PT:Order of the Old Ways


Playtest Material

This class is currently being previewed for the next update of the Basic Rules.

Order of the Old Ways

Founded during the early settlement of the Summerset Isle by the Aldmer, an Order of the Old Ways called themselves the Psijic Monks. Seeking to understand the mysteries of the ever changing Padomay and to unlock the secrets of Anu, the order’s focus was on unraveling the mysteries of the magic of Mysticism through meditation and study. Known to be terribly powerful compared to any other order of mages, the Psijics have often hidden themselves away from the affairs of Tamriel. Insomuch that there have been two such instances in which the order has removed itself entirely from Mundus.

Psijics are seekers of knowledge and wisdom. To this end, they seek out any and all obscure truths or lost histories of the known universe. Many Psijics see that they hold a special responsibility to protect reality, whereas others see themselves as mere collectors.

Order of the Old Ways Features
Level Feature
1st Bonus Discipline, Temporal Guard, Precognition
3rd Undo
6th Channeled Acceleration, Empowered Talents
14th See the Unseen

Bonus Discipline

1st-level Order of the Old Ways feature

You learn one additional psionic discipline of your choice. It must be chosen from among the Old Ways disciplines.

Temporal Guard

1st-level Order of the Old Ways feature

While you are wearing no armor and not wielding a shield, your AC equals 13 + your Intelligence modifier.


1st-level Order of the Old Ways feature

You gain glimpses of the future that begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


3rd-level Order of the Old Ways feature

You gain the ability to turn back time, undoing harm that has taken place and reverting you back to a previous time. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.

Channeled Acceleration

6th-level Order of the Old Ways feature

Your mind can mystically move your body. As a bonus action on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

Empowered Talents

6th-level Order of the Old Ways feature

Your damage dealing talents affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your talent, the creature takes half the talent's damage (if any) but suffers no additional effects from the talent.

See the Unseen

14th-level Order of the Old Ways feature

You can use your action to increase your powers of perception. When you do so, you gain truesight out to a range of 120 feet, and you can read any language, both of which lasts until you are incapacitated or you take a short or long rest.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 6 psi points to use it again.