14th level, your mind can mystically\r\nmove your body. Once on each of your turns, you\r\ncan forfeit up to 30 feet of your movement to\r\nteleport the distance you forfeited. You must\r\nteleport to an unoccupied space you can see.\r\n\r\n\r\n[h1]Order of the Soul Knife[\/h1]\r\n\r\nThe Order of the Soul Knife sacrifices the\r\nbreadth of knowledge other mystics gain to\r\nfocus on a specific psionic technique. These\r\nmystics learn to manifest a deadly weapon of\r\npure psychic energy that they can use to cleave\r\nthrough foes.\r\n\r\nSoul knives vary widely in their approach to\r\nthis path. Some follow it out of a desire to\r\nachieve martial perfection. Others are ruthless\r\nassassins who seek to become the perfect killer.\r\n\r\n[h2]Martial Training[\/h2]\r\n\r\nAt 1st level, you gain proficiency with medium\r\narmor and martial weapons.\r\n\r\n[h2]Soul Knife[\/h2]\r\n\r\nStarting at 1st level, you gain the ability to\r\nmanifest a blade of psychic energy. As a bonus\r\naction, you create scintillating knives of energy\r\nthat project from both of your fists. You can\u2019t\r\nhold anything in your hands while manifesting\r\nthese blades. You can dismiss them as a bonus\r\naction.\r\n\r\nFor you, a soul knife is a martial melee weapon\r\nwith the light and finesse properties. It deals 1d8\r\npsychic damage on a hit.\r\n\r\nAs a bonus action, you can prepare to use the\r\nblades to parry; you gain a +2 bonus to AC until\r\nthe start of your next turn or until you are\r\nincapacitated.\r\n\r\n[h2]Hone the Blade[\/h2]\r\n\r\nStarting at 3rd level, you can spend psi points to\r\naugment your soul knife\u2019s attack rolls and\r\ndamage. You gain a bonus to attack and damage\r\nrolls with your soul knives depending on the\r\nnumber of psi points spent, as shown on the\r\ntable below. This bonus lasts for 10 minutes.\r\n\r\nPsi Points: 2, 5, 7\r\nAttack and Damage\u00a0Bonus: +1, +2, +4\r\n\r\n[h2]Consumptive Knife[\/h2]\r\n\r\nStarting at 6th level, whenever you slay an\r\nenemy creature with a soul knife attack, you\r\nimmediately regain 2 psi points.\r\n\r\n[h2]Phantom Knife[\/h2]\r\n\r\nStarting at 14th level, you can make an attack\r\nthat phases through most defenses. As an action,\r\nyou can make one attack with your soul knife.\r\nTreat the target\u2019s AC as 10 against this attack,\r\nregardless of the target\u2019s actual AC.\r\n\r\n\r\n[h1]Order of the Wu Jen[\/h1]\r\n\r\nThe Order of the Wu Jen features some of the\r\nmost devoted mystics. These mystics seek to\r\nlock themselves away from the world, denying\r\nthe limits of the physical world and replacing it\r\nwith a reality that they create for themselves.\r\nKnown as wu jens, these mystics cast their\r\nminds into the world, seize control of its\r\nfundamental principles, and rebuild it.\r\nIn practical terms, wu jens excel at controlling\r\nthe forces of the natural world. They can hurl\r\nobjects with their minds, control the four\r\nelements, and alter reality to fit their desires.\r\n\r\n[h2]Bonus Disciplines[\/h2]\r\n\r\nAt 1st level, you learn two additional psionic\r\ndisciplines of your choice. They must be chosen\r\nfrom among the Wu Jen disciplines.\r\n\r\n[h2]Hermit\u2019s Study[\/h2]\r\n\r\nAt 1st level, you gain proficiency with two of the\r\nfollowing skills of your choice: Animal Handling,\r\nArcana, History, Insight, Medicine, Nature,\r\nPerception, Religion, or Survival.\r\n\r\n[h2]Elemental Attunement[\/h2]\r\n\r\nStarting at 3rd level, when a creature\u2019s\r\nresistance reduces the damage dealt by a psionic\r\ndiscipline of yours, you can spend 1 psi point to\r\ncause that use of the discipline to ignore the\r\ncreature\u2019s resistance. You can\u2019t spend this point\r\nif doing so would increase the discipline\u2019s cost\r\nabove your psi limit.\r\n\r\n[h2]Arcane Dabbler[\/h2]\r\n\r\nAt 6th level, you learn three wizard spells of your\r\nchoice and always have them prepared. The\r\nspells must be of 1st through 3rd level.\r\nAs a bonus action, you can spend psi points to\r\ncreate spell slots that you can use to cast these\r\nspells, as well as other spells you are capable of\r\ncasting. The psi-point cost of each spell slot is\r\ndetailed on the table below.\r\n\r\nSpell Slot Level Psi Cost\r\n1st 2\r\n2nd 3\r\n3rd 5\r\n4th 6\r\n5th 7\r\n\r\nThe spell slot remains until you use it or finish a\r\nlong rest. You must observe your psi limit when\r\nspending psi points to create a spell slot.\r\nWhenever you gain a level in this class, you can\r\nreplace one of the chosen wizard spells with a\r\ndifferent wizard spell of 1st through 3rd level.\r\n\r\n[h2]Elemental Mastery[\/h2]\r\n\r\nStarting at 14th level, if you have resistance to a\r\ntype of damage, you can spend 2 psi points as a\r\nreaction when you take damage of that type to\r\nignore that damage; you gain immunity to that \r\ndamage type until the end of your next turn.","tabledata":"","tags":"Mystic, Class","templateId":"25","blockId":"390687","isShared":"on"}