PT:Psionic Disciplines


Playtest Material

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

Psionic Disciplines

Psionic talents and disciplines are the heart of a mystic’s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.

Psionic disciplines were each discovered by different orders and tend to reflect their creators’ specialties. As such, some disciplines are considered tightly held secrets that only members of their mystic order have access to learn. An Order of the Old Ways mystic would not be able to learn disciplines that have the prerequisite of the Order of the Tonal Architect, and vice versa.

Disciplines that are categorized as psionic disciplines, and lack a prerequisite (such as aura sight), can be learned by any mystic, regardless of their order.

Using a Discipline

Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.

Psychic Focus

The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.

Effect Options and Psi Points

A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name.

You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above 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 that point range, still abiding by your psi limit.

Some options let you spend additional psi points to increase a discipline’s potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action.


Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.


An effect option in a discipline specifies how long its effect lasts.

Instantaneous. If no duration is specified, the effect of the option is instantaneous.

Concentration. Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s psi point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute.

Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Basic Rules for how concentration works.

Targets and Areas of Effect

Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Basic Rules.

Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic attribute.

Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic attribute.

Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect— applies while the durations of the effects overlap.

Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.

Psionic Disciplines

The following disciplines are listed by alphabetical order and are usable by all mystics.

Psionic Disciplines
Psionic Disciplines
Aura Sight
Mastery of Force
Mental Trauma
Mystic Mind
Psionic Weapon
Psychic Assault
Psychic Disruption
Psychic Inquisition
Telepathic Connection
Third Eye

Psionic Disciplines by Order

Each psionic discipline is associated with a Mystic Order. The following lists organize the disciplines by those orders.

Psionic Disciplines by Order
Ansei Disciplines Old Way Disciplines
Crown of Despair
Crown of Disgust
Crown of Rage
Mantle of Command
Mantle of Courage
Mantle of Fear
Mantle of Fury
Mantle of Joy
Mastery of the Shehai
Way of the Blade
Bonds of Time
Restoration Clairvoyance
Concentrated Barrier
Intellectual Fortress
Tonal Architecture Disciplines Voice Disciplines Worm Disciplines
Adaptive Body
Aural Hypnosis
Bend Will
Brass Durability
Control Constructs
Mind Spirit
Tonal Barrier
Tonal Force
Brute Force
Draconic Form
Mastery of Air
Mastery of Fire
Mystery of Ice
Mastery of Water
Mastery of Weather
Bone Armor
Corrosive Metabolism
Death Form
Necrotic Arrow
Necromantic Chameleon
Mastery of Darkness
Psychic Phantoms

Discipline Descriptions

The psionic disciplines are presented here in alphabetical order.

'A' Disciplines


Prerequisite: Old Ways Discipline

You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Psychic Focus. While focused on this discipline, your walking speed increases by 10 feet.
Rapid Step (1-7 psi). As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
Blur of Motion (2 psi). As an action, you cause yourself to be invisible during any of your movement during the current turn.
Surge of Action (5 psi). As a bonus action, you can Dash or make one weapon attack.

Adaptive Body

Prerequisite: Tonal Architecture Discipline

You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.

Psychic Focus. While focused on this discipline, you don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
Environmental Adaptation (2 psi). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
Adaptive Shield (3 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.
Energy Immunity (7 psi; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.