Advantage Character Abilities
The attacker is on higher ground, such as uphill from the Whatever way the characters are involved in a
defender. mass combat, resolve their features, spells, and
other abilities using the standard rules, rather
The defender is adjacent to at least one enemy unit, than the mass combat rules. For example, a wall
other than the attacker. of ice can block a 100-foot long line. If a unit
moves next to it, use the individual members’
Disadvantage stats to make their saving throws and apply
damage. If members of a unit are killed,
The defender is partially behind a wall or similar cover. recalculate the unit’s BR after removing the
The defender is adjacent to at least two friendly units. casualties.
Adjudicating these effects requires your
Abstraction and Battle Rating judgment as DM. Consider the nature of the
situation, how a unit interacts with a spell or
Remember that the mass combat rules are designed to other effect, and apply the effects as you see fit.
make running big, important battles fast and easy. It Going back to wall of ice, you might judge that
uses BR to summarize a creature’s spells, special 30 creatures from a unit attempt to smash it
abilities, and so on. There are no special rules for down. Those creatures suffer the wall’s effects,
resistance or spell casting because the rules assume that but they also have a chance to damage it. Use the
CR has already accounted for them. rules for handling mobs on page 250 of the
Dungeon Master’s Guide to speed things up.
Morale Checks
Character-Scale Combat
In addition to the morale checks caused by
certain actions, a unit must make a morale check You can think of the mass combat rules as
if certain conditions occur during the battle: looking at a battle from high altitude. You lose
detail but can see and manage the big picture.
Casualties. If a unit is reduced to half or less of When PCs take part in a battle, your view can
its starting BR, it must immediately make a DC zoom down to experience the action in more
15 morale check. If it fails, it is eliminated from detail.
the battle. Remove it from play. When characters battle units, you can use the
standard combat rules, with the guidelines for
Friendly Casualties. If a friendly unit within resolving mob attacks (see “Handling Mobs” in
500 feet of the unit is eliminated, the unit must the Dungeon Master’s Guide, page 250).
immediately make a DC 10 morale check. If it You may decide that all or part of a unit stops
fails, the unit can’t move or take actions on its to fight the PCs. Pause the mass battle, and
next turn. resolve the characters’ fight like a normal
combat, until you are satisfied that you have
Characters in Mass Combat reached a conclusion, with either side defeated
or driven off. You can then resume the mass
The real fun of running a mass battle is giving combat.
player characters and important NPCs a chance
to affect the outcome. You might be tempted to Characters in Units
absorb such characters into units and ignore
their special abilities. You can do so by using the If the characters join a unit, don’t include them in
rules for determining CR in the Dungeon Master’s the unit’s size or BR calculation. Instead, when
Guide to assign CRs to the characters. However, the unit attacks, allow the characters to make
mass battles are more fun for players when they their own separate attacks, cast spells, and to use
have a chance to engage in heroics that alter the magic items against the enemy unit using the
course of the fight. guidelines given above. Allow them to pick out
You can give the characters an opportunity to which members of the unit they want to target,
shine by pausing the large-scale battle and in case the unit is composed of several types of
letting them engage in a regular combat (see creatures. Characters attacking in this manner
“Character-Scale Combat” below) or by letting can target only creatures included in the target
them use their abilities from within a unit (see unit’s BR.
“Characters in Units” below).
4
©2017 Wizards of the Coast LLC
On the unit’s turn, each character has one turn NPCs, PCs, and Battle Rating
to make attacks, cast spells, use a magic item, or
the like. Resolve the characters’ attacks and You can always calculate a character’s BR and simply
spells and determine how many targets they include it in a unit, though the level of abstraction in the
eliminate. Determine how the loss of those rules removes individual actions from a player’s control.
creatures reduces the unit’s BR, then resolve the This approach is best for NPCs who are commanders or
unit fight as normal. who are background players in the battle.
If a spell or effect leaves a creature unable to Treat critical NPCs, such as important villains and
move or take actions, count that creature as rivals, in the same way you would manage PCs. Let the
eliminated for the rest of the battle. players seek them out, for the clash between them is
If the characters’ unit comes under attack, undoubtedly a critical event in determining how the
resolve the fight as normal. The results don’t battle unfolds.
apply to the characters. If their unit is
eliminated, they remain on the battlefield and
can continue to act.
Critical Events
In addition to allowing characters to take part in
fights between units, think of critical events that
might take place during the battle and give
characters a chance to take part in those events.
Critical events can include the following:
• Prevent enemy scouts from seizing a bridge or
other position.
• Assassinate an enemy commander.
• Hold attackers away from a gate while friendly
soldiers repair it.
• Sneak into an enemy stronghold to sabotage
its defenses.
• Destroy an approaching siege engine.
• Steal the enemy’s battle plans.
These critical events play out just like short
adventures. You should map the area, determine
the opposition, and prepare any NPCs as needed.
When creating critical events, think about the
consequences for success and failure. What
happens if the PCs manage to destroy a bridge
the enemy needs to cross a river? If the PCs don’t
raise the castle gates by dawn, what happens
next?
The situation at the start of a clash could be
dictated by the PCs’ success or failure
beforehand. An enemy unit might start a battle
in a strong position, lurking in a village with
cover, because the PCs failed to outmaneuver
them. Or the PCs might destroy an evil wizard’s
castle gate, rendering his fortification useless in
the coming battle.
©2017 Wizards of the Coast LLC 5
Unearthed Arcana: Traps Revisited
This Is Playtest Material saving throw DC, and what happens on a hit or
failed saving throw.
The material here is presented for playtesting and to Countermeasures. A trap can be defeated in a
spark your imagination. These game mechanics are in variety of ways. This section of a trap’s
draft form, usable in your campaign but not refined by description details the checks or spells that can
design iterations or full game development and editing. detect and disable it. It also specifies what
They aren’t officially part of the game and aren’t happens, if anything, on a failed attempt to
permitted in D&D Adventurers League events. disable it.
If we decide to make this material official, it will be
refined based on your feedback, and then it will appear Running a Simple Trap
in a D&D book.
When managing a simple trap in play, start by
The rules for traps in the Dungeon Master’s Guide making note of the characters’ passive
provide the basic information you need to Perception scores. Most traps allow Wisdom
manage traps at the game table. The material (Perception) checks to detect their triggers or
here builds on the DMG rules and provides more other elements that can tip off their presence. If
guidance on creating traps of your own. you stop to ask for checks, the players might
Rather than focus on traps as mechanical or suspect a hidden danger.
magical, these rules separate traps into two When a trap triggers, apply its effects as
categories: simple traps and complex traps. specified in its description. Be sure of the
players’ intended actions before a trap activates
Simple Traps so that it springs into action based on what the
players want to do, rather than a course of action
A simple trap activates and is then harmless. A they’re arguing about or merely considering.
hidden pit dug at the entrance of a goblin lair, a If the players discover a trap, be open to
poison needle that pops from a lock, and a adjudicating their ideas for defeating it. The
crossbow rigged to fire when an intruder steps trap’s description is a starting point for
on a pressure plate are all simple traps. countermeasures, rather than a complete
definition.
Describing a Simple Trap The players should be specific in how they
want to defeat the trap. Simply stating the desire
Simple traps require three elements to function: to make a check isn’t enough. Ask the players
a trigger, an effect they have once triggered, and where their characters are positioned and what
the measures that can defeat them. In addition, a they intend to do to defeat the trap. A player
trap is given a level and an overall description of can’t just say, “I use thieves’ tools to disable it.”
the threat it poses. That’s too murky. The player instead should
Level and Threat. A trap’s level is expressed describe something like, “I use my thieves’ tools
as a range of levels to give you an idea of its to examine the lock and attempt to disable the
relative strength (levels 1–4, 5–10, 11–16, and poison needle inside it.” The last thing you want
17–20). It is then labeled as a moderate, is confusion over where the characters are
dangerous, or deadly threat. The trap’s label tells located if a trap activates.
you how powerful the trap is compared to others As a default, overcoming a simple trap offers
of its level range. no experience point reward. If the characters
Trigger. A simple trap has a trigger that uncover the trap and avoid or disable it, their
describes what causes the trap to activate. The reward is dodging a threatening element of the
trigger’s description includes its location and the dungeon. If they stumble into it, they must cope
action that causes it to activate. with the consequences of a more dangerous
Effect. A trap’s effect describes what happens situation.
when its trigger activates. The trap might fire a
dart, unleash a cloud of poison gas, cause a
hidden point to open, and so on. The effect
specifies who the trap targets, its attack bonus or
©2017 Wizards of the Coast LLC 1
Example Simple Traps Falling Gate
Here are examples of simple traps that you can Simple trap (level 1–4, deadly threat)
use to populate your adventures or as models for
your own creations. Some folk who build dungeons, such as mad
wizards in search of new victims, have no
Bear Trap intention of allowing their visitors to make an
easy escape. This trap is fiendish because it
Simple trap (level 1–4, dangerous threat) causes a gate to drop some distance away from
the pressure plate. The gate might close off the
A bear trap resembles a set of iron jaws that dungeon entrance, which is hundreds of feet
springs shut when stepped on, clamping down away. Adventurers don’t know they are trapped
on a creature’s leg. The trap is spiked in the until they decide to head back to town.
ground, leaving the victim immobilized. Trigger. A creature that steps on the pressure
Trigger. A creature that steps on the bear trap plate triggers this trap.
triggers it. Effect. The trap causes an iron gate to drop
Effect. The trap makes an attack against the from the ceiling, blocking the exit from the maze.
triggering creature. The attack has a +8 attack Countermeasures. A DC 20 Wisdom
bonus and deals 5 (1d10) piercing damage on a (Perception) check reveals the pressure plate. A
hit. This attack can’t gain advantage or DC 20 Dexterity check made with thieves’ tools
disadvantage. A creature hit by the trap has its disables it, but a check result of 5 or less triggers
speed reduced to 0. It can’t move until it breaks the trap.
free of the trap with a successful Strength check
(DC 15) made by it or another creature adjacent Fiery Blast
to the trap.
Countermeasures. A DC 10 Wisdom Simple trap (level 5–10, dangerous threat)
(Perception) check reveals the trap. A DC 10
Dexterity check made with thieves’ tools The temple of Pyremius, a god of fire, is plagued
disables it. by thieves who seek to steal the fire opals
collected by the priests in tribute to their god. A
Crossbow Trap mosaic on the floor of the entryway to the inner
sanctum delivers a fiery rebuke to intruders.
Simple trap (level 1–4, dangerous threat) Trigger. Anyone stepping on the mosaic
causes fire to erupt from it. Those openly
A crossbow trap is a favorite of kobolds and wearing holy symbols of Pyremius don’t trigger
other creatures that rely on traps to defend their this trap.
lairs. It consists of a tripwire run across a Effect. A 15-foot cone of fire erupts, covering
hallway and connected to a pair of carefully the pressure plate and the area around it. Each
hidden heavy crossbows. The crossbows are creature in the cone must make a DC 15
aimed to fire down the hallway at anyone who Dexterity saving throw, taking 24 (7d6) fire
triggers the tripwire. damage on a failed save, or half as much damage
Trigger. A creature that walks through the on a successful one.
tripwire triggers the trap. Countermeasures. A DC 15 Intelligence
Effect. The trap makes two attacks against the (Investigation) check reveals ash and faint burn
triggering creature. Each attack has a +8 attack marks in the shape of the fiery cone created by
bonus and deals 5 (1d10) piercing damage on a this trap. A DC 15 Intelligence (Religion) check
hit. This attack can’t gain advantage or allows a creature to destroy the trap by defacing
disadvantage. a key rune in the mosaic; failing this check
Countermeasures. A DC 15 Wisdom causes the trap to activate. A successful dispel
(Perception) check reveals the tripwire. A DC 15 magic (DC 15) cast on the runes destroys the
Dexterity check made with thieves’ tools trap.
disables the tripwire, but a check result of 5 or
less triggers the trap.
©2017 Wizards of the Coast LLC 2
Net Trap Trigger. Anyone attempting to pick or open
the lock triggers the trap.
Simple trap (level 1–4, dangerous threat) Effect. The triggering creature must make a DC
20 Constitution saving throw. On a failed save,
Goblins, with their propensity to enslave their the creature takes 14 (4d6) poison damage and
enemies, prefer traps that leave intruders intact is poisoned for 10 minutes. While poisoned in
for work in the goblins’ mines or elsewhere. this way, the creature is paralyzed. On a
Trigger. A tripwire strung across a hallway is successful save, the creature takes half as much
rigged to a large net. If the tripwire is broken, the damage and isn’t poisoned.
net falls on intruders. An iron bell is also rigged Countermeasures. A DC 20 Wisdom
to the tripwire. It rings when the trap activates, (Perception) check reveals the needle, but only if
alerting nearby guards. a character inspects the lock. A DC 20 Dexterity
Effect. A net covering a 10-foot-by-10-foot check made with thieves’ tools disables the
area centered on the tripwire falls to the floor as needle, but a check result of 10 or less triggers
a bell rings. Any creature fully within this area the trap.
must succeed on a DC 15 Dexterity saving throw
or be restrained. A creature can use its action to Scything Blade
make a DC 10 Strength check to try to free itself
or another creature in the net. Dealing 5 slashing Simple trap (level 5–10, dangerous threat)
damage to the net (AC 10) also frees a creature
without harming the creature. These deadly blades sweep down through a
Countermeasures. A DC 15 Wisdom chamber. A wooden lever activates this trap
(Perception) check reveals the tripwire and the when it is pulled. Kobolds particularly love this
net. A DC 15 Dexterity check made with thieves’ style of trap, as it puts bigger creatures in
tools disables the tripwire without dropping the danger.
net or ringing the bell; failing the check causes Trigger. When the lever is pulled, the trap
the trap to activate. activates.
Effect. Each Medium or larger creature in a 5-
Pit Trap foot-wide and 20-foot-long area must make a DC
15 Dexterity saving throw, taking 14 (4d6)
Simple trap (level 1–4, moderate threat) slashing damage on a failed save, or half as much
damage on a successful one.
This trap consists of a 10-foot deep pit, Countermeasures. The lever isn’t hidden. A
concealed by a tattered canvass covered with DC 15 Intelligence (Investigation) check reveals
leaves and dirt. This type of trap is useful for scrape marks and blood stains in the trap’s area
blocking off the entrance to a monster lair and of effect. A DC 15 Dexterity check made with
usually has narrow, safe ledges along its sides. thieves’ tools disables the lever.
Trigger. Anyone stepping on the canvass
might fall into the pit. Sleep of Ages
Effect. The triggering creature must make a DC
10 Dexterity saving throw. On a successful save, Simple trap (level 11–16, deadly threat)
the creature catches on the pit’s edge or
instinctively steps back. Otherwise, the creature A pressure plate unleashes a spell that threatens
falls into the pit and takes 3 (1d6) bludgeoning to send intruders into a deep slumber. The
damage from the fall. dungeon’s guardians can then dispose of the
Countermeasures. A DC 10 Wisdom sleepers.
(Perception) check reveals the canvass. A 1-foot Trigger. Stepping on the pressure plate
wide ledge around the edge of the pit is safe to triggers this trap.
cross. Effect. When activated, this trap casts a sleep
spell centered on the pressure plate using a 9th-
Poison Needle level spell slot.
Countermeasures. A DC 20 Wisdom
Simple trap (level 1–4, deadly threat) (Perception) check reveals the pressure plate. A
DC 20 Intelligence (Arcana) check made within 5
A tiny, poisoned needle hidden in a lock is the feet of the pressure plate disables the trap, but a
perfect way to discourage thieves from check result of 10 or less triggers it. A successful
plundering a hoard. Such a trap is usually put in
a chest or in the door to a treasure chamber. 3
©2017 Wizards of the Coast LLC
dispel magic (DC 19) cast on the pressure plate of fire that fill a room, poison gas, and so on.
destroys the trap.
Saving throws—usually Dexterity or
Designing Simple Traps Constitution—allow creatures to avoid or
You can create a simple trap by using the mitigate the trap’s effects.
following guidelines. You can also adapt the
example traps by modifying DCs and damage Level and Lethality
values, based on the target level and threat for
the trap. Before creating a trap’s effects, think about its
Purpose level and its lethality.
Traps are divided into four level ranges, 1st–
Before diving into the details of your trap, think
about its purpose. Why would someone build 4th, 5th–10th, 11th–16th, and 17th–20th. A
this trap? What is its purpose? Think of the
trap’s creator, the creator’s purpose, and the trap’s level range gives you a starting point for
location that the trap protects. Traps have
context in the world, and that context drives the its potency.
trap’s nature and effects. To further calibrate the trap’s strength, pick
Described below are a few of the purposes a
trap might have. Use them to inspire the creation whether it is a moderate, dangerous, or deadly
of your own traps.
Alarm. An alarm trap is designed to alert an threat within its level range. A moderate trap is
area’s occupants of intruders. It might cause a unlikely to kill a character and is the weakest
bell or gong to sound. This type of trap rarely
involves a saving throw. trap type. Dangerous traps deal enough damage
Delay. These traps serve to slow down
intruders, giving a dungeon’s inhabitants time to that a character hit by one is eager for healing. A
mount a defense or flee. A hidden pit is the
classic example of this trap. A 10-foot-deep pit deadly trap might reduce a creature to 0 hit
usually deals little damage and is easy to escape, points in one shot, and leaves most creatures in
but it slows down intruders. Other examples
include collapsing walls, a portcullis that drops need of a short or long rest.
from the ceiling, and a locking mechanism that
shuts and bars a door. These traps, when they Consult the following tables when nailing
directly threaten characters, usually require a
Dexterity saving throw to avoid. down a trap’s effects. The Trap Save DCs and
Restrain. A restraining trap tries to keep its Attack Bonuses table provides guidelines for a
victims in place, leaving them unable to move.
These traps are most useful when combined trap’s save DC, check DC, and attack bonus. The
with a regular guard patrol, but in ancient
dungeons the guards might be long gone. These check DC is the default number used for any
traps usually require a Strength saving throw to
avoid, but some don’t allow saves. In addition to check used to interact with the trap.
dealing damage, they also render a creature The Damage Severity by Level table lists the
unable to move. A subsequent, successful
Strength check (use the saving throw DC) or typical damage a trap deals at certain character
damage against the trap can break it and free the
captive. Examples include a bear trap, a cage that levels. The damage listed assumes the trap
drops from a ceiling, or a device that flings a net. damages one creature. Use d6s for damage in
Slay. These traps are designed to eliminate
intruders. They include poisoned needles that place of d10s for traps that can affect more than
spring out when a lock is tampered with, blasts
one character at a time.
©2017 Wizards of the Coast LLC
The Spell Equivalent by Level lists the spell
slot level that is appropriate for the given
character level and the danger posed by the trap.
A spell is a great shortcut to use when designing
a trap, whether the trap duplicates the spell (a
mirror that throws charm person on whoever
looks into it) or uses its effects (an alchemical
device that explodes like fireball). Note that the
Deadly entry for characters above 17th level
suggests combining a 9th and 5th level spell into
one effect. In this case, pick two spells, or
combine the effects of a spell cast using a 9th-
level and a 5th-level slot.
Trap Save DCs and Attack Bonuses
Trap Danger Save/Check DC Attack Bonus
Moderate 10 +5
Dangerous 15 +8
Deadly 20 +12
4
DC of 15. Exceptionally devious pitfalls might
Damage Severity by Level have a DC of 25.
Character You must then put some thought into what
characters learn with a successful check. In most
Level Moderate Dangerous Deadly cases, the check reveals the trap. In other cases,
it uncovers useful clues but still requires some
1st–4th 5 (1d10) 11 (2d10) 22 (4d10) deduction. The characters might succeed on the
check but still trigger the trap if they fail to
5th–10th 11 (2d10) 22 (4d10) 55 (10d10) understand what they have learned.
11th–16th 22 (4d10) 55 (10d10) 99 (18d10) Perception and Investigation
17th–20th 55 (10d10) 99 (18d10) 132 (24d10)
A Wisdom (Perception) check that reveals a tripwire
doesn’t tell the players what happens if they break the
Spell Equivalent by Level tripwire. They spot it before blundering into it, but must
Character still decide what to do next. The nature of the item is
not in question, but you might not spot it. A successful
Level Moderate Dangerous Deadly check reveals it.
An Intelligence (Investigation) check reveals that the
1st–4th Cantrip 1st 2nd scuff marks and wear pattern show that a doorknob can
turn both ways, but is most often turned clockwise. The
5th–10th 1st 3rd 6th players must still decide how to open the door. The item
is obvious, but its true nature is obscured. A successful
11th–16th 3rd 6th 9th check reveals the clues that point to the item’s purpose.
17th–20th 6th 9th 9th + 5th Effects
Designing a trap’s effects is a straightforward
process. The tables for save DCs, attack bonuses,
Triggers damage, and the like give you a starting point for
most simple traps that deal damage.
A trigger is the circumstance that needs to take For traps with more complex effects, your best
starting point is to use the Spell Equivalent by
place to activate the trap. Level table to find the best match for your trap’s
intended effect. Spells are a good starting point
Decide what causes the trap to activate and because they are compact pieces of game design
that deliver specific effects.
determine how the characters can find the Once you have chosen the effect the trap
delivers, choose its damage, attack bonus, and
trigger. Here are some example triggers: save DC. If you are using a spell as a starting
point, check to see if you need to tweak its
• a pressure plate that, when stepped on, effects to fit the trap’s nature. For instance, you
activates the trap can easily change the damage type a spell
delivers or the saving throw it requires.
• a tripwire that springs a trap when it is
broken, usually when someone walks through Disarming Simple Traps
it
Simple traps require a single ability check to
• a doorknob that activates a trap when it is disarm. Imagine how the trap operates, and then
turned the wrong way think about how the characters can overcome it.
Not all traps can be disarmed in a traditional
• a door or chest that triggers a trap when it is way. A hidden pit trap is effectively disarmed
opened when the characters notice it. The characters can
simply walk around it or climb down one side,
A trigger usually needs to be hidden to be walk across it, and climb up the other side.
Once you determine how a trap can be
effective. Otherwise, avoiding the trap is trivially disarmed, pick the appropriate ability and skill
easy. 5
A trigger requires a Wisdom (Perception)
check if simply spotting it reveals its nature. The
characters can foil a pit trap hidden by a leaf-
covered net if they spot the pit through a gap in
the leaves. A tripwire is foiled if spotted, as is a
pressure plate.
Other traps require careful inspection and
deduction to notice. A doorknob opens a door
when turned to the left, but activates a trap
when turned to the right. Such a subtle trap
requires a successful Intelligence (Investigation)
check to notice. The trigger is obvious.
Understanding its nature is not.
The DC of the check, regardless of its type,
depends on the skill and care taken to conceal
the trap. Most traps require a DC 20 check to
spot, but a poorly made or hastily built trap has a
©2017 Wizards of the Coast LLC
combinations that characters can use. In most before they can reach a critical location, giving
cases, a Dexterity check made with thieves’ tools, the dungeon’s denizens a chance to mount a
a Strength (Athletics) check, or an Intelligence defense.
(Arcana) check can overcome a trap. Treasure chests, doors to vaults, and any other
A Dexterity check made with thieves’ tools can barrier or container that holds a valuable
apply to any trap with a mechanical element. treasure is the ideal location for a slaying trap. In
Thieves’ tools can be used to safely disable a this case, the trap is the final line of defense that
tripwire or pressure plate, disassemble a poison can eliminate a thief or intruder.
needle mechanism, or stop up a valve that leaks Alarm traps, since they pose no direct physical
poisonous gas into a room. threat, are ideal for areas that are used by a
Strength checks are useful for traps that can be dungeon’s denizens. If a stumbling goblin
destroyed or held back through brute force. A activates an alarm trap, there’s no real harm
scything blade can be broken, a collapsing roof done. The alarm sounds, the guards arrive, they
held in place, a net torn apart. berate the clumsy goblin, and then they reset the
Magical traps can be disabled by someone who trap. Of course, an alarm trap that is triggered on
can undermine the magic used to power them. accident too often might fail to generate a quick
An Intelligence (Arcana) check allows a response from defenders.
character to figure out how the trap functions Above all else, place traps logically and with
and how to disable its magic. A statue that consideration to the time and effort needed to
belches a jet of magical flame might be disabled make them. If your adventures are sown with
when one of its glass eyes is shattered, too many traps, the game grinds to a halt as the
disrupting the magic that powers it. players search every square inch of a dungeon
Finally, decide if there are any drawbacks to a for tripwires and pressure plates.
failed attempt to disable the trap. If so, pick a It’s all right if the players correctly deduce a
threshold for the check result or decide that any trap’s presence. That means your trap was
failure activates the trap. If the result hits that placed logically and the players are engaged with
threshold or lower, the trap activates. This the game.
option is a useful tool to make a trap feel
dangerous even if the characters have Complex Traps
discovered it. A trap that can be disabled without
any danger is like a monster that can’t fight back. A complex trap poses multiple dangers to
Of course, use logic to guide your decisions. This adventurers. Once a complex trap activates, it
element makes a trap interesting, but it remains dangerous round after round until the
shouldn’t come at the cost of making your game characters avoid it or disable it. Some complex
feel illogical or arbitrary. For instance, let’s say traps grow more dangerous over time, as they
your trap is a section of floor that opens to send gather power or gain speed.
characters tumbling into a pit. If the rogue Complex traps are also more difficult to
attempting to disarm the pit stands next to the disable than simple ones. A single check is not
trap, it makes no sense for the rogue to fall in if enough to disable one. Instead, a series of checks
the trap activates. Of course, you can remedy this is required to slowly disable each component.
by specifying that the character must lean over The trap degrades with each check until the
the trap or have one foot on it to reach and characters finally deactivate it.
disable the mechanism. Most complex traps are designed so that they
can be disarmed only if you are willing to risk
Placing Simple Traps the trap’s effects. For example, in a hallway filled
with scything blades, the mechanism that
Context is everything with traps. A log trap that controls them is on the opposite end from the
knocks characters aside is an inconvenience on entrance, or a statue that bathes an area in
the typical forest path. It’s a potentially deadly necrotic energy can only be disabled while
hazard on a narrow trail that hugs the side of a standing in the zone of energy it emits.
towering cliff face.
Chokepoints and narrow passages that lead to 6
important places in a dungeon are a good spot
for traps, especially those traps that serve as
alarms or restraints. These traps foil intruders
©2017 Wizards of the Coast LLC
Describing a Complex Trap acted, the trap’s features activate. Apply the
effects detailed in the trap’s description.
Complex traps build on the four parts of a simple After resolving the effects of the trap’s active
trap, adding in elements that make the trap a elements, check its dynamic elements to see if
more dynamic threat. anything changes about the trap. Many complex
Level and Threat. A complex trap uses the traps have effects that vary over the course of an
same level bands and ratings for its lethality as a encounter. A magical aura might do more
simple trap does. damage the longer it is active, or a swinging
Trigger. Just like a simple trap, a complex one blade might shift which area of a chamber it
has a trigger. Some complex traps have multiple attacks.
triggers. The trap’s constant elements allow it to have
Initiative. A complex trap takes turns like a effects when it isn’t the trap’s turn. At the end of
creature does. Complex traps are slow (initiative each creature’s turn, look at the trap’s constant
10), fast (initiative 20), or very fast (initiative 20 elements to see if any of its effects trigger.
and 10).
Active Elements. On a trap’s turn, it activates Example Complex Traps
specific effects that are detailed in its
description. The trap might have multiple active Here are examples of complex traps to inspire
elements, a table you roll on to determine its your own creations.
effect at random, or options for you to choose
from. Path of Blades
Dynamic Elements. Many complex traps
feature a changing threat. The trap’s description Complex trap (level 1–4, dangerous threat)
tells you how the trap changes over time.
Usually, these changes take effect at the end of Hidden within a buried pyramid that marks the
each of its turns or in response to the characters’ location of the Lost City of Cynidicea is the tomb
actions. of King Alexander and Queen Zenobia. The
Constant Elements. A complex trap poses a entrance to their tomb is a long hallway riddled
threat even when it is not its turn. The constant with traps, accessible only by cunningly hidden
elements describe how these parts of the trap secret doors. The hallway is 20 feet wide and
function. Most make an attack or force a saving 160 feet long. It is mostly clear. After 80 feet, the
throw against creatures that end their turns floor is broken and cracked and is difficult
within certain areas. terrain until the 130-foot mark.
Countermeasures. A trap can be defeated in a Trigger. This trap activates as soon as a non-
variety of ways. A trap’s description details the undead creature enters the hallway, and it
checks or spells that can detect and disable it. It remains active while any non-undead creature is
also specifies what happens, if anything, on a within it.
failed attempt to disable it. Initiative. The trap acts on initiative 20 and
Disabling a complex trap is like disarming a 10.
simple trap, except that a complex trap requires Active Elements. The Path of Blades includes a
more checks. It typically takes three successful set of whirling blades along the first 80 feet of
checks to disable one of a complex trap’s the trap, crushing pillars that slam down from
elements. Many of these traps have multiple the ceiling to the floor before rising back up to
elements, requiring a lot of work to shut down the ceiling in the next 50 feet, and a rune of fear
every part of the trap. Usually, a successful check in its final 30 feet.
reduces a trap element’s effectiveness if it
doesn’t disable it. Whirling Blades (Initiative 20). The blades
attack each creature in the first 80 feet of the
Running a Complex Trap hallway, with a +5 bonus to the attack roll and
dealing 11 (2d10) slashing damage on a hit.
A complex trap functions in play like a legendary
monster. When activated, the trap’s active 7
elements act on either initiative 20 or 10 (or
both, for very fast traps). On that initiative count,
after all creatures with that same initiative have
©2017 Wizards of the Coast LLC
Crushing Pillars (Initiative 10). Each creature Intelligence (Investigation), DC 15. This check
81–130 feet down the hallway must make a DC reveals the blade’s pattern. As an action, a
15 Dexterity saving throw, taking 11 (2d10) creature that can see the blades can attempt
bludgeoning damage and being knocked prone this check. Success imposes disadvantage on
on a failed save, or half as much damage on a the blades’ attacks against the creature while
successful one. it isn’t incapacitated.
Rune of Fear (Initiative 10). Each creature in Attack. A creature in the area can ready an
the final 30 feet of the corridor must make a attack to slash at a blade. The blade gains
DC 15 Wisdom saving throw. On a failed saving advantage on its attack against the creature.
throw, the creature is frightened of the rune, The creature then attacks. The blades have
and the creature must immediately use its AC 15 and 15 hit points. Destroying a blade
reaction to move its speed away from the end reduces its attack bonus by 2.
of the corridor. The frightened creature can’t
move closer to the end of the hallway until it Dexterity check with thieves’ tools, DC 15.
uses an action to succeed on a DC 15 Wisdom Creatures can use thieves’ tools in the area
saving throw, which ends the frightened attacked by the blades to foil their
condition on itself. mechanism. A successful check reduces the
blades’ attack bonus by 2.
Dynamic Element—Blades Miss. The blades
move with increasing speed, slowing only when
they hit a target. Each time the blades miss with Crushing Pillars. The pillars have no effective
an attack, increase their damage by 3 (1d6) and
their attack bonus by +2. These benefits last until countermeasure.
the blades hit a target. Rune of Fear. The rune can be disabled with
Dynamic Element—Rune’s Defense.
Tampering with the rune of fear to disable it three successful DC 15 Intelligence (Arcana)
increases the trap’s power. Each successful checks to disrupt the rune. Each check
check increases the damage of the blades and requires an action. A creature must be at the
crushing pillars by 5 (1d10) and increases the end of the hallway to attempt the check, and
rune’s save DC by 1. only one creature can work on this task at
Constant Elements. The whirling blades and once. Once a creature attempts a check, no
the rune of fear affect creatures that end their other character can make the same check until
turns in the elements’ areas the end of that creature’s next turn.
Alternatively, the rune can be disabled with
Whirling Blades. Any creature ending its turn in three successful castings of dispel magic (DC
the blade’s area is targeted by an attack: +5 to 13) targeting the rune.
hit; 5 (1d10) slashing damage on a hit.
Sphere of Crushing Doom
Rune of Fear. Any creature ending its turn
within 30 feet of the far end of the corridor Complex trap (level 5–10, deadly threat)
must make a saving throw against the rune of
fear effect. The court jester devised a deadly trap to foil
anyone who sought to steal his magical fool’s
Countermeasures. Each of the trap’s active cap. The jester’s tomb is located at the end of a
elements offers potential countermeasures. 10-foot wide, 150-foot long hallway that runs
north–south with a sharp slope down. The
Whirling Blades. Characters can smash the entrance to the tomb is a door at the bottom of
blades, damage their components, or study the slope at the southern end of the hall. A door
their pattern to avoid them; the blades are on the eastern wall allows access to the tomb.
disabled if their total attack bonus from Trigger. This trap activates as soon as the lid
attacks and attempts to disable them reaches to the jester’s coffin is opened. A magical portal
−8: opens at the northern end of the hallway and
disgorges a giant, steel sphere, which hurtles
down the slope. When it reaches the bottom of
the slope, a second portal briefly appears and
©2017 Wizards of the Coast LLC teleports the sphere back to the top of the slope
to begin the process again.
Initiative. The trap acts on initiative 10 (but
see the dynamic element below).
8
Active Elements—Sphere of Crushing Doom Trigger. This trap activates when a ruby is
(Initiative 10). The Sphere of Crushing Doom is pried from one of the statues. Each statue’s
a spherical boulder that almost fills the hallway. mouth slides open, revealing a 1-foot-wide pipe
Each creature in the hallway must make a DC 20 running down its throat.
Strength saving throw when the sphere Initiative. The trap acts on initiative 20 and 10
activates. On a failed save, a creature takes 22 (but see the dynamic element below).
(4d10) bludgeoning damage and is knocked Active Elements. The Poisoned Tempest fills
prone. On a successful save, a creature takes half the room with poison and other deadly effects.
as much damage and isn’t knocked prone.
Objects that block the sphere, such as a conjured Locked Doors (Initiative 20). The four doors to
wall, take maximum damage from the impact. this room slam shut and are locked in place by
Dynamic Element—Speed Kills. After its turn, magic. This effect activates once, the first time
the boulder gains speed, represented by its the trap activates.
damage increasing by 11 (2d10). While its
damage is 55 (10d10) or greater, it acts on both Poison Gas (Initiative 20). Poison gas floods
initiative 20 and 10. the room. Each creature inside must make a
Countermeasures. There are a few ways that DC 20 Constitution saving throw, taking 33
the trap can be disarmed. (6d10) poison damage on a failed save, or half
as much damage on a successful one.
Stop the Sphere. Stopping the sphere is the
easiest way to disrupt the trap. A wall of force Tempest (Initiative 10). A mixture of air and
can stop it easily, and any object that has gas boils up from the trap. Roll a d6 and
enough hit points to absorb damage from the consult the Tempest Effects table.
sphere without being destroyed can stop it.
Tempest Effects
Disrupt the Portals. Either portal can be
neutralized with three successful DC 20 d6 Effect
Intelligence (Arcana) checks, but the process 1 Hallucinatory gas scrambles the mind and
of analyzing a portal to disrupt it takes time.
Faint runes in the ceiling and floor on both senses. All Intelligence and Wisdom checks
ends of the hallway open the portals. A made in the room suffer disadvantage until the
creature must first use an action to examine a Tempest element activates again.
set of runes, then use a subsequent action to 2 Explosive gas fills the area. If anyone holds an
attempt to vandalize them. Each successful open flame, it explodes and deals 22 (4d10)
check reduces the sphere’s damage by 11 fire damage to everyone in the room (DC 20
(2d10), as the disrupted sphere loses speed Dexterity save for half damage). The open
moving through the failing gate. flames are then extinguished.
Alternatively, a set of runes can be disabled 3 Weakening gas fills the room. All Strength and
with three successful castings of dispel magic Dexterity checks made in the room suffer
(DC 19) targeting any of the runes in the set. disadvantage until the Tempest element
If the southern portal is destroyed, the activates again.
sphere slams into the wall and comes to a halt. 4 Buffeting winds force everyone in the room to
It blocks the door to the tomb, but characters succeed on a DC 20 Strength saving throw or
can escape. be knocked prone.
5 Smoke fills the room. Visibility is reduced to 1
Poisoned Tempest foot until the next time the Tempest element
activates.
Complex trap (level 11–16, deadly threat) 6 Additional poison floods the room, as in the
Poison Gas element.
This fiendish trap was built to eliminate
intruders who infiltrate a yuan-ti temple. The Dynamic Element—Increased Potency. The
trap is a room, 60-foot square with 5-foot-wide damage from the Poison Gas element increases
stone doors in the middle of each wall. In each by 11 (2d10) after it activates, to a maximum of
corner of the room stands a 10-foot-tall statue of 55 (10d10).
a great serpent, coiled and ready to strike. The Countermeasures. There are a few ways that
eyes in each statue are rubies worth 200 gp the trap can be overcome.
apiece.
9
©2017 Wizards of the Coast LLC
Open the Doors. Opening the doors is the attacks bonuses, and other numerical elements
quickest way to escape the trap, but they are of a complex trap.
warded with magic. To open the doors, the
characters must first make a DC 20 Wisdom Map
(Perception) check to find the locking
mechanism. A DC 20 Intelligence (Arcana) A complex trap has multiple parts, typically
check disables the sphere of force that relies on the characters’ positions to resolve
surrounds the lock (dispel magic is ineffective some of its effects, and can bring several effects
against it). Finally, a DC 20 Dexterity check to bear each round. The traps are called complex
made with thieves’ tools picks the lock. Finally, for a reason! To make design easier, draw a map
a DC 20 Strength (Athletics) check is needed to of the area affected by the trap using 5 feet for
push the door open. Each check requires an each square on your graph paper. This level of
action. detail allows you to develop a clear idea of what
the trap can do and how each of its parts
Disable the Statues. A statue can be disabled by interact. Your map is the starting point and
blocking the flow of gas from its mouth. context for the rest of the trap-design process.
Destroying the statue is a bad idea, for it leaves Don’t limit yourself to one room. Look at the
the gas vents open. A DC 20 Strength check or passages and rooms around the area of the trap
an attack that deals more than 20 damage to a and think about the role they can play. The trap
statue cracks it and increases the Poison Gas might cause doors to lock and gates to fall into
damage by 5 (1d10). A successful DC 20 place to prevent escape. It could cause darts to
Dexterity check with thieves’ tools, or a DC 15 fire from the walls in one area, forcing characters
Strength check made to block up the statue to enter rooms where other devices trigger and
with a cloak or similar object, decreases the threaten them.
poison damage by 5 (1d10). Once a character Consider how terrain and furniture can add to
succeeds at the check, someone must remain the trap’s danger. A chasm or pit might create
next to the statue to keep it blocked up. Once the distance that allows a trap to send bolts of
all four statues are blocked in this manner, the magic at the characters while making it difficult
trap deactivates. or even impossible to reach the runes the party
must deface to foil it.
Designing Complex Traps Think of your map like a script. Where do the
characters want to go? What does the trap
Creating a complex trap takes more work than protect? How can the characters get there? What
building a simple one, but with some practice are their likely escape routes? Answering those
you can learn the process and make it move questions tells you where the trap’s various
quickly. elements should be placed.
Familiarize yourself with the guidelines on
designing a simple trap before proceeding with Active Elements
these guidelines on complex ones.
A complex trap’s active elements work the same
Purpose way as a simple trap’s effects, except that a
complex trap activates every round. Otherwise,
Complex traps are typically designed to protect the guidelines for picking save DCs, attack
an area by killing or disabling intruders. It is bonuses, and damage are the same. To make
worth your time to consider who made the trap, your trap logically consistent, make sure the
the trap’s purpose, and its desired result. Does elements you design can activate each round. For
the trap protect a treasure? Does it target only instance, crossbows rigged to fire at the
certain intruders? Use the advice given for characters need a mechanism to reload them.
simple traps as a starting point. In terms of lethality, it’s better to have multiple
dangerous effects in a trap than a single deadly
Level and Lethality one. As a rule of thumb, build your trap with two
dangerous trap elements and one moderate one.
Complex traps use the same level bands and It’s useful to create multiple active elements,
lethality ratings as simple traps. Refer back to each affecting a different area covered by the
that section for a discussion of how level and trap. It is also a good idea to use a variety of
lethality help determine save and check DCs,
10
©2017 Wizards of the Coast LLC
effects. Some parts of the trap might cause much better chance of thwarting it. Complex
damage, and others might immobilize characters traps work best when they present multiple
or isolate them from the rest of the party. Think threats to intruders, ones that can change each
about how the elements can work together. A round. The changes can include how a trap
bashing lever might knock characters into the targets the characters (attack or even type of
area engulfed by jets of flame. saving throw), the damage or effects it deals, the
areas it covers, and so on. Some traps might have
Constant Elements a random effect each round, while others follow
a carefully programmed sequence of attacks
In addition to the active steps a complex trap designed to frustrate and slay intruders.
takes, it should also present a continual hazard. Dynamic elements can occur on schedule. For
Often, the active and constant effects are the a room that floods, you can plan out how the
same thing. Imagine a hallway filled with rising water level affects the area each round.
whirling saw blades. On the trap’s turn, the The water might be ankle deep at the end of the
blades attack anyone in the hall. In addition, first round, knee deep the next, and so on. Not
anyone who lingers in the hallway takes damage only does the water carry a drowning risk, but it
at the end of each of their turns, representing the also makes it harder to move across the area;
constant threat the blades pose. however, the rising water level might allow
A constant element should apply its effect to characters to swim to the upper reaches of the
any character who ends their turn in that chamber that they couldn’t reach from the floor.
element’s area. If an active element presents a Dynamic elements can also come into play in
threat when it isn’t its turn, determine the threat reaction to the characters’ actions. Disarming
it poses as a constant element. As a rule of one element of the trap might make the others
thumb, keep the saving throw DC or attack deadlier. Disabling a rune that triggers a fire-
bonus the same but reduce the damage by half. breathing statue might cause the statue to
Avoid filling the entire encounter area with explode, as the magic in it runs rampant. If a
constant elements. Part of the puzzle of a creature dies in the room, the idol to the god
complex trap lies in figuring out which areas are Nerull drains its soul and gains a new power.
safe. A moment’s respite can help add an A trap’s dynamic elements also make for a
element of pacing to a complex trap and give the good timer. For example, the damage dealt by
characters the feeling that they aren’t in constant poison gas in a room starts at 11, but doubles
peril. For example, walls that slam together each time the trap takes its turn. Smart players
might need to reset between slams, leaving them see that they only have a few rounds to
harmless when it isn’t their turn. overcome the trap before they must flee or risk
death.
Dynamic Elements Random dynamic elements are fun because
they keep the players on their toes and make any
Just as a battle is more interesting if the plan made to foil it dependent on the luck of the
monsters change their tactics or unveil new dice. In this case, you create a table and roll on it
abilities in later rounds, so too are complex traps to see how the trap changes. The players can
more fun if their nature changes in some way. never be sure what might happen next. As a rule
The whirling blades that protect a treasure chest of thumb, one random element for a complex
do more damage each round, as they speed up. trap is a good limit. A trap that is too random can
The poison gas in a room grows thicker as more feel arbitrary and frustrating. You want to make
of it floods the chamber, dealing more damage planning harder, not impossible.
and blocking line of sight. The necrotic aura The dynamic elements should change after the
around an idol of Demogorgon produces random trap’s turn. The water level rises after the trap’s
effects each time it triggers its active effect. As active element takes its turn. The blades speed
water floods a chamber, the characters must up and deal an additional die of damage each
swim across areas they could walk through just a time they miss a character, their damage
round or two before. returning to its starting point after the impact of
Since complex traps remain active over the a successful attack causes them to slow down.
course of several rounds, they can pose an
ongoing threat to intruders. However, if that 11
threat becomes predictable its victims have a
©2017 Wizards of the Coast LLC
Triggers as the default approach. It acts quickly enough to
surprise slower characters, with fast characters
The advice on triggers given for simple traps like rogues, rangers, and monks having the best
applies to complex ones, with one exception. chance to move out of the trap before it
Complex traps feature multiple triggers, or are activates.
designed such that avoiding a trigger prevents Very Fast. These traps are a blur of activity,
intruders from reaching the area the trap guards. laying waste to intruders in a few moments
Other complex traps use magical triggers that unless countered. They act on both initiative 20
activate on specific cues, such as when a door and 10. These traps should feature multiple
opens or someone enters an area without active elements, with different elements acting
wearing the correct badge, amulet, or robe. on different initiative counts. Use this option for
Look at your map and consider when you want a trap that can benefit by having its elements
the trap to spring into action. It’s best to have a work in concert. For instance, on initiative 20
complex trap trigger after the characters have blades sweep across a treasure vault, driving the
committed to exploring an area. A simple trap characters back into the hallway. On initiative
might trigger when the characters open a door. A 10, magical darts fire from statues in the hallway
complex one that triggers that early leaves the while a gate falls to trap the characters.
PCs looking into the trapped room and perhaps
opting to close the door and move on. A simple Complex Traps and Legendary
trap aims to keep intruders out. A complex trap Monsters
wants to lure them in, so that when it activates,
the intruders must deal with it to escape. A complex trap is like a legendary monster in some
In general, the trigger for a complex trap ways. It has several tricks it can use on its turn. It
should be as foolproof as you can make it. A remains a threat throughout the round, not just on its
complex trap represents a serious expenditure turn. The trap’s active elements are like a legendary
of effort and magical power. No one builds one creature’s normal actions, and its constant elements are
and makes it easy to avoid. Wisdom (Perception) equivalent to legendary actions (except they are tied to
and Intelligence (Investigation) checks might be specific areas in the trapped room).
unable to spot a trigger, especially a magical one, While a legendary creature can move, improvise
but they can still give hints about the trap before actions, and so forth, a trap is set to a specific script,
it triggers. Blood stains, ashes, gouges in the with the potential to make a complex trap stale. That’s
floor, and so on can point to the trap’s effects and where dynamic elements come in. They keep the
give a warning. players on their toes and make dealing with a complex
trap feel like a challenging, evolving situation.
Initiative
Defeating Complex Traps
A complex trap acts repeatedly, requiring you to
note its initiative. Unlike characters and A complex trap is never defeated with a single
monsters, traps don’t roll for initiative. As check. Instead, each successful check foils some
mechanical or magical devices, they operate in a part of it or degrades its performance. Each
predictable manner. When designing a complex element of the trap must be overcome
trap, you must first decide how often it activates. individually to foil the trap as a whole.
Complex traps fall into three categories: slow, To start with, look at your map and consider
fast, and very fast. where the characters must be located to attempt
Slow. These traps take time to build up their an action that can foil part of the trap. Most trap
effects. Their active elements take place on designers count on the trap to protect itself. A
initiative 10. This option is good for a trap that fighter might be able to break a whirling blade,
works alongside monsters or other guardians, as but moving close enough to attack it requires
it can give guards the chance to move out of its giving the blade a chance to strike.
active areas or force characters into them before Consider how the trap can be overcome.
triggering. Obvious candidates are the same sorts of checks
Fast. These traps are designed to surprise used to defeat simple traps, but use your
intruders and hit them before they can react. understanding of the trap’s design to keep other
Such a trap acts on initiative 20. This setting is options open, too. A valve leaking poison gas into
your best option for a complex trap. Think of it a room can be stopped up. A statue emitting a
deadly aura can be pushed over and smashed.
©2017 Wizards of the Coast LLC
12
Attacks, spells, and special abilities can all play a 13
role in undermining a trap.
Leave room for improvisation. If you
understand the mechanism behind how a trap
works, it makes it much easier for you to handle
the players’ ideas. Don’t create a few solutions
and wait for the players to guess the exact, right
approach. Like everything in D&D, pick an
ability, assess the chance of success, and ask for
a roll.
Aim at requiring three successful checks or
actions to shut down one part of a trap. The first
successful check might reduce the trap
component’s save DC or attack bonus by 4. The
second successful one might halve its damage.
The final successful check might shut it down.
For trap components that don’t attack, allow
each check to reduce that element’s effectiveness
by one-third. A lock’s DC is reduced or a gate
opens wide enough to allow a Small character to
squeeze through it. A mechanism pumping
poison gas into the room slows down, causing
the gas’s damage to increase slowly or not at all.
It takes time to work on a trap. Three
characters can’t make checks right after one
another to disarm it in 6 seconds. They would
get in each other’s way and disrupt their efforts.
Once a character succeeds on a check, another
character can’t attempt the same check to
disable the same trap element until the end of
the successful character’s next turn.
Not all of the characters’ options must be
focused on stopping a trap. Think of what
characters can do to mitigate or avoid a trap’s
effects. This approach is a good way to make
characters who might be ill-suited to disarm a
trap feel useful. An Intelligence (Investigation)
check might reveal the pattern a swinging blade
follows, giving disadvantage on its attack rolls
until the start of the character’s next turn. A
character with a shield can stand in front of a
dart trap, making themself a target each time
other characters trigger it.
©2017 Wizards of the Coast LLC
Unearthed Arcana: The Mystic Class
The mystic is an entire class to try out in your D&D their inner, psychic strength, they can read minds,
games. This version of the class arose out of fade into invisibility, transform their bodies into
playtest feedback on two previous versions. living iron, and seize control of the physical world
and bend it to their will.
This Is Playtest Material
Hermits and Outcasts
The material here is presented for playtesting and to spark
your imagination. These game mechanics are in draft Mystics are loners. Most discover the secrets of
form, usable in your campaign but not refined by design their power through vague references in tomes of
iterations or full game development and editing. They lore or by ingratiating themselves to a master of
aren’t officially part of the game and aren’t permitted in the power.
D&D Adventurers League events. In order to master their power, mystics must
As is typical in Unearthed Arcana, the options here first master themselves. They spend months and
haven’t been tuned for multiclassing. years in quiet contemplation, exploring their
If we decide to make this material official, it will be minds and leaving nothing uncovered. During this
refined based on your feedback, and then it will appear in time, they shun society and typically live as
a D&D book. hermits at the edge of society. A mystic who
studied under a master worked as a virtual slave,
Mystic toiling away at mundane tasks in return for the
occasional lesson or cryptic insight.
A human clad in simple robes walks along a forest When mystics finally master their power, they
path. A gang of goblins emerges from the brush, return to the world to broaden their horizons and
arrows trained on him, their smiles wide at their practice their craft. Some mystics prefer to remain
good fortune of finding such easy prey for the isolated, but those who become adventurers aren’t
legion’s slave pens. Their smiles turn to shrieks of content to remain on the fringe of the world.
terror as the traveler grows to giant size and leaps
at them, his staff now a deadly cudgel. Eccentric Minds
The militia forms in ranks to prepare for the
orcs’ charge. The growling brutes howl their battle In order to maintain the strict discipline and
cries and surge forward. To their surprise, the intense self-knowledge needed to tap into their
human rabble holds its ground and fights with power, mystics develop a variety of practices to
surprising ferocity. Suddenly, mindless fear clings keep their focus sharp.
to the orcs’ minds and they, despite facing a far These practices are reflected in taboos and
inferior foe, turn and run, never noticing the calm quirks, strange little behaviors that govern a
half-elf standing amid the militia and directing its mystic’s actions. These quirks are oaths or
efforts. behavioral tics that help keep mystics in the
Baron von Ludwig was always proud of his proper frame of mind while maintaining perfect
grand library. Little did he know that each evening, control over their minds and bodies.
a gnome laden with blank scrolls slipped past his While these taboos are harmless, they help cast
guards each night and dutifully copied his most mystics as outsiders. Few feel accepted by society,
heavily guarded archives. When the duke’s men and fewer still care to become integrated with it.
arrived to arrest him for dealing with demons, he To mystics, the life of the mind is where they feel
never guessed that the gnome scribe traveling most at home.
with them had spent more time in his keep than he
had over the past year. Selecting Quirks
These heroes are all mystics, followers of a
strange and mysterious form of power. Mystics To add some texture to your mystic, consider the
shun the world to turn their eyes inward, quirks your character has acquired. These
mastering the full potential of their minds and behaviors have no game effect, but your character
exploring their psyches before turning to face the might become irritated or upset if forced to break
world. Mystics are incredibly rare, and most prefer them. They’re a great roleplaying tool to add
to keep the nature of their abilities secret. Using
©2017 Wizards of the Coast LLC 1
character to the game. You can roll on or pick from Consider also why you returned to the world
the table below, or create your own quirks. Aim to from your hermitage. Did you leave someone or
create two quirks, to give them more of a chance to something behind when you took up your studies?
come into play. Finally, consider why your Are you driven by revenge or some other
character chose these behaviors. What do they say motivation?
about your character’s personality or background?
Are they based on a specific incident or a belief? Quick Build
Mystic Quirks You can make a mystic quickly by following these
suggestions. First, make Intelligence your highest
d20 Quirk ability score, followed by Dexterity or Constitution.
1 You never cut your hair. Second, choose the hermit background.
2 You refuse to wear clothes of a specific
color. Class Features
3 You never say your name.
4 You never wear footwear. As a mystic, you gain the following class features.
5 You always wear a mask.
6 You dye your hair bright blue or green. Hit Points
7 You pick a new name each day.
8 You never immerse yourself in water. Hit Dice: 1d8 per mystic level
9 You sleep on bare earth. Hit Points at 1st Level: 8 + your Constitution
10 You never consume alcohol.
11 You wear a veil to conceal your face. modifier
12 You always wear a specific piece of Hit Points at Higher Levels: 1d8 (or 5) + your
clothing.
13 You refuse to light fires. Constitution modifier per mystic level after 1st
14 You refuse to write things down, instead
using pictograms. Proficiencies
15 You never sit on a chair, preferring to stand
or sit on the floor. Armor: Light armor
16 You never answer to any name but your Weapons: Simple weapons
own. Tools: None
17 You write down the name of each creature
you slay, and name ones that are unnamed. Saving Throws: Intelligence, Wisdom
18 You consume only water and raw Skills: Choose two skills from Arcana, History,
vegetables.
19 You spend any money you earn within 1 Insight, Medicine, Nature, Perception, and
week of gaining it. Religion
20 You often speak to an imaginary
companion, and act only with its blessing. Equipment
You start with the following equipment, in
addition to the equipment granted by your
Creating a Mystic background:
When creating a mystic, consider your character’s • (a) a spear or (b) a mace
background. How did you become a mystic? What • (a) leather armor or (b) studded leather armor
first drew you to this practice? Are you self-taught, • (a) a light crossbow and 20 bolts or (b) any
or did you have a master? If you had a master,
what is that relationship like? simple weapon
• (a) a scholar’s pack or (b) an explorer’s pack
Alternatively, you can ignore the equipment here
and in your background, and buy 5d4 × 10 gp
worth of equipment from chapter 5 in the Player’s
Handbook.
©2017 Wizards of the Coast LLC 2
The Mystic
Proficiency Talents Disciplines Psi
Level Bonus Features Known Known Points Psi Limit
1st +2 Psionics, Mystic Order 1 1 4 2
2nd +2 Mystical Recovery, Telepathy 1 1 6 2
3rd +2 Mystic Order feature 2 2 14 3
4th +2 Ability Score Improvement, Strength of 2 2 17 3
Mind
5th +3 — 2 3 27 5
6th +3 Mystic Order feature 2 3 32 5
7th +3 — 2 4 38 6
8th +3 Ability Score Improvement, Potent Psionics 2 4 44 6
(1d8) 2 5 57 7
9th +4 —
10th +4 Consumptive Power 3 5 64 7
11th +4 Psionic Mastery (1/day) 3 5 64 7
12th +4 Ability Score Improvement 3 6 64 7
13th +5 Psionic Mastery (2/day) 3 6 64 7
14th +5 Mystic Order feature, Potent Psionics (2d8) 3 6 64 7
15th +5 Psionic Mastery (3/day) 3 7 64 7
16th +5 Ability Score Improvement 3 7 64 7
17th +6 Psionic Mastery (4/day) 4 7 64 7
18th +6 — 4 8 71 7
19th +6 Ability Score Improvement 4 8 71 7
20th +6 Psionic Body 4 8 71 7
Psionics At 1st level, you know one psionic discipline of
your choice. The Disciplines Known column of
As a student of psionics, you can master and use the Mystic table shows the total number of
disciplines you know at each level; when that
psionic talents and disciplines, the rules for number goes up for you, choose a new discipline.
which appear at the end of this document. In addition, whenever you gain a level in this
class, you can replace one discipline you know
Psionics is a special form of magic use, distinct with a different one of your choice.
from spellcasting.
Psionic Talents Psi Points
A psionic talent is a minor psionic effect you You have an internal reservoir of energy that can
have mastered. At 1st level, you know one be devoted to psionic disciplines you know. This
psionic talent of your choice. You learn energy is represented by psi points. Each psionic
additional talents of your choice at higher levels. discipline describes effects you can create with it
The Talents Known column of the Mystic table by spending a certain number of psi points. A
shows the total number of talents you know at psionic talent requires no psi points.
each level; when that number goes up for you, The number of psi points you have is based on
your mystic level, as shown in the Psi Points
choose a new talent.
Psionic Disciplines column of the Mystic table. The number shown
A psionic discipline is a rigid set of mental for your level is your psi point maximum. Your
exercises that allows a mystic to manifest psionic psi point total returns to its maximum when you
finish a long rest. The number of psi points you
power. A mystic masters only a few disciplines at
a time. have can’t go below 0 or over your maximum.
©2017 Wizards of the Coast LLC 3
Psi Limit Mystical Recovery
Though you have access to a potent amount of Starting at 2nd level, you can draw vigor from
psionic energy, it takes training and practice to the psi energy you use to power your psionic
channel that energy. There is a limit on the disciplines.
number of psi points you can spend to activate a Immediately after you spend psi points on a
psionic discipline. The limit is based on your psionic discipline, you can take a bonus action to
mystic level, as shown in the Psi Limit column of regain hit points equal to the number of psi
the Mystic table. For example, as a 3rd-level points you spent.
mystic, you can spend no more than 3 psi points
on a discipline each time you use it, no matter Telepathy
how many psi points you have.
At 2nd level, your mind awakens to the ability to
Psychic Focus communicate via telepathy. You can
telepathically speak to any creature you can see
You can focus psionic energy on one of your within 120 feet of you in this manner. You don’t
psionic disciplines to draw ongoing benefits need to share a language with the creature for it
from it. As a bonus action, you can choose one of to understand your telepathic messages, but the
your psionic disciplines and gain its psychic creature must be able to understand at least one
focus benefit, which is detailed in that language or be telepathic itself.
discipline’s description. The benefit lasts until
you are incapacitated or until you use another Ability Score Improvement
bonus action to choose a different focus benefit.
You can have only one psychic focus benefit at When you reach 4th level, and again at 8th, 12th,
a time, and using the psychic focus of one 16th, and 19th level, you can increase one ability
discipline doesn’t limit your ability to use other score of your choice by 2, or you can increase
disciplines. two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20
Psionic Ability using this feature.
Intelligence is your psionic ability for your Strength of Mind
psionic disciplines. You use your Intelligence
modifier when setting the saving throw DC for a Even the simplest psionic technique requires a
psionic discipline or when making an attack roll deep understanding of how psionic energy can
with one. augment mind and body. This understanding
allows you to alter your defenses to better deal
Discipline save DC = 8 + your proficiency bonus + your with threats.
Intelligence modifier Starting at 4th level, you can replace your
proficiency in Wisdom saving throws whenever
Discipline attack modifier = your proficiency bonus + you finish a short or long rest. To do so, choose
your Intelligence modifier Strength, Dexterity, Constitution, or Charisma.
You gain proficiency in saves using that ability,
Mystic Order instead of Wisdom. This change lasts until you
finish your next short or long rest.
At 1st level, you choose a Mystic Order: the
Order of the Avatar, the Order of the Awakened, Potent Psionics
the Order of the Immortal, the Order of the
Nomad, the Order of the Soul Knife, or the Order At 8th level, you gain the ability to infuse your
of the Wu Jen, each of which is detailed at the weapon attacks with psychic energy. Once on
end of the class description. Each order each of your turns when you hit a creature with
specializes in a specific approach to psionics. a weapon, you can deal an extra 1d8 psychic
Your order gives you features when you damage to that target. When you reach 14th
choose it at 1st level and additional features at level, this extra damage increases to 2d8.
3rd, 6th, and 14th level.
4
©2017 Wizards of the Coast LLC
In addition, you add your Intelligence modifier • You gain resistance to bludgeoning, piercing,
to any damage roll you make for a psionic talent. and slashing damage.
Consumptive Power • You no longer age.
• You are immune to disease, poison damage,
At 10th level, you gain the ability to sacrifice
your physical durability in exchange for psionic and the poisoned condition.
power. When activating a psionic discipline, you • If you die, roll a d20. On a 10 or higher, you
can pay its psi point cost with your hit points,
instead of using any psi points. Your current hit discorporate with 0 hit points, instead of
points and hit point maximum are both reduced dying, and you fall unconscious. You and your
by the number of hit points you spend. This gear disappear. You appear at a spot of your
reduction can’t be lessened in any way, and the choice 1d3 days later on the plane of existence
reduction to your hit point maximum lasts until where you died, having gained the benefits of
you finish a long rest. one long rest.
Once you use this feature, you can’t use it again
until you finish a long rest. Mystic Orders
Psionic Mastery Psionics is a mysterious form of power within
most D&D worlds. Secretive orders study its
Beginning at 11th level, your mastery of psionic origins and applications, while pushing the
energy allows you to push your mind beyond its boundaries of what psionic power can achieve.
normal limits. As an action, you gain 9 special psi Each of these orders pursues a specific goal for
points that you can spend only on disciplines psionic power. That goal shapes how the
that require an action or a bonus action to use. members of an order understand psionics.
You can use all 9 points on one discipline, or you
can spread them across multiple disciplines. You Order of the Avatar
can’t also spend your normal psi points on these
disciplines; you can spend only the special points Mystics of the Order of the Avatar delve into the
gained from this feature. When you finish a long world of emotion, mastering their inner life to
rest, you lose any of these special points that you such an extent that they can manipulate and
haven’t spent. amplify the emotions of others with the same
If more than one of the disciplines you activate ease that an artist shapes clay. Known as
with these points require concentration, you can Avatars, these mystics vary from tyrants to
concentrate on all of them. Activating one of inspiring leaders who are loved by their
them ends any effect you were already followers.
concentrating on, and if you begin concentrating Avatars can bring out extreme emotions in the
on an effect that doesn’t use these special points, people around them. For their allies, they can
the disciplines end that you’re concentrating on. lend hope, ferocity, and courage, transforming a
At 15th level, the pool of psi points you gain fighting band into a deadly, unified force. For
from this feature increases to 11. their enemies, they bring fear, disgust, and
You have one use of this feature, and you trepidation that can make even the most
regain any expended use of it with a long rest. hardened veteran act like a shaky rookie.
You gain one additional use of this feature at
13th, 15th, and 17th level. Bonus Disciplines
Psionic Body At 1st level, you learn two additional psionic
disciplines of your choice. They must be chosen
At 20th level, your mastery of psionic power from among the Avatar disciplines.
causes your mind to transcend the body. Your
physical form is infused with psionic energy. You Armor Training
gain the following benefits:
At 1st level, you gain proficiency with medium
©2017 Wizards of the Coast LLC armor and shields.
Avatar of Battle
Starting at 3rd level, you project an inspiring
aura. While you aren’t incapacitated, each ally
5
within 30 feet of you who can see you gains a +2 You also learn of any events that have
bonus to initiative rolls. occurred within 20 feet of the object within the
past hour. The events you perceive unfold from
Avatar of Healing the object’s perspective. You see and hear such
events as if you were there, but can’t use other
Beginning at 6th level, you project an aura of senses.
resilience. While you aren’t incapacitated, each Additionally, you can embed an intangible
ally within 30 feet of you who can see you psionic sensor within the object. For the next 24
regains additional hit points equal to your hours, you can use an action to learn the object’s
Intelligence modifier (minimum of 0) whenever location relative to you (its distance and
they regain hit points from a psionic discipline. direction) and to look at the object’s
surroundings from its point of view as if you
Avatar of Speed were there. This perception lasts until the start
of your next turn.
Starting at 14th level, you project an aura of Once you use this feature, you can’t use it again
speed. While you aren’t incapacitated, any ally until you finish a short or long rest.
within 30 feet of you who can see you can take
the Dash action as a bonus action. Psionic Surge
Order of the Awakened Starting at 6th level, you can overload your
psychic focus to batter down an opponent’s
Mystics dedicated to the Order of the Awakened defenses. You can impose disadvantage on a
seek to unlock the full potential of the mind. By target’s saving throw against a discipline or
transcending the physical, the Awakened hope to talent you use, but at the cost of using your
attain a state of being focused on pure intellect psychic focus. Your psychic focus immediately
and mental energy. ends if it’s active, and you can’t use it until you
The Awakened are skilled at bending minds finish a short or long rest.
and unleashing devastating psionic attacks, and You can’t use this feature if you can’t use your
they can read the secrets of the world through psychic focus.
psionic energy. Awakened mystics who take to
adventuring excel at unraveling mysteries, Spectral Form
solving puzzles, and defeating monsters by
turning them into unwilling pawns. At 14th level, you gain the ability to become a
ghostly figure of psionic energy. As an action,
Bonus Disciplines you can transform into a transparent, ghostly
version of yourself. While in this form, you have
At 1st level, you learn two additional psionic resistance to all damage, move at half speed, and
disciplines of your choice. They must be chosen can pass through objects and creatures while
from among the Awakened disciplines. moving but can’t willingly end your movement in
their spaces. The form lasts for 10 minutes or
Awakened Talent until you use an action to end it.
Once you use this feature, you can’t use it again
At 1st level, you gain proficiency with two of the until you finish a long rest.
following skills of your choice: Animal Handling,
Deception, Insight, Intimidation, Investigation, Order of the Immortal
Perception, and Persuasion.
The Order of the Immortal uses psionic energy to
Psionic Investigation augment and modify the physical form.
Followers of this order are known as Immortals.
Starting at 3rd level, you can focus your mind to They use psionic energy to modify their bodies,
read the psionic imprint left on an object. If you strengthening them against attack and turning
hold an object and concentrate on it for 10 themselves into living weapons.
minutes (as if concentrating on a psionic Their mastery of the physical form grants
discipline), you learn a few basic facts about it. them their name, for Immortals are notoriously
You gain a mental image from the object’s point difficult to kill.
of view, showing the last creature to hold the
object within the past 24 hours. 6
©2017 Wizards of the Coast LLC
Bonus Disciplines Bonus Disciplines
At 1st level, you learn two additional psionic At 1st level, you learn two additional psionic
disciplines of your choice. They must be chosen disciplines of your choice. They must be chosen
from among the Immortal disciplines. from among the Nomad disciplines.
Immortal Durability Breadth of Knowledge
Starting at 1st level, your hit point maximum At 1st level, you gain the ability to extend your
increases by 1 per mystic level. knowledge. When you finish a long rest, you gain
In addition, while you aren’t wearing armor or two proficiencies of your choice: two tools, two
wielding a shield, your base AC equals 10 + your skills, or one of each. You can replace one or both
Dexterity modifier + your Constitution modifier. of these selections with languages. This benefit
lasts until you finish a long rest.
Psionic Resilience
Memory of One Thousand Steps
Starting at 3rd level, your psionic energy grants
you extraordinary fortitude. At the start of each At 3rd level, you gain the ability to use psionics
of your turns, you gain temporary hit points to recall your steps. As a reaction when you are
equal to your Intelligence modifier (minimum of hit by an attack, you can teleport to an
0) if you have at least 1 hit point. unoccupied space that you occupied since the
start of your last turn, and the attack misses you.
Surge of Health Once you use this feature, you can’t use it again
until you finish a short or long rest.
Starting at 6th level, you can draw on your
psychic focus to escape death’s grasp. As a Superior Teleportation
reaction when you take damage, you can halve
that damage against you. Your psychic focus At 6th level, you gain a superior talent for
immediately ends if it’s active, and you can’t use teleportation. When you use a psionic discipline
it until you finish a short or long rest. to teleport any distance, you can increase that
You can’t use this feature if you can’t use your distance by up to 10 feet.
psychic focus.
Effortless Journey
Immortal Will
Starting at 14th level, your mind can mystically
Starting at 14th level, you can draw on your move your body. Once on each of your turns, you
reserves of psionic power to survive beyond can forfeit up to 30 feet of your movement to
death. At the end of your turn while at 0 hit teleport the distance you forfeited. You must
points, you can spend 5 psi points to teleport to an unoccupied space you can see.
immediately regain a number of hit points equal
to your mystic level + your Constitution Order of the Soul Knife
modifier.
The Order of the Soul Knife sacrifices the
Order of the Nomad breadth of knowledge other mystics gain to
focus on a specific psionic technique. These
Mystics of the Order of the Nomad keep their mystics learn to manifest a deadly weapon of
minds in a strange, rarified state. They seek to pure psychic energy that they can use to cleave
accumulate as much knowledge as possible, as through foes.
they quest to unravel the mysteries of the Soul knives vary widely in their approach to
multiverse and seek the underlying structure of this path. Some follow it out of a desire to
all things. At the same time, they perceive a achieve martial perfection. Others are ruthless
bizarre, living web of knowledge they call the assassins who seek to become the perfect killer.
noosphere.
Nomads, as their name indicates, delight in Martial Training
travel, exploration, and discovery. They desire to
accumulate as much knowledge as possible, and At 1st level, you gain proficiency with medium
the pursuit of secrets and hidden lore can armor and martial weapons.
become an obsession for them.
7
©2017 Wizards of the Coast LLC
Soul Knife In practical terms, wu jens excel at controlling
Starting at 1st level, you gain the ability to the forces of the natural world. They can hurl
objects with their minds, control the four
manifest a blade of psychic energy. As a bonus
elements, and alter reality to fit their desires.
action, you create scintillating knives of energy
that project from both of your fists. You can’t Bonus Disciplines
hold anything in your hands while manifesting At 1st level, you learn two additional psionic
these blades. You can dismiss them as a bonus disciplines of your choice. They must be chosen
from among the Wu Jen disciplines.
action.
For you, a soul knife is a martial melee weapon Hermit’s Study
with the light and finesse properties. It deals 1d8 At 1st level, you gain proficiency with two of the
psychic damage on a hit. following skills of your choice: Animal Handling,
Arcana, History, Insight, Medicine, Nature,
As a bonus action, you can prepare to use the
blades to parry; you gain a +2 bonus to AC until Perception, Religion, or Survival.
the start of your next turn or until you are
incapacitated.
Hone the Blade Elemental Attunement
Starting at 3rd level, you can spend psi points to Starting at 3rd level, when a creature’s
augment your soul knife’s attack rolls and resistance reduces the damage dealt by a psionic
discipline of yours, you can spend 1 psi point to
damage. You gain a bonus to attack and damage
cause that use of the discipline to ignore the
rolls with your soul knives depending on the
number of psi points spent, as shown on the creature’s resistance. You can’t spend this point
table below. This bonus lasts for 10 minutes. if doing so would increase the discipline’s cost
above your psi limit.
Attack and Damage
Psi Points Bonus Arcane Dabbler
2 +1 At 6th level, you learn three wizard spells of your
5 +2 choice and always have them prepared. The
spells must be of 1st through 3rd level.
7 +4
As a bonus action, you can spend psi points to
create spell slots that you can use to cast these
Consumptive Knife
spells, as well as other spells you are capable of
Starting at 6th level, whenever you slay an casting. The psi-point cost of each spell slot is
enemy creature with a soul knife attack, you detailed on the table below.
immediately regain 2 psi points.
Phantom Knife Spell Slot Level Psi Cost
Starting at 14th level, you can make an attack 1st 2
that phases through most defenses. As an action, 2nd 3
you can make one attack with your soul knife.
3rd 5
Treat the target’s AC as 10 against this attack,
4th 6
regardless of the target’s actual AC.
5th 7
Order of the Wu Jen The spell slot remains until you use it or finish a
long rest. You must observe your psi limit when
The Order of the Wu Jen features some of the spending psi points to create a spell slot.
most devoted mystics. These mystics seek to
Whenever you gain a level in this class, you can
lock themselves away from the world, denying
replace one of the chosen wizard spells with a
the limits of the physical world and replacing it
different wizard spell of 1st through 3rd level.
with a reality that they create for themselves.
Known as wu jens, these mystics cast their Elemental Mastery
minds into the world, seize control of its Starting at 14th level, if you have resistance to a
type of damage, you can spend 2 psi points as a
fundamental principles, and rebuild it.
reaction when you take damage of that type to
©2017 Wizards of the Coast LLC 8
ignore that damage; you gain immunity to that Each option notes specific information about
damage type until the end of your next turn. its effect, including any action required to use it
and its range.
Psionic Disciplines and
Talents Components
Psionic talents and disciplines are the heart of a Disciplines don’t require the components that
mystic’s craft. They are the mental exercises and many spells require. Using a discipline requires
psionic formulae used to forge will into tangible, no spoken words, gestures, or materials. The
magical effects. power of psionics comes from the mind.
Psionic disciplines were each discovered by
different orders and tend to reflect their Duration
creators’ specialties. However, a mystic can learn
any discipline regardless of its associated order. An effect option in a discipline specifies how
long its effect lasts.
Using a Discipline Instantaneous. If no duration is specified, the
effect of the option is instantaneous.
Each psionic discipline has several ways you can Concentration. Some options require
use it, all contained in its description. The concentration to maintain their effects. This
discipline specifies the type of action and requirement is noted with “conc.” after the
number of psi points it requires. It also details option’s psi point cost. The “conc.” notation is
whether you must concentrate on its effects, followed by the maximum duration of the
how many targets it affects, what saving throws concentration. For example, if an option says
it requires, and so on. “conc., 1 min.,” you can concentrate on its effect
The following sections go into more detail on for up to 1 minute.
using a discipline. Psionic disciplines are magical Concentrating on a discipline follows the same
and function similarly to spells. rules as concentrating on a spell. This rule means
you can’t concentrate on a spell and a discipline
Psychic Focus at the same time, nor can you concentrate on
two disciplines at the same time. See chapter 10,
The Psychic Focus section of a discipline “Spellcasting,” in the Player’s Handbook for how
describes the benefit you gain when you choose concentration works.
that discipline for your psychic focus.
Targets and Areas of Effect
Effect Options and Psi Points
Psionic disciplines use the same rules as spells
A discipline provides different options for how for determining targets and areas of effect, as
to use it with your psi points. Each effect option presented in chapter 10, “Spellcasting,” of the
has a name, and the psi point cost of that option Player’s Handbook.
appears in parentheses after its name. You must
spend that number of psi points to use that Saving Throws and Attack Rolls
option, while abiding by your psi limit. If you
don’t have enough psi points left, or the cost is If a discipline requires a saving throw, it
above your psi limit, you can’t use the option. specifies the type of save and the results of a
Some options show a range of psi points, successful or failed saving throw. The DC is
rather than a specific cost. To use that option, determined by your psionic ability.
you must spend a number of points within that Some disciplines require you to make an attack
point range, still abiding by your psi limit. Some roll to determine whether the discipline’s effect
options let you spend additional psi points to hits its target. The attack roll uses your psionic
increase a discipline’s potency. Again, you must ability.
abide by your psi limit, and you must spend all
the points when you first use the discipline; you Combining Psionic Effects
can’t decide to spend additional points once you
see the discipline in action. The effects of different psionic disciplines add
together while the durations of the disciplines
©2017 Wizards of the Coast LLC overlap. Likewise, different options from a
psionic discipline combine if they are active at
the same time. However, a specific option from a
9
psionic discipline doesn’t combine with itself if Third Eye
the option is used multiple times. Instead, the
most potent effect—usually dependent on how Wu Jen Disciplines
many psi points were used to create the effect—
applies while the durations of the effects Mastery of Air
overlap. Mastery of Fire
Psionics and spells are separate effects, and Mastery of Force
therefore their benefits and drawbacks overlap. Mastery of Ice
A psionic effect that reproduces a spell is an Mastery of Light and Darkness
exception to this rule. Mastery of Water
Mastery of Weather
Psionic Disciplines by Order Mastery of Wood and Earth
Each psionic discipline is associated with a Discipline Descriptions
Mystic Order. The following lists organize the
disciplines by those orders. The psionic disciplines are presented here in
alphabetical order.
Avatar Disciplines
Adaptive Body
Crown of Despair
Crown of Disgust Immortal Discipline
Crown of Rage
Mantle of Command You can alter your body to match your
Mantle of Courage surroundings, allowing you to withstand
Mantle of Fear punishing environments. With greater psi
Mantle of Fury energy, you can extend this protection to others.
Mantle of Joy Psychic Focus. While focused on this
discipline, you don’t need to eat, breathe, or
Awakened Disciplines sleep. To gain the benefits of a long rest, you can
spend 8 hours engaged in light activity, rather
Aura Sight than sleeping during any of it.
Intellect Fortress Environmental Adaptation (2 psi). As an
Mantle of Awe action, you or a creature you touch ignores the
Precognition effects of extreme heat or cold (but not cold or
Psychic Assault fire damage) for the next hour.
Psychic Disruption Adaptive Shield (3 psi). When you take acid,
Psychic Inquisition cold, fire, lightning, or thunder damage, you can
Psychic Phantoms use your reaction to gain resistance to damage of
Telepathic Contact that type—including the triggering damage—
until the end of your next turn.
Immortal Disciplines Energy Adaptation (5 psi; conc., 1 hr.). As an
action, you can touch one creature and give it
Adaptive Body resistance to acid, cold, fire, lightning, or thunder
Bestial Form damage (your choice), which lasts until your
Brute Force concentration ends.
Celerity Energy Immunity (7 psi; conc., 1 hr.). As an
Corrosive Metabolism action, you can touch one creature and give it
Diminution immunity to acid, cold, fire, lightning, or thunder
Giant Growth damage (your choice), which lasts until your
Iron Durability concentration ends.
Psionic Restoration
Psionic Weapon Aura Sight
Nomad Disciplines Awakened Discipline
Nomadic Arrow You refocus your sight to see the energy that
Nomadic Chameleon surrounds all creatures. You perceive auras,
Nomadic Mind
Nomadic Step 10
©2017 Wizards of the Coast LLC
energy signatures that can reveal key elements Climbing (2 psi). You grow tiny hooked claws
of a creature’s nature. that give you gain a climbing speed equal to
Psychic Focus. While focused on this your walking speed.
discipline, you have advantage on Wisdom
(Insight) checks. Flight (5 psi). Wings sprout from your back. You
Assess Foe (2 psi). As a bonus action, you gain a flying speed equal to your walking
analyze the aura of one creature you see. You speed.
learn its current hit point total and all its
immunities, resistances, and vulnerabilities. Keen Senses (2 psi). Your eyes and ears become
Read Moods (2 psi). As a bonus action, you more sensitive. You gain advantage on Wisdom
learn a one-word summary of the emotional (Perception) checks.
state of up to six creatures you can see, such as
happy, confused, afraid, or violent. Perfect Senses (3 psi). You gain a keen sense of
View Aura (3 psi; conc., 1 hr.). As an action, smell and an instinct to detect prey. You can
you study one creature’s aura. Until your see invisible creatures and objects within 10
concentration ends, while you can see the target, feet of you, even if you are blinded.
you learn if it’s under the effect of any magical or
psionic effects, its current hit point total, and its Swimming (2 psi). You gain fins and webbing
basic emotional state. While this effect lasts, you between your fingers and toes; you gain a
have advantage on Wisdom (Insight) and swimming speed equal to your walking speed.
Charisma checks you make against it.
Perceive the Unseen (5 psi; conc., 1 min.). As Tough Hide (2 psi). Your skin becomes as tough
a bonus action, you gain the ability to see auras as leather; you gain a +2 bonus to AC.
even of invisible or hidden creatures. Until your
concentration ends, you can see all creatures, Brute Force
including hidden and invisible ones, regardless
of lighting conditions. Immortal Discipline
Bestial Form You augment your natural strength with psionic
energy, granting you the ability to achieve
Immortal Discipline incredible feats of might.
Psychic Focus. While focused on this
You transform your body, gaining traits of discipline, you have advantage on Strength
different beasts. (Athletics) checks.
Psychic Focus. While focused on this Brute Strike (1–7 psi). As a bonus action, you
discipline, you have advantage on Wisdom gain a bonus to your next damage roll against a
(Animal Handling) checks. target you hit with a melee attack during the
Bestial Claws (1–7 psi). You manifest long current turn. The bonus equals +1d6 per psi
claws for an instant and make a melee weapon point spent, and the bonus damage is the same
attack against one creature within 5 feet of you. type as the attack. If the attack has more than
On a hit, this attack deals 1d10 slashing damage one damage type, you choose which one to use
per psi point spent. for the bonus damage.
Bestial Transformation. As a bonus action, Knock Back (1–7 psi). When you hit a target
you alter your physical form to gain different with a melee attack, you can activate this ability
characteristics. When you use this ability, you as a reaction. The target must succeed on a
can choose one or more of the following effects. Strength saving throw or be knocked 10 feet
Each effect has its own psi point cost. Add them away from you per psi point spent. The target
together to determine the total cost. This moves in a straight line. If it hits an object, this
transformation lasts for 1 hour, until you die, or movement immediately ends and the target
until you end it as a bonus action. takes 1d6 bludgeoning damage per psi point
spent.
Amphibious (2 psi). You gain gills; you can Mighty Leap (1–7 psi). As part of your
breathe air and water. movement, you jump in any direction up to 20
feet per psi point spent.
Feat of Strength (2 psi). As a bonus action,
you gain a +5 bonus to Strength checks until the
end of your next turn.
©2017 Wizards of the Coast LLC 11
Celerity Breath of the Black Dragon (5 psi). You
exhale a wave of acid in a 60-foot line that is 5
Immortal Discipline feet wide. Each creature in the line must make a
Constitution saving throw, taking 6d6 acid
You channel psionic power into your body, damage on a failed save, or half as much on a
honing your reflexes and agility to an incredible successful one. You can increase the damage by
degree. The world seems to slow down while 1d6 per additional psi point spent on it.
you continue to move as normal. Breath of the Green Dragon (7 psi). You
Psychic Focus. While focused on this exhale a cloud of poison in a 90-foot cone. Each
discipline, your walking speed increases by 10 creature in the line must make a Constitution
feet. saving throw, taking 10d6 poison damage on a
Rapid Step (1–7 psi). As a bonus action, you failed save, or half as much damage on a
increase your walking speed by 10 feet per psi successful one.
point spent until the end of the current turn. If
you have a climbing or swimming speed, this Crown of Despair
increase applies to that speed as well.
Agile Defense (2 psi). As a bonus action, you Avatar Discipline
take the Dodge action.
Blur of Motion (2 psi). As an action, you cause You have learned to harvest seeds of despair in a
yourself to be invisible during any of your creature’s psyche, wracking it with self-doubt
movement during the current turn. and inaction.
Surge of Speed (2 psi). As a bonus action, you Psychic Focus. While focused on this
gain two benefits until the end of the current discipline, you have advantage on Charisma
turn: you don’t provoke opportunity attacks, and (Intimidation) checks.
you have a climbing speed equal to your walking Crowned in Sorrow (1–7 psi). As an action,
speed. one creature you can see within 60 feet of you
Surge of Action (5 psi). As a bonus action, you must make a Charisma saving throw. On a failed
can Dash or make one weapon attack. save, it takes 1d8 psychic damage per psi point
spent, and it can’t take reactions until the start of
Corrosive Metabolism its next turn. On a successful save, it takes half as
much damage.
Immortal Discipline Call to Inaction (2 psi; conc., 10 min.). If you
spend 1 minute conversing with a creature, you
Your control over your body allows you to can attempt to seed it with overwhelming ennui.
deliver acid or poison attacks. At the end of the minute, you can use an action to
Psychic Focus. While focused on this force the creature to make a Wisdom saving
discipline, you have resistance to acid and throw. The save automatically succeeds if the
poison damage. target is immune to being charmed. On a failed
Corrosive Touch (1–7 psi). As an action, you save, it sits and is incapacitated until your
deliver a touch of acid to one creature within concentration ends. This effect immediately ends
your reach. The target must make a Dexterity if the target or any ally it can see is attacked or
saving throw, taking 1d10 acid damage per psi takes damage. On a successful save, the creature
point spent on a failed save, or half as much is unaffected and has no inkling of your attempt
damage on a successful one. to bend its will.
Venom Strike (1–7 psi). As an action, you Visions of Despair (3 psi). As an action, you
create a poison spray that targets one creature force one creature you can see within 60 feet of
you can see within 30 feet of you. The target you to make a Charisma saving throw. On a
must make a Constitution saving throw. On a failed save, it takes 3d6 psychic damage, and its
failed save, it takes 1d6 poison damage per psi speed is reduced to 0 until the end of its next
point spent and is poisoned until the end of your turn. On a successful save, it takes half as much
next turn. On a successful save, the target takes damage. You can increase the damage by 1d6 per
half as much damage and isn’t poisoned. additional psi point spent on it.
Acid Spray (2 psi). As a reaction when you Dolorous Mind (5 psi; conc., 1 min.). As an
take piercing or slashing damage, you cause acid action, you choose one creature you can see
to spray from your wound; each creature within within 60 feet of you. It must succeed on a
5 feet of you takes 2d6 acid damage.
12
©2017 Wizards of the Coast LLC
Charisma saving throw, or it is incapacitated and and any bonus action it might have, only to make
has a speed of 0 until your concentration ends. It melee attacks. The frightened target can repeat
can repeat this saving throw at the end of each of the saving throw at the end of each of its turns,
its turns, ending the effect on itself on a success. ending the effect on itself on a success.
Crown of Disgust Crown of Rage
Avatar Discipline Avatar Discipline
You cause a creature to be flooded with You place a mote of pure fury within a creature’s
emotions of disgust. mind, causing its bloodlust to overcome its
Psychic Focus. While you are focused on this senses and for it to act as you wish it to.
discipline, the area in a 5-foot radius around you Psychic Focus. While you are focused on this
is difficult terrain for any enemy that isn’t discipline, any enemy within 5 feet of you that
immune to being frightened. makes a melee attack roll against creatures other
Eye of Horror (1–7 psi). As an action, choose than you does so with disadvantage.
one creature you can see within 60 feet of you. Primal Fury (1–7 psi). As an action, choose
The target must make a Charisma saving throw. one creature you can see within 60 feet of you.
On a failed save, it takes 1d6 psychic damage per The target must succeed on a Charisma saving
psi point spent and can’t move closer to you until throw or take 1d6 psychic damage per psi point
the end of its next turn. On a successful save, it spent on this ability and immediately use its
takes half as much damage. reaction to move its speed in a straight line
Wall of Repulsion (3 psi; conc., 10 min.). As toward its nearest enemy. The save
an action, you create an invisible, insubstantial automatically succeeds if the target is immune to
wall of energy within 60 feet of you that is up to being charmed.
30 feet long, 10 feet high, and 1 foot thick. The Fighting Words (2 psi; conc., 10 min.). If you
wall lasts until your concentration ends. Any spend 1 minute conversing with a creature, you
creature attempting to move through it must can attempt to leave a simmering violence in its
make a Wisdom saving throw. On a failed save, a mind. At the end of the minute, you can use an
creature can’t move through the wall until the action to force the creature to make a Wisdom
start of its next turn. On a successful save, the saving throw to resist feeling violent urges
creature can pass through it. A creature must against one creature you describe to it or name.
make this save whenever it attempts to pass The save automatically succeeds if the target is
through the wall, whether willingly or immune to being charmed. On a failed save, the
unwillingly. target attacks the chosen creature if it sees that
Visions of Disgust (5 psi; conc., 1 min.). You creature before your concentration ends, using
cause a creature to regard all other beings as weapons or spells against a creature it was
horrid, alien entities. As an action, choose one already hostile toward or unarmed strikes
creature you can see within 60 feet of you. The against an ally or a creature it was neutral
target must make a Wisdom saving throw. On a toward. Once the fight starts, it continues to
failed save, it takes 5d6 psychic damage, and attack for 5 rounds before this effect ends. This
until your concentration ends, it takes 1d6 effect immediately ends if the target or any ally it
psychic damage per creature within 5 feet of it at can see is attacked or takes damage from any
the end of each of its turns. On a successful save, creature other than the one it has been incited
the target takes only half the initial damage and against. On a successful save, the creature is
suffers none of the other effects. unaffected and has no inkling of your attempt to
World of Horror (7 psi; conc., 1 min.). As an bend its will.
action, choose up to six creatures within 60 feet Mindless Courage (2 psi). You cause a
of you. Each target must make a Charisma saving creature's bloodlust to overcome its sense of
throw. On a failed save, a target takes 8d6 preservation. As a bonus action, choose one
psychic damage, and it is frightened until your creature you can see within 60 feet of you. The
concentration ends. On a successful save, a target target must succeed on a Wisdom saving throw
takes half as much damage. or, until the end of your next turn, it can’t
While frightened by this effect, a target’s speed willingly move unless its movement brings it
is reduced to 0, and the target can use its action, closer to its nearest enemy that it can see. The
©2017 Wizards of the Coast LLC 13
save automatically succeeds if the target is Giant Growth
immune to being charmed.
Punishing Fury (5 psi; conc., 1 min.). You Immortal Discipline
cause a creature's rage to grow so hot that it
attacks without heeding its own safety. As a You infuse yourself with psionic energy to grow
bonus action, choose one creature you can see to tremendous size, bolstering your strength and
within 60 feet of you. The target must succeed on durability.
a Wisdom saving throw or, until your Psychic Focus. While focused on this
concentration ends, any creature within 5 feet of discipline, your reach increases by 5 feet.
it can use a reaction to make a melee attack Ogre Form (2 psi; conc., 1 min.). As a bonus
against it whenever the target makes a melee action, you gain 10 temporary hit points. In
attack. The save automatically succeeds if the addition, until your concentration ends, your
target is immune to being charmed. melee weapon attacks deal an extra 1d4
bludgeoning damage on a hit, and your reach
Diminution increases by 5 feet. If you’re smaller than Large,
you also become Large for the duration.
Immortal Discipline Giant Form (7 psi; conc., 1 min.). As a bonus
action, you gain 30 temporary hit points. In
You manipulate the matter that composes your addition, until your concentration ends, your
body, drastically reducing your size without melee weapon attacks deal an extra 2d6
surrendering any of your might. bludgeoning damage on a hit, and your reach
Psychic Focus. While focused on this increases by 10 feet. If you’re smaller than Huge,
discipline, you have advantage on Dexterity you also become Huge for the duration.
(Stealth) checks.
Miniature Form (2 psi; conc., 10 min.). As a Intellect Fortress
bonus action, you become Tiny until your
concentration ends. While this size, you gain a +5 Awakened Discipline
bonus to Dexterity (Stealth) checks and can
move through gaps up to 6 inches across without You forge an indomitable wall of psionic energy
squeezing. around your mind—one that allows you to
Toppling Shift (2 psi). As a bonus action, you launch counterattacks against your opponents.
shift to an incredibly small size and then Psychic Focus. While focused on this
suddenly return to normal, sending an opponent discipline, you gain resistance to psychic
flying backward. Choose one creature you can damage.
see within 5 feet of you. It must succeed on a Psychic Backlash (2 psi). As a reaction, you
Strength saving throw or be knocked prone. can impose disadvantage on an attack roll
Sudden Shift (5 psi). As a reaction when you against you if you can see the attacker. If the
are hit by an attack, you shift down to minute attack still hits you, the attacker takes 2d10
size to avoid the attack. The attack misses, and psychic damage.
you move up to 5 feet without provoking Psychic Parry (1–7 psi). As a reaction when
opportunity attacks before returning to normal you make an Intelligence, a Wisdom, or a
size. Charisma saving throw, you gain a +1 bonus to
Microscopic Form (7 psi; conc., 10 min.). As a that saving throw for each psi point you spend
bonus action, you become smaller than Tiny on this ability. You can use this ability after
until your concentration ends. While this size, rolling the die but before suffering the results.
you gain a +10 bonus to Dexterity (Stealth) Psychic Redoubt (5 psi; conc., 10 min.). As an
checks and a +5 bonus to AC, you can move action, you create a field of protective psychic
through gaps up to 1 inch across without energy. Choose any number of creatures within
squeezing, and you can’t make weapon attacks. 30 feet of you. Until your concentration ends,
each target has resistance to psychic damage and
advantage on Intelligence, Wisdom, and
Charisma saving throws.
©2017 Wizards of the Coast LLC 14
Iron Durability creature is so thoroughly distracted by you that
all other creatures are invisible to it until your
Immortal Discipline concentration ends. This effect ends if the
creature can no longer see or hear you or if it
You transform your body to become a living takes damage.
metal, allowing you to shrug off attacks that Invoke Awe (7 psi; conc., 10 min.). As an
would cripple weaker creatures. action, you exert an aura that inspires awe in
Psychic Focus. While focused on this others. Choose up to 5 creatures you can see
discipline, you gain a +1 bonus to AC. within 60 feet of you. Each target must succeed
Iron Hide (1–7 psi). As a reaction when you on an Intelligence saving throw or be charmed
are hit by an attack, you gain a +1 bonus to AC by you until your concentration ends. While
for each psi point you spend on this ability. The charmed, the target obeys all your verbal
bonus lasts until the end of your next turn. This commands to the best of its ability and without
bonus applies against the triggering attack. doing anything obviously self-destructive. The
Steel Hide (2 psi). As a bonus action, you gain charmed target will attack only creatures that it
resistance to bludgeoning, piercing, and slashing has seen attack you since it was charmed or that
damage until the end of your next turn. it was already hostile toward. At the end of each
Iron Resistance (7 psi; conc., 1 hr.). As an of its turns, it can repeat the saving throw,
action, you gain resistance to bludgeoning, ending the effect on itself on a success.
piercing, or slashing damage (your choice),
which lasts until your concentration ends. Mantle of Command
Mantle of Awe Avatar Discipline
Awakened Discipline You exert an aura of trust and authority,
enhancing the coordination among your allies.
You learn to use psionic energy to manipulate Psychic Focus. While focused on this
others with a subtle combination of psi and your discipline, when you end your turn and didn’t
own, natural charm. move during it, you can use your reaction to
Psychic Focus. While focused on this allow one ally you can see within 30 feet of you
discipline, you gain a bonus to Charisma checks. to move up to half their speed, following a path
The bonus equals half your Intelligence modifier of your choice. To move in this way, the ally
(minimum of +1). mustn’t be incapacitated.
Charming Presence (1–7 psi). As an action, Coordinated Movement (2 psi). As a bonus
you exert an aura of sympathetic power. Roll action, choose up to five allies you can see within
2d8 per psi point spent on this ability; the total is 60 feet of you. Each of those allies can use their
how many hit points worth of creatures this reaction to move up to half their speed, following
option can affect. Creatures within 30 feet of you a path of your choice.
are affected in ascending order of their hit point Commander’s Sight (2 psi; conc., 1 rnd.). As
maximums, ignoring incapacitated creatures, an action, choose one creature you can see
creatures immune to being charmed, and within 60 feet of you. Until the start of your next
creatures engaged in combat. turn, your allies have advantage on attack rolls
Starting with the creature that has the lowest against that target.
hit point maximum, each creature affected by Command to Strike (3 psi). As an action,
this option is charmed by you for 10 minutes, choose one ally you can see within 60 feet of you.
regarding you as a friendly acquaintance. That ally can use their reaction to immediately
Subtract each creature’s hit point maximum take the Attack action. You choose the targets.
from the total before moving on to the next Strategic Mind (5 psi; conc., 1 min.). As an
creature. A creature’s hit point maximum must action, you exert an aura of trust and command
be equal to or less than the remaining total for that unites your allies into a cohesive unit. Until
that creature to be affected. your concentration ends, any ally within 60 feet
Center of Attention (2 psi; conc., 1 min.). As of you on their turn can, as a bonus action, take
an action, you exert an aura of power that grabs the Dash or Disengage action or roll a d4 and add
a creature's attention. Choose one creature you the number rolled to each attack roll they make
can see within 60 feet of you. It must make a that turn.
Charisma saving throw. On a failed save, the
15
©2017 Wizards of the Coast LLC
Overwhelming Attack (7 psi). As an action, Unsettling Aura (3 psi; conc., 1 hr.). As a
choose up to five allies you can see within 60 feet bonus action, you cloak yourself in unsettling
of you. Each of those allies can use their reaction psychic energy. Until your concentration ends,
to take the Attack action. You choose the targets any enemy within 60 feet of you that can see you
of the attacks. must spend 1 extra foot of movement for every
foot it moves toward you. A creature ignores this
Mantle of Courage effect if immune to being frightened.
Incite Panic (5 psi; conc., 1 min.). As an
Avatar Discipline action, choose up to eight creatures you can see
within 90 feet of you that can see you. At the
You focus your mind on courage, radiating start of each of a target’s turns before your
confidence and bravado to your allies. concentration ends, the target must make a
Psychic Focus. While focused on this Wisdom saving throw. On a failed save, the
discipline, you and allies within 10 feet of you target is frightened until the start of its next turn,
who can see you have advantage on saving and you roll a die. If you roll an odd number, the
throws against being frightened. frightened target moves half its speed in a
Incite Courage (2 psi). As a bonus action, random direction and takes no action on that
choose up to six creatures you can see within 60 turn, other than to scream in terror. If you roll an
feet of you. If any of those creatures is even number, the frightened target makes one
frightened, that condition ends on that creature. melee attack against a random target within its
Aura of Victory (1–7 psi; conc., 10 min.). As a reach. If there is no such target, it moves half its
bonus action, you project psionic energy until speed in a random direction and takes no action
your concentration ends. The energy fortifies on that turn. This effect ends on a target if it
you and your allies when your enemies are succeeds on three saving throws against it.
felled; whenever an enemy you can see is
reduced to 0 hit points, you and each of your Mantle of Fury
allies within 30 feet of you gain temporary hit
points equal to double the psi points spent to Avatar Discipline
activate this effect.
Pillar of Confidence (6 psi; conc., 1 rnd.). As You allow the primal fury lurking deep within
an action, you and up to five creatures you can your mind to burst forth, catching you and your
see within 60 feet of you each gain one extra allies in an implacable bloodthirst.
action to use on your individual turns. The action Psychic Focus. While focused on this discipline
goes away if not used before the end of your next in combat, you and any ally who starts their turn
turn. the action can be used only to make one within 10 feet of you gains a 5-foot increase to
weapon attack or to take the Dash or Disengage their walking speed during that turn.
action. Incite Fury (2 psi; conc., 1 min.). As a bonus
action, choose up to three allies you can see
Mantle of Fear within 60 feet of you (you can choose yourself in
place of one of the allies). Until your
Avatar Discipline concentration ends, each target can roll a d4
when rolling damage for a melee weapon attack
You tap into a well of primal fear and turn and add the number rolled to the damage roll.
yourself into a beacon of terror to your enemies. Mindless Charge (2 psi). As a bonus action,
Psychic Focus. While focused on this choose up to three creatures you can see within
discipline, you have advantage on Charisma 60 feet of you. Each target can immediately use
(Intimidation) checks. its reaction to move up to its speed in a straight
Incite Fear (2 psi; conc., 1 min.). As an action, line toward its nearest enemy.
choose one creature you can see within 60 feet Aura of Bloodletting (3 psi; conc., 1 min.). As
of you. The target must succeed on a Wisdom a bonus action, you unleash an aura of rage. Until
saving throw or become frightened of you until your concentration ends, you and any creature
your concentration ends. Whenever the within 60 feet of you has advantage on melee
frightened target ends its turn in a location attack rolls.
where it can’t see you, it can repeat the saving Overwhelming Fury (5 psi; conc., 1 min.). As
throw, ending the effect on itself on a success. an action, you flood rage into one creature you
©2017 Wizards of the Coast LLC 16
can see within 60 feet of you. The target must bludgeoning damage per psi point spent and
succeed on a Charisma saving throw, or it can being knocked prone on a failed save, or half as
use its actions only to make melee attacks until much damage on a successful one.
your concentration ends. It can repeat the saving Cloak of Air (3 psi; conc., 10 min.). As a bonus
throw at the end of each of its turns, ending the action, you seize control of the air around you to
effect on itself on a success. create a protective veil. Until your concentration
ends, attack rolls against you have disadvantage,
Mantle of Joy and when a creature you can see misses you
with a melee attack, you can use your reaction to
Avatar Discipline force the creature to repeat the attack roll
against itself.
You tap into the joy within you, radiating it Wind Form (5 psi; conc., 10 min.). As a bonus
outward in soothing, psychic energy that brings action, you gain a flying speed of 60 feet, which
hope and comfort to creatures around you. lasts until your concentration ends.
Psychic Focus. While focused on this Misty Form (6 psi; conc., 1 min.). As an action,
discipline, you have advantage on Charisma your body becomes like a misty cloud until your
(Persuasion) checks. concentration ends. In this form, you gain
Soothing Presence (1–7 psi). As a bonus resistance to bludgeoning, piercing, and slashing
action, choose up to three creatures you can see damage, and you can’t take actions other than
within 60 feet of you. Each target gains 3 the Dash action. You can pass through openings
temporary hit points per psi point spent on this that are no more than 1 inch wide without
effect. squeezing.
Comforting Aura (2 psi; conc., 1 min.). As a Animate Air (7 psi; conc., 1 hr.). As an action,
bonus action, choose up to three allies you can you cause an air elemental to appear in an
see (you can choose yourself in place of one of unoccupied space you can see within 120 feet of
the allies). Until your concentration ends, each you. The elemental lasts until your concentration
target can roll a d4 when making a saving throw ends, and it obeys your verbal commands. In
and add the number rolled to the total. combat, roll for its initiative, and choose its
Aura of Jubilation (3 psi; conc., 1 min.). As a behavior during its turns. When this effect ends,
bonus action, you radiate a distracting mirth the elemental disappears. See the Monster
until your concentration ends. Each creature Manual for its stat block.
within 60 feet of you that can see you suffers
disadvantage on any checks using the Perception Mastery of Fire
and Investigation skills.
Beacon of Recovery (5 psi). As a bonus action, Wu Jen Discipline
you and up to five allies you can see within 60
feet of you can immediately make saving throws You align your mind with the energy of
against every effect they’re suffering that allows elemental fire.
a save at the start or end of their turns. Psychic Focus. While focused on this
discipline, you gain resistance to fire damage,
Mastery of Air and you gain a +2 bonus to rolls for fire damage.
Combustion (1–7 psi; conc., 1 min.). As an
Wu Jen Discipline action, choose one creature or object you can see
within 120 feet of you. The target must make a
You become one with the power of elemental air. Constitution save. On a failed save, the target
Psychic Focus. While focused on this takes 1d10 fire damage per psi point spent, and
discipline, you take no falling damage, and you it catches on fire, taking 1d6 fire damage at the
ignore difficult terrain when walking. end of each of its turns until your concentration
Wind Step (1–7 psi). As part of your move on ends or until it or a creature adjacent to it
your turn, you can fly up to 20 feet for each psi extinguishes the flames with an action. On a
point spent. If you end this flight in the air, you successful save, the target takes half as much
fall unless something else holds you aloft. damage and doesn’t catch on fire.
Wind Stream (1–7 psi). As an action, you Rolling Flame (3 psi; conc., 1 min.). As an
create a line of focused air that is 30 feet long action, you create fire in a 20-foot-by-20-foot
and 5 feet wide. Each creature in that area must cube within 5 feet of you. The fire lasts until your
make a Strength saving throw, taking 1d8
17
©2017 Wizards of the Coast LLC
concentration ends. Any creature in that area creature, the creature must succeed on a DC 10
when you use this ability and any creature that
ends its turn there takes 5 fire damage. Dexterity saving throw or take damage as listed
Detonation (5 psi). As an action, you create a on the table below.
fiery explosion at a point you can see within 120
feet of you. Each creature in a 20-foot-radius Bludgeoning
sphere centered on that point must make a
Constitution saving throw, taking 7d6 fire Psi Spent Maximum Weight Damage
damage and being knocked prone on a failed
save, or half as much damage on a successful 2 25 lbs. 2d6
one. 3 50 lbs. 4d6
Fire Form (5 psi; conc., 1 min.). As a bonus
action, you become wreathed in flames until 5 250 lbs. 6d6
your concentration ends. Any creature that end
its turn within 5 feet of you takes 3d6 fire 6 500 lbs. 7d6
damage.
Animate Fire (7 psi; conc., 1 hr.). As an action, 7 1,000 lbs. 8d6
you cause a fire elemental to appear in an
unoccupied space you can see within 120 feet of
you. The elemental lasts until your concentration
ends, and it obeys your verbal commands. In Inertial Armor (2 psi). As an action, you
combat, roll for its initiative, and choose its
behavior during its turns. When this effect ends, sheathe yourself in an intangible field of magical
the elemental disappears. See the Monster
Manual for its stat block. force. For 8 hours, your base AC is 14 + your
Mastery of Force Dexterity modifier, and you gain resistance to
Wu Jen Discipline force damage. This effect ends if you are wearing
As a student of psionic power, you perceive the or don armor.
potential energy that flows through all things.
You reach out with your mind, transforming the Telekinetic Barrier (3 psi; conc., 10 min.). As
potential into the actual. Objects and creatures
move at your command. an action, you create a transparent wall of
Psychic Focus. While focused on this
discipline, you have advantage on Strength telekinetic energy, at least one portion of which
checks.
Push (1–7 psi). As an action, choose one must be within 60 feet of you. The wall is 40 feet
creature you can see within 60 feet of you. The
target must make a Strength saving throw. On a long, 10 feet high, and 1 inch thick. The wall lasts
failed save, it takes 1d8 force damage per psi
point spent and is pushed up to 5 feet per point until your concentration ends. Each 10-foot
spent in a straight line away from you. On a
successful save, it takes half as much damage. section of the wall has an AC of 10 and 10 hit
Move (2–7 psi). Choose one object you can see
within 60 feet of you that isn’t being worn or points.
carried by another creature and that isn’t
secured in place. It can’t be larger than 20 feet on Grasp (3 psi; conc., 1 min.). You attempt to
a side, and its maximum weight depends on the
psi points spent on this ability, as shown below. grasp a creature in telekinetic energy and hold it
As an action, you move the object up to 60 feet,
and you must keep the object within sight during captive. As an action, choose one creature you
this movement. If the object ends this movement
in the air, it falls. If the object would fall on a can see within 60 feet of you. The target must
©2017 Wizards of the Coast LLC succeed on a Strength saving throw or be
grappled by you until your concentration ends or
until the target leaves your reach, which is 60
feet for this grapple.
The grappled target can escape by succeeding
on a Strength (Athletics) or Dexterity
(Acrobatics) check contested by your psionic
ability plus your proficiency bonus. When a
target attempts to escape in this way, you can
spend psi points to boost your check, abiding by
your psi limit. You gain a +1 bonus per psi point
spent.
While a target is grappled in this manner, you
create one of the following effects as an action:
Crush (1–7 psi). The target takes 1d6
bludgeoning damage per psi point spent.
Move (1–7 psi). You move the target up to 5 feet
per psi point spent. You can move it in the air
and hold it there. It falls if the grapple ends.
18
Mastery of Ice Mastery of Light and Darkness
Wu Jen Discipline Wu Jen Discipline
You master the power of ice, shaping it to meet You claim dominion over light and darkness with
you demands. your mind.
Psychic Focus. While focused on this Psychic Focus. While focused on this
discipline, you have resistance to cold damage. discipline, natural and magical darkness within
Ice Spike (1–7 psi). As an action, you hurl a 30 feet of you has no effect on your vision.
mote of ice at one creature you can see within Darkness (1–7 psi). As an action, you create
120 feet of you. The target must make a an area of magical darkness, which foils
Dexterity saving throw. On a failed save, the darkvision. Choose a spot you can see within 60
target takes 1d8 cold damage per psi point spent feet of you. Magical darkness radiates from that
and has its speed halved until the start of your point in a sphere with a 10-foot radius per psi
next turn. On a successful save, the target takes point spent on this ability. The light produced by
half as much damage. spells of 2nd level or less is suppressed in this
Ice Sheet (2 psi). As an action, choose a point area.
on the ground you can see within 60 feet of you. Light (2 psi; conc., 1 min.). As an action, an
The ground in a 20-foot radius centered on that object you touch radiates light in a 20-foot
point becomes covered in ice for 10 minutes. It is radius and dim light for an additional 20 feet.
difficult terrain, and any creature that moves The light lasts until your concentration ends.
more than 10 feet on it must succeed on a Alternatively, a creature you touch radiates light
Dexterity saving throw or fall prone. If the in the same manner if it fails a Dexterity saving
surface is sloped, a creature that falls prone in throw. While lit in this manner, it can’t hide, and
the area immediately slides to the bottom of the attack rolls against it gain advantage.
slope. Shadow Beasts (3 psi; conc., 1 min.). As an
Frozen Sanctuary (3 psi). As a bonus action, action, you cause two shadows to appear in
you sheathe yourself with icy resilience. You gain unoccupied spaces you can see within 60 feet of
20 temporary hit points. you. The shadows last until your concentration
Frozen Rain (5 psi; conc., 1 min.). As an ends, and they obey your verbal commands. In
action, choose a point you can see within 120 combat, roll for their initiative, and choose their
feet of you. The air in a 20-foot-radius sphere behavior during their turns. When this effect
centered on that point becomes deathly cold and ends, the shadows disappear. See the Monster
saturated with moisture. Each creature in that Manual for their stat block.
area must make a Constitution saving throw. On Radiant Beam (5 psi; conc., 1 min.). As an
a failed save, a target takes 6d6 cold damage, and action, you project a beam of light at one
its speed is reduced to 0 until your concentration creature you can see within 60 feet of you. The
ends. On a successful save, a target takes half as target must make a Dexterity saving throw. On a
much damage. failed save, it takes 6d6 radiant damage and is
As an action, a target that has its speed blinded until your concentration ends. On a
reduced can end the effect early if it succeeds on successful save, it takes half as much damage. A
a Strength (Athletics) check with a DC equal to blinded target can repeat the saving throw at the
this effect’s save DC. end of each of its turns, ending the effect on itself
You can increase this effect’s damage by 1d6 on a success.
per each additional psi point spent on it. You can increase this effect’s damage by 1d6
Ice Barrier (6 psi; conc., 10 min.). As an per each additional psi point spent on it.
action, you create a wall of ice, at least one
portion of which must be within 60 feet of you. Mastery of Water
The wall is 60 feet long, 15 feet high, and 1 foot
thick. The wall lasts until your concentration Wu Jen Discipline
ends. Each 10-foot section of the wall has AC 12
and 30 hit points. A creature that damages the Your mind becomes one with elemental water,
wall with a melee attack takes cold damage equal attuning your thoughts to its ebb and flow.
to the damage the creature dealt to the wall. Psychic Focus. While focused on this
discipline, you have a swimming speed equal to
©2017 Wizards of the Coast LLC 19
your walking speed, and you can breathe commands. In combat, roll for its initiative, and
underwater. choose its behavior during its turns. When this
Desiccate (1–7 psi). As an action, choose one effect ends, the elemental disappears. See the
creature you can see within 60 feet of you. The Monster Manual for its stat block.
target must make a Constitution saving throw,
taking 1d10 necrotic damage per psi point spent Mastery of Weather
on this ability, or half as much damage on a
successful one. Wu Jen Discipline
Watery Grasp (2 psi). As an action, you
unleash a wave that surges forth and then Your mind reaches into the sky, reshaping the
retreats to you like the rising tide. You create a stuff of storms to serve your needs.
wave in a 20-foot-by-20-foot square. At least Psychic Focus. While focused on this
some portion of the square’s border must be discipline, you have resistance to lightning and
within 5 feet of you. Any creature in that square thunder damage.
must make a Strength saving throw. On a failed Cloud Steps (1–7 psi; conc., 10 min.). As an
save, a target takes 2d6 bludgeoning damage, is action, you conjure forth clouds to create a solid,
knocked prone, and is pulled up to 10 feet closer translucent staircase that lasts until your
to you. On a successful save, a target takes half as concentration ends. The stairs form a spiral that
much damage. You can increase this ability’s fills a 10-foot-by-10-foot area and reaches
damage by 1d6 per additional psi point spent on upward 20 feet per psi point spent.
it. Hungry Lightning (1–7 psi). As an action, you
Water Whip (3 psi). As an action, you unleash lash out at one creature you can see within 60
a jet of water in a line that is 60 feet long and 5 feet of you with tendrils of lightning. The target
feet wide. Each creature in the line must make a must make a Dexterity saving throw, with
Strength saving throw, taking 3d6 bludgeoning disadvantage if it’s wearing heavy armor. The
damage on a failed save, or half as much damage target takes 1d8 lightning damage per psi point
on a successful one. In addition, you can move spent on a failed save, or half as much damage on
each target that fails its saving throw to any a successful one.
unoccupied space touching the line. You can Wall of Clouds (2 psi; conc., 10 min.). As an
increase this ability’s damage by 1d6 per action, you create a wall of clouds, at least one
additional psi point spent on it. portion of which must be within 60 feet of you.
Water Breathing (5 psi). As an action, you The wall is 60 feet long, 15 feet high, and 1 foot
grant yourself and up to ten willing creatures thick. The wall lasts until your concentration
you can see within 60 feet of you the ability to ends. Creatures can pass through it without
breathe underwater for the next 24 hours. hindrance, but the wall blocks vision.
Water Sphere (6 psi; conc., 1 min.). As an Whirlwind (2 psi). As an action, choose a
action, you cause a sphere of water to form point you can see within 60 feet of you. Winds
around a creature. Choose one creature you can howl in a 20-foot-radius sphere centered on that
see within 60 feet of you. The target must make a point. Each creature in the sphere must succeed
Dexterity saving throw. On a failed save, it on a Strength saving throw or take 1d6
becomes trapped in the sphere of water until bludgeoning damage and be moved to an
your concentration ends. While the target is unoccupied space of your choice in the sphere.
trapped, its speed is halved, it suffers Any loose object in the sphere is moved to an
disadvantage on attack rolls, and it can’t see unoccupied space of your choice within it if the
anything more than 10 feet away from it. object weighs no more than 100 pounds.
However, attack rolls against it also suffer Lightning Leap (5 psi). As an action, you let
disadvantage. The target can repeat the saving loose a line of lightning that is 60 feet long and 5
throw at the end of each of its turns, ending the feet wide. Each creature in the line must make a
effect on itself on a successful one. Dexterity saving throw, taking 6d6 lightning
Animate Water (7 psi; conc., 1 hr.). As an damage on a failed save, or half as much damage
action, you cause a water elemental to appear in on a successful one. You can then teleport to an
an unoccupied space you can see within 120 feet unoccupied space touched by the line.
of you. The elemental lasts until your You can increase this ability’s damage by 1d6
concentration ends, and it obeys your verbal per additional psi point spent on it.
©2017 Wizards of the Coast LLC 20
Wall of Thunder (6 psi; conc., 10 min.). As an Wall of Wood (3 psi; conc., 1 hr.). As an
action, you create a wall of thunder, at least one action, you create a wall of wood at least one
portion of which must be within 60 feet of you. portion of which must be within 60 feet of you.
The wall is 60 feet long, 15 feet high, and 1 foot The wall is 60 feet long, 15 feet high, and 1 foot
thick. The wall lasts until your concentration thick. The wall lasts until your concentration
ends. Every foot moved through the wall costs 1 ends. Each 5-foot wide section of the wall has AC
extra foot of movement. When a creature moves 12 and 100 hit points. Breaking one section
into the wall’s space for the first time on a turn creates a 5-foot by 5-foot hole in it, but the wall
or starts its turn there, that creature must otherwise remains intact.
succeed on a Strength saving throw, or it takes Armored Form (6 psi; conc., 1 min.). As a
6d6 thunder damage, is pushed in a straight line bonus action, you gain resistance to bludgeoning,
up to 30 feet away from the wall, and is knocked piercing, and slashing damage, which lasts until
prone. your concentration ends.
Thunder Clap (7 psi). As an action, choose a Animate Earth (7 psi; conc., 1 hr.). As an
point you can see within 60 feet of you. Thunder action, you cause an earth elemental to appear in
energy erupts in a 20-foot-radius sphere an unoccupied space you can see within 120 feet
centered on that point. Each creature in that area of you. The elemental lasts until your
must make Constitution saving throw. On a concentration ends, and it obeys your verbal
failed save, a target takes 8d6 thunder damage, commands. In combat, roll for its initiative, and
and it is stunned until the end of your next turn. choose its behavior during its turns. When this
On a successful save, a target takes half as much effect ends, the elemental disappears. See the
damage. Monster Manual for its stat block.
Mastery of Wood and Earth Nomadic Arrow
Wu Jen Discipline Nomad Discipline
You attune your mind to seize control of wood You imbue a ranged weapon with a strange
and earth. semblance of sentience, allowing it to unerringly
Psychic Focus. While focused on this find its mark.
discipline, you have a +1 bonus to AC. Psychic Focus. While you are focused on this
Animate Weapon (1–7 psi). As an action, your discipline, any attack roll you make for a ranged
mind seizes control of a one-handed melee weapon attack ignores disadvantage. If
weapon you’re holding. The weapon flies toward disadvantage would normally apply to the roll,
one creature you can see within 30 feet of you that roll also can’t benefit from advantage.
and makes a one-handed melee weapon attack Speed Dart (1–7 psi). As a bonus action, you
against it, using your discipline attack modifier imbue one ranged weapon you hold with psionic
for the attack and damage rolls. On a hit, the power. The next attack you make with it that hits
weapon deals its normal damage, plus an extra before the end of the current turn deals an extra
1d10 force damage per psi point spent on this 1d10 psychic damage per psi point spent.
ability. The weapon returns to your grasp after it Seeking Missile (2 psi). As a reaction when
attacks. you miss with a ranged weapon attack, you can
Warp Weapon (2 psi). As an action, choose repeat the attack roll against the same target.
one nonmagical weapon held by one creature Faithful Archer (5 psi; conc., 1 min.). As a
you can see within 60 feet of you. That creature bonus action, you imbue a ranged weapon with a
must succeed on a Strength saving throw, or the limited sentience. Until your concentration ends,
chosen weapon can’t be used to attack until the you can make an extra attack with the weapon at
end of your next turn. the start of each of your turns (no action
Warp Armor (3 psi). As an action, choose a required). If it is a thrown weapon, it returns to
nonmagical suit of armor worn by one creature your grasp each time you make any attack with
you can see within 60 feet of you. That creature it.
must succeed on a Constitution saving throw, or
the creature’s AC becomes 10 + its Dexterity
modifier until the end of your next turn.
©2017 Wizards of the Coast LLC 21
Nomadic Chameleon of the creature’s current location. You learn the
region, city, town, village, or district where it is,
Nomad Discipline pinpointing an area between 1 and 3 miles on a
side (DM’s choice). If the creature is on another
You create a screen of psychic power that plane of existence, you instead learn which
distorts your appearance, allowing you to blend plane.
into the background or even turn invisible. Item Lore (3 psi; conc., 1 hr.). You carefully
Psychic Focus. While focused on this study an item. If you concentrate for this option’s
discipline, you have advantage on Dexterity full duration while remaining within 5 feet of the
(Stealth) checks. item, you then gain the benefits of an identify
Chameleon (2 psi). As an action, you can spell cast on that item.
attempt to hide even if you fail to meet the Psychic Speech (5 psi). As an action, you
requirements needed to do so. At the end of the attune your mind to the psychic imprint of all
current turn, you remain hidden only if you then language. For 1 hour, you gain the ability to
meet the normal requirements for hiding. understand any language you hear or attempt to
Step from Sight (3 psi; conc., 1 min.). As a read. In addition, when you speak, all creatures
bonus action, cloak yourself from sight. You can that can understand a language understand what
target one additional creature for every you say, regardless of what language you use.
additional psi point you spend on this ability. Wandering Eye (6 psi; conc., 1 hr.). As an
The added targets must be visible to you and action, you create a psychic sensor within 60 feet
within 60 feet of you. of you. The sensor lasts until your concentration
Each target turns invisible and remains so ends. The sensor is invisible and hovers in the
until your concentration ends or until air. You mentally receive visual information from
immediately after it targets, damages, or it, which has normal vision and darkvision with a
otherwise affects any creature with an attack, a range of 60 feet. The sensor can look in all
spell, or another ability. directions. As an action, you can move the sensor
Enduring Invisibility (7 psi; conc., 1 min.). As up to 30 feet in any direction. There is no limit to
a bonus action, you turn invisible and remain so how far away from you the eye can move, but it
until your concentration ends. can’t enter another plane of existence. A solid
barrier blocks the eye’s movement, but the eye
Nomadic Mind can pass through an opening as small as 1 inch in
diameter.
Nomad Discipline Phasing Eye (7 psi; conc., 1 hr.). As
Wandering Eye above, except the eye can move
You dispatch part of your psyche into the through solid objects but can’t end its movement
noosphere, the collective vista of minds and in one. If it does so, the effect immediately ends.
knowledge possessed by living things.
Psychic Focus. Whenever you focus on this Nomadic Step
discipline, you choose one skill or tool and have
proficiency with it until your focus ends. Nomad Discipline
Alternatively, you gain the ability to read and
write one language of your choice until your You exert your mind on the area around you,
focus ends. twisting the intraplanar pathways you perceive
Wandering Mind (2–6 psi; conc., 10 min.). to allow instantaneous travel.
You enter a deep contemplation. If you Psychic Focus. After you teleport on your turn
concentrate for this option’s full duration, you while focused on this discipline, your walking
then gain proficiency with up to three of the speed increases by 10 feet until the end of the
following skills (one skill for every 2 psi points turn, as you are propelled by the magic of your
spent): Animal Handling, Arcana, History, teleportation. You can receive this increase only
Medicine, Nature, Performance, Religion, and once per turn.
Survival. The benefit lasts for 1 hour, no Step of a Dozen Paces (1–7 psi). If you haven’t
concentration required. moved yet on your turn, you take a bonus action
Find Creature (2 psi; conc., 1 hr.). You cast to teleport up to 20 feet per psi point spent to an
your mind about for information about a specific unoccupied space you can see, and your speed is
creature. If you concentrate for this option’s full reduced to 0 until the end of the turn.
duration, you then gain a general understanding
22
©2017 Wizards of the Coast LLC
Nomadic Anchor (1 psi). As an action, you Precognition
create an invisible, intangible teleportation Awakened Discipline
anchor in a 5-foot cube you can see within 120
By analyzing information around you, from
feet of you. For the next 8 hours, whenever you subtle hints to seemingly disconnected facts, you
learn to weave a string of probabilities in an
use this psionic discipline to teleport, you can instant that gives you extraordinary insights.
Psychic Focus. While focused on this
instead teleport to the anchor, even if you can’t discipline, you have advantage on initiative rolls.
see it, but it must be within range of the Precognitive Hunch (2 psi; conc., 1 min.). As a
bonus action, you open yourself to receive
teleportation ability. momentary insights that improve your odds of
success; until your concentration ends,
Defensive Step (2 psi). When you are hit by an whenever you make an attack roll, a saving
throw, or an ability check, you roll a d4 and add
attack, you can use your reaction to gain a +4 it to the total.
bonus to AC against that attack, possibly turning All-Around Sight (3 psi). In response to an
attack hitting you, you use your reaction to
it into a miss. You then teleport up to 10 feet to impose disadvantage on that attack roll, possibly
causing it to miss.
an unoccupied space you can see. Danger Sense (5 psi; conc., 8 hr.). As an
action, you create a psychic model of reality in
There and Back Again (2 psi). As a bonus your mind and set it to show you a few seconds
action, you teleport up to 20 feet to an into the future. Until your concentration ends,
you can’t be surprised, attack rolls against you
unoccupied space you can see and then move up can’t gain advantage, and you gain a +10 bonus
to initiative.
to half your speed. At the end of your turn, you Victory Before Battle (7 psi). When you roll
can teleport back to the spot you occupied initiative, you can use this ability to grant
yourself and up to five creatures of your choice
before teleporting, unless it is now occupied or within 60 feet of you a +10 bonus to initiative.
on a different plane of existence. Psionic Restoration
Transposition (3 psi). If you haven’t moved Immortal Discipline
yet on your turn, choose an ally you can see
You wield psionic energy to cure wounds and
within 60 feet of you. As a bonus action, you and restore health to yourself and others.
Psychic Focus. While focused on this
that creature teleport, swapping places, and your discipline, you can use a bonus action to touch a
creature that has 0 hit points and stabilize it.
speed is reduced to 0 until the end of the turn. Mend Wounds (1–7 psi). As an action, you can
This ability fails and is wasted if either of you spend psi points to restore hit points to one
creature you touch. The creature regains 1d8 hit
can’t fit in the destination space. points per psi point spent.
Restore Health (3 psi). As an action, you touch
Baleful Transposition (5 psi). As an action, one creature and remove one of the following
conditions from it: blinded, deafened, paralyzed,
choose one creature you can see within 120 feet or poisoned. Alternatively, you remove one
of you. That creature must make a Wisdom disease from the creature.
Restore Life (5 psi). As an action, you touch
saving throw. On a failed save, you and that one creature that has died within the last
minute. The creature returns to life with 1 hit
creature teleport, swapping places. This ability point. This ability can’t return to life a creature
fails and is wasted if either of you can’t fit in the
destination space.
Phantom Caravan (6 psi). As an action, you
and up to six willing creatures of your choice
that you can see within 60 feet of you teleport up
to 1 mile to a spot you can see. If there isn’t an
open space for all the targets to occupy at the
arrival point, this ability fails and is wasted.
Nomad’s Gate (7 psi; conc., 1 hr.). As an
action, you create a 5-foot cube of dim, gray light
within 5 feet of you. You create an identical cube
at any point of your choice within 1 mile that you
have viewed within the past 24 hours. Until your
concentration ends, anyone entering one of the
cubes immediately teleports to the other one,
appearing in an unoccupied space next to it. The
teleportation fails if there is no space for the
creature to appear in.
©2017 Wizards of the Coast LLC 23
that has died of old age, nor can it restore a Psionic Blast (1–7 psi). As an action, choose
creature missing any vital body parts. one creature you can see within 60 feet of you.
Restore Vigor (7 psi). As an action, you can The target takes 1d8 psychic damage per psi
touch one creature and choose one of the point spent on this ability.
following: remove any reductions to one of its Ego Whip (3 psi). As an action, choose one
ability scores, remove one effect that reduces its creature you can see within 60 feet of you. The
hit point maximum, or reduce its exhaustion target must make an Intelligence saving throw.
level by one. On a failed save, the creature takes 3d8 psychic
damage, and it is filled with self-doubt, leaving it
Psionic Weapon able to use its action on its next turn only to take
the Dodge, Disengage, or Hide action. On a
Immortal Discipline successful saving throw, it takes half as much
damage.
You have learned how to channel psionic energy Id Insinuation (5 psi). As an action, choose
into your attacks, lending them devastating one creature you can see within 60 feet of you.
power. The target must make an Intelligence saving
Psychic Focus. Whenever you focus on this throw. On a failed save, the creature takes 5d8
discipline, choose one weapon you’re holding or psychic damage, and it goes into a fury, as its id
your unarmed strike. When you attack with it runs rampant. On its next turn, it can use its
while focused on this discipline, its damage is action only to take the Dodge or Attack action.
psychic and magical, rather than its normal On a successful save, it takes half as much
damage type. Until you reach 6th level as a damage.
mystic, you don’t add your Strength or Dexterity Psychic Blast (6 psi). As an action, you
modifier to the psychic attack’s damage rolls. unleash devastating psychic energy in a 60-foot
Ethereal Weapon (1 psi). As a bonus action, cone. Each creature in that area must make an
you temporarily transform one weapon you’re Intelligence saving throw, taking 8d8 psychic
holding or your unarmed strike into pure psionic damage on a failed save, or half as much damage
energy. The next attack you make with it before on a successful one. You can increase the damage
the end of your turn ignores the target’s armor, by 2d8 if you spend 1 more psi point on this
requiring no attack roll. Instead, the target ability.
makes a Dexterity saving throw against this Psychic Crush (7 psi). As an action, you create
discipline. On a failed save, the target takes the a 20-foot cube of psychic energy within 120 feet
attack’s normal damage and suffers its additional of you. Each creature in that area must make an
effects. On a successful save, the target takes half Intelligence saving throw. On a failed save, a
damage from the attack but suffers no additional target takes 8d8 psychic damage and is stunned
effects that would normally be imposed on a hit. until the end of your next turn. On a successful
Lethal Strike (1–7 psi). As a bonus action, you save, a target takes half as much damage.
imbue a weapon you’re holding or your unarmed
strike with psychic energy. The next time you hit Psychic Disruption
with it before the end of your turn, it deals an
extra 1d10 psychic damage per psi point spent. Awakened Discipline
Augmented Weapon (5 psi; conc., 10 min.).
As a bonus action, touch one simple or martial You create psychic static that disrupts other
weapon. Until your concentration ends, that creatures’ ability to think clearly.
weapon becomes a magic weapon with a +3 Psychic Focus. While focused on this
bonus to its attack and damage rolls. discipline, you have advantage on Charisma
(Deception) checks.
Psychic Assault Distracting Haze (1–7 psi; conc., 1 min.). As
an action, choose one creature you can see
Awakened Discipline within 60 feet of you. That creature must make
an Intelligence saving throw. On a failed save, it
You wield your mind like a weapon, unleashing takes 1d10 psychic damage per psi point spent
salvos of psionic energy. and can’t see anything more than 10 feet from it
Psychic Focus. While focused on this until your concentration ends. On a successful
discipline, you gain a +2 bonus to damage rolls save, it takes half as much damage.
with psionic talents that deal psychic damage.
24
©2017 Wizards of the Coast LLC
Daze (3 psi). As an action, choose one creature With three failed saving throws, you learn its
you can see within 60 feet of you. That creature key memories from the past 48 hours.
must make an Intelligence saving throw. On a Phantom Idea (6 psi; conc., 1 hr.). While you
failed save, the target is incapacitated until the concentrate on this ability, you probe one
end of your next turn or until it takes any creature’s mind. The creature must remain
damage. within 30 feet of you, and you must be able to
Mind Storm (5 psi). As an action, choose a see it. If you reach the ability’s full duration, the
point you can see within 60 feet of you. Each target must make three Intelligence saving
creature in a 20-foot-radius sphere centered on throws, and you plant a memory or an idea in it,
that point must make a Wisdom saving throw. which lasts for a number of hours based on the
On a failed save, a target takes 6d8 psychic number of saving throws it fails. You choose
damage and suffers disadvantage on all saving whether the idea or memory is trivial (such as “I
throws until the end of your next turn. On a had porridge for breakfast” or “Ale is the worst”)
successful save, a creature takes half as much or personality-defining (“I failed to save my
damage. You can increase the damage by 1d6 per village from orc marauders and am therefore a
additional psi point spent on this ability. coward” or “Magic is a scourge, so I renounce
it”).
Psychic Inquisition With one failed saving throw, the idea or
memory lasts for the next 4 hours. With two
Awakened Discipline failed saving throws, it lasts for 24 hours. With
three failed saving throws, it lasts for 48 hours.
You reach into a creature’s mind to uncover
information or plant ideas within it. Psychic Phantoms
Psychic Focus. While focused on this
discipline, you know when a creature Awakened Discipline
communicating with you via telepathy is lying.
Hammer of Inquisition (1–7 psi). As an Your power reaches into a creature’s mind and
action, choose one creature you can see within causes it false perceptions.
60 feet of you. The target must make an Psychic Focus. While focused on this
Intelligence saving throw. On a failed save, it discipline, you have advantage on Charisma
takes 1d10 psychic damage per psi point spent (Deception) checks.
and suffers disadvantage on its next Wisdom Distracting Figment (1–7 psi). As an action,
saving throw before the end of your next turn. choose one creature you can see within 60 feet
On a successful save, it takes half as much of you. The target must make an Intelligence
damage. saving throw. On a failed save, it takes 1d10
Forceful Query (2 psi). As an action, you ask a psychic damage per psi point spent and thinks it
question of one creature that can see and hear perceives a threatening creature just out of its
you within 30 feet of you. The question must be sight; until the end of your next turn, it can’t use
phrased so that it can be answered with a yes or reactions, and melee attack rolls against it have
no, otherwise this ability fails. The target must advantage. On a successful save, it takes half as
succeed on a Wisdom saving throw, or it replies much damage.
with a truthful answer. A creature is immune to Phantom Foe (3 psi; conc., 1 min.). As an
this ability if it is immune to being charmed. action, choose one creature you can see within
Ransack Mind (5 psi; conc., 1 hr.). While you 60 feet of you. The target must make an
concentrate on this ability, you probe one Intelligence saving throw. On a failed save, it
creature’s mind. The creature must remain perceives a horrid creature adjacent to it until
within 30 feet of you, and you must be able to your concentration ends. During this time, the
see it. If you reach the ability’s full duration, the target can’t take reactions, and it takes 1d8
target must make three Intelligence saving psychic damage at the start of each of its turns.
throws, and you learn information from it based The target can repeat the saving throw at the
on the number of saving throws it fails. end of each of its turns, ending the effect on itself
With one failed saving throw, you learn its key on a success. You can increase the damage by
memories from the past 12 hours. 1d8 for each additional psi point spent on the
With two failed saving throws, you learn its ability.
key memories from the past 24 hours.
25
©2017 Wizards of the Coast LLC
Phantom Betrayal (5 psi; conc., 1 min.). As an via telepathy. The statement can be up to ten
action, you plant delusional paranoia in a words long, and it must describe you or a
creature’s mind. Choose one creature you can creature or an object the target can see. On a
see within 60 feet of you. The target must successful save, the target is unaffected, and you
succeed on an Intelligence saving throw, or until can’t use this ability on it again until you finish a
your concentration ends, it must target its allies long rest. A creature is immune to this ability if it
with attacks and other damaging effects. The is immune to being charmed.
target can repeat the saving throw at the end of Broken Will (5 psi). As an action, you target
each of its turns, ending the effect on itself on a one creature you can communicate with via
success. A creature is immune to this ability if it telepathy. The target must make an Intelligence
is immune to being charmed. saving throw. On a failed save, you choose the
Phantom Riches (7 psi; conc., 1 min.). As an target’s movement and action on its next turn.
action, you plant the phantom of a greatly On a successful save, the target is unaffected, and
desired object in a creature’s mind. Choose one you can’t use this ability on it again until you
creature you can see within 60 feet of you. The finish a long rest. A creature is immune to this
target must make an Intelligence saving throw. ability if it is immune to being charmed.
On a failed save, you gain partial control over the Psychic Grip (6 psi; conc., 1 min.). As an
target’s behavior until your concentration ends; action, you target one creature you can see
the target moves as you wish on each of its turns, within 60 feet of you. The target must succeed on
as it thinks it pursues the phantom object it an Intelligence saving throw, or it is paralyzed
desires. If it hasn’t taken damage since its last until your concentration ends. At the end of each
turn, it can use its action only to admire the of its turns, it can repeat the saving throw. On a
object you created in its perception. The target success, this effect ends. On a failure, you can use
can repeat the saving throw at the end of each of your reaction to force the target to move up to
its turns, ending the effect on itself on a success. half its speed, even though it’s paralyzed.
Psychic Domination (7 psi; conc., 1 min.). As
Telepathic Contact an action, you target one creature you can see
within 60 feet of you. The target must succeed on
Awakened Discipline an Intelligence saving throw, or you choose the
creature’s actions and movement on its turns
By channeling psionic power, you gain the ability until your concentration ends. At the end of each
to control other creatures by substituting your of its turns, it can repeat the saving throw,
will for their own. ending the effect on itself on a success. A
Psychic Focus. While focused on this creature is immune to this ability if it is immune
discipline, you gain the ability to use your to being charmed.
Telepathy class feature with up to six creatures
at once. If you don’t have that feature from the Third Eye
mystic class, you instead gain it while focused on
this discipline. Nomad Discipline
Exacting Query (2 psi). As an action, you
target one creature you can communicate with You create a third, psychic eye in your mind,
via telepathy. The target must make an which you cast out into the world. It channels
Intelligence saving throw. On a failed save, the thoughts and knowledge back to you, greatly
target truthfully answers one question you ask it enhancing your senses.
via telepathy. On a successful save, the target is Psychic Focus. While focused on this
unaffected, and you can’t use this ability on it discipline, you have darkvision with a range of
again until you finish a long rest. A creature is 60 feet. If you already have darkvision with that
immune to this ability if it is immune to being range or greater, increase its range by 10 feet.
charmed. Tremorsense (2 psi; conc., 1 min.). As a bonus
Occluded Mind (2 psi). As an action, you action, you gain tremorsense with a radius of 30
target one creature you can communicate with feet, which lasts until your concentration ends.
via telepathy. The target must make an Unwavering Eye (2 psi). As a bonus action,
Intelligence saving throw. On a failed save, the you gain advantage on Wisdom checks for 1
target believes one statement of your choice for minute.
the next 5 minutes that you communicate to it
26
©2017 Wizards of the Coast LLC
Piercing Sight (3 psi; conc., 1 min.). As a Delusion
bonus action, you gain the ability to see through
objects that are up to 1 foot thick within 30 feet Psionic Talent
of you. This sight lasts until your concentration
ends As an action, you plant a false belief in the mind
Truesight (5 psi; conc., 1 min.). As a bonus of one creature that you can see within 60 feet of
action, you gain truesight with a radius of 30 you. You can create a sound or an image. Only
feet, which lasts until your concentration ends. the target of this talent perceives the sound or
image you create.
Psionic Talents If you create a sound, its volume can range
from a whisper to a scream. It can be your voice,
Psionic talents are minor abilities that require someone else's voice, a creature's roar, a musical
psionic aptitude but don’t drain a mystic’s instrument, or any other sound you pick. It lasts
reservoir of psionic power. Talents are similar to for 1 minute.
disciplines and use the same rules, but with If you create an object, it must fit within a 5-
three important exceptions: foot cube and can’t move or be reflective. The
image can't create any effect that influences a
• You can never use your psychic focus on a sense other than sight. The image lasts for 1
talent. minute, and it disappears if the creature touches
it.
• Talents don’t require you to spend psi points
to use them. Energy Beam
• Talents aren’t linked to Mystic Orders. Psionic Talent
The talents are presented below in As an action, you target one creature you can see
alphabetical order. within 90 feet of you. The target must succeed on
a Dexterity saving throw or take 1d8 acid, cold,
Beacon fire, lightning, or thunder damage (your choice).
The talent’s damage increases by 1d8 when
Psionic Talent you reach 5th level (2d8), 11th level (3d8), and
17th level (4d8).
As a bonus action, you cause bright light to
radiate from your body in a 20-foot radius and Light Step
dim light for an additional 20 feet. The light can
be colored as you like. The light lasts for 1 hour, Psionic Talent
and you can extinguish it earlier as a bonus
action. As a bonus action, you alter your density and
weight to improve your mobility. For the rest of
Blade Meld your turn, your walking speed increases by 10
feet, and the first time you stand up this turn,
Psionic Talent you do so without expending any of your
movement if your speed is greater than 0.
As a bonus action, a one-handed melee weapon
you hold becomes one with your hand. For the Mind Meld
next minute, you can’t let go of the weapon nor
can it be forced from your grasp. Psionic Talent
Blind Spot As a bonus action, you can communicate
telepathically with one willing creature you can
Psionic Talent see within 120 feet of you. The target must have
an Intelligence of at least 2, otherwise this talent
As an action, you erase your image from the fails and the action is wasted.
mind of one creature you can see within 120 feet This communication can occur until the end of
of you; the target must succeed on a Wisdom the current turn. You don’t need to share a
saving throw, or you are invisible to it until the language with the target for it to understand
end of your next turn. your telepathic utterances, and it understands
you even if it lacks a language. You also gain
©2017 Wizards of the Coast LLC 27
access to one memory of the target’s choice, is Large or smaller, you can move it up to 10 feet
gaining perfect recall of one thing it saw or did. in a straight line in a direction of your choice.
You can’t lift the target off the ground unless it is
Mind Slam already airborne or underwater.
The talent’s damage increases by 1d6 when
Psionic Talent you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).
As an action, you target one creature you can see
within 60 feet of you. The target must succeed on
a Constitution saving throw or take 1d6 force
damage. If it takes any of this damage and is 28
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 Charisma 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 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
©2017 Wizards of the Coast LLC
Unearthed Arcana: Wizard Revisited
This Is Playtest Material chosen domain. The spell must be of a level for
which you have spell slots.
The material here is presented for playtesting and to If you add all of your domain spells to your
spark your imagination. These game mechanics are in spellbook, you can subsequently add any spell
draft form, usable in your campaign but not refined by from the cleric spell list instead. The spell must
design iterations or full game development and editing. still be of a level for which you have spell slots.
They aren’t officially part of the game and aren’t Any cleric spell you gain from this feature is
permitted in D&D Adventurers League events. considered a wizard spell for you, but other
As is typical in Unearthed Arcana, the options here wizards can’t copy cleric spells from your
haven’t been tuned for multiclassing. spellbook into their own spellbooks.
If we decide to make this material official, it will be
refined based on your feedback, and then it will appear Channel Arcana
in a D&D book.
At 2nd level, you gain the ability to channel
Arcane Traditions arcane energy directly from your deity, using
that energy to fuel magical effects. You start with
At 2nd level, a wizard gains the Arcane Tradition two such effects: Divine Arcana and the Channel
feature. Here are two playtest options for that Divinity option granted at 2nd level by your
feature: Theurgy and War Magic. chosen domain. You employ that Channel
Divinity option by using your Channel Arcana
Theurgy ability.
When you use your Channel Arcana, you
A number of deities claim arcane magic as their choose which effect to create. You must then
domain, for magic is as much a part of the fabric finish a short or long rest to use your Channel
of the cosmos as wind, fire, lightning, and all Arcana again.
other primal forces. Just as there are deities of Some Channel Arcana effects require saving
the sea and gods of warfare, the arcane arts throws. When you use such an effect, the save DC
feature their own divine patrons. equals your wizard spell save DC.
Such deities often have clerics, but many gods Beginning at 6th level, you can use your
of magic bid their followers to take up the study Channel Arcana twice between rests, and
of wizardry. These religious magic-users follow beginning at 18th level, you can use it three
the arcane tradition of Theurgy, and are times between rests. When you finish a short or
commonly known as theurgists. Such long rest, you regain your expended uses.
spellcasters are as dedicated and scholarly as If you gain additional Channel Divinity options
any other wizard, but they blend their arcane from your domain, you can employ them by
study with religious devotion. using your Channel Arcana feature.
Divine Inspiration Channel Arcana: Divine Arcana
When you choose this tradition at 2nd level, As a bonus action, you speak a prayer to control
choose a domain from your chosen deity’s list of the flow of magic around you. The next spell you
eligible domains (see appendix B, “Gods of the cast gains a +2 bonus to any attack roll you make
Multiverse,” in the Player’s Handbook for for it or to its saving throw DC, as appropriate.
examples). The Knowledge and Light domains
are especially appropriate choices for a Arcane Acolyte
theurgist.
At 6th level, you gain your chosen domain’s 1st-
Arcane Initiate level benefits. However, you do not gain any
weapon or armor proficiencies from the domain.
Beginning when you select this tradition at 2nd
level, whenever you gain a wizard level, you can
replace one of the wizard spells you add to your
spellbook with a cleric domain spell for your
©2017 Wizards of the Coast LLC 1
Arcane Priest you can increase the spell’s damage by rolling
two more of its damage dice. This increase
At 10th level, you gain your chosen domain’s occurs only on the turn you cast the spell.
6th-level benefits. Your faith and your Once you use this feature, you can’t use it again
understanding of magic allow you to delve into until you finish a short or long rest.
your god’s secrets.
Durable Magic
Arcane High Priest
Beginning at 10th level, the magic you channel
At 14th level, you gain your chosen domain’s helps ward off harm. While you maintain
17th-level benefits. Your academic nature and concentration on a spell, you have a +2 bonus to
understanding of magic and doctrine allow you AC and all saving throws.
to master this ability sooner than a cleric of your
domain. Deflecting Shroud
War Magic At 14th level, your Arcane Deflection becomes
infused with deadly magic. When you use your
A variety of arcane colleges specialize in training Arcane Deflection feature, magical energy arcs
wizards for war. The tradition of War Magic from you; each creature of your choice within 10
blends principles of evocation and abjuration. It feet of you takes force damage equal to half your
teaches techniques that empower a caster’s wizard level.
spells, while also providing methods for a wizard
to bolster their own defenses.
Followers of this tradition are known as war
mages. They see their magic as both a weapon 2
and armor, a resource superior to any flimsy
piece of steel. War mages strike fast in battle,
using their spells to seize tactical control of a
situation. Their spells strike hard, while their
defensive skills foil their opponents’ attempts to
counterattack.
Arcane Deflection
At 2nd level, you have learned to weave your
magic to fortify yourself against harm. When you
are hit by an attack or fail a Constitution saving
throw, you can use your reaction to gain a +2
bonus to your AC against that attack or a +4
bonus to that saving throw.
When you use this feature, you can’t cast spells
other than cantrips until the end of your next
turn.
Tactical Wit
Starting at 2nd level, your ability to quickly
assess tactical situations allows you to act
quickly in battle. You gain a bonus to your
initiative rolls equal to your Intelligence
modifier.
Power Surge
Starting at 6th level, you can empower your
spells that unleash harm on groups of foes. When
you force multiple creatures to make saving
throws against the damage of one of your spells,
©2017 Wizards of the Coast LLC
Unearthed Arcana: A Trio of Subclasses
This document presents playtest options for the Tipsy Sway
monk, the paladin, and the ranger.
At 6th level, your swaying in combat becomes
This Is Playtest Material maddeningly unpredictable. As a reaction when
an enemy misses you with a melee attack roll,
The material here is presented for playtesting and to you can cause that attack to hit one creature of
spark your imagination. These game mechanics are in your choice, other than the attacker, that you can
draft form, usable in your campaign but not refined by see within 5 feet of you. Once you use this
design iterations or full game development and editing. feature, you can’t use it again until you finish a
They aren’t officially part of the game and aren’t short or long rest.
permitted in D&D Adventurers League events.
As is typical in Unearthed Arcana, the options here Drunkard’s Luck
haven’t been tuned for multiclassing.
If we decide to make this material official, it will be Starting at 11th level, you always seem to get a
refined based on your feedback, and then it will appear lucky bounce at just the right moment to save
in a D&D book. you from doom. When you make a saving throw,
you can spend 1 ki point to give yourself
Monastic Tradition advantage on that roll. You must decide to use
this feature before rolling.
At 3rd level, a monk gains the Monastic Tradition
feature. Here is a playtest option for it: the Way Intoxicated Frenzy
of the Drunken Master.
At 17th level, you gain the ability to make an
Way of the Drunken Master overwhelming number of attacks against a group
of enemies. When you use your Flurry of Blows,
The Way of the Drunken Master teaches its you can make up to three additional attacks with
students to move with the jerky, unpredictable it (up to a total of five attacks), provided that
movements of a drunkard. A drunken master each Flurry of Blows attack targets a different
sways, tottering on unsteady feet, to present creature this turn.
what seems like an incompetent combatant but
proves frustrating to engage. The drunken Sacred Oath
master’s erratic stumbles conceal a carefully
executed dance of blocks, parries, advances, At 3rd level, a paladin gains the Sacred Oath
attacks, and retreats. Cunning warriors can see feature. Here is a playtest option for it: the Oath
through the drunken master’s apparent of Redemption.
incompetence to recognize the masterful
technique employed. Oath of Redemption
Drunken Technique The Oath of Redemption sets a paladin on a
difficult path, one that requires a holy warrior to
When you choose this tradition at 3rd level, you use violence only as a last resort. Paladins who
gain proficiency in the Performance skill if you dedicate themselves to this oath believe that any
don’t already have it; your martial arts technique person can be redeemed and that the path of
mixes martial training with the precision of a benevolence and justice is one that anyone can
dancer and the antics of a jester. walk. These paladins face evil creatures in the
You also learn how to twist and turn quickly as hope of turning them to the light, and the
part of your Flurry of Blows. Whenever you use paladins slay them only when such a deed will
Flurry of Blows, you gain the benefit of the clearly save other lives. Paladins who follow this
Disengage action, and your walking speed path are known as redeemers.
increases by 10 feet until the end of the current While redeemers are idealists, they are no
turn. fools. Redeemers know that undead, demons,
devils, and other supernatural threats can be
inherently evil. Against such foes, the paladins
©2017 Wizards of the Coast LLC 1
bring the full wrath of their weapons and spells Warrior of Reconciliation
to bear. Yet the redeemers still pray that, one At 3rd level, you foreswear the weapons of war
day, even creatures of wickedness will invite in favor of simple tools. While wielding a simple
weapon that deals bludgeoning damage, you
their own redemption. gain a special benefit if you reduce a creature to
0 hit points with that weapon and decide to
Tenets of Redemption spare the creature’s life. Instead of falling
unconscious, the creature is charmed by you for
The tenets of the Oath of Redemption hold a 1 minute. During that time, the charmed creature
is peaceful and docile, refusing to move or to
paladin to a high standard of peace and justice. take actions or reactions, unless you command it
Peace. Violence is a weapon of last resort. to. You can’t order the creature to attack, force
someone to make a saving throw, or cause
Diplomacy and understanding are the paths to damage to itself or others. This charmed effect
ends early if you are incapacitated or if you or
long-lasting peace. your companions attack the creature, deal
damage to it, or force it to make a saving throw.
Innocence. All people begin life in an innocent When the effect ends, the creature falls
state, and it is their environment or the influence unconscious if it still has 0 hit points.
of dark forces that drives them to evil. By setting Channel Divinity
the proper example, and working to heal the When you take this oath at 3rd level, you gain
wounds of a deeply flawed world, you can set the following two Channel Divinity options.
Emissary of Peace. You can use your Channel
anyone on a righteous path. Divinity to augment your presence with divine
power. As a bonus action, you grant yourself a +5
Patience. Change takes time. Those who have bonus to the next Charisma (Persuasion) check
you make within the next minute.
walked the path of the wicked must be given Rebuke the Violent. You can use your Channel
reminders to keep them honest and true. Once Divinity to rebuke those who use violence. As a
reaction when an enemy within 10 feet of you
you have planted the seed of righteousness in a deals damage with a melee attack against one
creature other than you, you force that attacker
creature, you must work day after day to allow it to make a Wisdom saving throw. On a failed
save, the attacker takes radiant damage equal to
to survive and then flourish. the damage it just dealt. On a successful save, it
Wisdom. Your heart and mind must stay clear, takes half as much damage.
for eventually you will be forced to admit defeat. Aura of the Guardian
While every creature can be redeemed, some are Starting at 7th level, you can shield your allies
from harm at the cost of your own health. As a
so far along the path of evil that you have no reaction when an ally within 10 feet of you takes
choice but to end their lives for the greater good. damage, you instead magically take that damage.
This feature doesn’t transfer any other effects
Any such action must be carefully weighed and that might accompany the damage.
the consequences fully understood, but once you Protective Spirit
have made the decision, follow through with it
Starting at 15th level, a holy presence mends
knowing your path is just. your wounds in combat. You regain hit points
equal to 1d6 + half your paladin level if you end
Redemption Spells your turn in combat with fewer than half of your
hit points remaining and you aren’t
You gain oath spells at the paladin levels listed. incapacitated.
Oath of Redemption Spells 2
Paladin Level Spells
3rd shield, sleep
5th hold person, ray of enfeeblement
9th counterspell, hypnotic pattern
13th Otiluke’s resilient sphere, stoneskin
17th hold monster, wall of force
Armor of Peace
Starting at 3rd level, your commitment to peace
allows you to walk into the most dangerous
situations unarmored. While you aren’t wearing
armor or wielding a shield, your base AC is 16 +
your Dexterity modifier.
©2017 Wizards of the Coast LLC
Emissary of Redemption triggered when the target takes damage, such as
fire damage halting its regeneration.
At 20th level, you become an avatar of peace, In addition, the first time each turn you hit the
target with a weapon attack, the target takes an
which gives you two benefits: extra 1d6 damage from the weapon.
This benefit lasts until you target a different
• You have resistance to all damage dealt by creature with this feature or until you finish a
other creatures (their attacks, spells, and other short or long rest.
effects).
Extra Attack
• Whenever a creature damages you, it takes
damage equal to half the amount it dealt to If you’re playing the revised ranger introduced in
you. Unearthed Arcana, you also gain the Extra Attack
feature.
If you attack a creature, deal damage to it, or Beginning at 5th level, you can attack twice, instead of
force it to make a saving throw, neither benefit once, whenever you take the Attack action on your turn.
works against that creature until you finish a Supernatural Defense
long rest. At 7th level, you gain extra resilience against
your prey’s assaults on your mind and body.
Ranger Archetype Whenever the target of your Slayer’s Eye forces
you to make a saving throw, add 1d6 to your roll.
At 3rd level, a ranger gains the Ranger Archetype
feature. Here is a playtest option for it: the Relentless Slayer
Monster Slayer. At 11th level, you gain the ability to foil your
foe’s ability to escape. Your study of folklore and
Monster Slayer arcane knowledge gives you a key insight to
keep your prey cornered. If the target of your
Rangers of the Slayer Conclave seek out Slayer’s Eye attempts to teleport, change its
vampires, dragons, evil fey, fiends, and other shape, travel to another plane of existence, or
turn gaseous, you can use your reaction to make
powerful magical threats. Trained in a variety of a Wisdom check contested by a Wisdom check
made by the target. To use this ability, you must
arcane and divine techniques to overcome such be able to see the target and need to be within 30
feet of it. If you succeed, you foil its attempt,
monsters, slayers are experts at unearthing and causing it to waste the action, bonus action, or
defeating mighty foes. reaction it used.
Slayer’s Mysticism Slayer’s Counter
You learn an additional spell when you reach At 15th level, you gain the ability to
counterattack when your prey tries to sabotage
certain levels in this class, as shown in the Slayer you. If the target of your Slayer’s Eye forces you
to make a saving throw, you can use your
Spells table. The spell counts as a ranger spell for reaction to make one weapon attack against it.
you but doesn’t count against the number of You make this attack immediately before making
the saving throw. If the attack hits, your save
ranger spells you know. automatically succeeds, in addition to the
attack’s normal effects.
Slayer Spells
Ranger Level Spell
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th planar binding
Slayer’s Eye
Starting at 3rd level, you gain the ability to study
and unravel a creature’s defenses. As a bonus
action, choose one creature you can see within
120 feet of you. You immediately learn the
target’s vulnerabilities, immunities, and
resistances. You also learn any special effects
©2017 Wizards of the Coast LLC 3
Unearthed Arcana: Starter Spells
This document introduces spells to playtest, Paladin
specifically cantrips and 1st-level spells.
1st Level
This Is Playtest Material
Ceremony (conjuration, ritual)
The material here is presented for playtesting and to
spark your imagination. These game mechanics are in Ranger
draft form, usable in your campaign but not refined by
design iterations or full game development and editing. 1st Level
They aren’t officially part of the game and aren’t
permitted in D&D Adventurers League events. Snare (abjuration)
If we decide to make this material official, it will be Sudden awakening (enchantment)
refined based on your feedback, and then it will appear Wild cunning (transmutation)
in a D&D book. Zephyr strike (transmutation)
Spell Lists Sorcerer
The following lists indicate which classes get the Cantrips (0 Level)
spells in this document.
Infestation (conjuration)
Bard
1st Level
1st Level
Chaos bolt (evocation)
Guiding hand (divination, ritual) Sudden awakening (enchantment)
Puppet (enchantment)
Sense emotion (divination) Warlock
Sudden awakening (enchantment)
Unearthly chorus (illusion) Cantrips (0 Level)
Cleric Infestation (conjuration)
Toll the dead (necromancy)
Cantrips (0 Level)
1st Level
Hand of radiance (evocation)
Toll the dead (necromancy) Cause fear (necromancy)
Virtue (abjuration) Healing elixir (conjuration)
Puppet (enchantment)
1st Level Sense emotion (divination)
Ceremony (conjuration, ritual) Wizard
Guiding hand (divination, ritual)
Cantrips (0 Level)
Druid
Infestation (conjuration)
Cantrips (0 Level) Toll the dead (necromancy)
Infestation (conjuration) 1st Level
Primal savagery (transmutation)
Cause fear (necromancy)
1st Level Guiding hand (divination, ritual)
Healing elixir (conjuration)
Guiding hand (divination, ritual) Puppet (enchantment)
Snare (abjuration) Sense emotion (divination)
Wild cunning (transmutation) Snare (abjuration)
Sudden awakening (enchantment)
©2017 Wizards of the Coast LLC 1
Spell Descriptions Investiture. You touch one willing humanoid.
Choose one 1st-level spell you have prepared
The spells are presented in alphabetical order. and expend a spell slot and any material
components as if you were casting that spell. The
Cause Fear spell has no effect. Instead, the target can cast
this spell once without having to expend a spell
1st-level necromancy slot or use material components. If the target
doesn’t cast the spell within 1 hour, the invested
Casting Time: 1 action spell is lost.
Range: 60 feet Marriage. You touch adult humanoids willing
Components: V, S to be bonded together in marriage. For the next
Duration: Concentration, up to 1 minute 24 hours, each target gains a +2 bonus to AC and
saving throws while they are within 30 feet of
You awaken the sense of mortality in one each other. A creature can benefit from this
creature you can see within range. The target ceremony just once.
must succeed on a Wisdom saving throw or
become frightened for the duration. A target Chaos Bolt
with 25 hit points or fewer makes the saving
throw with disadvantage. The spell has no effect 1st-level evocation
on constructs or undead.
Casting Time: 1 action
Ceremony Range: 120 feet
Components: V, S
1st-level evocation (ritual) Duration: Instantaneous
Casting Time: 1 hour You hurl an undulating, warbling mass of chaotic
Range: Touch energy at one creature in range. Make a ranged
Components: V, S, M (25 gp worth of powdered spell attack against the target. On a hit, the target
takes 2d8 damage. Choose one of the d8s. The
silver) number it rolled determines the type of damage,
Duration: Instantaneous (see text) as shown below.
You perform one of several religious ceremonies. d8 Damage Type
When you cast the spell, choose one of the 1 Acid
following ceremonies, the target of which must 2 Cold
be within 10 feet of you throughout the casting. 3 Fire
Atonement. You touch one willing creature 4 Force
whose alignment has changed, and you make a 5 Lightning
DC 20 Wisdom (Insight) check. On a success, you 6 Poison
restore the target to its original alignment. 7 Psychic
Bless Water. You touch one vial of water and 8 Thunder
cause it to become holy water.
Coming of Age. You touch one humanoid old If you roll the same number on both d8s, the
enough to be a young adult. For the next 24 chaotic energy leaps from the target to a
hours, whenever the target makes an ability different creature of your choice within 30 feet
check, it can roll a d4 and add the number rolled of it. Make a new attack roll against the new
to the ability check. A creature can benefit from target, and make a new damage roll, which could
this ceremony just once. cause the chaotic energy to leap again.
Dedication. You touch one humanoid who A creature can be targeted only once by this
would willingly convert to your religion or who mass of chaotic energy.
wishes to be dedicated to your god’s service. For At Higher Levels. When you cast this spell
the next 24 hours, whenever the target makes a using a spell slot of 2nd level or higher, each
saving throw, it can roll a d4 and add the number target takes extra damage of the type rolled. The
rolled to the save. A creature can benefit from extra damage equals 1d6 for each slot level
this ceremony just once. above 1st.
Funeral Rite. You bless one corpse within 5
feet of you. For the next 24 hours, the target 2
can’t become undead by any means short of a
wish spell.
©2017 Wizards of the Coast LLC