PT:Psionic Talents

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Psionic Talents

Psionic talents are minor abilities that require psionic aptitude but don’t drain a mystic’s reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:

  • You can never use your psychic focus on a talent.
  • Talents don’t require you to spend psi points to use them.
  • Talents aren’t linked to Mystic Orders.


The talents are presented below in alphabetical order.

Beacon

Psionic Talent

As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

Blade Meld

Psionic Talent

As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.

Blind Spot

Psionic Talent

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 Willpower saving throw, or take 1d6 psychic damage, and you become invisible to the target until the start of your next turn. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Delusion

Psionic Talent

As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.

If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

Dimensional Scramble

Psionic Talent

As an action, your attack causes space to jumble and fragment, scattering creatures into different positions. Choose one target that you can see within 60 feet of you. The target must make a Willpower saving throw. On a failed save, the target takes 1d6 force damage, and you cause the target to be teleported to an unoccupied space of your choice within 10 feet of where it was before the attack.

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

Dishearten

Psionic Talent

As an action, you insert thoughts of defeat into your foes' mind, sapping the enemies' will to fight. Choose one target within 60 feet of you. The target must make a Personality saving throw. On a failed save, the target takes 1d6 psychic damage, and it has disadvantage on the next weapon attack roll it makes before the start of your next turn.

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

Energy Beam

Psionic Talent

As an action, you target one creature you can see within 90 feet of you. The target must succeed on an Agility saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice).

The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Force Punch

Psionic Talent

As an action, you strike out at one creature of your choice within 15 feet of you with the force of your mind. The target must succeed a Strength saving throw or be pushed back 10 feet in a straight line away from you if the target is Large or smaller and takes 1d8 force damage.

The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Force Shard

Psionic Talent

As an action, a shard of pure force appears in the air at your mental command, creating a hazard for your foes. The shard appears in an unoccupied space that you can see within 100 feet of you. The shard creates an aura of harm that spreads out to a 5-foot-radius sphere centered on a point you choose within this range. When a creature moves into the talent's area for the first time on a turn or starts its turn there, that creature must succeed on a Willpower saving throw or take 1d4 force damage. The shard remains until the start of your next turn.

The talent’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Kinetic Trawl

Psionic Talent

You catch your foe in a net of constricting force, and draw the foe towards you. As an action, you target one creature you can see within 90 feet of you. Make a ranged discipline attack against the target. If the attack hits, the creature takes 1d6 force damage. If it takes any of this damage and is Large or smaller, you pull the creature up to 10 feet closer to you.

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

Living Missile

Psionic Talent

You bind an enemy with a thought, then hurl it into another foe. As an action, choose one creature you can see within 60 feet of you. When do you so, you also select a secondary target within 5 feet of the initial target to slam into. This second target can be either another creature or an object. The initial creature must make a Willpower saving throw. On a failed save, the creature takes 1d4 bludgeoning damage, is slammed into the second target, and falls prone.

Creature. If the second target is another creature, it must make a Strength saving throw. On a failed save, the creature takes 1d4 bludgeoning damage, and falls prone.

Object. If the second target is an object, it takes 1d4 bludgeoning damage.

Both damage rolls increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Light Step

Psionic Talent

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, your jump distance is doubled, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Memory Hole

Psionic Talent

As an action, you attempt to briefly reshape another creature’s memories. One creature you can see must make a Willpower saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target’s memory lapses for the last 6 seconds (one round). Any events that occurred in that time are completely forgotten by the creature.

Mind Meld

Psionic Talent

As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.

This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.

Mind Slam

Psionic Talent

As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Endurance saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.

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

Mind Thrust

Psionic Talent

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 Charm

Psionic Talent

As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Personality saving throw or be charmed by you until the end of your next turn.

Mystic Hand

Psionic Talent

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.

Psychic Lift

Psionic Talent

As a bonus action, you mentally command your body into the air, hoisting yourself off of the ground momentarily. To do so, you forfeit up to 10 feet of your movement to raise up to 10 feet into the air. While lifted in this manner, you can move in any direction you wish with your remaining walking speed. At the end of your turn, you fall to whatever distance that may be beneath you.

This talent’s lift limit increases an additional 5 feet at 5th level (max 15 feet), 10 feet at 11th level (max 20 feet), and 15 feet at 17th level (max 25 feet).

Psychic Hammer

Psionic Talent

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).

Psychosomatic Strikes

Psionic Talent

You imbue yourself with psionic power, turning your body into a living weapon. As a bonus action, for the next minute, you can use your Intelligence modifier, instead of Strength, for the attack and damage rolls of melee attacks using your unarmed strikes, and the unarmed strike’s damage becomes a d2. This damage is force damage. The attack also becomes magical, if it isn't already. The talent ends if you use it again or if you take hold of a weapon.

Additionally, for the duration, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

The talent’s damage die changes to a d3 when you reach 5th level, a d4 at 11th level, and a d6 at 17th level.

Send Thoughts

Psionic Talent

You send a short message of twenty-five words or less to a humanoid creature you have met in person previously, and within range as noted in the Send Thoughts Range table below. The talent enables creatures with Intelligence scores of at least 5 to understand your message. This message can be received as a visionary apparition of yourself to the creature that only the target can perceive, or as a telepathic message.

Send Thoughts Range
Mystic Level Talent Range
1st 1 mile
5th 100 miles
11th 1,500 miles
17th Anywhere on the same plane


An unwilling or hostile creature that receives this message can send back a rebuking thought against you. You must succeed a Willpower saving throw against your own Discipline save DC. On a failed save, you take 1d12 psychic damage. Either success or failure, you cannot use this talent to communicate with the target again for the next 24 hours.

Static Mote

Psionic Talent

As an action, you conjure a static mote that surrounds a target that you can see within 90 feet of you. The target must succeed a Willpower saving throw. On a failed save, the target takes 1d6 psychic damage and has its speed reduced by 10 feet until the start of your next turn.

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

Telekinetic Weapon

Psionic Talent

You imbue one weapon you are holding that has the light property as a bonus action, granting it the ability to be flung from your hand and to return at your will for the next minute. As part of an attack that you make to throw the weapon, it returns to your hand immediately after it is used to make a ranged attack. The weapon has a normal range of 60 feet, and cannot be thrown further than this range.

Telepathic Projection

Psionic Talent

You reach out to the mind of another creature, and exert your will over it to cause it to attack another creature. As an action, choose one creature that you can see within 60 feet of you. The target must succeed on an Intelligence saving throw or take 1d4 psychic damage and use its reaction to make a melee attack against another creature of your choice within the target's reach. On a hit, the second target suffers the attack’s normal effects.

The talent’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).