Unearthed Arcana: The Mystic ClassThe mystic is an entire class to try out in your D&Dgames. This version of the class arose out ofplaytest feedback on two previous versions.This Is Playtest MaterialThe material here is presented for playtesting and to sparkyour imagination. These game mechanics are in draftform, usable in your campaign but not refined by designiterations or full game development and editing. Theyaren’t officially part of the game and aren’t permitted inD&D Adventurers League events.As is typical in Unearthed Arcana, the options herehaven’t been tuned for multiclassing.If we decide to make this material official, it will berefined based on your feedback, and then it will appear ina D&D book.MysticA human clad in simple robes walks along a forestpath. A gang of goblins emerges from the brush,arrows trained on him, their smiles wide at theirgood fortune of finding such easy prey for thelegion’s slave pens. Their smiles turn to shrieks ofterror as the traveler grows to giant size and leapsat them, his staff now a deadly cudgel.The militia forms in ranks to prepare for theorcs’ charge. The growling brutes howl their battlecries and surge forward. To their surprise, thehuman rabble holds its ground and fights withsurprising ferocity. Suddenly, mindless fear clingsto the orcs’ minds and they, despite facing a farinferior foe, turn and run, never noticing the calmhalf-elf standing amid the militia and directing itsefforts.Baron von Ludwig was always proud of hisgrand library. Little did he know that each evening,a gnome laden with blank scrolls slipped past hisguards each night and dutifully copied his mostheavily guarded archives. When the duke’s menarrived to arrest him for dealing with demons, henever guessed that the gnome scribe travelingwith them had spent more time in his keep than hehad over the past year.These heroes are all mystics, followers of astrange and mysterious form of power. Mysticsshun the world to turn their eyes inward,mastering the full potential of their minds andexploring their psyches before turning to face theworld. Mystics are incredibly rare, and most preferto keep the nature of their abilities secret. Using 2017 Wizards of the Coast LLCtheir inner, psychic strength, they can read minds,fade into invisibility, transform their bodies intoliving iron, and seize control of the physical worldand bend it to their will.Hermits and OutcastsMystics are loners. Most discover the secrets oftheir power through vague references in tomes oflore or by ingratiating themselves to a master ofthe power.In order to master their power, mystics mustfirst master themselves. They spend months andyears in quiet contemplation, exploring theirminds and leaving nothing uncovered. During thistime, they shun society and typically live ashermits at the edge of society. A mystic whostudied under a master worked as a virtual slave,toiling away at mundane tasks in return for theoccasional lesson or cryptic insight.When mystics finally master their power, theyreturn to the world to broaden their horizons andpractice their craft. Some mystics prefer to remainisolated, but those who become adventurers aren’tcontent to remain on the fringe of the world.Eccentric MindsIn order to maintain the strict discipline andintense self-knowledge needed to tap into theirpower, mystics develop a variety of practices tokeep their focus sharp.These practices are reflected in taboos andquirks, strange little behaviors that govern amystic’s actions. These quirks are oaths orbehavioral tics that help keep mystics in theproper frame of mind while maintaining perfectcontrol over their minds and bodies.While these taboos are harmless, they help castmystics as outsiders. Few feel accepted by society,and fewer still care to become integrated with it.To mystics, the life of the mind is where they feelmost at home.Selecting QuirksTo add some texture to your mystic, consider thequirks your character has acquired. Thesebehaviors have no game effect, but your charactermight become irritated or upset if forced to breakthem. They’re a great roleplaying tool to add1

character to the game. You can roll on or pick fromthe table below, or create your own quirks. Aim tocreate two quirks, to give them more of a chance tocome into play. Finally, consider why yourcharacter chose these behaviors. What do they sayabout your character’s personality or background?Are they based on a specific incident or a belief?Mystic Quirksd201234567891011121314151617181920QuirkYou never cut your hair.You refuse to wear clothes of a specificcolor.You never say your name.You never wear footwear.You always wear a mask.You dye your hair bright blue or green.You pick a new name each day.You never immerse yourself in water.You sleep on bare earth.You never consume alcohol.You wear a veil to conceal your face.You always wear a specific piece ofclothing.You refuse to light fires.You refuse to write things down, insteadusing pictograms.You never sit on a chair, preferring to standor sit on the floor.You never answer to any name but yourown.You write down the name of each creatureyou slay, and name ones that are unnamed.You consume only water and rawvegetables.You spend any money you earn within 1week of gaining it.You often speak to an imaginarycompanion, and act only with its blessing.Creating a MysticWhen creating a mystic, consider your character’sbackground. How did you become a mystic? Whatfirst drew you to this practice? Are you self-taught,or did you have a master? If you had a master,what is that relationship like? 2017 Wizards of the Coast LLCConsider also why you returned to the worldfrom your hermitage. Did you leave someone orsomething behind when you took up your studies?Are you driven by revenge or some othermotivation?Quick BuildYou can make a mystic quickly by following thesesuggestions. First, make Intelligence your highestability score, followed by Dexterity or Constitution.Second, choose the hermit background.Class FeaturesAs a mystic, you gain the following class features.Hit PointsHit Dice: 1d8 per mystic levelHit Points at 1st Level: 8 your ConstitutionmodifierHit Points at Higher Levels: 1d8 (or 5) yourConstitution modifier per mystic level after 1stProficienciesArmor: Light armorWeapons: Simple weaponsTools: NoneSaving Throws: Intelligence, WisdomSkills: Choose two skills from Arcana, History,Insight, Medicine, Nature, Perception, andReligionEquipmentYou start with the following equipment, inaddition to the equipment granted by yourbackground: (a) a spear or (b) a mace (a) leather armor or (b) studded leather armor (a) a light crossbow and 20 bolts or (b) anysimple weapon (a) a scholar’s pack or (b) an explorer’s packAlternatively, you can ignore the equipment hereand in your background, and buy 5d4 10 gpworth of equipment from chapter 5 in the Player’sHandbook.2

The MysticLevel1st2nd3rd4thProficiencyBonus 2 2 2 25th6th7th8th 3 3 3 39th10th11th12th13th14th15th16th17th18th19th20th 4 4 4 4 5 5 5 5 6 6 6 6FeaturesPsionics, Mystic OrderMystical Recovery, TelepathyMystic Order featureAbility Score Improvement, Strength ofMind—Mystic Order feature—Ability Score Improvement, Potent Psionics(1d8)—Consumptive PowerPsionic Mastery (1/day)Ability Score ImprovementPsionic Mastery (2/day)Mystic Order feature, Potent Psionics (2d8)Psionic Mastery (3/day)Ability Score ImprovementPsionic Mastery (4/day)—Ability Score ImprovementPsionic BodyPsionicsAs a student of psionics, you can master and usepsionic talents and disciplines, the rules forwhich appear at the end of this document.Psionics is a special form of magic use, distinctfrom spellcasting.Psionic TalentsA psionic talent is a minor psionic effect youhave mastered. At 1st level, you know onepsionic talent of your choice. You learnadditional talents of your choice at higher levels.The Talents Known column of the Mystic tableshows the total number of talents you know ateach level; when that number goes up for you,choose a new talent.Psionic DisciplinesA psionic discipline is a rigid set of mentalexercises that allows a mystic to manifest psionicpower. A mystic masters only a few disciplines ata time. 2017 Wizards of the Coast 1417Psi 888576464646464646464717171777777777777At 1st level, you know one psionic discipline ofyour choice. The Disciplines Known column ofthe Mystic table shows the total number ofdisciplines you know at each level; when thatnumber goes up for you, choose a new discipline.In addition, whenever you gain a level in thisclass, you can replace one discipline you knowwith a different one of your choice.Psi PointsYou have an internal reservoir of energy that canbe devoted to psionic disciplines you know. Thisenergy is represented by psi points. Each psionicdiscipline describes effects you can create with itby spending a certain number of psi points. Apsionic talent requires no psi points.The number of psi points you have is based onyour mystic level, as shown in the Psi Pointscolumn of the Mystic table. The number shownfor your level is your psi point maximum. Yourpsi point total returns to its maximum when youfinish a long rest. The number of psi points youhave can’t go below 0 or over your maximum.3

Psi LimitThough you have access to a potent amount ofpsionic energy, it takes training and practice tochannel that energy. There is a limit on thenumber of psi points you can spend to activate apsionic discipline. The limit is based on yourmystic level, as shown in the Psi Limit column ofthe Mystic table. For example, as a 3rd-levelmystic, you can spend no more than 3 psi pointson a discipline each time you use it, no matterhow many psi points you have.Psychic FocusYou can focus psionic energy on one of yourpsionic disciplines to draw ongoing benefitsfrom it. As a bonus action, you can choose one ofyour psionic disciplines and gain its psychicfocus benefit, which is detailed in thatdiscipline’s description. The benefit lasts untilyou are incapacitated or until you use anotherbonus action to choose a different focus benefit.You can have only one psychic focus benefit ata time, and using the psychic focus of onediscipline doesn’t limit your ability to use otherdisciplines.Psionic AbilityIntelligence is your psionic ability for yourpsionic disciplines. You use your Intelligencemodifier when setting the saving throw DC for apsionic discipline or when making an attack rollwith one.Discipline save DC 8 your proficiency bonus yourIntelligence modifierDiscipline attack modifier your proficiency bonus your Intelligence modifierMystic OrderAt 1st level, you choose a Mystic Order: theOrder of the Avatar, the Order of the Awakened,the Order of the Immortal, the Order of theNomad, the Order of the Soul Knife, or the Orderof the Wu Jen, each of which is detailed at theend of the class description. Each orderspecializes in a specific approach to psionics.Your order gives you features when youchoose it at 1st level and additional features at3rd, 6th, and 14th level. 2017 Wizards of the Coast LLCMystical RecoveryStarting at 2nd level, you can draw vigor fromthe psi energy you use to power your psionicdisciplines.Immediately after you spend psi points on apsionic discipline, you can take a bonus action toregain hit points equal to the number of psipoints you spent.TelepathyAt 2nd level, your mind awakens to the ability tocommunicate via telepathy. You cantelepathically speak to any creature you can seewithin 120 feet of you in this manner. You don’tneed to share a language with the creature for itto understand your telepathic messages, but thecreature must be able to understand at least onelanguage or be telepathic itself.Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th,16th, and 19th level, you can increase one abilityscore of your choice by 2, or you can increasetwo ability scores of your choice by 1. As normal,you can’t increase an ability score above 20using this feature.Strength of MindEven the simplest psionic technique requires adeep understanding of how psionic energy canaugment mind and body. This understandingallows you to alter your defenses to better dealwith threats.Starting at 4th level, you can replace yourproficiency in Wisdom saving throws wheneveryou finish a short or long rest. To do so, chooseStrength, Dexterity, Constitution, or Charisma.You gain proficiency in saves using that ability,instead of Wisdom. This change lasts until youfinish your next short or long rest.Potent PsionicsAt 8th level, you gain the ability to infuse yourweapon attacks with psychic energy. Once oneach of your turns when you hit a creature witha weapon, you can deal an extra 1d8 psychicdamage to that target. When you reach 14thlevel, this extra damage increases to 2d8.4

In addition, you add your Intelligence modifierto any damage roll you make for a psionic talent.Consumptive PowerAt 10th level, you gain the ability to sacrificeyour physical durability in exchange for psionicpower. When activating a psionic discipline, youcan pay its psi point cost with your hit points,instead of using any psi points. Your current hitpoints and hit point maximum are both reducedby the number of hit points you spend. Thisreduction can’t be lessened in any way, and thereduction to your hit point maximum lasts untilyou finish a long rest.Once you use this feature, you can’t use it againuntil you finish a long rest.Psionic MasteryBeginning at 11th level, your mastery of psionicenergy allows you to push your mind beyond itsnormal limits. As an action, you gain 9 special psipoints that you can spend only on disciplinesthat require an action or a bonus action to use.You can use all 9 points on one discipline, or youcan spread them across multiple disciplines. Youcan’t also spend your normal psi points on thesedisciplines; you can spend only the special pointsgained from this feature. When you finish a longrest, you lose any of these special points that youhaven’t spent.If more than one of the disciplines you activatewith these points require concentration, you canconcentrate on all of them. Activating one ofthem ends any effect you were alreadyconcentrating on, and if you begin concentratingon an effect that doesn’t use these special points,the disciplines end that you’re concentrating on.At 15th level, the pool of psi points you gainfrom this feature increases to 11.You have one use of this feature, and youregain any expended use of it with a long rest.You gain one additional use of this feature at13th, 15th, and 17th level.Psionic BodyAt 20th level, your mastery of psionic powercauses your mind to transcend the body. Yourphysical form is infused with psionic energy. Yougain the following benefits: 2017 Wizards of the Coast LLC You gain resistance to bludgeoning, piercing,and slashing damage. You no longer age. You are immune to disease, poison damage,and the poisoned condition. If you die, roll a d20. On a 10 or higher, youdiscorporate with 0 hit points, instead ofdying, and you fall unconscious. You and yourgear disappear. You appear at a spot of yourchoice 1d3 days later on the plane of existencewhere you died, having gained the benefits ofone long rest.Mystic OrdersPsionics is a mysterious form of power withinmost D&D worlds. Secretive orders study itsorigins and applications, while pushing theboundaries of what psionic power can achieve.Each of these orders pursues a specific goal forpsionic power. That goal shapes how themembers of an order understand psionics.Order of the AvatarMystics of the Order of the Avatar delve into theworld of emotion, mastering their inner life tosuch an extent that they can manipulate andamplify the emotions of others with the sameease that an artist shapes clay. Known asAvatars, these mystics vary from tyrants toinspiring leaders who are loved by theirfollowers.Avatars can bring out extreme emotions in thepeople around them. For their allies, they canlend hope, ferocity, and courage, transforming afighting band into a deadly, unified force. Fortheir enemies, they bring fear, disgust, andtrepidation that can make even the mosthardened veteran act like a shaky rookie.Bonus DisciplinesAt 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Avatar disciplines.Armor TrainingAt 1st level, you gain proficiency with mediumarmor and shields.Avatar of BattleStarting at 3rd level, you project an inspiringaura. While you aren’t incapacitated, each ally5

within 30 feet of you who can see you gains a 2bonus to initiative rolls.Avatar of HealingBeginning at 6th level, you project an aura ofresilience. While you aren’t incapacitated, eachally within 30 feet of you who can see youregains additional hit points equal to yourIntelligence modifier (minimum of 0) wheneverthey regain hit points from a psionic discipline.Avatar of SpeedStarting at 14th level, you project an aura ofspeed. While you aren’t incapacitated, any allywithin 30 feet of you who can see you can takethe Dash action as a bonus action.Order of the AwakenedMystics dedicated to the Order of the Awakenedseek to unlock the full potential of the mind. Bytranscending the physical, the Awakened hope toattain a state of being focused on pure intellectand mental energy.The Awakened are skilled at bending mindsand unleashing devastating psionic attacks, andthey can read the secrets of the world throughpsionic energy. Awakened mystics who take toadventuring excel at unraveling mysteries,solving puzzles, and defeating monsters byturning them into unwilling pawns.Bonus DisciplinesAt 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Awakened disciplines.Awakened TalentAt 1st level, you gain proficiency with two of thefollowing skills of your choice: Animal Handling,Deception, Insight, Intimidation, Investigation,Perception, and Persuasion.Psionic InvestigationStarting at 3rd level, you can focus your mind toread the psionic imprint left on an object. If youhold an object and concentrate on it for 10minutes (as if concentrating on a psionicdiscipline), you learn a few basic facts about it.You gain a mental image from the object’s pointof view, showing the last creature to hold theobject within the past 24 hours. 2017 Wizards of the Coast LLCYou also learn of any events that haveoccurred within 20 feet of the object within thepast hour. The events you perceive unfold fromthe object’s perspective. You see and hear suchevents as if you were there, but can’t use othersenses.Additionally, you can embed an intangiblepsionic sensor within the object. For the next 24hours, you can use an action to learn the object’slocation relative to you (its distance anddirection) and to look at the object’ssurroundings from its point of view as if youwere there. This perception lasts until the startof your next turn.Once you use this feature, you can’t use it againuntil you finish a short or long rest.Psionic SurgeStarting at 6th level, you can overload yourpsychic focus to batter down an opponent’sdefenses. You can impose disadvantage on atarget’s saving throw against a discipline ortalent you use, but at the cost of using yourpsychic focus. Your psychic focus immediatelyends if it’s active, and you can’t use it until youfinish a short or long rest.You can’t use this feature if you can’t use yourpsychic focus.Spectral FormAt 14th level, you gain the ability to become aghostly figure of psionic energy. As an action,you can transform into a transparent, ghostlyversion of yourself. While in this form, you haveresistance to all damage, move at half speed, andcan pass through objects and creatures whilemoving but can’t willingly end your movement intheir spaces. The form lasts for 10 minutes oruntil you use an action to end it.Once you use this feature, you can’t use it againuntil you finish a long rest.Order of the ImmortalThe Order of the Immortal uses psionic energy toaugment and modify the physical form.Followers of this order are known as Immortals.They use psionic energy to modify their bodies,strengthening them against attack and turningthemselves into living weapons.Their mastery of the physical form grantsthem their name, for Immortals are notoriouslydifficult to kill.6

Bonus DisciplinesBonus DisciplinesAt 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Immortal disciplines.At 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Nomad disciplines.Immortal DurabilityBreadth of KnowledgeStarting at 1st level, your hit point maximumincreases by 1 per mystic level.In addition, while you aren’t wearing armor orwielding a shield, your base AC equals 10 yourDexterity modifier your Constitution modifier.At 1st level, you gain the ability to extend yourknowledge. When you finish a long rest, you gaintwo proficiencies of your choice: two tools, twoskills, or one of each. You can replace one or bothof these selections with languages. This benefitlasts until you finish a long rest.Psionic ResilienceStarting at 3rd level, your psionic energy grantsyou extraordinary fortitude. At the start of eachof your turns, you gain temporary hit pointsequal to your Intelligence modifier (minimum of0) if you have at least 1 hit point.Surge of HealthStarting at 6th level, you can draw on yourpsychic focus to escape death’s grasp. As areaction when you take damage, you can halvethat damage against you. Your psychic focusimmediately ends if it’s active, and you can’t useit until you finish a short or long rest.You can’t use this feature if you can’t use yourpsychic focus.Immortal WillStarting at 14th level, you can draw on yourreserves of psionic power to survive beyonddeath. At the end of your turn while at 0 hitpoints, you can spend 5 psi points toimmediately regain a number of hit points equalto your mystic level your Constitutionmodifier.Order of the NomadMystics of the Order of the Nomad keep theirminds in a strange, rarified state. They seek toaccumulate as much knowledge as possible, asthey quest to unravel the mysteries of themultiverse and seek the underlying structure ofall things. At the same time, they perceive abizarre, living web of knowledge they call thenoosphere.Nomads, as their name indicates, delight intravel, exploration, and discovery. They desire toaccumulate as much knowledge as possible, andthe pursuit of secrets and hidden lore canbecome an obsession for them. 2017 Wizards of the Coast LLCMemory of One Thousand StepsAt 3rd level, you gain the ability to use psionicsto recall your steps. As a reaction when you arehit by an attack, you can teleport to anunoccupied space that you occupied since thestart of your last turn, and the attack misses you.Once you use this feature, you can’t use it againuntil you finish a short or long rest.Superior TeleportationAt 6th level, you gain a superior talent forteleportation. When you use a psionic disciplineto teleport any distance, you can increase thatdistance by up to 10 feet.Effortless JourneyStarting at 14th level, your mind can mysticallymove your body. Once on each of your turns, youcan forfeit up to 30 feet of your movement toteleport the distance you forfeited. You mustteleport to an unoccupied space you can see.Order of the Soul KnifeThe Order of the Soul Knife sacrifices thebreadth of knowledge other mystics gain tofocus on a specific psionic technique. Thesemystics learn to manifest a deadly weapon ofpure psychic energy that they can use to cleavethrough foes.Soul knives vary widely in their approach tothis path. Some follow it out of a desire toachieve martial perfection. Others are ruthlessassassins who seek to become the perfect killer.Martial TrainingAt 1st level, you gain proficiency with mediumarmor and martial weapons.7

Soul KnifeStarting at 1st level, you gain the ability tomanifest a blade of psychic energy. As a bonusaction, you create scintillating knives of energythat project from both of your fists. You can’thold anything in your hands while manifestingthese blades. You can dismiss them as a bonusaction.For you, a soul knife is a martial melee weaponwith the light and finesse properties. It deals 1d8psychic damage on a hit.As a bonus action, you can prepare to use theblades to parry; you gain a 2 bonus to AC untilthe start of your next turn or until you areincapacitated.Starting at 3rd level, you can spend psi points toaugment your soul knife’s attack rolls anddamage. You gain a bonus to attack and damagerolls with your soul knives depending on thenumber of psi points spent, as shown on thetable below. This bonus lasts for 10 minutes.Attack and DamageBonus 1 2 4Consumptive KnifeStarting at 6th level, whenever you slay anenemy creature with a soul knife attack, youimmediately regain 2 psi points.Phantom KnifeStarting at 14th level, you can make an attackthat phases through most defenses. As an action,you can make one attack with your soul knife.Treat the target’s AC as 10 against this attack,regardless of the target’s actual AC.Order of the Wu JenThe Order of the Wu Jen features some of themost devoted mystics. These mystics seek tolock themselves away from the world, denyingthe limits of the physical world and replacing itwith a reality that they create for themselves.Known as wu jens, these mystics cast theirminds into the world, seize control of itsfundamental principles, and rebuild it. 2017 Wizards of the Coast LLCBonus DisciplinesAt 1st level, you learn two additional psionicdisciplines of your choice. They must be chosenfrom among the Wu Jen disciplines.Hermit’s StudyAt 1st level, you gain proficiency with two of thefollowing skills of your choice: Animal Handling,Arcana, History, Insight, Medicine, Nature,Perception, Religion, or Survival.Elemental AttunementHone the BladePsi Points257In practical terms, wu jens excel at controllingthe forces of the natural world. They can hurlobjects with their minds, control the fourelements, and alter reality to fit their desires.Starting at 3rd level, when a creature’sresistance reduces the damage dealt by a psionicdiscipline of yours, you can spend 1 psi point tocause that use of the discipline to ignore thecreature’s resistance. You can’t spend this pointif doing so would increase the discipline’s costabove your psi limit.Arcane DabblerAt 6th level, you learn three wizard spells of yourchoice and always have them prepared. Thespells must be of 1st through 3rd level.As a bonus action, you can spend psi points tocreate spell slots that you can use to cast thesespells, as well as other spells you are capable ofcasting. The psi-point cost of each spell slot isdetailed on the table below.Spell Slot Level1st2nd3rd4th5thPsi Cost23567The spell slot remains until you use it or finish along rest. You must observe your psi limit whenspending psi points to create a spell slot.Whenever you gain a level in this class, you canreplace one of the chosen wizard spells with adifferent wizard spell of 1st through 3rd level.Elemental MasteryStarting at 14th level, if you have resistance to atype of damage, you can spend 2 psi points as areaction when you take damage of that type to8

ignore that damage; you gain immunity to thatdamage type until the end of your next turn.Psionic Disciplines andTalentsPsionic talents and disciplines are the heart of amystic’s craft. They are the mental exercises andpsionic formulae used to forge will into tangible,magical effects.Psionic disciplines were each discovered bydifferent orders and tend to reflect theircreators’ specialties. However, a mystic can learnany discipline regardless of its associated order.Using a DisciplineEach psionic discipline has several ways you canuse it, all contained in its description. Thediscipline specifies the type of action andnumber of psi points it requires. It also detailswhether you must concentrate on its effects,how many targets it affects, what saving throwsit requires, and so on.The following sections go into more detail onusing a discipline. Psionic disciplines are magicaland function similarly to spells.Psychic FocusThe Psychic Focus section of a disciplinedescribes the benefit you gain when you choosethat discipline for your psychic focus.Effect Options and Psi PointsA discipline provides different options for howto use it with your psi points. Each effect optionhas a name, and the psi point cost of that optionappears in parentheses after its name. You mustspend that number of psi points to use thatoption, while abiding by your psi limit. If youdon’t have enough psi points left, or the cost isabove your psi limit, you can’t use the option.Some options show a range of psi points,rather than a specific cost. To use that option,you must spend a number of points within thatpoint range, still abiding by your psi limit. Someoptions let you spend additional psi points toincrease a discipline’s potency. Again, you mustabide by your psi limit, and you must spend allthe points when you first use the discipline; youcan’t decide to spend additional points once yousee the discipline in action. 2017 Wizards of the Coast LLCEach option notes specific information aboutits effect, including any action required to use itand its range.ComponentsDisciplines don’t require the components thatmany spells require. Using a discipline requiresno spoken words, gestures, or materials. Thepower of psionics comes from the mind.DurationAn effect option in a discipline specifies howlong its effect lasts.Instantaneous. If no duration is specified, theeffect of the option is instantaneous.Concentration. Some options requireconcentration to maintain their effects. Thisrequirement is noted with “conc.” after theoption’s psi point cost. The “conc.” notation isfollowed by the maximum duration of theconcentration. For example, if an option says“conc., 1 min.,” you can concentr

Psionic Talents 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