TEXT: Psionic Exploits
  Psionic Exploits
  Psionic Exploits
  Psionic Exploits
  Psionic Exploits
  
  Psionic Exploits
  Psionic Exploits
  Version 1.0
  A conversion of over 500
  4th Edition Psionic Powers
  into 5th Edition Abilities
  Conversion work done by DM_Steel
  Special thanks to everyone who gave feedback
  and inspired me to do this in the first place:
  My Wife, Abby
  The Angry GM
  And everyone who has supported me on DM’s Guild and Ko-Fi
  
  Table of Contents
  Table of Contents
  4
  5
  5
  9
  10
  12
  31
  51
  73
  93
  93
  Back
  Back
  Introduction
  Introduction
  What is an Exploit?
  How to use Exploits in Your Game
  How Players can Acquire Exploits
  Reading an Exploit
  New Rules & Terms
  New Rules & Terms
  Rules ...............................................................................................
  Keywords .....................................................................................
  Terms ..............................................................................................
  Converting Exploits into Spells ........................
  Exploits
  Exploits
  Ardent .........................................................................................
  Battlemind ..............................................................................
  Monk ............................................................................................
  Psion .............................................................................................
  New Items
  New Items
  Credits and Legal
  Credits and Legal
  
  Introduction
  Introduction
  This document is part of a larger series converting 4th
  edition powers into 5th edition abilities. This particular
  document presents exploits converted from Ardent,
  Battlemind, Monk, and Psion powers. Any exploit in this
  document is not intended to be only for specific classes. It is
  intended to add a little dash of Psionic flavor to any character.
  That being said, there are abilities presented here that
  benefit certain classes more. Those exploits often refer to
  marking, a variant combat option in the Dungeon Master's
  Guide. There are also a number of exploits that have the Ki
  Focus keyword, which is a new kind of magic item that often
  augments a characters unarmed strikes, like those of the
  monk.
  What is an exploit?
  What is an exploit?
  Exploits are abilities converted from 4th edition Powers. The
  ones in this book are taken from the 4th edition ardent,
  battlemind, monk, and psion.
  They are psionic, which means they are powered by the
  character's own trained mind and incredible willpower.
  These exploits are divided by rank, with each rank about
  equal in power to a spell of the same level or a permanent
  magic item of equal rarity. See the "Exploit Rank and Rarity"
  table for comparison.
  How to use Exploits in your game
  How to use Exploits in your game
  These exploits are intended to be used as either special
  abilities for NPCs to use to make them unique, or as rewards
  for players in place of magic items. They do not take up an
  attunement slot, but are also more limited in function than a
  magic item.
  Each rank is intended to have a minimum character level
  to acquire, but that is ultimately up to the DM to decide.
  How Players can Acquire Exploits
  How Players can Acquire Exploits
  It is up to you to decide how they are introduced into your
  game, and which ones are available. Here are a few examples
  of how you could allow players to acquire them.
  You could have NPCs reward them as special training
  instead of treasure. Similar in the way boons are awarded.
  The players find a magical scroll that when studied is
  consumed as it bestows the knowledge of the exploit on
  the character.
  You could use the "Buying a Magic Item" downtime
  activity from Xanathar's Guide to Everything as a
  framework for spending downtime to train an exploit from
  a teacher. This is the method I use most often outside of
  awarding them as treasure.
  If using the training method or rewarding them instead of
  treasure, it is unlikely that an instructor knows all of the
  exploits. I would recommend picking 3-5 exploits that the
  instructor is willing to teach, and allowing the players to
  pick from that list. This method also prevents choice
  paralysis on the player’s part.
  Exploit Rank and Rarity Comparison
  Rank
  Spell Level
  Magic Item Rarity
  Level Range
  1
  1st
  Common
  1-4
  2
  2nd
  Uncommon
  5-8
  3
  3rd
  Rare
  9-12
  4
  4th
  Very Rare
  13-16
  5
  5th
  Legendary
  17+
  Reading an exploit
  Reading an exploit
  Name of Exploit
  Name of Exploit
  Class Rank • Keywords (How often the exploit recharges)
  Exploit text. This section describes the activation
  requirements and mechanical benefits of the exploit.
  ”Flavor text. This section describes how the exploit
  appears in the world.”
  How often the Exploit recharges
  Turn. The exploit recharges at the start of each of your
  turns.
  Short. The exploit recharges after a short or long rest.
  Long. The exploit recharges after a long rest.
  "As an action / bonus action / When
  X happens,…"
  Whenever an exploit starts with one of these, it
  means that the user is using their action, bonus
  action, or some other trigger to activate the
  exploit. If another creature must use it's an action
  to do something, it will always appear later. If an
  exploit doesn't require an action or bonus action to
  activate, it will list a different trigger, such as,
  "When you hit a creature...". If an exploit requires
  you to use your reaction, it will specify it after the
  trigger, for example: “When an enemy damages an
  ally you can see within 30 feet of you, you can use
  your reaction to…"
  Exploits and Wizard Schools
  Some exploits have magic schools listed as
  keywords. When a Wizard is learning an exploit, I
  allow that school's Savant class feature to apply to
  learning these exploits. So if an exploits has the
  Evocation keyword, then an evocation wizard could
  learn that exploit in half the time for half the cost
  (when using the training method). It is up to you
  how much you want exploits to interact as spells.
  In my games, I make all exploits that aren’t martial
  in nature to be susceptible to anti-magic and
  counterspell, so that they aren't always the better
  option. This also makes Martial Exploits feel
  different, since those are not magical at all.
  4
  
  New Rules & Terms
  New Rules & Terms
  Rules
  Rules
  Bleeding
  Bleeding
  Bleeding is a new condition. A creature that is bleeding takes
  the listed amount of damage (usually a number of d6s) at the
  beginning of each of its turns. Bleeding can be stopped by a
  using an action to make a DC 15 Wisdom (Medicine) check
  or through the application of any effect that allows the
  creature to magically regain hit points or regenerate.
  GMs can choose to have bleed damage stack with itself or
  not, depending on the type of campaign they wish to play.
  Variant: A bleeding creature can make a DC 15
  Constitution saving throw at the end of each of its
  turns, ending the bleeding on a success.
  Marked
  Marked
  This is the variant rule presented on page 271 of the
  Dungeons Masters Guide. When a creature marks a target,
  the mark lasts until the end of the attacker’s next turn unless
  specified otherwise, and any opportunity attack it makes
  against the marked target has advantage. The opportunity
  attack doesn’t expend the attacker’s reaction, but the attacker
  can’t make the attack if anything, such as the incapacitated
  condition or the shocking grasps spell, is preventing it from
  taking reactions. The attacker is limited to one opportunity
  attack per turn.
  Saving Throw DCs
  Saving Throw DCs
  Some exploits require your target to make a saving throw to
  resist its effects. For psionic exploits, the saving throw DC is
  calculated as follows:
  Psionic Exploit Save DC = 8 + your proficiency bonus +
  your Intelligence, Wisdom, or Charisma modifier (your
  choice)
  Susceptibility
  Susceptibility
  Being susceptible to a damage type means the creature takes
  extra damage from that damage type. If a creature has a 1d6
  susceptibility to fire, then any time they take fire damage, they
  take an additional 1d6 fire damage. Susceptibilities of the
  same type do not stack, so if a creature suffering 1d6
  susceptibility to fire and 2d6 susceptibility to fire only takes
  an extra 2d6 when taking fire damage. However, if a creature
  has a 1d6 susceptibility to fire and a 1d6 susceptibility to
  acid, and takes damage from an effect that deals both fire and
  acid damage, the creature takes an extra 1d6 of both types.
  keywords
  keywords
  Abjuration
  Abjuration
  Abjuration exploits are protective in nature, though some of
  them have aggressive uses. They create magical barriers,
  negate harmful effects, harm trespassers, or banish creatures
  to other planes of existence. Abjuration exploits gain the
  benefits of a wizard’s Abjuration Savant class feature.
  Acid
  Acid
  Corrosive liquid or vapor.
  Arcane
  Arcane
  Drawing on magical energy that permeates the cosmos, an
  Arcane exploit can be used for a variety of effects, from
  fireballs to flight to invisibility. Artificers, bards, sorcerers,
  warlocks, and wizards are examples of arcane magic users.
  Each class represents a different tradition of arcane study,
  and other traditions exist.
  Augmentable
  Augmentable
  An exploit that has the Augmentable keyword has optional
  augmentations, which you can use at the cost of hit dice, psi
  points, Psionic Energy Dice, or spell slots. An augmentable
  exploit follows these rules, unless the exploit's description
  says otherwise;
  Decide First: You must first decide whether and how to
  augment an Augmentable exploit when you choose to use
  the exploit, before any dice specified in the exploit are
  rolled or apply any of the exploit's effects.
  Cost: An augmentation specifies its cost as a number.
  This number corresponds to the number of hit dice, psi
  points, Psionic Energy Dice, or level of spell slots. For
  example, "Augment 1" means you must spend a 1st level
  spell slot, 1 psionic energy die, or 1 hit die to use that
  augmentation. You must spend the required resources
  when you decide to use the augmentation.
  One at a Time: You can only use one of an exploit's
  augmentations at a time, so you can't, for example, spend
  a level 3 spell slot, 3 Psionic Energy Dice, or 3 hit dice to
  gain both the 1-point and the 2-point augmentation for a
  single exploit.
  Replace Base Effects: When you augment an exploit, any
  changes to the exploit is noted in the augmentation and
  use three different words to specify what is replaced.
  “And,” specifies an effect that is in addition to everything
  else in the unaugmented exploit. “But,” specifies a specific
  part of the exploit that is replaced, otherwise all other
  aspects of the unaugmented exploit apply. “Except,”
  usually replaces everything after a certain part of the
  unaugmented exploit, such as a failed save, or when an
  attack hits.
  Psi Points: Characters that know one or more
  Augmentable exploits gain a small pool of psi points that
  recharge after finished a short or long rest. This pool is
  equal to your proficiency bonus, can be only be used to
  power Augmentable exploits.
  Psionic Energy Dice: This refers to the Psionic Energy
  Dice granted by the Psionic Power class features of the
  soul knife rogue and psi warrior fighter archetypes.
  Bestial
  Bestial
  Bestial exploits often transmogrify part of your body to gain
  some sort of teeth, claws, or armored hide. They can be used
  while using the Wild Shape class feature and while
  polymorphed by another effect. If they trigger off of a weapon,
  a creature’s natural weapons will suffice. If a Bestial exploit
  has the Focus keyword and you are wild shaped or
  polymorphed, you are considered to be wielding that focus if
  the focus has been absorbed into your body as part of that
  transformation.
  5
  
  Charm
  Charm
  A Charm exploit controls a creature's actions in some way.
  This control is often represented by the creature being forced
  to attack its ally or being subjected to the charmed condition.
  This keyword is mostly used to identify which exploits apply
  to creatures that are resistant or immune to charm effects.
  Creatures immune to being charmed can take damage from
  exploits with the Charm keyword, but suffer none of its other
  effects.
  Cold
  Cold
  Ice crystals, arctic air, or frigid liquid.
  Conjuration
  Conjuration
  Exploits that have the Conjuration keyword produce a
  conjuration, which is a creation of magical energy that
  resembles a creature, an object, or some other phenomenon.
  Conjuration exploits gain the benefits of a wizard’s
  Conjuration Savant class feature. Even if a conjuration
  looks like a creature or displays some degree of sentience, it
  is not considered a creature. Unless otherwise noted, a
  conjuration uses the following rules;
  Occupies no Spaces: The conjuration occupies no
  spaces. The conjuration does not need to be supported by
  a solid surface, so it can float in the air.
  Unaffected by the Environment: Terrain and
  environmental phenomena have no effect on the
  conjuration. For example, a conjuration that is an icy hand
  functions in an inferno without penalty.
  Creator’s Defenses and Saves: Normally, a conjuration
  cannot be attacked or physically affected. If a conjuration
  can be attacked or physically affected, it uses the creator’s
  saving throw modifiers and AC (without any temporary
  benefits). Conjurations have HP equal to their creator’s
  level or CR times 5. Unless an effect specifically targets
  conjurations, only the effect’s damage (not including
  ongoing damage) affects the conjuration. For instance, an
  effect that would cause a creature to take 20 cold damage
  and become restrained would instead deal only the cold
  damage to a conjuration.
  Attacking with a Conjuration: Normally, a conjuration
  cannot attack. If a conjuration can attack, its creator
  makes the attack, determining line of effect from the
  conjuration as if the creator were in the conjuration's
  space. If line of sight is relevant, determine it from the
  creator, not the conjuration.
  Movable Conjurations: If the exploit used to create a
  conjuration allows it to be moved, it's a movable
  conjuration. At the end of the creator's turn, a movable
  conjuration ends if the creator doesn't have line of effect to
  at least 1 of the conjuration’s spaces or if the creator isn't
  within range (using the exploit's range) of at least 1 of the
  conjuration’s spaces. A conjuration can't be moved
  through solid terrain.
  Death Ends: A conjuration ends immediately if its creator
  dies.
  Divination
  Divination
  Exploits with the Divination keyword reveal information,
  whether in the form of secrets long forgotten, glimpses of the
  future, the locations of hidden things, the truth behind
  illusions, or visions of distant people or places. Divination
  exploits gain the benefits of a wizard’s Divination Savant
  class feature.
  Divine
  Divine
  Exploits with the Divine keyword represent divine magic that
  comes from gods, who grant powers to their devotees, which
  clerics and paladins, for example, access through prayers and
  litanies. Divine exploits excels at healing, protection, and
  smiting the enemies of the gods.
  Enchantment
  Enchantment
  Enchantment exploits alter creatures’ emotions, thoughts,
  and actions, including beguiling onlookers, terrifying foes,
  and encouraging allies. Enchantment exploits gain the
  benefits of a wizard’s Enchantment Savant class feature.
  Evocation
  Evocation
  Evocation exploits bring various magical effects into being,
  including explosions, rays of magical energy, and lingering
  environmental effects. This is the most widely practiced
  school of magic. Evocation exploits gain the benefits of a
  wizard’s Evocation Savant class feature.
  Fear
  Fear
  A Fear exploit inspires fright. This fright is often represented
  by a creature being forced to move, taking a penalty to attack
  rolls, or granting advantage on attack rolls against itself.
  Creatures immune being frightened can take damage from
  exploits with the Fear keyword, but suffer none of its other
  effects.
  Fire
  Fire
  Explosive bursts, fiery rays, or simple ignition.
  Focus
  Focus
  The Focus keywrord normally refers to a spellcasting focus,
  items wielded by certain characters to channel their magical
  abilities. Your class description or a special feature tells you
  which focuses you can wield, if any. Any exploit that has the
  Focus keyword essentially has the material component
  requirement of a spellcasting focus. Exploits count as spells
  for the purpose of spellcasting foci that increase spell save
  DCs and spell attack rolls.
  Force
  Force
  Raw magical energy that can have a variety of physical
  effects.
  Healing
  Healing
  A Healing exploit restores hit points, usually either by
  restoring hit points immediately or by granting regeneration.
  6
  
  Illusion
  Illusion
  An Illusion exploit deceives the mind or the senses. Illusions
  often obstruct vision or redirect attacks. If an Illusion exploit
  deals damage, the damage itself is not an illusion. Illusion
  exploits gain the benefits of a wizard’s Illusion Savant class
  feature.
  Ki Focus
  Ki Focus
  A character sometimes channels their psionic energy through
  an item called a ki focus, which is a wooden practice weapon,
  prayer beads, a manual of lore, a monk weapon (if they are a
  monk) or some other object a character studies or uses
  during training or meditation. Some ki foci are magical and
  some are not. In either case you must attune yourself to one
  to gain its benefits. When a Ki Focus exploit specifies an
  unarmed strike in its text, a monk can use a monk weapon
  they are proficient with in place of that unarmed strike. If you
  have both a magic ki focus and a magic weapon, you choose
  before you make an attack whether to draw on the magic of
  the ki focus or the weapon. Your choice determines which
  bonuses and effects apply to that attack. You can’t for
  example, use the +3 to attack and damage of your +3 prayer
  beads and the +2d6 fire damage on hit from your
  flametongue quarterstaff.
  Lightning
  Lightning
  Electrical energy.
  Martial
  Martial
  Martial exploits are not magic in the traditional sense,
  although some Martial exploits stand well beyond the
  capabilities of ordinary mortals. Martial characters use their
  own strength and willpower to vanquish their enemies.
  Training and dedication replace arcane formulas and prayers
  to grant fighters and rogues, among others, their power.
  Necromancy
  Necromancy
  Necromancy exploits generally deal with the forces of life and
  death. Necromancy is actually made up of two schools,
  necromancy being the more commonly known one, but also
  nethermancy. Nethermancy magic focuses more of the
  negative energy that permeates realms like the Shadowfell.
  Necromancy exploits gain the benefits of a wizard’s
  Necromancy Savant class feature.
  Necrotic
  Necrotic
  Deathly energy that rots bodies or wounds the soul.
  Offensive
  Offensive
  You can only activate one exploit per turn with the Offensive
  keyword. This is intended to prevent too much burst damage
  from the Extra Attack class feature in one turn, and to
  prevent Offensive exploits that grant additional attacks from
  triggering off of one other.
  Variant: Offensive could also be limited to once per
  round, depending on if you want to make
  characters choose between using an Offensive
  exploit to attack, or hold back and be able to
  activate an Offensive exploit during a reaction.
  Poison
  Poison
  Toxins that harm or hinder
  Polymorph
  Polymorph
  Polymorph exploits change a creature's physical form in
  some way. For instance, a Polymorph exploit might transform
  a creature into a mouse. Unless otherwise noted, a creature
  uses the following rules when it is affected by a Polymorph
  exploit;
  One Polymorph at a Time: If a creature is affected by
  more than one polymorph effect, only the most recent one
  has any effect. The other effects remain on the creature
  and their durations expire as normal, but those effects
  don't apply. However, when the most recent effect ends,
  the next most recent one that is still active applies to the
  creature.  
  Example: If a druid uses a Polymorph exploit on
  themselves and then a monster uses a polymorph effect
  on them, the polymorph effect of the druid's exploit is
  suppressed until the monster's polymorph effect ends on
  them.
  Changing Size: If a Polymorph exploit reduces a
  creature's space, the creature does not provoke
  opportunity attacks for leaving spaces as it shrinks. If a
  polymorph effect would make a creature too large to fit in
  the available space, the effect fails against the creature,
  but it is stunned for 1 minute. A creature stunned in this
  way can make a DC 15 Constitution saving throw at the
  end of each of its turns, ending the condition on a success.
  Example: If Keira is crawling through a narrow tunnel and
  a polymorph effect tries to make her too large for the
  tunnel, the effect fails, but she is stunned for 1 minute or
  until she saves against the condition.
  Death Ends: Polymorph effects end immediately on a
  creature that dies.
  Primal
  Primal
  Primal exploits draws on the spirits of nature that pervade
  the world. Some Primal exploits are more overtly magical
  than others, but they all evoke these primal spirits. Some
  characters, like barbarians and druids, channel primal spirits
  through their bodies to transform themselves and make their
  physical attacks more formidable. Others evoke primal spirits
  to create external effects, including terrain effects, localized
  storms, bursts of fire, or temporary manifestations of the
  spirits.
  7
  
  Psionic
  Psionic
  Characters who use the psionic power source harness the
  potential of their minds to create dramatic effects. Some
  Psionic exploits manipulate the minds of enemies or allies,
  while others create more tangible effects in the world.
  Psionic power is thought to be the world’s response to the
  intrusion of the Far Realm, similar to a mortal body’s reaction
  to disease. Monks are the primary example of psionics in the
  world, mind over body, though other traditions do exist, such
  as aberrant mind bloodline sorcerers and the soul knife
  rogues.
  Characters with the Psionic Sorcery class feature can
  treat Psionic exploits as if they were being "cast" using
  sorcery points. Which means they can use these exploits
  without any somatic or verbal cues, and they can ignore the
  Focus keyword if it's present, though if they do, they don't
  gain the benefits of using a magical focus (like the bonus
  attack from a Wand of the War Mage).
  Psychic
  Psychic
  Effects that assault the mind.
  Radiant
  Radiant
  Searing white light or shimmering colors.
  Raging
  Raging
  A Raging exploit allows you to enter a rage specified in the
  exploit. A rage lasts until you activate a new Raging exploit,
  or any of the other conditions specified in the barbarian’s
  Rage class feature. These exploits can be activated while in a
  barbarian rage and stack with the normal rage effects.
  Shadow
  Shadow
  Few creatures embrace shadow energy without a compelling
  reason and a measure of desperation. To claim and wield the
  power of shadow, a character must pledge a shard of his or
  her soul to the Shadowfell, the dark realm of the dead. This
  soul fragment is replaced with a dark reflection of the
  character’s true self, which becomes the source of the
  character’s new power. There are no classes that embody
  Shadow exploits, though there are traditions out there that
  secretly embrace it, such as hexblade patron warlocks, grave
  domain clerics, and way of the shadow monks.
  (Skill or Tool)
  (Skill or Tool)
  When an exploit has a (Skill or Tool) keyword, you must be
  proficient in that skill or tool to activate the exploit. If it
  requires an ability check using a tool, you must have the tool
  on hand.
  Spirit
  Spirit
  When an exploit has the Spirit keyword, you must have a
  spirit companion present in the encounter, either with the
  Call Spirit Companion rank 1 exploit, or with a similar class
  feature, like the circle of the shepherd druid’s Spirit Bond or
  a familiar.
  Stance
  Stance
  When an exploit has the Stance keyword, the stance lasts for
  10 minutes, until you are knocked unconscious, or until you
  enter another stance. You can end a stance on your turn (no
  action required).
  Summoning
  Summoning
  Exploits that have the Summoning keyword bring creatures
  magically from elsewhere—often from other planes—to serve
  the summoner. Normally, a Summoning exploit includes all
  the information needed to summon and control a creature, as
  well as the creature's game statistics.
  The following rules are a reference for summoning in
  general. As usual, if a particular exploit contains exceptions to
  these rules, the exception takes precedence.
  Allied Creature: A summoned creature is an ally to its
  summoner and the summoner's allies.
  Size, Speed, and Position: The exploit specifies the
  summoned creature's size and speed, and it determines
  where the creature appears.
  Summoner's Defenses: The summoned creature's AC
  and saving throws equal the summoner's, not including
  any temporary bonuses or penalties.
  Hit Points: The exploit specifies the summoned
  creature's maximum hit points. When the summoned
  creature drops to 0 hit points, it is destroyed, and the
  summoner loses a hit die. If the summoner has no hit dice
  left, the summoner instead rolls their largest hit die and
  adds their Constitution modifier, then takes damage equal
  to that total. This damage cannot be reduced or resisted in
  any way. The summoned creature lacks hit dice, but if an
  effect allows it to spend a hit die, the summoner can
  spend a hit die for it. The summoned creature, rather than
  the summoner, then gains the benefit of the hit die.
  Commanding the Creature: The summoned creature
  has no actions of its own; the summoner spends actions to
  command it mentally. The summoner can do so only if
  they have line of effect to the creature. When commanding
  the creature, the summoner shares its knowledge but not
  its senses. The Summoning exploit determines the special
  commands that the summoned creature can receive and
  gives an action type for each command. If a command is a
  bonus action, it can be given only once per round. On each
  of the summoner's turns, the summoner can direct the
  summoned creature to move up to its speed or stand up
  (no action required), if it is physically capable of doing so.
  Attacks and Checks: If a Summoning exploit allows the
  summoned creature to attack, the summoner makes an
  attack through the creature, as specified in the exploit
  description. If the summoned creature can make an ability
  check, the summoner makes the check. The attack or
  check uses the summoner's game statistics, unless the
  descriptions of the exploit or creature specify otherwise.
  Attacks and checks made through the creature do not
  include any temporary bonuses or penalties to the
  summoner's statistics.
  Duration: The summoned creature lasts until the
  summoner takes a bonus action to dismiss it or until the
  duration specified in the exploit has elapsed.
  8
  
  Teleportation
  Teleportation
  A Teleportation exploit transports creatures or objects
  instantaneously from one location to another. Typically, a
  creature teleports by means of a magical power, such as the
  wizard spell dimension door.
  Unless the description of an exploit or other effect says
  otherwise, use the following rules when a creature uses a
  Teleportation exploit on a target, which might be itself,
  another creature, or an object.
  Instantaneous: Teleportation takes no time. The target
  disappears and immediately appears in the destination
  that the teleporting creature chooses. The movement is
  unhindered by intervening creatures, objects, or terrain.
  Destination Space: The destination of the teleportation
  must be an unoccupied space that is at least the same size
  as the target. For instance, a Large creature cannot be
  teleported into a space that is only 5 feet wide. If arriving
  in the destination space would cause the target to fall or if
  that space is difficult or hazerdous terrain, the target can
  immediately make a Wisdom saving throw against the
  users exploit save DC. On a save, the teleportation is
  negated. Otherwise, the target arrives in the destination
  space. If a prone creature teleports, it arrives in the
  destination space still prone.
  Line of Sight: The user of the Teleportation exploit must
  have line of sight to the destination space.
  No Line of Effect Required: Neither the user of the
  Teleportation exploit nor the target needs line of effect to
  the destination space.
  No Reactions Triggered: When a target teleports, it
  doesn't provoke reactions, such as opportunity attacks,
  that are triggered by movement.
  Grappled or Restrained: Being grappled or restrained
  doesn't prevent a target from teleporting. If a target
  teleports away from a physical restraint, a monster's
  grasp, or some other immobilizing effect that is located in
  a specific area, the target is no longer grappled or
  restrained. Otherwise, the target teleports but is still
  grappled or restrained when it reaches the destination
  space.
  Not Forced Movement: Teleporting a creature, even an
  unwilling one, does not count as forced movement.
  Thunder
  Thunder
  Shock waves and deafening sounds.
  Transmutation
  Transmutation
  A Transmutation exploit magically transforms its target in
  some way, changing the target’s form, composition, or both.
  Damage caused by such an exploit is usually the result of the
  trauma brought about by the transformation. Transmutation
  exploits sometimes cause such extensive changes that they
  are also Polymorph exploits, but the exploit might also keep a
  target’s form intact. For instance, a Transmutation exploit
  that slows a creature by turning its feet to stone is not
  subjecting the creature to a polymorph effect. The creature’s
  original form remains, though the material of its body has
  been altered. Transmutation exploits gain the benefits of a
  wizard’s Transmutation Savant class feature.
  Utility
  Utility
  Utility exploits are generally buffs for the user or their allies,
  and generally don't interact with enemies in any way.
  Sometimes these exploits have no combat application at all.
  Weapon
  Weapon
  Weapon exploits apply any special properties of that weapon
  to the exploit. If the exploit requires a saving throw, and your
  weapon grants you a magical bonus on attack rolls with it,
  you can apply that attack bonus to the save DC, and any
  special on hit effects of your magic weapon apply on a failed
  save, such as dealing extra fire damage, or causing a bleeding
  wound.
  Terms
  Terms
  “Attacks and abilities”
  “Attacks and abilities”
  This wording refers to pretty much any damaging effect
  originating from you. So, a damage dealing attack, ability,
  spell, or exploit would fall under this, but throwing someone
  off of a cliff would not count since it's gravity doing the
  damage.
  Charging Attack
  Charging Attack
  If an exploit refers to a charging attack and you don't have
  rules for that in your game. Consider using the following:
  Charging Attack. As an action, a creature can move up to
  its speed and make a melee weapon attack with advantage,
  against a creature within reach. In addition, the charging
  creature grants advantage on attack rolls against itself, until
  the start of its next turn, as part of the charge.
  Movement
  Movement
  When an exploit allows a creature to move, this is normally in
  addition to any other movement they would normally get.
  Unless specified otherwise, this bonus movement is only
  available as part of the exploit.
  Example: If an exploit allows you to move 20 feet, you must
  use that movement then, you can’t use 10 feet and save the
  other 10 feet for later in the turn.
  If an exploit allows a creature to move without provoking
  opportunity attacks, the Sentinel feat interacts with this
  movement in the same way it interacts with the Disengage
  action.
  Spending Hit Dice
  Spending Hit Dice
  When an exploit has you "spend a hit die" it will always
  specify what the benefit is. The benefit is often to regain hit
  points, but not always. If a creasture is regaining hit points
  using a hit die, it is just like during a short rest. The creature
  rolls their hit die and adds their Constitution modifier for
  each die rolled. This means a creature does not regain hit
  points for spending hit dice unless the effect tells them to do
  so.
  9
  
  “When you hit a creature with an
  “When you hit a creature with an
  attack”
  attack”
  When an exploit triggers from hitting with an attack, the
  target suffers the attack’s normal effects unless otherwise
  specified, and then any additional effects listed in the exploit.
  Example: “When you hit a creature with a melee weapon
  attack, the target must succeed on a Strength saving throw or
  be knocked prone.” The creature you hit would suffer the
  normal effects of being hit by your weapon attack, and then
  must succeed on the Strength saving throw.
  “When you take the attack action on
  “When you take the attack action on
  your turn”
  your turn”
  These exploits often forgo one of your attacks to allow
  another creature to do something, or they modify one of the
  attacks you are about to make. If it modifies one of your
  attacks, such as granting a “bonus to the attack roll of one of
  your attacks” or allowing you to “move before one of your
  attacks”, then the “On a hit,” text that follows always refers to
  the specific attack you added the bonus to, or moved before.
  Converting Exploits into Spells
  Converting Exploits into Spells
  This section will be a rough outline on how to convert the
  exploits into normal spells. I'll give a sample spell block with
  descriptions of where to find the info you need for each field. I
  will then give examples of various kinds of exploits being
  converted. Hopefully, you will be able to deduce your own
  conversions from the examples.
  Sample
  Sample
  This is based on the Rank and keywords
  Casting Time: This is usually the first thing in the mechanics
  block
  Range: Often found within the first two sentences
  Components: When it doubt use V, S, M (a spellcasting
  focus), but this can easily change based on how you
  envision the exploit interacts with the world. If it is just
  speaking, this might only require a verbal component.
  Duration: If the effect is resolved right away it's
  "Instantaneous", by the end of the next round is "1 round"
  and anything longer should be "Concentration, up to X
  minute/s"
  This can be a mix of flavor text and mechanics, but I find it's
  simple enough to just list the flavor followed by the
  mechanics.
  Hand of Caution
  Hand of Caution
  Psion Rank 1 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, choose one creature within 60 feet. The
  target must make a Dexterity saving throw. The target takes
  2d10 force damage on a failed save, or half as much damage
  on a success.
  In addition, for 1 minute, you can use a bonus action to
  push the target 5 feet away from you when it is within 25 feet
  of you. The effect ends if you end your turn within 5 feet of
  the target.
  ”You forge a barrier of hand-shaped force. When your foe
  moves too close to you, the barrier repels it.”
  Hand of Caution
  Hand of Caution
  1st-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (a spellcasting focus)
  Duration: Concentration, up to 1 minute
  You forge a barrier of hand-shaped force. When your foe
  moves too close to you, the barrier repels it. Choose one
  creature within range. The target must make a Dexterity
  saving throw. The target takes 2d10 force damage on a failed
  save, or half as much damage on a success.
  In addition, for up to 1 minute, you can use a bonus action
  on each of your turns to push the target 5 feet away from you
  when it is within 25 feet of you. The effect ends if you end
  your turn within 5 feet of the target.
  Betrayal
  Betrayal
  Psion Rank 1 • Augmentable, Charm, Enchantment, Focus,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or you can move it up to 5 feet to a space adjacent to an
  enemy and the target must then make a melee weapon attack
  with advantage against that enemy (no action required).
  Augment 1: As unaugmented, and on a hit, the target’s
  attack deals an extra 1d10 damage.
  Augment 2: As unaugmented, except on a failed save, you
  can move the target up to 10 feet to a space adjacent to an
  enemy. The target then makes a melee weapon attack against
  that enemy (no action required), with advantage on the attack
  roll and on a hit, the target’s attack deals an extra 1d10
  damage, and it can't take reactions until the end of its next
  turn. Moreover, on its next turn, it must choose whether it
  gets a move, an action, or a bonus action; it gets only one of
  the three.
  ”You weaken your foe's sense of self and force it to betray a
  comrade.”
  Betrayal
  Betrayal
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (a spellcasting focus)
  Duration: Instantaneous
  You weaken your foe's sense of self and force it to betray a
  comrade. Choose one creature within range. The target must
  succeed on a Wisdom saving throw or be moved by you up to
  5 feet to a space adjacent to an enemy and the target must
  then make a melee weapon attack with advantage against
  that enemy (no action required).
  If you cast this spell with a 2nd level spell slot, the target’s
  attack deals an extra 1d10 damage on a hit.
  If you cast this spell using a 3rd level spell slot, the
  distance you can move the target on a failed save is up to 10
  feet instead of 5 feet. The target gains advantage on its attack
  roll and deals an extra 1d10 damage on a hit, and the target
  cannot take reactions until the end of its next turn and on its
  next turn, it must choose whether it gets a move, an action, or
  a bonus action; it gets only on of the three.
  10
  
  Adrenaline Strike
  Adrenaline Strike
  Ardent Rank 1 • Enchantment, Offensive, Psionic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and for 1
  minute, whenever you or one of your allies hits the target, the
  character who made the attack can move up to 5 feet without
  provoking opportunity attacks (no action required).
  ”Your allies feel a rush of emotion with each blow they
  land.”
  Adrenaline Strike
  Adrenaline Strike
  1st-level enchantment
  Casting Time: 1 action
  Range: Self (5-foot radius)
  Components: S, M (a melee weapon worth at least 1 sp)
  Duration: Concentration, up to 1 minute
  Your allies feel a rush of emotion with each blow they land. As
  part of the spell's casting, make a melee attack with the
  material component against one creature within 5 feet of you.
  On a hit, the target suffers the weapon attack's normal effects
  plus an extra 1d10 damage, and for up to 1 minute, whenever
  you or one of your allies hits the target, the character who
  made the attack can move up to 5 feet without provoking
  opportunity attacks (no action required).
  Spell Schools
  Many Exploits fall under more than one spell
  school, so I mostly just picked the one that seems
  to apply more. You are more than welcome to
  change the school keywords to something you feel
  is more appropriate, or even just give them
  multiple schools.
  11
  
  Psionic Exploits
  Psionic Exploits
  Ardent
  Ardent
  Rank 1 - Offensive
  Rank 1 - Offensive
  Adrenaline Strike
  Adrenaline Strike
  Ardent Rank 1 • Enchantment, Offensive, Psionic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and for 1
  minute, whenever you or one of your allies hits the target, the
  character who made the attack can move up to 5 feet without
  provoking opportunity attacks (no action required).
  ”Your allies feel a rush of emotion with each blow they
  land.”
  Battle Flow
  Battle Flow
  Ardent Rank 1 • Necromancy, Offensive, Psionic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and one
  ally you can see can move up to 10 feet without provoking
  opportunity attacks (no action required).
  In addition, for 1 minute, whenever the target moves, you
  or one ally you can see can use a reaction to move up to 10
  feet without provoking opportunity attacks. The target can
  make a Wisdom saving throw at the end of each of its turns,
  ending the exploit on a success.
  ”Your attack draws strength from a foe to fuel the
  movement of you and your allies.”
  Battleborn Acuity
  Battleborn Acuity
  Ardent Rank 1 • Enchantment, Offensive, Psionic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and until
  the end of your next turn, your allies gain advantage on attack
  rolls and a +1d4 bonus to damage rolls while they are within
  5 feet of you.
  As long as the effect persists, you can use your bonus
  action on subsequent turns to maintain the effect, extending
  the duration until the end of your next turn.
  ”You shine like a beacon, lighting the way to victory.”
  Cloud Mind
  Cloud Mind
  Ardent Rank 1 • Augmentable, Illusion, Offensive, Psionic,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally within 5 feet of you or the
  target can move up to 5 feet without provoking opportunity
  attacks (no action required).
  Augment 1: As unaugmented, except on a hit, one ally
  within 30 feet of you gains advantage on attack rolls against
  the target until the end of your next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and until the end of your next
  turn, any ally more than 5 feet away from the target is heavily
  obscured from it.
  ”Your attack clouds a foe’s mind to let an ally slip past
  without fear of reprisal.”
  Demoralizing Strike
  Demoralizing Strike
  Ardent Rank 1 • Augmentable, Enchantment, Fear, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on a Wisdom
  saving throw or grant advantage on attack rolls against itself
  until the end of your next turn.
  Augment 1: As unaugmented, except on a hit, the target
  suffers disadvantage on Wisdom saving throws until the end
  of your next turn.
  Augment 2: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 1d6 damage, and until the end of your
  next turn, the target suffers disadvantage on saving throws
  and grants advantage on attack rolls against itself.
  ”The fury of your assault causes a surge of fear in your foe’s
  heart.”
  Distracting Strike
  Distracting Strike
  Ardent Rank 1 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, choose yourself or one ally adjacent to
  the target. The chosen creature marks the target until the
  end of your next turn. While marked by this exploit, the target
  suffers disadvantage on attack rolls against creature other
  than the one who marked it.
  Augment 1: As unaugmented, and in addition, and each
  ally within 5 feet of you can move up to 5 feet without
  provoking opportunity attacks (no action required).
  Augment 2: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 1d6 damage, and choose yourself or one
  ally adjacent to the target. The chosen creature marks the
  target until the end of your next turn. While marked by this
  exploit, the target suffers disadvantage on attack rolls against
  creature other than the one who marked it.
  ”With a savage strike, you wrench your enemy’s attention
  from an ally.”
  Energizing Strike
  Energizing Strike
  Ardent Rank 1 • Augmentable, Enchantment, Healing,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally within 30 feet of you gains
  temporary hit points equal to 1d4 + half your level. These
  temporary hit points expire after 1 minute.
  Augment 1: As unaugmented, except on a hit, you can
  choose one living creature within 30 feet of you that has 0 hit
  points. The chosen creature regains 1d4 + 2 hit points.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you or one ally within 30
  feet of you can spend a hit die to regain hit points.
  ”The energy and emotion you put into your attack flows
  into your ally.”
  12
  
  Focusing Strike
  Focusing Strike
  Ardent Rank 1 • Abjuration, Augmentable, Offensive, Psionic,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you or one ally within 30 feet of you
  can make a saving throw against one effect that a save can
  end.
  Augment 1: As unaugmented, and if the saving throw is
  against a charm or fear effect, it gains advantage.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you and each ally within 30
  feet of you can make a saving throw against one effect that a
  save can end.
  ”You attack your foe with calm and clarity of mind,
  extending that clarity to give a nearby creature a chance to
  clear a lingering effect.”
  Foretaste of Death
  Foretaste of Death
  Ardent Rank 1 • Illusion, Offensive, Psionic, Psychic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and for 1
  minute, the target has visions of death. While under this
  effect, the target cannot gain advantage on attack rolls, is
  incapacitated when not its turn, and grants advantage on
  attack rolls against itself. The target can make a Wisdom
  saving throw at the end of each of its turns, ending the effect
  and taking 2d4 psychic damage on a success.
  ”Your attack causes a foe to be overcome with a vision of
  its own death, hindering its effectiveness in combat.”
  Guarded Prison
  Guarded Prison
  Ardent Rank 1 • Augmentable, Illusion, Offensive, Psionic,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on an
  Intelligence saving throw or during its next turn, it can’t use
  its normal movement, though it can still take the Dash action
  and make Charging attacks.
  Augment 1: As unaugmented, and if the target moves
  before the start of your next turn, each ally within 5 feet of
  you gains a +2 bonus to AC until the end of your next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and if the target willingly moves
  before the start of your next turn, one ally adjacent to you or
  the target can use their reaction to make a melee weapon
  attack against the target before it moves.
  ”You constrain the target’s mind, making it imagine walls
  on all sides each time it tries to move.”
  Impatient Strike
  Impatient Strike
  Ardent Rank 1 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you take the attack action on your
  turn, you can move up to 5 feet without provoking
  opportunity attacks before one of your melee attacks using a
  weapon. On a hit, one ally adjacent to the target gains a +1d4
  bonus to damage rolls against it until the start of your next
  turn.
  Augment 1: As unaugmented, and each prone ally within 5
  feet of you can stand up (no action required).
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and until the end of your next
  turn, allies gain a +1d4 bonus to damage rolls while they are
  within 5 feet of you.
  ”You cannot contain yourself—you must close at once!.”
  Impetuous Ruin
  Impetuous Ruin
  Ardent Rank 1 • Augmentable, Charm, Enchantment,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target cannot make opportunity
  attacks against any creature other than you until the end of
  your next turn.
  Augment 1: As unaugmented, except on a hit, the target
  cannot make opportunity attacks until the end of your next
  turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and the target can't take a
  reaction until the end of its next turn. Moreover, on its next
  turn, it must choose whether it gets a move, an action, or a
  bonus action; it gets only one of the three.
  ”Your strike hobbles your enemy’s impulsiveness,
  preventing it from reacting in the heat of combat.”
  Implanted Suggestion
  Implanted Suggestion
  Ardent Rank 1 • Charm, Enchantment, Offensive, Psionic,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Wisdom saving throw or be dazed
  for 1 minute. While dazed by this exploit, the target cannot
  take reactions, and on its turn, it must choose whether it gets
  a move, an action, or a bonus action; it gets only one of the
  three. The target can repeat the saving throw at the end of
  each of its turns, ending the daze on a success.
  In addition, the target is affected by your suggestion for 1
  minute. The target can make a Wisdom saving throw at the
  end of each of its turns, ending the suggestion on a success
  (this effect is separate from the daze). Until the suggestion
  ends, whenever the target uses an action, one ally within 5
  feet of the target can make an opportunity attack against it
  after the target’s action is resolved.
  ”You compel your enemy to open itself to attack.”
  13
  
  Intent Laid Bare
  Intent Laid Bare
  Ardent Rank 1 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target cannot benefit from the
  Disengage action until the end of your next turn. In addition,
  you can communicate with the target via telepathy (30 ft.)
  until the end of your next turn.
  Augment 1: As unaugmented, and the target suffers
  disadvantage on attack rolls against you until the end of your
  next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and the target cannot benefit
  from the Disengage action until the end of your next turn. In
  addition, until the end of your next turn, if the target moves,
  you or one ally within 30 feet of you can use a reaction to
  move up to 25 feet without provoking opportunity.
  ”You slip into your opponent’s mind while the pain from
  your attack distracts it.”
  Ire Strike
  Ire Strike
  Ardent Rank 1 • Augmentable, Enchantment, Offensive,
  Psionic (Turn)
  Unaugmented: As an action, choose one creature within 5
  feet of you. One ally adjacent to the target can make a melee
  weapon attack against it (no action required). If your ally’s
  attack hits, the target suffers a 1d6 susceptibility to all
  damage until the end of your next turn.
  Augment 1: As unaugmented, except the susceptibility is
  only against psychic damage and increases to 2d6.
  Augment 2: As an action, choose one creature within 5
  feet of you. One ally within 30 feet of you can move to a space
  adjacent to the target without provoking opportunity attacks,
  and then make a melee weapon attack against it. On a hit,
  your ally’s attack deals an extra 1d10 damage, and the target
  suffers a 1d6 susceptibility to all damage until the end of your
  next turn.
  ”You feel angry rising inside you, and you empower a
  nearby ally to strike.”
  Karmic Bond
  Karmic Bond
  Ardent Rank 1 • Augmentable, Divination, Offensive, Psionic,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, if the target deals damage before the
  start of your next turn, the target takes an extra 1d4 damage
  from the next attack that hits it before the end of your next
  turn.
  Augment 1: As unaugmented, and until the start of your
  next turn, if the target succeeds on a saving throw, one ally
  within 30 feet of you can make a saving throw against one
  effect that a save can end (no action required).
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and if the target deals damage
  before the start of your next turn, it suffers a 1d6
  susceptibility to all damage the end of your next turn.
  ”Your strike ensures the enemy reaps what it sows by
  forming a bond between it and the creature it attacks next.”
  Lingering Fury
  Lingering Fury
  Ardent Rank 1 • Enchantment, Offensive, Psionic, Psychic,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 psychic damage,
  and you can push the target up to 5 feet.
  In addition, the target is affected by a lingering fury for 1
  minute. The target can make a Wisdom saving throw at the
  end of each of its turns, ending the fury on a success. While
  the target is affected by this lingering fury, allies gain
  advantage on attack rolls and a +1d4 bonus to damage rolls
  while adjacent to the target.
  ”You smash your enemy aside, leaving it shrouded in a
  lingering fury that grants power to your allies.”
  Mental Turmoil
  Mental Turmoil
  Ardent Rank 1 • Enchantment, Offensive, Psionic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target suffers disadvantage on attack rolls for 1 minute. Until
  this effect ends, the target can repeat the saving throw at the
  end of each of its turns, ending the effect on a success.
  In addition, for 1 minute, whenever the target misses with
  a melee attack, you or one ally within 5 feet of you gains
  temporary hit points equal to 2d4 + half your level.
  ”You transform your opponent’s frustration about its own
  mistakes into your allies’ elation.”
  Part the Fog
  Part the Fog
  Ardent Rank 1 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally adjacent to you or the target
  gains advantage on its next attack roll against the target
  before the start of your next turn.
  Augment 1: As unaugmented, and the target cannot
  benefit from being obscured or invisible until the start of your
  next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and the next ally within 30 feet
  of you to miss the target with an attack before the start of
  your next turn can reroll the attack with advantage.
  ”Your attack clears the way for an ally to unleash fury
  against your foe.”
  14
  
  Prescient Strike
  Prescient Strike
  Ardent Rank 1 • Augmentable, Divination, Offensive, Psionic,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, during its next turn, if the target
  attacks you or an ally within 5 feet of you, you can use your
  reaction to force the target to succeed on a Wisdom saving
  throw or deal only half as much damage with the triggering
  attack.
  Augment 1: As unaugmented, except on a hit, during its
  next turn, if the target forces you or an ally to make a
  Charisma or Wisdom saving throw against an effect that
  deals half damage on a success, the target of the saving
  throw takes no damage on a success and only half as much
  damage on a failure.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and the target deals only half as
  much damage as normal until the end of its next turn.
  ”You see the danger and let your weapon serve as warning
  to your comrade.”
  Psionic Shield
  Psionic Shield
  Ardent Rank 1 • Abjuration, Augmentable, Offensive, Psionic,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally within 30 feet of you gains a
  bonus to AC until the end of your next turn. The bonus equals
  half your proficiency bonus.
  Augment 1: As unaugmented, except on a hit, one ally
  within 30 feet of you gains advantage on Charisma and
  Wisdom saving throws until the end of your next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and until the end of your next
  turn, each ally within 30 feet of you gains advantage on
  saving throws and a bonus to AC equal to half your
  proficiency bonus.
  ”As you strike your foe, you motivate a nearby ally with a
  calm determination to defend themselves.”
  Recursive Emotions
  Recursive Emotions
  Ardent Rank 1 • Enchantment, Healing, Offensive, Psionic,
  Psychic, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 psychic damage.
  In addition, the target takes 1d4 psychic damage at the
  start of each of its turns for 1 minute. The target can make a
  Wisdom saving throw at the end of each of its turns, ending
  the effect on a success. Whenever the target makes a saving
  throw against this effect, one enemy you can see takes 1d4
  psychic damage, and one ally you can see regains the same
  number of hit points.
  ”Your foe’s attempt to shake off the emotional onslaught of
  your attack harms other enemies while it restores vigor to
  your allies.”
  Unnerving Shove
  Unnerving Shove
  Ardent Rank 1 • Augmentable, Enchantment, Fear, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on a Strength
  saving throw or be pushed up to 10 feet.
  Augment 1: As unaugmented, and if the target is unable to
  take reactions, you can push it up to 20 feet instead of 10
  feet.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, you can push the target up to 15
  feet, and until the end of your next turn, your allies gain
  advantage on melee attack rolls against it.
  ”You lash the enemy’s mind and body with your attack.”
  Unsteadying Rebuke
  Unsteadying Rebuke
  Ardent Rank 1 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When an enemy targets you with a melee
  attack, you can use your reaction to make a melee attack
  using a weapon against the triggering enemy before the
  triggering attack happens. On a hit, you can move the target
  up to 5 feet to a space adjacent to you.
  In addition, you cannot take your normal action during
  your next turn.
  Augment 1: As unaugmented, and one ally within 5 feet of
  you can move to any space within 5 feet of the target’s new
  position without provoking opportunity attacks (no action
  required).
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, you can move the target up to
  10 feet. You can then move each enemy now adjacent to the
  target up to 5 feet.
  In addition, you can take your normal action during your
  next turn.
  ”Your enemy’s attack inspires a savage psionic rebuke,
  letting you shift the battlefield’s perspective in your favor.”
  Wave of Fatigue
  Wave of Fatigue
  Ardent Rank 1 • Augmentable, Necromancy, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on a
  Constitution saving throw or its speed is halved until the end
  of your next turn.
  Augment 1: As unaugmented, and the target suffers
  disadvantage on opportunity attacks and deals only half as
  much damage as normal with weapon attacks until the end of
  your next turn.
  Augment 2: As an action, choose any number of creatures
  within 5 feet of you. Until the end of your next turn, each
  target suffers disadvantage on opportunity attacks and deals
  only half as much damage as normal with weapon attacks
  while adjacent to you, and any creature that starts its turn
  within 5 feet of you has its speed halved until the end of its
  turn.
  ”A wave of lethargy follows your strike, hampering your
  foe’s ability to effectively counterattack.”
  15
  
  Withered Technique
  Withered Technique
  Ardent Rank 1 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on an
  Intelligence saving throw or suffer disadvantage on attack
  rolls until the end of your next turn.
  Augment 1: As unaugmented, and if the target makes an
  attack before the start of your next turn, you can use your
  reaction to move the target up to 10 feet.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and the target must succeed on
  a Wisdom saving throw or deal only half as much damage as
  normal until the end of your next turn.
  ”Your attack scours your enemy’s mind and instincts,
  hobbling its most potent attacks.”
  Wormhole Plunge
  Wormhole Plunge
  Ardent Rank 1 • Conjuration, Offensive, Psionic,
  Teleportation, Weapon, Zone (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  In addition, you teleport the target up to 15 feet, and then
  one ally within 5 feet of the target can make an opportunity
  attack against it (no action required).
  The exploit creates a zone in the space that the target
  vacated. The zone lasts for up to 1 minute. Any creature that
  starts its turn within 15 feet of the zone is pulled 5 feet
  toward it or into it. Once per round, you can teleport a
  creature within the zone up to 15 feet (no action required).
  ”Your foe falls through a hole in space and appears some
  distance away from you.”
  Rank 1 - Utility
  Rank 1 - Utility
  Ardent Alacrity
  Ardent Alacrity
  Ardent Rank 1 • Enchantment, Psionic, Utility (Short)
  When you are reduced below half your hit point maximum,
  you can choose any number of creatures within 30 feet of you
  (no action required). Each target can choose to either move
  up to 5 feet without provoking opportunity attacks (no action
  required), or move up to half their speed (no action required).
  ”As you take a hit, your emotional energy inspires your
  allies.”
  Ardent Eruption
  Ardent Eruption
  Ardent Rank 1 • Enchantment, Psionic, Utility (Short)
  When you are reduced below half your hit point maximum,
  you can choose any number of creatures within 30 feet of you
  (no action required). Each target gains a +1d4 bonus to
  damage rolls until the start of your next turn.
  The damage bonus of this exploit increases when you
  reach 5th level (+1d6), 11th level (+1d8), and 17th level
  (+1d12).
  ”Your pain bleeds from you in a wave, touching your allies
  and lending new ferocity to their attacks.”
  Ardent Outrage
  Ardent Outrage
  Ardent Rank 1 • Enchantment, Psionic, Utility (Short)
  When you are reduced below half your hit point maximum,
  you can choose any number of creatures within 30 feet of you
  (no action required). Each target grants advantage on attack
  rolls against themselves until the start of your next turn.
  ”As you take a hit, your anger unbalances your foes.”
  Ardent Surge
  Ardent Surge
  Ardent Rank 1 • Healing, Psionic, Transmutation, Utility
  (Special)
  As a bonus action, you can choose yourself or one ally you
  can see within 30 feet of you. The target can spend a hit die
  to regain hit points. If the target does so, it regains an extra
  1d4 hit points. This exploit can gain one of the following
  effects if you know the corresponding psionic exploit:
  Ardent Alacrity: Attack rolls against the target have
  disadvantage until the end of your next turn.
  Ardent Eruption: The target’s speed increases by 10 feet
  until the end of your next turn.
  Ardent Outrage: The target gains advantage on attack
  rolls until the end of your next turn.
  You can use this exploit twice, but only once per round. You
  regain all uses of this exploit when you finish a short or long
  rest.
  When you reach 11th level, the range of this exploit
  increases from 30 feet to 60 feet, and you can use this exploit
  three times, but only once per round.
  ”You send a surge of powerful emotion that revives a
  faltering ally.”
  Bend Space
  Bend Space
  Ardent Rank 1 • Conjuration, Psionic, Utility (Short)
  As a bonus action, choose one ally you can see within 30
  feet. Until the end of your next turn, the target’s reach
  increases by 5 feet and the target gains advantage on ranged
  attack rolls.
  ”You close the distance between an ally and an enemy.”
  Close Wounds
  Close Wounds
  Ardent Rank 1 • Psionic, Transmutation, Utility (Short)
  As a bonus action, choose one ally you can see within 30
  feet of you below half their hit point maximum. The target
  gains 1d4 + 2 temporary hit points.
  ”Flesh knits, wounds stanch, and strength returns for a
  time.”
  Dimension Swap
  Dimension Swap
  Ardent Rank 1 • Conjuration, Psionic, Teleportation, Utility
  (Short)
  As a bonus action, you target yourself and one ally you can
  see within 30 feet of you. You teleport yourself and the target,
  swapping positions.
  ”You fold the space between yourself and an ally so that
  you can switch positions.”
  16
  
  Dull Pain
  Dull Pain
  Ardent Rank 1 • Abjuration, Psionic, Utility (Short)
  When an ally within 30 feet of you takes damage, you can
  use your reaction to reduce the triggering damage by 1d4 + 2.
  The triggering ally also gains advantage on saving throws
  until the end of their next turn.
  ”You respond to an enemy’s attack by dampening your ally’s
  ability to feel pain.”
  Healing Bond
  Healing Bond
  Ardent Rank 1 • Healing, Necromancy, Psionic, Utility (Long)
  When an ally within 30 feet of you regains hit points, you
  can use your reaction to allow a different ally within 30 feet of
  you to regain the same number of hit points.
  ”You strengthen the bond between two allies, so that when
  one prospers, they both benefit.”
  Mind Over Matter
  Mind Over Matter
  Ardent Rank 1 • Enchantment, Psionic, Utility (Long)
  As a bonus action, choose yourself or one ally within 30
  feet of you. The target gains 1d10 + 2 temporary hit points.
  ”You convince an ally that the wounds they suffer are not as
  bad as they seem.”
  Psionic Charge
  Psionic Charge
  Ardent Rank 1 • Psionic, Transmutation, Utility (Short)
  As a bonus action, choose one ally within 50 feet. If the
  target makes a Charging attack before the end of its next
  turn, its speed increases by 10 feet for the charge, and it
  gains a +1d4 bonus to the damage roll of the attack.
  ”When your ally springs into motion, you channel psionic
  power to lend them additional strength and speed.”
  Psionic Conduit
  Psionic Conduit
  Ardent Rank 1 • Psionic, Transmutation, Utility (Short)
  As a bonus action, choose one ally within your reach. You
  transfer 1 or 2 psi points to the target.
  ”You lend psionic power to an ally in need.”
  Sympathetic Agony
  Sympathetic Agony
  Ardent Rank 1 • Necromancy, Psionic, Utility (Short)
  When one ally within 30 feet of you takes damage, you can
  use your reaction to half the triggering damage. If the
  triggering ally suffers an additional effect associated with the
  triggering damage, you can choose to have the effect apply to
  you instead. Until the end of your next turn, you and the
  triggering ally gain a +2 bonus to AC while within 30 feet of
  one another.
  ”You open your mind to receive an ally’s agony, and take
  some of that pain upon yourself.”
  Wellspring of Vigor
  Wellspring of Vigor
  Ardent Rank 1 • Psionic, Transmutation, Utility (Long)
  As a bonus action, choose yourself or one ally within your
  melee reach. For 1 minute, whenever the target starts their
  turn and is above half their hit point maximum, they gain 1d4
  + 3 temporary hit points.
  ”By shutting down their ability to feel pain, you ensure that
  your ally can keep going when others."
  Rank 2 - Offensive
  Rank 2 - Offensive
  Accelerated Maneuvers
  Accelerated Maneuvers
  Ardent Rank 2 • Augmentable, Divination, Offensive, Weapon
  (Turn)
  Unaugmented: When you take the attack action on your
  turn, one ally within 5 feet of you can move up to 5 feet
  without provoking opportunity attacks before one of your
  attacks using a melee weapon (no action required).
  Augment 1: As unaugmented, except your ally can move
  up to 15 feet.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and until the end of your next
  turn, each ally who starts their turn within 25 feet of you
  gains a 10-foot bonus to their speed and can move up to 10
  feet without provoking opportunity attacks as a bonus action.
  ”You open your mind to your enemies’ intentions, using
  that knowledge to maneuver your allies into position.”
  Clarifying Impact
  Clarifying Impact
  Ardent Rank 2 • Augmentable, Divination, Offensive, Weapon
  (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the end of your next turn, the
  target does not benefit from half cover or being lightly
  obscured against you or your allies.
  Augment 1: As unaugmented, and you gain advantage on
  Wisdom (Perception) checks to find hidden creatures until
  the end of your next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and until the end of your next
  turn, you gain an aura with a 25-foot radius that lasts for 10
  minutes or until you dismiss it as a bonus action. Until the
  exploit ends, the aura moves with you, centered on you.
  Enemies in the aura cannot benefit from half cover or being
  lightly obscured.
  ”Smashing your weapon into the enemy heightens your
  mind’s ability to pick out concealed and hidden foes.”
  Courageous Strike
  Courageous Strike
  Ardent Rank 2 • Abjuration, Augmentable, Offensive, Weapon
  (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you and one ally within 5 feet of you
  gain a +1 bonus to AC against the target’s attacks until the
  end of your next turn.
  Augment 1: As unaugmented, except the bonus to AC
  increases to +3.
  Augment 2: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 2d6 damage, and you create a zone that
  fills a 5-foot radius around you until the end of your next turn.
  You and your allies gain a +3 bonus to AC while within the
  zone.
  ”You strike at your foe and fill your friend with courage,
  bolstering both of you against the foe’s attack.”
  17
  
  Decelerating Slash
  Decelerating Slash
  Ardent Rank 2 • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target’s speed is halved for 1 minute. The target must make a
  Wisdom saving throw at the end of each of its turns, ending
  the exploit on a success. The first time the target fails this
  saving throw, it’s speed is reduced to 0 for 1 minute. In
  addition, each time the target fails a saving throw against this
  exploit, one ally you can see can move up to 5 feet without
  provoking opportunity attacks (no action required).
  ”When your strike lands, light flashes from you to drain
  away your enemy’s momentum.”
  Empowered Arsenal
  Empowered Arsenal
  Ardent Rank 2 • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  In addition, the attack creates a zone in a 5-foot radius
  around you. The zone lasts until the end of your next turn,
  and when you move, the zone moves with you, remaining
  centered on you. While within the zone, your allies gain a
  +1d6 bonus to damage rolls, and their melee attacks are
  considered magical for the purpose of overcoming damage
  resistance.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”Violet energy shimmers around you, lending psionic
  power to your allies’ attacks.”
  Enlightening Pulse
  Enlightening Pulse
  Ardent Rank 2 • Abjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage.
  In addition, the attack creates a zone in a 10-foot radius
  around you that lasts until the end of your next turn. When an
  ally damages an enemy that is within the zone, one ally within
  the zone can make a saving throw with advantage against one
  effect that a save can end.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”Clarity pulses out from your mind, creating an area that
  helps your allies free themselves from unfavorable
  circumstances.”
  Fatal Attraction
  Fatal Attraction
  Ardent Rank 2 • Augmentable, Enchantment, Offensive,
  Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you mark the target until the end of
  your next turn. While marked by this exploit, the target
  suffers disadvantage on attack rolls against creatures other
  than you.
  Augment 1: As unaugmented, and the next time the target
  deals damage any of your allies while marked by this exploit,
  the target takes 2d10 psychic damage.
  Augment 2: As unaugmented, except on a hit, the target
  takes an extra 2d10 damage, and you mark the target until
  the end of your next turn. In addition, until the end of your
  next turn, you and your allies gain advantage on attack rolls
  against it.
  ”Your attack prevents an enemy from ignoring your
  presence on the battlefield.”
  Fate Exchange
  Fate Exchange
  Ardent Rank 2 • Conjuration, Healing, Offensive,
  Teleportation, Weapon (Long)
  As an action, choose one ally within 25 feet of you. You
  teleport yourself and the chosen ally, swapping positions.
  After the teleport, you can each make one melee weapon
  attack with advantage on the attack roll (no action required).
  For each of these attacks that hits, you or one ally you can
  see, can spend up to two hit dice to regain hit points and
  make a saving throw against one effect that a save can end. If
  both attacks miss, you regain the use of this exploit.
  ”You bend space to let yourself and an ally exchange
  positions.”
  Forward-Thinking Cut
  Forward-Thinking Cut
  Ardent Rank 2 • Augmentable, Enchantment, Offensive,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, each ally within 5 feet of you gains a
  +1 bonus to attack rolls until the start of your next turn.
  When you use this exploit as part of a Charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  Augment 1: As unaugmented, and you can move up to 5
  feet without provoking opportunity attacks before using this
  exploit as part of a Charging attack.
  Augment 2: As unaugmented, and choose one or two allies
  you can see. Each chosen ally can use their reaction to make
  a Charging attack against a creature other than your target.
  Your allies do not grant advantage on attack rolls against
  themselves as part of the charge, and on a hit, their attack
  deals an extra 2d6 damage.
  ”You fling yourself at your enemy, and your allies attack
  more mightily in response.”
  18
  
  Invitation to Defeat
  Invitation to Defeat
  Ardent Rank 2 • Enchantment, Offensive, Weapon (Long)
  As an action while you are wielding a melee weapon,
  choose any number of creatures you can see within 25 feet of
  you. Each target must succeed on a Wisdom saving throw or
  be pulled up to 25 feet to an unoccupied space adjacent to
  you and for 1 minute, the target is weakened. While
  weakened by this exploit, the target deals only half as much
  damage as normal with weapon attacks, and it can repeat the
  saving throw at the end of each of its turns ending the effect
  on itself on a success.
  In addition, until the end of your next turn, enemies are
  weakened while within 5 feet of you, and the first time each
  turn that an enemy within 5 feet of you takes damage, that
  enemy takes an extra 1d6 psychic damage. While weakened
  by this exploit, a target deals only half as much damage as
  normal with weapon attacks.
  As long as the effect persists, you can use your bonus
  action on subsequent turns to maintain the effect, extending
  the duration until the end of your next turn.
  ”You raise your weapon and force your enemies to
  approach you, inviting them to certain defeat.”
  Meteoric Charge
  Meteoric Charge
  Ardent Rank 2 • Enchantment, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and until
  the end of your next turn, any ally who starts their turn within
  25 feet of you does not grant advantage on attack rolls
  against themselves as part of a charge and gains a +1d6
  bonus to the damage rolls of Charging attacks.
  When you use this exploit as part of a Charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  ”Your attack provides allies with an emotional surge,
  setting up a series of furious charges against your foes.”
  Mindlink Strike
  Mindlink Strike
  Ardent Rank 2 • Augmentable, Divination, Offensive, Weapon
  (Turn)
  Unaugmented: When you take the attack action on your
  turn, you can forgo one of your attacks to choose one
  creature within 5 feet of you. One ally adjacent to you can
  make a melee weapon attack against the target as an
  opportunity attack. If your ally’s attack hits, you and the ally
  can each move up to 5 feet without provoking opportunity
  attacks (no action required).
  Augment 1: As unaugmented, and the ally gains a +1d6
  bonus to the damage roll if they choose to mark the target.
  Augment 2: As an action, make a melee attack using a
  weapon against any number of creatures within 5 feet of you,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 2d6 damage, and, one ally within 5 feet
  of the target can use their reaction to make an opportunity
  attack against it.
  ”Linking minds with an ally, you coordinate your efforts to
  confound your foe.”
  Persistent Veil
  Persistent Veil
  Ardent Rank 2 • Charm, Enchantment, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target is blinded for 1 minute. The target can make a Wisdom
  saving throw at the end of each of its turns, ending the
  blinded condition on a success.
  After the target successfully saves from the blinding effect,
  for 1 minute all creatures are lightly obscured to the target
  and it suffers disadvantage on Wisdom (Perception) checks.
  The target can make a Wisdom saving throw at the end of
  each of its turns, ending the exploit on a success.
  ”Whether or not your attack hits, your psionic assault
  makes your foe think you blinded it.”
  Rewarding Strike
  Rewarding Strike
  Ardent Rank 2 • Augmentable, Enchantment, Healing,
  Offensive, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the next ally who hits the target
  before the start of your next turn regains 1d6 hit points. The
  ally can benefit from this effect only once per round.
  Augment 1: As unaugmented, except on a hit, allies who
  force the target to make a Wisdom or Charisma saving throw
  before the start of your next turn can spend up to two hits
  dice to regain hit points. Each ally can benefit from this effect
  only once per round.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and allies who hit the target
  before the end of your next turn can spend up to two hit dice
  to regain hit points. Each ally can benefit from this effect only
  once per round.
  ”There is joy in victory, and those who follow your lead
  experience exhilaration.”
  Specter of Doubt
  Specter of Doubt
  Ardent Rank 2 • Enchantment, Fear, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 psychic damage,
  and for 1 minute, whenever the target makes an attack, it
  suffers 2d6 psychic damage. The target can make a Wisdom
  saving throw at the end of each of its turns, ending this effect
  on a success.
  Each time the target fails a saving throw against this effect,
  you can choose a different creature within 15 feet of the
  target. The chosen creature must succeed on a Wisdom
  saving throw or become dazed for 1 minute. While dazed by
  this exploit, a creature cannot take reactions, and on its turn,
  it must choose whether it gets a move, an action, or a bonus
  action; it gets only one of the three. A creature dazed by this
  exploit can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  ”Your attack plants a seed of doubt in your enemy’s
  subconscious. As it grows, it infects other foes, robbing them
  of their will to fight.”
  19
  
  Stolen Strength
  Stolen Strength
  Ardent Rank 2 • Augmentable, Necromancy, Offensive,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the end of your next turn, the
  target rolls twice when it makes a damage roll and must use
  the lower roll.
  Augment 1: As unaugmented, except on a hit, the target
  deals only half as much damage as normal.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and until the end of your next
  turn, the target deals only half as much damage as normal.
  ”Your attack leaves a foe reeling, sapping its strength as it
  tries to fight back.”
  Trailblazing Assault
  Trailblazing Assault
  Ardent Rank 2 • Augmentable, Healing, Offensive,
  Transmutation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally within 25 feet of you gains a
  +10-foot bonus to speed until the end of your next turn.
  Augment 1: As unaugmented, and the ally regains 1d6 hit
  points if they hit with a Charging attack before the end of
  your next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and one ally you can see can
  use their reaction to make a Charging attack against the
  target. If the ally hits with this attack, they gain a +3 bonus to
  AC and advantage on saving throw until the start of your next
  turn and can spend up to two hit dice to regain hit points.
  ”Your attack opens up the battlefield, letting an ally surge
  forward to attack.”
  Unhinging Strike
  Unhinging Strike
  Ardent Rank 2 • Augmentable, Enchantment, Offensive,
  Psychic, Weapon (Turn)
  Unaugmented: When you take the attack action on your
  turn, you can forgo one of your attacks to force one creature
  you can see within 5 feet of you to make a Wisdom saving
  throw. On a failed save, the target takes 1d6 psychic damage
  and, must use its reaction to make a melee weapon attack
  against a creature of your choice.
  Augment 1: As unaugmented, except on a failed save, the
  target takes 1d6 psychic damage, and until the end of the
  target’s next turn, it must make a melee weapon attack (no
  action required) against any of your enemies that willingly
  leaves a space within 5 feet of it.
  Augment 2: When you hit a creature with a melee attack
  using a weapon, your attack deals an extra 2d6 psychic
  damage, and the target must succeed on a Wisdom saving
  throw or use its reaction to make a melee weapon attack
  against one or two creature of your choice, with a separate
  attack roll for each target.
  Creatures immune to being charmed can take damage
  from this exploit, but suffer none of its other effects.
  ”A jolt of psionic power clouds over your enemy’s senses so
  that the foe sees its cohorts as its enemies.”
  Rank 2 - Utility
  Rank 2 - Utility
  Battle Link
  Battle Link
  Ardent Rank 2 • Psionic, Transmutation, Utility (Long)
  As a bonus action, choose yourself and one ally or two
  allies you can see within 30 feet of you. For 1 minute,
  whenever the targets are within 30 feet of each other, attack
  rolls cannot gain advantage against either one unless the
  attacker has advantage on attack rolls against both of them.
  ”Your senses merge with your ally’s until you see things
  from all perspectives.”
  Body Adjustment
  Body Adjustment
  Ardent Rank 2 • Psionic, Transmutation, Utility (Short)
  As a bonus action, choose yourself or one ally within your
  reach. The target gains 1d12 + 6 temporary hit points.
  ”At your touch, your ally trembles with newfound energy.”
  Escalating Fury
  Escalating Fury
  Ardent Rank 2 • Abjuration, Psionic, Utility (Short)
  When you take damage from an attack, you can use your
  reaction to choose any number of creatures within 30 feet of
  you. Each target gains 2d6 + 3 temporary hit points.
  ”Your pain girds allies against the threats looming on all
  sides.”
  Evade Attack
  Evade Attack
  Ardent Rank 2 • Conjuration, Psionic, Teleportation, Utility
  (Short)
  When a willing ally within 120 feet of you is hit by an
  opportunity attack, you can use your reaction to immediately
  teleport the triggering ally up to 15 feet before any damage or
  effects of the triggering attack are applied.
  ”When your friend steps into harm’s way, you whisk them
  to safety.”
  Mend Wounds
  Mend Wounds
  Ardent Rank 2 • Healing, Psionic, Transmutation, Utility
  (Long)
  As a bonus action, choose yourself or one ally within your
  reach. The target regains 2d10 + 6 hit points.
  ”You accelerate your friend’s natural healing ability so that
  their wounds close with amazing speed.”
  Opportunity Seized
  Opportunity Seized
  Ardent Rank 2 • Divination, Psionic, Utility (Short)
  When you or one ally within 15 feet of you misses with an
  opportunity attack, the target can make another opportunity
  attack.
  ”When a foe slips past you or your ally, it opens up new
  opportunities to attack.”
  20
  
  Painful Revelations
  Painful Revelations
  Ardent Rank 2 • Divination, Psionic, Utility (Long)
  As a bonus action, you gain an aura with a 30-foot radius
  that lasts for 10 minutes or until you dismiss it as a bonus
  action. Until the exploit ends, the aura moves with you,
  centered on you. Whenever an enemy in the aura takes
  damage from an attack, you can take 1d6 psychic damage
  that can’t be reduced in any way. If you do so, that enemy
  grants advantage on attack rolls against itself for 1 minute.
  While suffering an effect from this exploit, a target can make
  a Wisdom saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  ”You risk your sanity to share your enemy’s pain, and in
  doing so gain powerful insights into how to bring this battle
  to a close.”
  Rapid Calculation
  Rapid Calculation
  Ardent Rank 2 • Divination, Psionic, Utility (Long)
  When you roll initiative, you can choose any number of
  creatures within 30 feet of you (no action required. You can
  move each target up to 15 feet, and grant each target a +2
  bonus to AC until the end of the first round of the encounter.
  ”You quickly assess the threat before you and help your
  allies to properly prepare for the fight.”
  Shared Momentum
  Shared Momentum
  Ardent Rank 2 • Divination, Psionic, Utility (Short)
  When an ally within 30 feet of you willingly moves, you can
  use your reaction to choose a different ally within 30 feet of
  you. The second ally can use their reaction to move up to 15
  feet without provoking opportunity attacks.
  ”You link two allies with psionic energy, letting them match
  each other’s movements in battle.”
  Thought Shield
  Thought Shield
  Ardent Rank 2 • Abjuration, Psionic, Utility (Short)
  As a bonus action, you create a zone that fills a 5-foot
  radius around you. The zone lasts until the end of your next
  turn. While within the zone, you and your allies gain
  resistance to all damage and advantage on saving throws.
  ”You focus your mind and construct a psionic shield to
  shelter you and your allies from harm.”
  Rank 3 - Offensive
  Rank 3 - Offensive
  Agony Field
  Agony Field
  Ardent Rank 3 • Aura, Concentration, Enchantment,
  Offensive, Psychic, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and for 1
  minute, the target takes 1d8 psychic damage at the start of
  each of its turns. The target can make a Wisdom saving
  throw at the end of each of its turns, ending this effect on a
  success.
  In addition, the attack creates a zone that fills a 5-foot
  radius around you. The zone lasts until the end of your next
  turn. When you move, the zone moves with you, remaining
  centered on you. Whenever you take damage from an attack,
  each enemy within the zone takes 1d8 psychic damage.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”You strike your foe and let out a psychic shriek, which
  creates a pulsing field of pain.”
  Cerebral Worm
  Cerebral Worm
  Ardent Rank 3 • Enchantment, Offensive, Psychic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 psychic damage,
  and the target must make a Constitution saving throw. On a
  failed save, the target is affected by your cerebral worm for 1
  minute. On a successful save, the target takes 2d8 psychic
  damage the next time it makes an attack roll before the end
  of your next turn.
  While the target is affected by your cerebral worm, the first
  time the target makes an attack roll on each of its turns, it
  must either take 2d8 psychic damage or roll an additional
  d20 and use the lowest of all d20s rolled for the attack roll.
  The target can repeat the Wisdom saving throw at the end of
  each of its turns, ending the exploit on a success.
  ”Your attack lodges in your foe’s mind like a parasite,
  hindering its ability to attack.”
  Dulled Reflexes
  Dulled Reflexes
  Ardent Rank 3 • Offensive, Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must succeed on a Wisdom saving throw or have its
  speed reduced by 10 feet for 1 minute. While the target’s
  speed is reduced by this exploit, it can repeat the saving
  throw at the end of each of its turns, ending the effect on a
  success. Until the speed reduction ends, it worsens by 10 feet
  whenever the target attacks. When the target’s speed reaches
  0 in this way, the penalty ends, but the target is restrained
  and stunned for 1 minute. While the target is restrained and
  stunned by this exploit, it can repeat the saving throw at the
  end of each of its turns, ending the effect on a success.
  In addition, for 1 minute, any enemy that starts its turn
  within 5 feet of the target has its speed halved for 1 minute.
  An enemy suffering a speed reduction from this effect can
  make a Wisdom saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  ”Your foe moves slower and slower until it can’t move, and
  its slowness infects its allies.”
  21
  
  Emotional Wellspring
  Emotional Wellspring
  Ardent Rank 3 • Enchantment, Offensive, Psychic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target takes 1d8 psychic damage at the start of each of its
  turns for 1 minute. The target can make a Wisdom saving
  throw at the end of each of its turns, ending the effect on a
  success. Until the effect ends, each ally who hits the target
  can choose to gain 1d8 temporary hit points or make a saving
  throw with advantage against one effect that a save can end.
  ”Your attack drains a foe of its resilience, and allows allies
  to claim that resilience for themselves.”
  Feast of Despair
  Feast of Despair
  Ardent Rank 3 • Enchantment, Offensive, Psychic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 psychic damage.
  For 1 minute, attacks against the target have advantage
  and the target suffers disadvantage on saving throws.
  Moreover, whenever it misses an attack, you or an ally you
  can see regain 1 psi point or 1 psionic energy die.
  ”Your attack rattles your foe, and you and your allies draw
  energy from its despair.”
  Feast of Plenty
  Feast of Plenty
  Ardent Rank 3 • Abjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage.
  For 1 minute, whenever the target takes damage, you and
  each ally within 5 feet of you gain 2d8 + 8 temporary hit
  points.
  ”You wrap your foe in a psionic net that leaches power
  from it for your allies.”
  Passage of Swords
  Passage of Swords
  Ardent Rank 3 • Abjuration, Offensive, Weapon (Long)
  As an action, while you’re wielding a melee weapon, choose
  one creature you can see within 15 feet of you. The target
  must succeed on a Constitution saving throw or be dazed for
  1 minute. While dazed by this exploit, the target cannot take
  reactions, and on its turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three. The target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  In addition, you can move the target horizontally up to 25
  feet. Each ally adjacent to the target during this movement
  can make a melee weapon attack against it (no action
  required), with a +1d8 bonus to the damage roll on a hit.
  Each ally can attack the target only once during this
  movement.
  ”You fling your foe away. As it goes, your allies take
  advantage of its disorientation.”
  Spatial Anomaly
  Spatial Anomaly
  Ardent Rank 3 • Conjuration, Offensive (Long)
  As an action, choose one enemy you can see within 30 feet.
  You teleport the target up to 25 feet. One or two allies within
  5 feet of the target at the end of this teleport can each make a
  melee weapon attack against the target (no action required).
  Each ally who hits the target also gains 1d8 + 4 temporary hit
  points.
  ”Your focused thought punches a hole in reality, drawing
  your enemy into position for your allies’ attacks.”
  Spur the Battle
  Spur the Battle
  Ardent Rank 3 • Evocation, Offensive, Weapon (Long)
  When you take the attack action on your turn, you can
  move up to 5 feet without provoking opportunity attacks
  before one of your melee attacks using a weapon. On a hit,
  your attack deals an extra 3d10 damage.
  After the attack, each ally adjacent to can move up to 5 feet
  without provoking opportunity attacks or mov up to their
  speed up to their speed (no action required).
  ”As you attack, mystical light shrouds your nearby allies,
  speeding them into battle.”
  Rank 3 - Utility
  Rank 3 - Utility
  Force of Will
  Force of Will
  Ardent Rank 3 • Abjuration, Psionic, Utility (Short)
  When you succeed on a saving throw, you and each ally
  within 15 feet of you gain a +2 bonus to AC and advantage on
  saving throws until the end of your next turn (no action
  required).
  ”You throw off an affliction with such force that nearby
  allies are protected by your power.”
  Fostered Talent
  Fostered Talent
  Ardent Rank 3 • Divination, Psionic, Utility (Short)
  When an ally you can see succeeds on an ability check, you
  can target yourself and each ally within 60 feet of you other
  than the triggering ally (no action required). Each target gains
  advantage on the next ability check they make before the end
  of your next turn.
  ”You draw strength from an ally’s accomplishment, then
  share that strength with other allies.”
  From the Brink
  From the Brink
  Ardent Rank 3 • Evocation, Healing, Psionic, Utility (Long)
  As a bonus action, choose one ally within 60 feet. The
  target regains 4d10 + 16 hit points. If the target is at 0 hit
  points, they regain an additional 2d10 + 8 hit points. In
  addition, the target can stand up (no action required).
  ”Your friend hovers near death. You touch their mind, and
  your friend awakens with a start.”
  Incite Bravery
  Incite Bravery
  Ardent Rank 3 • Enchantment, Psionic, Utility (Short)
  As a bonus action, you can target yourself and each ally in
  5 feet of you. Until the end of your next turn, each target
  gains advantage on attack rolls and on saving throws against
  being frightened.
  ”Your allies find new courage with your support.”
  22
  
  Psychic Boon
  Psychic Boon
  Ardent Rank 3 • Abjuration, Psionic, Utility (Short)
  When an ally within 30 feet of you hits with a melee attack,
  you can grant the triggering ally 2d8 + 4 temporary hit points
  (no action required).
  ”When an ally’s attack hits, you channel the rush of victory
  and return it as increased resilience.”
  Reactive Resistance
  Reactive Resistance
  Ardent Rank 3 • Divination, Psionic, Utility (Short)
  When you or an ally within 60 feet of you takes damage,
  you can use your reaction to grant the triggering creature
  resistance to the triggering damage.
  ”You anticipate an attack and magically feed resilience to
  yourself or your friend.”
  Tower of Iron Will
  Tower of Iron Will
  Ardent Rank 3 • Abjuration, Psionic, Utility (Long)
  As a bonus action, you create a zone that fills a 15-foot
  radius around you until the end of your next turn. While
  within the zone, you and your allies gain resistance to psychic
  damage, advantage on saving throws, and a +2 bonus to AC.
  In addition, any ally who starts their turn within the zone can
  make a saving throw against one charm or incapacitation
  effect that a save can end.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”You visualize a mighty tower, and in doing so you create a
  psionic bastion to protect your allies.”
  Unshakable Bond
  Unshakable Bond
  Ardent Rank 3 • Divination, Psionic, Utility (Long)
  When an enemy within 30 feet of you hits your ally with an
  attack, you can subject the triggering enemy to your
  unshakable bond for 1 minute or until it is reduced to 0 hit
  points (no action required). While the target is subject to your
  unshakable bond, you always know its exact location and
  your attacks against it ignore half and three-quarters cover,
  and it gains no benefit from being obscured.
  ”When your enemy lets down its guard after making a
  successful attack, you invade its mind and steal its throughs.”
  Vital Summons
  Vital Summons
  Ardent Rank 3 • Conjuration, Psionic, Teleportation, Utility
  (Short)
  When an ally within 30 feet of you is reduced below half
  their hit point maximum or reduced to 0 hit points, you can
  use your reaction to target one ally other than the triggering
  ally. You teleport the target to a space adjacent to the
  triggering ally.
  ”When an ally is in trouble, you speed help to their side.”
  Rank 4 - Offensive
  Rank 4 - Offensive
  Aggressive Accompaniment
  Aggressive Accompaniment
  Ardent Rank 4 • Conjuration, Offensive, Psychic,
  Teleportation, Weapon (Long)
  When an ally within 60 feet of you makes a melee attack,
  before the attack, you can use your reaction to teleport to a
  space adjacent to the triggering ally. You can then make a
  melee attack using a weapon against one creature within 5
  feet of you. On a hit, your attack deals an extra 4d10 damage,
  and the target must succeed on a Constitution saving throw
  or be dazed for 1 minute. On a miss, your attack deals half as
  much damage as normal. While dazed by this exploit, the
  target cannot take reactions, and on its turn, it must choose
  whether it gets a move, an action, or a bonus action; it gets
  only one of the three. The target can repeat the saving throw
  at the end of each of its turns, ending the effect on itself on a
  success.
  In addition, the triggering ally gains advantage on their
  triggering attack roll, and on a hit, the triggering attack deals
  an extra 4d10 psychic damage.
  ”You flash across the battlefield to unleash a devastating
  attack in concert with an ally, then grant that ally increased
  fury against your common foe.”
  Bloody Resurgence
  Bloody Resurgence
  Ardent Rank 4 • Evocation, Healing, Offensive, Psychic,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and one
  ally who can see you can spend up to four hit dice to regain
  hit points. If you are below half your hit point maximum and
  the ally spends at least one hit die, they regain an extra 1d10
  hit points.
  ”When you lash out with your weapon, an ally feels its
  strength replenish.”
  Conflicted Emotions
  Conflicted Emotions
  Ardent Rank 4 • Augmentable, Enchantment, Offensive,
  Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target takes 1d10 psychic damage
  if it ends its next turn adjacent to one of its allies.
  Augment 1: As unaugmented, except the target takes the
  psychic damage if it ends its next turn within 5 feet of any
  creature.
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within 5 feet of you,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 4d6 damage, and until the start of your
  next turn, any enemy that ends its turn within 5 feet of you
  takes 1d10 psychic damage, and grants advantage on attack
  rolls against themselves until the end of your next turn.
  ”Your attack leaves your enemy unable to tell friend from
  foe, wracking it with pain if it comes too close to another
  creature.”
  23
  
  Confusing Strike
  Confusing Strike
  Ardent Rank 4 • Augmentable, Illusion, Offensive, Weapon
  (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on a Wisdom
  saving throw or suffer disadvantage on attack rolls until the
  end of your next turn.
  Augment 1: As unaugmented, and also on a failed save, the
  target suffers disadvantage on saving throws until the end of
  your next turn.
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 4d6 damage, and the target must make
  an Intelligence saving throw. On a failed save, the target can't
  take a reaction until the end of your next turn. Moreover, on
  its next turn, it must choose whether it gets a move, an
  action, or a bonus action; it gets only one of the three.
  In addition, the exploit creates a zone that fills a 10-foot
  radius around you. The zone lasts until the end of your next
  turn. Enemies suffer disadvantage on attack rolls while
  within the zone.
  ”You flood your opponent’s thoughts with confusing
  images.”
  Coordinated Effort
  Coordinated Effort
  Ardent Rank 4 • Divination, Healing, Offensive (Long)
  As a bonus action, you can target yourself and each ally you
  can see within 30 feet of you, to a maximum of five targets.
  You apply one of the following effects to each target. Each
  effect can be used only once:
  The target can fly up to 25 feet (no action required). The
  target must land at the end of this movement.
  The target can safely move up to its speed (no action
  required).
  The target can spend up to four hit dice to regain hit
  points (no action required).
  The target can make a melee weapon attack (no action
  required).
  The target can make a Charging attack (no action
  required).
  ”You link minds with your allies, granting all of you the
  chance to act in concert before your foes can react.”
  Essence Conduit
  Essence Conduit
  Ardent Rank 4 • Augmentable, Enchantment, Healing,
  Offensive, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally you can see gains 1d10 + 5
  temporary hit points.
  Augment 1: As unaugmented, and the ally can also spend
  up to four hit dice to regain hit points. The ally can't benefit
  from this augment again until it finishes a short or long rest.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 psychic damage. Moreover, one ally
  within 30 feet of you can spend up to four hit dice to regain
  hit points. If the ally spends at least one hit die, they regain an
  additional 1d10 hit points.
  ”In pressing the attack, you steal a foe’s resolve and bestow
  it on an ally.”
  Extermination Urge
  Extermination Urge
  Ardent Rank 4 • Charm, Enchantment, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must make a Wisdom saving throw. On a failed save,
  the target is charmed for 1 minute. While charmed by this
  exploit, the target is also dominated and suffers a 2d6
  susceptibility to all damage. On a successful save, the target
  is dazed for 1 minute. While dazed by this exploit, the target
  suffers a 1d6 susceptibility to all damage, cannot take
  reactions, and on its turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three.
  While charmed or dazed by this exploit, the target can
  repeat the saving throw at the end of each of its turns, ending
  the exploit on a success.
  ”A savage strike against your opponent implants a terrible
  urge within it to seek out its end.”
  Field of Alacrity
  Field of Alacrity
  Ardent Rank 4 • Augmentable, Enchantment, Offensive,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the start of your next turn, allies
  adjacent to the target can use a bonus action on their turn to
  move up to 5 feet without provoking opportunity attacks.
  Augment 1: As unaugmented, and each ally within 30 feet
  of you can stand up (no action required).
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 4d6 damage, and one ally within 30 feet
  of you can move up to their speed (no action required). Each
  ally can only be granted this movement once per turn.
  ”Your attack distracts the enemy, giving your allies an
  opening to maneuver.”
  Hope’s Audacity
  Hope’s Audacity
  Ardent Rank 4 • Augmentable, Enchantment, Offensive,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must make a Constitution
  saving throw. On a failed save, until the start of your next
  turn, allies within 30 feet of you can score a critical hit
  against the target on a roll of 19—20.
  Augment 1: As unaugmented, except the target has
  disadvantage on the Constitution saving throw, and whenever
  an ally scores a critical hit against the target before the start
  of your next turn, you and each ally within 30 feet of you can
  move up to 5 feet without provoking opportunity attacks (no
  action required).
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 damage, and until the start of your next
  turn, allies within 30 feet of you can score a critical hit
  against the target on a roll of 19—20.
  ”Your optimism and confidence are an inspiration to those
  around you.”
  24
  
  Imminent Demise
  Imminent Demise
  Ardent Rank 4 • Divination, Offensive, Psychic, Weapon,
  Zone (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 psychic damage.
  The exploit creates a zone that fills a 10-foot radius around
  you. The zone lasts until the end of your next turn. Enemies
  below half their hit point maximum that start their turn
  within the zone take 2d10 psychic damage.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”Your enemies face certain doom, and you force them to
  see it and despair.”
  Invert Defeat
  Invert Defeat
  Ardent Rank 4 • Augmentable, Evocation, Healing, Offensive,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the end of your next turn, the
  first time the reduces an ally below half their hit point
  maximum or reduces an ally to 0 hit points, that ally regains
  1d10 hit points after the attack is resolved.
  Augment 1: As unaugmented, except on a hit, one ally
  below half their hit point maximum within 5 feet of the target
  gains 2d10 + 10 temporary hit points.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 damage. Until the start of your next turn,
  when an enemy you can see deals damage with an attack, one
  ally within 30 feet of you gains 1d10 + 5 temporary hit points.
  ”The psychic energy you steal from a triumphant foe
  bolsters your allies as their own strength fades.”
  Mountainfall Strike
  Mountainfall Strike
  Ardent Rank 4 • Illusion, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must make an Intelligence saving throw. On a failed
  save, the target is restrained for 1 minute. Until the condition
  ends, any enemy that starts its turn within 5 feet of the target
  is restrained until the start of that enemy’s next turn. On a
  successful save, the target’s speed is halved for 1 minute.
  Until the speed reduction ends, any enemy that starts its turn
  within 5 feet of the target also has its speed halved until the
  start of that enemy’s next turn.
  While restrained or suffering a speed reduction from this
  exploit, the target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  ”You smash your weapon into your enemy, imparting the
  feeling that it and all its companions have been buried alive.”
  Revelatory Strike
  Revelatory Strike
  Ardent Rank 4 • Augmentable, Divination, Offensive, Weapon
  (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally adjacent to you can either
  make a saving throw against one effect that a save can end, or
  gain a +1 bonus to AC until the end of your next turn.
  Augment 1: As unaugmented, except on a hit, one ally
  adjacent to you can either make a saving throw with
  advantage against one charm or illusion effect that a save can
  end, or gain advantage on Wisdom and Charisma saving
  throws until the end of your next turn.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 damage, and the exploit creates a zone
  that fills a 15-foot radius around you. The zone lasts until the
  end of your next turn. Any ally who starts their turn within the
  zone can either make a saving throw with advantage against
  one effect that a save can end or gain the benefits of the
  Dodge action until the end of their next turn (no action
  required).
  ”As you strike, you open your ally’s mind, allowing them to
  see ways to overcome various ills.”
  Stack the Odds
  Stack the Odds
  Ardent Rank 4 • Augmentable, Enchantment, Offensive,
  Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, each ally adjacent to you gains
  advantage on the next attack roll they make before the start
  of your next turn.
  Augment 1: As unaugmented, except on a hit, until the
  start of your next turn, allies deal an extra 1d10 psychic
  damage with melee attacks that hit while within 5 feet of you.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 damage. Until the end of your next turn,
  allies gain advantage on attack rolls while within 5 feet of you
  and enemies suffer disadvantage on attack rolls while within
  5 feet of you.
  ”Your quick strike grants your allies added strength.”
  Treachery’s Seed
  Treachery’s Seed
  Ardent Rank 4 • Charm, Enchantment, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage. For 1
  minute, whenever the target hits with a melee attack, you can
  use a reaction to force the target to make an additional melee
  weapon attack against a target you choose.
  ”Your mind touches an enemy’s, planting a seed of
  treachery that lets you control it through its own attacks.”
  25
  
  Unchecked Aggression
  Unchecked Aggression
  Ardent Rank 4 • Enchantment, Offensive, Weapon, Zone
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage. The exploit
  creates a zone that fills a 10-foot radius around you. The zone
  lasts until the end of your next turn. While within the zone,
  allies deal an extra 1d10 damage when they hit with an
  attack, and enemies grant advantage on attack rolls against
  themselves.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”Your anger bleeds out from you, unnerving your enemies
  and strengthening your allies.”
  Victorious Urging
  Victorious Urging
  Ardent Rank 4 • Augmentable, Illusion, Offensive, Weapon
  (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally adjacent to you or the target
  gains advantage on attack roll until the end of your next turn.
  Augment 1: As unaugmented, except on a hit, the target
  suffers disadvantage on Strength and Constitution saving
  throws until the end of your next turn.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 damage, and you can push the target up
  to 5 feet. Until the end of your next turn, you and your allies
  gain advantage on attack rolls against the target and any
  enemies adjacent to it.
  ”You fill your foe with visions of impending doom and an
  ally with a dream of victory.”
  Vigorous Offensive
  Vigorous Offensive
  Ardent Rank 4 • Abjuration, Offensive, Weapon (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  4d6 damage.
  In addition, for each attack you make with this exploit, an
  ally within 30 feet of you gains 2d10 + 10 temporary hit
  points.
  ”As battle’s thrill overtakes you and you swing your weapon
  all around, your allies share in the same emotions.”
  Rank 4 – Utility
  Rank 4 – Utility
  Bountiful Life
  Bountiful Life
  Ardent Rank 4 • Abjuration, Psionic, Utility (Long)
  As an action, you create a zone that fills a 60-foot radius
  around you that lasts until the end of your next turn.
  Whenever you regain hit points, each ally within the zone
  gains temporary hit points equal to half the hit points you
  regained.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”As your fortune improves, so too do those of your allies.”
  Common Cause
  Common Cause
  Ardent Rank 4 • Abjuration, Psionic, Utility (Long)
  When an ally within 60 feet of you spends a hit die to
  regain hit points, you can use your reaction to target any
  number of creatures within 30 feet of the triggering ally. Each
  target gains 2d10 + 10 temporary hit points.
  ”An ally’s recovery lets you channel a temporary burst of
  resilience to other allies.”
  Detach Mind
  Detach Mind
  Ardent Rank 4 • Psionic, Transmutation, Utility (Long)
  As a bonus action, you can choose yourself or one ally
  within 30 feet of you. Choose one effect on the target that a
  save can end. The target is not affected by that effect until the
  end of its next turn, but it cannot make a saving throw against
  that effect before or at the end of that turn. The target gains
  advantage on their next saving throw to end that effect.
  ”You reach into your subject's mind to provide a temporary
  respite from a debilitating condition.”
  Disbelieve Danger
  Disbelieve Danger
  Ardent Rank 4 • Psionic, Transmutation, Utility (Short)
  When an ally within 60 feet of you is hit by an attack, you
  can use your reaction to cause the triggering ally to become
  insubstantial until the end of their next turn, before damage
  is dealt. While insubstantial the target gains the following
  traits:
  Resistance to bludgeoning, piercing, and slashing damage
  from nonmagical attacks.
  Immunity to being grappled or restrained.
  The target can move through creatures and solid objects
  as if they were difficult terrain. If you end your turn in a
  solid object, you take 1d10 force damage.
  If the effect ends while the target is inside a solid object,
  they instead are shunted to the nearest unoccupied space,
  and they take 1d10 force damage for every 5 feet traveled.
  ”With a thought, you cause an ally under attack to take on a
  spectral form that protects against additional harm.”
  Fortunate Recovery
  Fortunate Recovery
  Ardent Rank 4 • Divination, Psionic, Utility (Short)
  When you succeed on a saving throw, you can target each
  ally within 60 feet of you (no action required). The next saving
  throw each target makes before the end of your next turn
  gains advantage.
  ”You share your luck with your allies.”
  Mental Rejuvenation
  Mental Rejuvenation
  Ardent Rank 4 • Evocation, Healing, Psionic, Utility (Long)
  As an action, you can target yourself or one ally within 30
  feet of you, or any number of creatures within 30 feet of you.
  If you target only one creature with this exploit, the target
  regains 8d10 + 40 hit points. If you target more than one
  creature, each target regains 4d6 + 20 hit points.
  ”Your psionic magic allows one ally to ignore many wounds
  or several allies to ignore a few.”
  26
  
  Re-Form Mind
  Re-Form Mind
  Ardent Rank 4 • Divination, Psionic, Utility (Long)
  When you finish a short rest, choose one willing creature
  within your reach. The target gains proficiency in a skill of
  your choice until you finish a long rest.
  ”You connect the target’s thoughts to awaken new talents.”
  Resilient Bond
  Resilient Bond
  Ardent Rank 4 • Evocation, Healing, Psionic, Utility (Long)
  As a bonus action, you can target yourself and one ally
  within 30 feet of you. For 1 minute, each target regains 1d10
  hit points at the start of each of their turns if they have at
  least 1 hit point. If a target starts its turn more than 30 feet
  away from the other target, that target does not regain these
  hit points during that turn.
  ”The bond you forge with an ally ensures that you both
  make it to the battle’s end.”
  Uncanny Awareness
  Uncanny Awareness
  Ardent Rank 4 • Divination, Psionic, Utility (Long)
  When you roll initiative, you can target yourself and each
  ally within 15 feet of you (no action required). Each target can
  immediately move up to half their speed (no action required).
  ”Sensing your enemies are about to strike, you urge your
  allies into position.”
  Rank 5 - Offensive
  Rank 5 - Offensive
  Blinding Clarity
  Blinding Clarity
  Ardent Rank 5 • Augmentable, Enchantment, Offensive,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target cannot make opportunity
  attacks until the start of your next turn.
  Augment 1: As unaugmented, and the target suffers
  disadvantage on attack rolls until the end of your next turn.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 damage, and the target is blinded until
  the end of your next turn.
  ”Your attack overwhelms your foe, hindering its ability to
  take advantage of opportunities in combat.”
  Chains of Affinity
  Chains of Affinity
  Ardent Rank 5 • Divination, Offensive, Psychic, Weapon
  (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  5d6 damage.
  In addition, the exploit creates a zone that fills a 10-foot
  radius around you until the end of your next turn. When any
  ally takes damage from an attack while within the zone, each
  enemy within the zone takes 1d12 psychic damage.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”You create a mental link with your foes so that when your
  allies take damage, your adversaries feel it.”
  Clarified Pain
  Clarified Pain
  Ardent Rank 5 • Enchantment, Offensive, Psychic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 psychic damage,
  and is subject to your clarified pain for 1 minute. While
  suffering this effect, the target takes 2d12 psychic damage at
  the start of each of its turns. The target can make a Wisdom
  saving throw at the end of each of its turns, ending this effect
  on a success.
  Whenever the target makes a saving throw against this
  exploit, one ally within 30 feet of you gains advantage on
  attack rolls until the end of their next turn.
  ”The pain your enemy feels from your assault lets you
  strengthen your allies’ attacks.”
  Corridor of Pain
  Corridor of Pain
  Ardent Rank 5 • Conjuration, Offensive, Teleportation,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must make a Wisdom saving throw. On a failed save,
  the target is restrained for 1 minute, and you can move the
  target up to 25 feet. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  In addition, for 1 minute, whenever the target takes
  damage from an attack, you can teleport the target up to 25
  feet to a space adjacent to at least one of your allies.
  ”The power of your devastating strike resonates within a
  foe, letting you continually fling it into optimal position for
  your allies to attack.”
  Deflecting Disk
  Deflecting Disk
  Ardent Rank 5 • Conjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  can push the target up to 10 feet.
  In addition, you conjure a shimmering disk of force in a
  space within 30 feet of you. Allies in the disk’s space or
  adjacent to it gain a +2 bonus to AC. Once on each of your
  turns, you can move the disk up to 15 feet (no action
  required). When an attack hits an ally within 5 feet of the
  disk, you can use a reaction to immediately grant the
  triggering ally an additional +10 bonus to AC against the
  triggering attack. The disk lasts for 1 minute, or until you use
  the reaction granted by the disk.
  ”Your attack manifests a shimmering field, which you can
  move to protect your allies.”
  27
  
  Diamond Defense Assault
  Diamond Defense Assault
  Ardent Rank 5 • Augmentable, Conjuration, Offensive,
  Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your weapon deals psychic damage
  instead of its normal damage type, and one ally adjacent to
  the target can mark it until the end of your next turn.
  Augment 1: As unaugmented, and during its next turn, the
  target cannot benefit from the Disengage action.
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within 10 feet if you,
  with a separate attack roll for each target. You can make this
  attack even if a target is outside your melee attack reach. On
  a hit, your attack deals an extra 5d6 psychic damage, and you
  can move the target up to 5 feet.
  In addition, the exploit creates a zone that fills a 10-foot
  radius around you until the end of your next turn. Allies
  within the zone gain a +4 bonus to AC against attacks from
  outside the zone, and enemies within the zone suffer
  disadvantage on attack rolls.
  ”The crystalline motes released by your attack shelter your
  allies and interfere with your enemies’ strikes.”
  Emotional Flood
  Emotional Flood
  Ardent Rank 5 • Augmentable, Enchantment, Force,
  Offensive, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your weapon deals force damage
  instead of its normal damage type, and you can push the
  target up to 5 feet. In addition, one ally within 5 feet of you
  gains 1d12 + 6 temporary hit points.
  Augment 1: As unaugmented, except you can push the
  target up to 10 feet instead of 5, and each ally within 5 feet of
  you gain the temporary hit points instead of just one.
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 5d6 force damage, and each ally within
  5 feet of you gains 1d12 + 6 temporary hit points for each
  enemy you hit with this exploit.
  ”Your attack releases emotion that grants vigor to your
  allies.”
  Illuminating Strike
  Illuminating Strike
  Ardent Rank 5 • Augmentable, Evocation, Offensive, Radiant,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your weapon deals radiant damage
  instead of its normal damage type, and one ally within 5 feet
  of you gains resistance to all damage until the start of your
  next turn.
  Augment 1: As unaugmented, except the ally can be within
  30 feet from you instead of 5.
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 5d6 radiant damage. In addition, if you
  hit at least one target, one ally within 30 feet of you gains
  resistance to all damage until the start of your next turn.
  ”Light bathes your foe as you strike and then settles on a
  nearby ally for protection.”
  Mind Rend
  Mind Rend
  Ardent Rank 5 • Divination, Offensive, Psychic, Weapon
  (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures within 10 feet of you, with a
  separate attack roll for each target. You can make this attack
  even if a target is outside your melee attack reach. On a hit,
  your attack deals an extra 5d6 psychic damage, and its speed
  is halved for 1 minute. The target can make a Wisdom saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  After the attacks are resolved, the exploit creates a zone
  that fills a 10-foot radius around you that lasts until the end of
  your next turn. Any enemy that ends its turn within the zone
  is dazed until the end of its next turn. While dazed by this
  exploit, the target cannot take reactions, and on its turn, it
  must choose whether it gets a move, an action, or a bonus
  action; it gets only one of the three.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”Your attack generates a field of psionic energy that tears
  away your enemies’ will to act.”
  Probability Flux
  Probability Flux
  Ardent Rank 5 • Augmentable, Divination, Offensive, Weapon
  (Turn)
  When you hit a creature with a melee attack using a
  weapon, any critical hit the target scores before the end of
  your next turn is treated as a normal hit.
  Augment 1: When you hit a creature with a melee attack
  using a weapon, until the end of your next turn, any enemy
  that scores a critical hit against an ally within 30 feet of you
  must reroll the attack roll.
  Augment 4: When you hit a creature with a melee attack
  using a weapon, your attack deals an extra 5d10 damage, and
  any critical hit scored against any ally within 30 feet of you
  before the end of your next turn is treated as a normal hit. In
  addition, when an enemy within 30 feet of you succeeds on a
  saving throw, each ally within 30 feet of you can make a
  saving throw with advantage against one effect that a save
  can end.
  ”Your strike alters the laws of chance, denying good fortune
  to the enemy.”
  28
  
  Reactive Jaunt Strike
  Reactive Jaunt Strike
  Ardent Rank 5 • Conjuration, Offensive, Stance,
  Teleportation, Weapon (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures within 10 feet of you, with a
  separate attack roll for each target. You can make this attack
  even if a target is outside your melee attack reach. On a hit,
  your attack deals an extra 5d6 psychic damage, and the target
  must make a Wisdom saving throw. On a failed save, the
  target’s speed is halved for 1 minute. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  In addition, you enter the Reactive Jaunt stance. Until the
  stance ends, whenever an ally within 30 feet of you is
  reduced below half their hit point maximum by an attack or is
  reduced to 0 hit points, you can use a reaction to teleport to
  an unoccupied space adjacent to that ally and can make one
  melee weapon attack.
  ”When you strike your foe, your expanded awareness lets
  you leap to the side of an ally in danger.”
  Shared Vigor
  Shared Vigor
  Ardent Rank 5 • Evocation, Healing, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage.
  In addition, the exploit creates a zone that fills a 10-foot
  radius around you for 10 minutes. When any ally within the
  zone regains hit points, all other allies within the zone regain
  1d12 hit points.
  ”You create an expanse of glittering energy to reinvigorate
  your allies.
  Temporal Acceleration
  Temporal Acceleration
  Ardent Rank 5 • Offensive, Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must make a Wisdom saving throw. On a failed save,
  the target’s speed is halved and it cannot benefit from the
  Disengage action for 1 minute. The target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on a success.
  In addition, the exploit creates a zone that fills a 10-foot
  radius around you until the end of your next turn. The speed
  of enemy that starts its turn within the zone is halved until
  the end of its next turn. Any ally that starts their turn within
  the zone gains a +10 bonus to speed until the end of their
  next turn.
  When you use this exploit as part of a Charging attack, you
  do not grant advantage on attack rolls against yourself as part
  of the charge.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”You create an expanse of glittering energy to reinvigorate
  your allies.
  Temporal Strike
  Temporal Strike
  Ardent Rank 5 • Augmentable, Offensive, Transmutation,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the exploit creates a zone that fills a
  10-foot radius around you until the end of your next turn.
  While within the zone, you and your allies have resistance to
  the damage of opportunity attacks.
  Augment 1: As unaugmented, and you and your allies have
  resistance to damage from effects that force Dexterity saving
  throws.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 damage, and the target’s speed is halved
  until the end of your next turn. In addition, the exploit creates
  a zone that lasts until the end of your next turn. While within
  the zone, you and your allies have resistance to all damage.
  ”Time bends around your foe to protect your allies.”
  Terrifying Deluge
  Terrifying Deluge
  Ardent Rank 5 • Augmentable, Enchantment, Fear, Offensive,
  Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the next time an ally hits the target
  before the start of your next turn, you can move the target up
  to 5 feet (no action required).
  Augment 1: As unaugmented, except you can move the
  target each time it is hit.
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within 10 feet of
  you, with a separate attack roll for each target. You can make
  this attack even if a target is outside your melee attack reach.
  On a hit, your attack deals an extra 5d6 damage, and you can
  move the target up to 5 feet. Whenever any ally hits the target
  before the start of your next turn, you can move the target up
  to 5 feet (no action required).
  ”You spear your enemy’s mind and body, so when the foe is
  next attacked, its mind blossoms in pain.”
  Violent Upsurge
  Violent Upsurge
  Ardent Rank 5 • Augmentable, Offensive, Transmutation,
  Weapon (Turn)
  When you hit a creature with a melee attack using a
  weapon, the target must succeed on a Constitution saving
  throw or suffer a 1d6 susceptibility to all damage until the
  start of your next turn.
  Augment 1: When you hit a creature with a melee attack
  using a weapon, until the start of your next turn, whenever
  the target is hit by an attack, you gain a +1d8 bonus to the
  damage roll of the first attack you hit the target with during
  your next turn. This bonus is cumulative.
  Augment 4: When you hit a creature with a melee attack
  using a weapon, your attack deals an extra 5d10 damage, and
  the target suffers a 3d6 susceptibility to all damage until the
  end of your next turn. This susceptibility increases by 1d6
  whenever an attack hits or misses the target.
  ”You smash your enemy with such force that it is left
  susceptible to follow-up attacks.”
  29
  
  Vitality Transfer
  Vitality Transfer
  Ardent Rank 5 • Healing, Necromancy, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and once
  within the next minute, when the target starts its turn below
  half its hit point maximum or is reduced to 0 hit points, each
  ally you can see regains 5d10 + 30 hit points.
  ”The pain your attack inflicts on your foe gives you strength
  to heal your comrades.
  30
  
  Battlemind
  Battlemind
  Rank 1 - Offensive
  Rank 1 - Offensive
  Accelerating Strike
  Accelerating Strike
  Battlemind Rank 1 • Offensive, Psionic, Transmutation,
  Weapon (Long)
  When you take the attack action on your turn, you can
  move up to your speed before one of your melee attacks using
  a weapon and grant yourself advantage on that attack roll.
  This movement does not provoke opportunity attacks and you
  can move through enemies’ spaces. On a hit, your attack
  deals an extra 1d10 damage, and your movement does not
  provoke opportunity attacks from the target for 1 minute.
  In addition, for 1 minute, your walking speed increases by
  10 feet, and whenever your movement doesn’t provoke any
  opportunity attacks, you can move an additional 5 feet.
  ”When you surge toward a foe, the momentum of your
  attack carries you through the rest of combat.”
  Allies to Enemies
  Allies to Enemies
  Battlemind Rank 1 • Charm, Enchantment, Offensive,
  Psionic, Psychic, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 psychic damage,
  and the target must make a Wisdom saving throw. On a failed
  save, the target must use its reaction, if available, to make a
  melee weapon attack with advantage against a creature of
  your choice. On a successful save, the target makes the attack
  roll with disadvantage.
  ”Your attack rattles your foe with a vision of its allies
  betraying it. The foe lashes out at a companion before
  realizing its mistake.”
  Aspect of Bitter Ice
  Aspect of Bitter Ice
  Battlemind Rank 1 • Cold, Offensive, Polymorph, Psionic,
  Transmutation, Weapon (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  1d6 cold damage, you can push the target up to 5 feet, and it
  must make a Strength saving throw. On a failed save, the
  target’s speed is reduced to 0 for 1 minute. On a success, the
  target’s speed is halved for 1 minute. While a target is
  suffering a speed reduction from this exploit, it can repeat the
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  In addition, you assume the aspect of Bitter Ice for 1
  minute. While in this aspect, you gain resistance to cold
  damage, and when an enemy starts its turn adjacent to you its
  speed is halved until the end of its turn.
  ”Your weapon is rimed with ice as you strike. In the
  aftermath, you are imbued with a bitter cold that protects you
  and slows your opponents.”
  Aspect of Elevated Harmony
  Aspect of Elevated Harmony
  Battlemind Rank 1 • Healing, Offensive, Polymorph, Psionic,
  Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can spend a hit die to regain hit points.
  In addition, you assume the aspect of Elevated Harmony
  for 10 minutes. While in this aspect, you gain 2d4 + 4
  temporary hit points at the start of each of your turns, and
  once per turn when you hit a creature with an attack, that
  creature takes an extra 1d4 damage.
  ”Your eyes glow as you achieve harmony of mind, body, and
  spirit. In this state, you are able to heal yourself, and you
  understand where to strike your enemy best and how to
  lessen its blows.”
  Bull’s Might
  Bull’s Might
  Battlemind Rank 1 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you can push the target up to 5 feet.
  Augment 1: When you make a melee weapon attack using
  a weapon on your turn, you can increase your reach for that
  attack by 5 feet. On a hit, the target is also pushed up to 5
  feet.
  Augment 2: As an action, make a melee attack using a
  weapon against any number of creatures you can see in a 15-
  foot cone originating from you, with a separate attack roll for
  each target. You can make this attack even if a target is
  outside your melee attack reach. On a hit, your attack deals
  an extra 1d6 damage, and you can push the target up to 5
  feet.
  ”You slam your foe back as if it were a puny goblin. By
  enhancing your strength further, you can reach enemies
  farther away or even swat multiple enemies.”
  Cast the Net
  Cast the Net
  Battlemind Rank 1 • Augmentable, Conjuration, Offensive,
  Psionic, Teleportation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on a Wisdom
  saving throw or be teleported to a space adjacent to you.
  Augment 1: As unaugmented, except on a hit, the target
  must succeed on a Wisdom saving throw or be teleported to a
  space within 10 feet of you.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you can teleport the target
  to a space adjacent to you. Additionally, If the target moves
  more than 10 feet on its next turn, you can use your reaction
  to teleport it to a space adjacent to you at the end of its turn.
  ”Your attack bends the fabric of space, drawing your enemy
  to a more advantageous position.”
  31
  
  Concussive Spike
  Concussive Spike
  Battlemind Rank 1 • Augmentable, Evocation, Force,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: As an action, choose one creature you can
  see in a 15-foot cone originating from you. Make a melee
  weapon attack using a weapon against the target, even if it is
  outside your melee attack reach. On a hit, your weapon deals
  force damage instead of its normal damage type. In addition,
  choose any number of creatures in the cone other than the
  target. Each chosen creature is pushed up to 5 feet.
  Augment 1: As an action, choose one creature you can see
  within 15-feet of you. Make a melee weapon attack using a
  weapon against the target, even if it is outside your melee
  attack reach. On a hit, your attack deals an extra 1d10 force
  damage. In addition, choose one creature within 15 feet of
  you other than the target. The chosen creature is pushed up
  to 15 feet.
  Augment 2: As an action, choose one creature you can see
  in a 15-foot cone originating from you. Make a melee weapon
  attack using a weapon against the target, even if it is outside
  your melee attack reach. On a hit, your attack deals an extra
  1d10 force damage, and the target is knocked prone. In
  addition, choose any number of creatures in the cone other
  than the target. Each chosen creature is pushed up to 15 feet.
  ”Your weapon shimmers with force as you bring it crashing
  down, clobbering your foes and driving some of them back.”
  Conductive Defense
  Conductive Defense
  Battlemind Rank 1 • Augmentable, Evocation, Lightning,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your weapon deals lightning damage
  instead of its normal damage type, and the target must
  succeed on a Dexterity saving throw or until the start of your
  next turn, the target takes 1d4 lightning damage whenever it
  hits with an attack.
  Augment 1: As unaugmented, and also on a failed save,
  until the start of your next turn, the target takes 1d4 lightning
  damage whenever it enters a space within 5 feet of one of
  your allies.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 lightning damage, and until the start of
  your next turn, the target takes 1d4 lightning damage
  whenever it hits with an attack.
  ”Your attack surrounds a foe with a shroud of crackling
  lightning, threatening retribution for strikes against your
  allies.”
  Corona of Floating Force
  Corona of Floating Force
  Battlemind Rank 1 • Evocation, Force, Offensive, Psionic,
  Stance, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 force damage, and
  you can push the target up to 10 feet.
  In addition, you can assume the Floating Force stance.
  Until the stance ends, you ignore difficult terrain and take no
  damage from hindering terrain or hazardous terrain.
  ”As you swing, the air around you ripples with psionic force
  that knocks back your enemy and levitates you.”
  Demon Dance
  Demon Dance
  Battlemind Rank 1 • Augmentable, Fear, Illusion, Offensive,
  Psionic, Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your weapon deals psychic damage
  instead of its normal damage type, and the target suffers
  disadvantage on opportunity attack rolls until the end of your
  next turn.
  Augment 1: As unaugmented, and the target’s reach is
  reduced to no more than 5 feet for the purposes of making
  opportunity attacks until the end of your next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 psychic damage, and the target cannot
  make opportunity attacks until the end of your next turn.
  ”As you slash your enemy, you implant the image of howling
  demons into its mind, distracting the foe from making
  attacks.”
  Energizing Strike
  Energizing Strike
  Battlemind Rank 1 • Augmentable, Evocation, Healing,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally within 30 feet of you gains
  temporary hit points equal to 1d4 + one-half your level.
  Augment 1: As unaugmented, except on a hit, one dying
  ally within 30 feet of you regains 1d4 + 2 hit points.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you or one ally within 30
  feet of you can spend a hit die to regain hit points.
  ”The energy and emotion you put into your attack flows
  into your ally.”
  Harrier’s Dance
  Harrier’s Dance
  Battlemind Rank 1 • Augmentable, Conjuration, Offensive,
  Psionic, Teleportation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, before the start of your next turn, if
  you take damage from an enemy that is not adjacent to you,
  you can use your reaction to teleport up to 10 feet.
  Augment 1: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and before the start of your next
  turn, if you take damage from an enemy that is not adjacent
  to you, you can use your reaction to teleport up to 15 feet.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and whenever you take damage
  before the start of your next turn, you can teleport up to 15
  feet (no action required).
  ”Your successful attack empowers you, letting you slip the
  bonds of space in response to a foe’s assault.”
  32
  
  Iron Fist
  Iron Fist
  Battlemind Rank 1 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the end of your next turn, you
  reduce any damage you take by an amount equal to your
  proficiency bonus.
  Augment 1: As unaugmented, except on a hit, until the end
  of your next turn, you gain resistance to fire damage.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you gain resistance to all
  damage until the end of your next turn.
  ”You change the density of your hand and arm to that of
  iron, allowing you to ward off your foe’s attacks.”
  Living Fortress
  Living Fortress
  Battlemind Rank 1 • Abjuration, Offensive, Psionic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage.
  In addition, for 10 minutes, you and allies within 5 feet of
  you have half cover. As a bonus action, you can end this effect
  to gain resistance to all damage until the start of your next
  turn.
  ”As lash out at your foe, a shroud of rock and scree rises
  from the ground to protect you.”
  Lodestone Lure
  Lodestone Lure
  Battlemind Rank 1 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you take the attack action on your
  turn, you can forgo one of your attacks and choose one
  creature within 10 feet of you. The target must succeed on a
  Wisdom saving throw or take 1d10 psychic damage and be
  pulled 5 feet closer to you. Also on a failed save, until the end
  of your next turn, the target can only move to spaces that are
  adjacent to you.
  Augment 1: As unaugmented, except you can target a
  creature within 30 feet of you. The target must succeed on a
  Wisdom saving throw or take 1d10 psychic damage and be
  pulled 25 feet closer to you. Also on a failed save, until the
  end of your next turn, the target can only move to spaces that
  are adjacent to you.
  Augment 2: As augment 1, except on a failed save, the
  target takes 2d10 psychic damage, and its pulled 25 feet
  closer to you and knocked prone. Also on a failed save, until
  the end of your next turn, the target can only move to spaces
  that are adjacent to you.
  ”As you raise your weapon, a foe lurches toward you
  against its will.”
  Mind Lance
  Mind Lance
  Battlemind Rank 1 • Evocation, Force, Offensive, Psionic,
  Psychic (Turn)
  When an enemy marked by you within 5 feet of you deals
  damage to your ally with an effect that doesn’t include you as
  a target, you can use your reaction to deal damage to the
  triggering enemy equal to the damage that the effect dealt to
  your ally. Half of this damage is force, the other half is
  psychic.
  ”You force your enemy to feel the pain that it inflicts on
  your friend.”
  Mind Snare
  Mind Snare
  Battlemind Rank 1 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one ally within 30 feet of you becomes
  invisible to the target until the target is within 5 feet of them
  or until the end of your next turn.
  Augment 1: As unaugmented, but the invisibility isn’t
  ended by the target being within 5 feet of the chosen ally.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and until the end of your next
  turn, your allies are invisible to the target while they are more
  than 5 feet away from it.
  ”Your attack addles your foe, causing it to focus on you
  instead of on your friend. With a little more effort, you can
  force your enemy to focus solely on you.”
  Mist Weapon
  Mist Weapon
  Battlemind Rank 1 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you take the attack action on your
  turn, you can forgo one of your attacks to choose one
  creature you can see within your melee weapon’s reach.
  Make a melee attack with advantage against the target using
  your weapon. On a hit, your weapon counts as magical for the
  purposes of overcoming damage resistance.
  Augment 1: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and your weapon counts as
  magical for the purposes of overcoming damage resistance.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and your weapon counts as
  magical for the purposes of overcoming damage resistance
  and immunity. Also on a hit, the target must succeed on a
  Constitution saving throw or lose any damage resistances
  until the end of your next turn.
  ”Your weapon transforms into mist, allowing your strikes to
  slide through armor, flesh, and resistances. By adjusting the
  mist’s consistency, you can momentarily strip away a
  creature’s resistances altogether.”
  Momentum Swing
  Momentum Swing
  Battlemind Rank 1 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you take the attack action on your
  turn, and you can move up to 10 feet without provoking
  opportunity attacks to a space adjacent to any enemy other
  than the target.
  Augment 1: As unaugmented, except you can move up to
  your speed without provoking opportunity attacks to a space
  adjacent to any enemy other than the target.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you can make a Charging
  attack against a creature other than the target. Movement
  made as part of the charge does not provoke opportunity
  attacks.
  ”Your vicious attack lets you swing away from the target,
  ready to strike the next foe.”
  33
  
  Persistent Harrier
  Persistent Harrier
  Battlemind Rank 1 • Conjuration, Offensive, Psionic,
  Teleportation, Weapon (Short)
  When an enemy hits or misses you with an attack for the
  first time during the encounter, you can use your reaction to
  make a melee attack using a weapon against the triggering
  enemy. You can make this attack even if the target is outside
  your melee attack reach. On a hit, your attack deals an extra
  1d10 damage, and you can teleport to a space adjacent to the
  target.
  ”You slip the bonds of space to strike back at even a distant
  opponent.”
  Psionic Anchor
  Psionic Anchor
  Battlemind Rank 1 • Conjuration, Offensive, Psionic,
  Teleportation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target is subject to your psionic anchor for 1 minute. While
  subject to this effect, at the end of each of the target’s turns
  you can force it to make a Wisdom saving throw (no action
  required). On a failed save, the target is teleported to an
  unoccupied space within 5 feet of you. On a successful save,
  the effect ends.
  ”You bind your foe with an anchor of psionic energy so that
  you can draw it back to your side with only a thought.”
  Renewed Focus
  Renewed Focus
  Battlemind Rank 1 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you remove any marks on you or
  temporary reductions to your speed, and until the end of your
  next turn, you cannot be marked or have your speed reduced.
  Augment 1: As unaugmented, except on a hit, you remove
  any marks or temporary reductions to speed from yourself
  and any of your allies within 30 feet of you, and until the end
  of your next turn, you and your allies cannot be marked or
  suffer speed reductions.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you are no longer grappled
  or restrained, and you remove any marks or speed reductions
  on yourself. In addition, you cannot be grappled, restrained,
  marked, or have your speed reduced until the end of your
  next turn.
  ”By the power of your mind, you shrug off effects that
  would keep you away from your foes.”
  Shade Strike
  Shade Strike
  Battlemind Rank 1 • Augmentable, Illusion, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until you end your turn more than 5
  feet away from the target, you are lightly obscured from the
  target. In addition, until this effect ends, you can try and Hide
  from the target while you are only lightly obscured from it.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and until you end your turn
  more than 5 feet away from the target, you are heavily
  obscured from it.
  ”Wisps of shadow bind you to your foe, obscuring its
  attempts to strike back at you.”
  Spectral Legion
  Spectral Legion
  Battlemind Rank 1 • Augmentable, Illusion, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on an
  Intelligence saving throw or until the end of your next turn,
  your allies gain advantage on attack rolls against the target
  while they’re adjacent to it.
  Augment 1: As unaugmented, and also on a failed save, the
  target suffers disadvantage on attack rolls until the end of
  your next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and until the end of your next
  turn, the target’s speed is reduced to 0, and your allies gain
  advantage on attack rolls against the target while they’re
  adjacent to it.
  ”You trick your enemy into perceiving a legion of foes
  pressing in upon it. By expending more power, you can make
  the phantoms seem more real, causing the enemy to freeze in
  indecision.”
  Steel Unity Strike
  Steel Unity Strike
  Battlemind Rank 1 • Offensive, Psionic, Stance,
  Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  assume the Steel Unity stance. Until the stance ends, your
  opportunity attacks against creatures you have marked deal
  an extra 1d10 damage on a hit.
  ”You become one with your weapon as you unleash a
  devastating attack against your foe, leaving yourself in
  position to strike again if your enemies flee.”
  Stolen Grace
  Stolen Grace
  Battlemind Rank 1 • Enchantment, Offensive, Psionic,
  Psychic, Stance, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 psychic damage,
  and the target must make a Wisdom saving throw. On a failed
  save, for 1 minute, the target takes 1d4 psychic damage if it
  moves more than half its speed during its turn. On a
  successful save, the target’s speed is reduced by half until the
  end of your next turn. While suffering an effect from this
  exploit, the target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  In addition, you assume the Stolen Grace stance. Until the
  stance ends, you gain advantage on opportunity attack rolls,
  and opportunity attack rolls against you have disadvantage.
  ”Your foe’s movement wracks it with psychic pain in the
  aftermath of your attack, even as your own mobility
  heightens.”
  34
  
  Twisted Eye
  Twisted Eye
  Battlemind Rank 1 • Augmentable, Illusion, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target suffers a penalty to attack
  rolls equal to the number of your allies adjacent to it.
  Augment 1: As unaugmented, and when using this exploit
  as part of an opportunity attack, you gain advantage on the
  attack roll.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and the target is blinded until
  the end of your next turn.
  ”You flood the mind of your foe with psionic energy,
  befuddling its vision and distorting its perception of nearby
  threats. By increasing the flood to a torrent, you can blind the
  foe completely.”
  Vicious Cobra Strike
  Vicious Cobra Strike
  Battlemind Rank 1 • Augmentable, Illusion, Offensive,
  Psionic, Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your weapon deals psychic damage
  instead of its normal damage type, and you mark the target
  until the end of your next turn.
  Augment 1: As unaugmented, and you also mark one
  enemy adjacent to the target until the end of your next turn.
  Augment 2: As an action, make a melee attack using a
  weapon against any number of creatures you can see within
  your reach, with a separate attack roll for each target. On a
  hit, your attack deals an extra 1d6 psychic damage, and until
  the end of your next turn, the target is marked and suffers
  disadvantage on attack rolls.
  ”In your foe’s mind, your weapon takes the form of a
  hissing serpent, its strike hindering that enemy’s attacks
  against you.”
  Visions of Terror
  Visions of Terror
  Battlemind Rank 1 • Augmentable, Enchantment, Fear,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you can push the target up to 10 feet.
  Augment 1: As unaugmented, and until the end of your
  next turn, if you or any of your allies forcibly move the target,
  the distance of the forced movement increases by 5 feet.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you can push the target up
  to 10 feet. After the push, you can move each enemy adjacent
  to the target up to 5 feet.
  ”With a sweeping attack, you trick your foes’ mind into
  seeing you as a monstrous figure whose blow sends the
  enemy stumbling back. You can expend more power to cause
  other foes to stagger back as well.”
  Whirling Defense
  Whirling Defense
  Battlemind Rank 1 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you can mark the target until the end
  of your next turn.
  Augment 1: As unaugmented, and whenever you use your
  Mind Lance exploit before the end of your next turn, the
  target of that exploit takes an extra 1d4 damage.
  Augment 2: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 1d6 damage, and you can mark the
  target until the end of your next turn.
  While marked by this exploit, a target has disadvantage on
  attack rolls against creatures other than you.
  ”Seeking to defend your friends, you attack your foe to get
  it to focus on you. By channeling more power into your
  attack, you can distract more opponents.”
  World-Slipping Advance
  World-Slipping Advance
  Battlemind Rank 1 • Augmentable, Conjuration, Offensive,
  Psionic, Teleportation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you can move up to 5 feet without
  provoking opportunity attacks to a space adjacent to the
  target.
  Augment 1: As unaugmented, except on a hit, you can
  teleport to any space adjacent to the target.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 damage, and you can teleport to a space
  within 15 feet of the target.
  ”You slip unfettered across the battlefield to gain an
  advantageous position.”
  Wrenching Claw
  Wrenching Claw
  Battlemind Rank 1 • Augmentable, Evocation, Force,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your attack deals force damage
  instead of its normal damage type, and you can move the
  target up to 5 feet to a space adjacent to you.
  Augment 1: As unaugmented, except you can move the
  target up to 10 feet to a space adjacent to you.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 1d10 force damage, and you move the target
  up to 15 feet to a space adjacent to you..
  ”You manifest a claw of force around your weapon. Then,
  as you strike, the claw encloses your foe and drags it into
  position.”
  Rank 1 - Utility
  Rank 1 - Utility
  Battle Resilience
  Battle Resilience
  Battlemind Rank 1 • Psionic, Transmutation, Utility (Short)
  When an attack hits or misses you for the first time during
  the encounter, you grant yourself resistance to all damage
  until the end of your next turn, including the triggering
  damage (no action required).
  ”You steel yourself for battle, girding yourself against your
  foe’s initial assault.”
  35
  
  Battlemind’s Demand
  Battlemind’s Demand
  Battlemind Rank 1 • Augmentable, Enchantment, Psionic,
  Utility (Turn)
  Unaugmented: As a bonus action, choose one creature
  within 15 feet of you. You mark the target for 10 minutes or
  until you use this exploit again.
  Augment 1: As unaugmented, except you can target two
  creatures within 15 feet of you.
  ”You draw your foe’s concentration, taunting the foe to
  strike at you.”
  Blurred Step
  Blurred Step
  Battlemind Rank 1 • Conjuration, Psionic, Utility (Turn)
  When an adjacent enemy marked by you moves, you can
  move up to half your speed without provoking opportunity
  attacks (no action required).persio
  ”You bend reality with the power of your mind, flashing
  across the space between you and your enemy.”
  Concussive Response
  Concussive Response
  Battlemind Rank 1 • Force, Psionic, Transmutation, Utility
  (Short)
  When you are below half your hit point maximum at the
  start of your turn, you can activate this exploit (no action
  required) Until the end of your next turn, you deal an extra
  1d6 force damage whenever you hit with an attack.
  The damage bonus of this exploit increases when you
  reach 5th level (+2d6), 11th level (+3d6), and 17th level
  (+4d6).
  ”With a thought, you transform your injuries into energy
  that bolsters your attacks.”
  Dimension Slide
  Dimension Slide
  Battlemind Rank 1 • Conjuration, Psionic, Teleportation,
  Utility (Short)
  As a bonus action, you target yourself and one ally you can
  see within 25 feet. You can move one target up to 5 feet and
  teleport the other target up to 15 feet to an unoccupied space
  you can see.
  ”You bend the space around you to better position yourself
  and an ally on the battlefield.”
  Evade Explosion
  Evade Explosion
  Battlemind Rank 1 • Abjuration, Psionic, Utility (Short)
  When you fail a Dexterity saving throw against a damaging
  effect, you can use your reaction to move up to 5 feet and gain
  resistance to the triggering damage.
  ”A prescient vision of destruction allows you to sidestep the
  worst effects of an attack.”
  Feather Step
  Feather Step
  Battlemind Rank 1 • Psionic, Transmutation, Utility (Turn)
  As a bonus action, you ignore difficult terrain and can both
  move across liquid and stand on it as if it were solid ground
  until the end of your turn. In addition, you can move up to 15
  feet.
  ”With a focused thought, you lift your body slightly off the
  ground on a current of psionic energy, allowing you to move
  over water or broken ground with ease.”
  Oaken Resilience
  Oaken Resilience
  Battlemind Rank 1 • Psionic, Transmutation, Utility (Long)
  As a bonus action, you gain resistance to nonmagical
  bludgeoning, piercing, and slashing damage for 1 minute.
  ”As your mind envisions the strength of the oak, your body
  acquires that tree’s ancient resilience.”
  Psionic Vigor
  Psionic Vigor
  Battlemind Rank 1 • Abjuration, Psionic, Utility (Short)
  As a bonus action, you gain 2d4 + 4 temporary hit points.
  ”You focus your mind to shrug off injuries.”
  Speed of Thought
  Speed of Thought
  Battlemind Rank 1 • Psionic, Transmutation, Utility (Short)
  When you roll initiative, you can immediately move up to
  25 feet (no action required).
  You can use this exploit even if you’re surprised.
  ”You move in the blink of an eye, reaching your foes before
  they can draw their weapons.”
  Telepathic Challenge
  Telepathic Challenge
  Battlemind Rank 1 • Enchantment, Psionic, Utility (Short)
  As a bonus action, choose any number of creatures within
  10 feet of you. You mark each target until the end of your next
  turn. While marked by this exploit, a target suffers
  disadvantage on attack rolls against creatures other than you.
  ”You loom large in your foes’ minds, forcing the enemies to
  turn their attention toward you.”
  Wild Focus
  Wild Focus
  Battlemind Rank 1 • Abjuration, Psionic, Utility (Short)
  When an enemy within 60 feet of you starts its first turn
  during the encounter, you can pull the triggering enemy up to
  10 feet and mark it until the end of your next turn (no action
  required) .
  ”Using a surge of telekinetic power, you yank an enemy
  toward you, forcing it to fight.”
  Wild Savagery
  Wild Savagery
  Battlemind Rank 1 • Psionic, Stance, Transmutation, Utility,
  Weapon (Long)
  When an enemy marked by you deals damage to an ally,
  you can use your reaction to make a melee weapon attack or
  a Charging attack against the triggering enemy. On a hit, the
  target is knocked prone.
  In addition, you enter the Wild Savagery stance. Until the
  stance ends, any creature you hit with an opportunity attack
  is also knocked prone.
  ”You summon the beast within, gaining the power to send
  unwary foes sprawling.”
  36
  
  Rank 2 - Offensive
  Rank 2 - Offensive
  Aspect of Living Stone
  Aspect of Living Stone
  Battlemind Rank 2 • Offensive, Polymorph, Psionic,
  Transmutation, Weapon (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  2d6 damage, and the target must succeed on a Strength
  saving throw or be knocked prone.
  In addition, you assume the aspect of Living Stone for 1
  minute. While in this aspect you gain resistance to all
  damage, and once per turn, when you hit a creature with a
  melee weapon attack, your attack deals an extra 1d6 damage.
  ”You harden your flesh, becoming a living statue and
  delivering heavy blows that knock your foes to the ground.”
  Aspect of Unspeakable Horror
  Aspect of Unspeakable Horror
  Battlemind Rank 2 • Fear, Offensive, Polymorph, Psionic,
  Psychic, Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 psychic damage.
  In addition, you assume the aspect of the Unspeakable
  Horror for 1 minute. While in this aspect you gain advantage
  on Charisma (Intimidation) checks, and whenever you hit a
  creature with a melee weapon attack, that creature also
  suffers disadvantage on attack rolls until the end of your next
  turn.
  ”Your attack heralds your transformation into a nightmare
  creature whose appearance cripples your enemies with fear.”
  Beckoning Strike
  Beckoning Strike
  Battlemind Rank 2 • Enchantment, Offensive, Psionic,
  Stance, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and you
  assume the Beckoning stance. Until the stance ends, when
  you hit a creature marked by you with an opportunity attack,
  at the end of the current turn, you can pull the triggering
  creature a number of feet equal to its walking speed closer to
  you.
  ”As you strike your enemy, you unleash a surge of psionic
  energy that warms the minds of the foes you challenge,
  compelling them to approach you.”
  Body Double
  Body Double
  Battlemind Rank 2 • Augmentable, Conjuration, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you can also choose an unoccupied
  space adjacent to the target. You occupy that space in
  addition to your normal space until the start of your next
  turn. While you occupy multiple spaces through this exploit,
  you can use either space as the origin for your attacks and
  spells. Both spaces you occupy count for effects that depend
  on having an allied creature that isn’t incapacitated within 5
  feet of a target. You can be targeted in either space, but area
  effects that affect both spaces target you only once.
  Augment 1: As unaugmented, and when the effect ends,
  you choose whether to occupy your original space or your
  double’s space.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and choose an unoccupied
  space you can see within 30 feet of you. You occupy that
  space in addition to your normal space until the start of your
  next turn. While you occupy multiple spaces through this
  exploit, you can use either space as the origin for your attacks
  and spells. Both spaces you occupy count for effects that
  depend on having an allied creature that isn’t incapacitated
  within 5 feet of a target. You can be targeted in either space,
  but area effects that affect both spaces target you only once.
  When the effect ends, you choose whether to occupy your
  original space or your double’s space.
  ”You bend space to temporarily stand in two places at once,
  becoming a double threat to your enemies.”
  Ego Crush
  Ego Crush
  Battlemind Rank 2 • Augmentable, Evocation, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target cannot gain advantage on
  attack rolls until the end of your next turn.
  Augment 1: As unaugmented, except on a hit, the target
  suffers disadvantage on attack rolls until the end of your next
  turn.
  Augment 2: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 2d6 damage, and the target cannot gain
  advantage on attack rolls until the end of your next turn.
  ”Your strike delivers a torrent psionic energy that addles
  your foe.”
  Empathic Feedback
  Empathic Feedback
  Battlemind Rank 2 • Abjuration, Offensive, Psionic, Psychic,
  Weapon (Long)
  When you take damage from an attack, you can use your
  reaction to choose any number of creatures within 15 feet of
  you. Each target must make a Wisdom saving throw. On a
  failed save, a target takes 4d6 psychic damage, and is pushed
  up to 15 feet. On a successful save, a target takes half as
  much damage, and is pushed up to 5 feet.
  In addition, you gain temporary hit points equal to 2d6 +
  your level.
  ”Your counterattack sends foes reeling away from you
  while your vigor is temporarily replenished.”
  37
  
  Fated Confrontation
  Fated Confrontation
  Battlemind Rank 2 • Conjuration, Offensive, Psionic,
  Teleportation, Weapon (Long)
  As an action, choose one creature you can see within 30
  feet. You teleport yourself and the chosen creature, swapping
  positions. After the teleport, make a melee attack using a
  weapon against one creature within your reach. On a hit,
  your attack deals an extra 3d10 damage, and you mark the
  target until the end of your next turn. On a miss, your attack
  deals half as much damage as normal and you mark the
  target until the end of your next turn.
  After the attack is resolved, you teleport yourself and the
  original chosen creature, swapping positions again.
  ”You warp fate to take the place of another creature on the
  battlefield, deliver a brutal attack against an unsuspecting
  enemy, and then return to your original position.”
  Flowing Weapon
  Flowing Weapon
  Battlemind Rank 2 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you make a melee weapon attack on
  your turn, you can increase your reach for that attack by 5
  feet.
  Augment 1: As unaugmented, but you can extend the
  reach of the attack by 15 feet instead of 5 feet.
  Augment 2: As unaugmented, except you can extend the
  reach of the attack by 15 feet instead of 5 feet. On a hit, your
  attack deals an extra 2d10 damage, and you can pull the
  target up to 20 feet.
  ”As you swing your weapon, it ripples and flows to reach a
  distant foe.”
  Forceful Reversal
  Forceful Reversal
  Battlemind Rank 2 • Augmentable, Force, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When an enemy hits you with an attack,
  you can use your reaction to make a melee attack using a
  weapon against the triggering enemy. On a hit, your attack
  deals force damage instead of its normal damage type, and
  you can push the target up to 5 feet. In addition, you don’t get
  your normal action on your next turn.
  Augment 1: As unaugmented, except on a hit, your attack
  deals force damage instead of its normal damage type, and
  you can push the target up to 5 feet and then move up to 5
  feet without provoking opportunity attacks to the space the
  target vacated. Also on a hit, you gain advantage on attack
  rolls against the target until the end of your next turn.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 force damage, and you can push the
  target up to 15 feet and knock it prone. Also on a hit, the
  target cannot stand up until the start of your next turn.
  ”You draw the force from an enemy’s attack and hurl it
  back at your attacker through your weapon.”
  Ghost in the Steel
  Ghost in the Steel
  Battlemind Rank 2 • Augmentable, Enchantment, Offensive,
  Psionic, Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the first time the target hits or misses
  any of your allies before the end of your next turn, it takes
  1d6 psychic damage.
  Augment 1: As unaugmented, except on a hit, the target
  must succeed on a Wisdom saving throw or hit itself with one
  of its melee weapon attacks (you choose which one).
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 psychic damage, and the target must
  succeed on a Wisdom saving throw or the next time it makes
  a melee attack before the end of your next turn, you choose
  which creature it attacks (not including itself).
  ”Your weapon attack is merely a distraction from your true
  assault as you use a spike of psionic energy to cause your foe
  to harm itself.”
  Give Chase
  Give Chase
  Battlemind Rank 2 • Augmentable, Conjuration, Offensive,
  Psionic, Psychic, Teleportation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you mark the target until the end of
  your next turn. If the marked target triggers your Blurred
  Step exploit before the end of your next turn, you can move
  up to 5 extra feet with that exploit.
  Augment 1: As unaugmented, except if the target triggers
  your Blurred Step exploit before the end of your next turn,
  you can move up to 15 extra feet with that exploit.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and you mark the target until
  the end of your next turn. If the marked target triggers your
  Blurred Step exploit before the end of your next turn, you
  can teleport up to 25 feet with that exploit instead of moving.
  ”Your attack keeps an enemy's attention on you as you stay
  in motion around it.”
  Inconstant Location
  Inconstant Location
  Battlemind Rank 2 • Conjuration, Offensive, Psionic, Stance,
  Teleportation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and you
  assume the Inconsistent Location stance. Until the stance
  ends, you can teleport up to 10 feet (no action required). You
  can only use this effect as the first or last thing you do on
  your turn.
  ”Your attack opens up ripples in space, letting you slip from
  place to place to stay one step ahead of your foes.”
  38
  
  Lightning Rush
  Lightning Rush
  Battlemind Rank 2 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When an enemy within 30 feet of you
  targets an ally with an attack, you can use your reaction to
  move up to your speed to a space adjacent to the triggering
  enemy and make one melee attack using a weapon against
  that enemy. In addition, you don’t get your normal action on
  your next turn.
  Augment 1: As unaugmented, and the triggering enemy
  suffers disadvantage on the triggering attack roll.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and you become the target of
  the triggering attack.
  ”Like a lightning strike, you rush across the battlefield and
  launch a counterattack to help a friend. If you choose, you
  cand draw the enemy’s attack to yourself.”
  Nightmare Vortex
  Nightmare Vortex
  Battlemind Rank 2 • Enchantment, Illusion, Offensive,
  Psionic, Weapon (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures you can see within your reach, with
  a separate attack roll for each target. On a hit, your attack
  deals an extra 2d6 damage, and you can move the target up
  to 5 feet.
  In addition, for 1 minute, whenever an enemy starts its turn
  within 15 feet of you, you can move the triggering enemy up
  to 5 feet (no action required).
  ”You generate a vortex of nightmares around yourself that
  engulfs the minds of your enemies, forcing your foes to move
  away from imagined attacks.”
  Predator to Prey
  Predator to Prey
  Battlemind Rank 2 • Enchantment, Fear, Offensive, Psionic,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target becomes prey for 1 minute. While prey, the target’s
  melee reach is reduced to no more than 5 feet and whenever
  the target is hit with an attack roll, you can move it up to 5
  feet (no action required). The target can make a Wisdom
  saving throw at the end of each of its turns, ending this
  exploit on a success.
  ”You unleash a wave of psionic energy that crushes your
  foe’s bravery, leaving the enemy overwhelmed with terror.”
  Psionic Speed
  Psionic Speed
  Battlemind Rank 2 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: As an action, make a melee attack using a
  weapon against one, two, or three creatures within your
  reach, with a separate attack roll for each target. On a hit, you
  mark the target until the end of your next turn. While marked
  by this exploit, the target suffers disadvantage on attack rolls
  against creatures other than you.
  Augment 1: As unaugmented, and after each of the first
  and second attacks, you can move up to 5 feet without
  provoking opportunity attacks.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d6 damage, and you mark the target until the
  end of your next turn. While marked by this exploit, the target
  suffers disadvantage on attack rolls against creatures other
  than you.
  ”You move in a blur, making a series of quick attacks that
  force your opponents to regard you as a threat.”
  Stone Squire
  Stone Squire
  Battlemind Rank 2 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, the target must succeed on a Strength
  saving throw or be knocked prone.
  Augment 1: As unaugmented, and after the attack, you can
  move up to 10 feet without provoking an opportunity attack to
  a space adjacent to the target.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and you knock the target prone.
  ”For an instant, you take on the weight of stone, allowing
  you to use your heavier mass to sweep your foe to the
  ground.”
  Violent Ubiquity
  Violent Ubiquity
  Battlemind Rank 2 • Augmentable, Conjuration, Offensive,
  Psionic, Teleportation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you teleport yourself and either the
  target or one ally adjacent to you, swapping positions.
  Augment 1: As unaugmented, and you mark the target
  until the end of your next turn. You then teleport yourself and
  one ally within 15 feet of you, swapping positions.
  Augment 2: As unaugmented, except on a hit, your attack
  deals an extra 2d10 damage, and you mark the target until
  the end of your next turn. You then teleport yourself and one
  ally within 25 feet of you, swapping positions.
  ”Your attack keeps the target off balance, as either it or one
  of your allies swaps positions in a violent wrenching of
  reality.”
  39
  
  Wild Speed
  Wild Speed
  Battlemind Rank 2 • Force, Offensive, Psionic, Stance,
  Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 force damage, and
  the target must succeed on a Wisdom saving throw or its
  speed is halved for 1 minute. The target can make a Wisdom
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  After the attack is resolved, you can move up to half your
  speed without provoking opportunity attacks to a space
  adjacent to the target. You then assume the Wild Speed
  stance. Until the stance ends, at the beginning your turn, roll
  a d4. Until the end of your turn, your walking speed increases
  by a number of feet equal to 5 times the die roll. If the die roll
  was odd, then your movement doesn’t provoke opportunity
  attacks until the end of your turn.
  ”Your strike warps temporal bonds, sapping your
  opponent’s speed and infusing you with unpredictable bursts
  of movement.”
  Rank 2 - Psionic, Utility
  Rank 2 - Psionic, Utility
  Energy Transformation
  Energy Transformation
  Battlemind Rank 2 • Psionic, Transmutation, Utility (Long)
  When you take damage, you can use your reaction to take
  only half damage from the triggering effect. For 1 minute, you
  radiate bright light in a 25-foot radius and dim light for an
  additional 25 feet.
  ”The force of an opponent’s attack is shunted through you
  as brilliant white light.”
  Ghost Jaunt
  Ghost Jaunt
  Battlemind Rank 2 • Illusion, Psionic, Utility (Short)
  As a bonus action, choose one creature marked by you
  within 30 feet. You become invisible to the target, you can
  then move up to 25 feet without provoking opportunity
  attacks to a space adjacent to the target. This invisibility lasts
  until the end of your next turn or until you attack, cast a spell,
  or use a damaging ability.
  ”You vanish from an enemy's sight, slipping past other foes
  as you move into attack position.”
  Mental Triumph
  Mental Triumph
  Battlemind Rank 2 • Abjuration, Psionic, Utility (Long)
  As a bonus action, you empower yourself for 1 minute.
  While empowered, your speed cannot be reduced, and you
  cannot be grappled or restrained.
  ”By the power of your mind, you shrug off the most potent
  physical effects.”
  Psionic Ambush
  Psionic Ambush
  Battlemind Rank 2 • Conjuration, Psionic, Teleportation,
  Utility (Short)
  As a bonus action, choose one creature marked by you
  within 60 feet. You teleport to an unoccupied space adjacent
  to the target. You gain advantage on attack rolls against the
  target until the end of your next turn.
  ”You forge a mental link with your enemy and travel
  through a fold in space, appearing suddenly next to that
  enemy.”
  Relentless Hostility
  Relentless Hostility
  Battlemind Rank 2 • Psionic, Transmutation, Utility (Turn)
  When you reduce an enemy to 0 hit points during your
  turn, you can move up to 5 feet without provoking
  opportunity attacks (no action required).
  ”Even before your foe drops, you slip away in search of
  another victim.”
  Sense Minds
  Sense Minds
  Battlemind Rank 2 • Divination, Psionic, Utility (Short)
  As a bonus action, until the end of your next turn, you know
  the location of all living creatures within 60 feet of you. Until
  this effect ends, living creatures within 60 feet of you cannot
  gain advantage on attack rolls against you, and your attack
  rolls against them ignore half and three-quarters cover.
  ”You stretch your senses outward, using your mind’s eye to
  look beyond the material world in search of living minds.”
  Stag’s Leap
  Stag’s Leap
  Battlemind Rank 2 • Psionic, Transmutation, Utility (Turn)
  As a bonus action, until the end of your next turn, your long
  jump increases by 5 feet and your high jump increases by 2
  feet. In addition, you are considered to have a running start,
  and you have advantage on Strength ability checks related to
  jumping.
  ”You spring into the air, fueling your leap with your psionic
  magic.”
  Surging Durability
  Surging Durability
  Battlemind Rank 2 • Abjuration, Psionic, Stance, Utility
  (Long)
  As a bonus action, you enter the Surging Durability stance.
  Until the stance ends, whenever you hit with an attack roll,
  you gain temporary hit points equal to twice your proficiency
  bonus.
  ”With each attack, you use the power of your mind to
  bolster your vitality.”
  Warning Premonition
  Warning Premonition
  Battlemind Rank 2 • Divination, Psionic, Utility (Long)
  When you become surprised, you can use this exploit to no
  longer be surprised (no action required). In addition, you can
  move up to half your speed without provoking opportunity
  attacks and until the end of your next turn, you mark one
  creature adjacent to you at the end of this movement.
  ”A premonition of danger flashes through your mind, letting
  you take the fight to a foe that thought it had the drop on you.”
  Winged Weapon
  Winged Weapon
  Battlemind Rank 2 • Psionic, Transmutation, Utility, Weapon
  (Short)
  As a bonus action, choose one weapon that you are
  holding. The next melee attack you make using that weapon
  before the end of your next turn can target a creature up to
  60 feet away. The weapon returns to your hand after you
  make that attack.
  ”You channel psionic energy into your weapon, adjusting
  the rules of nature so that the weapon will slide through the
  air as if on wings when you hurl it.”
  40
  
  Rank 3 - Offensive
  Rank 3 - Offensive
  Aspect of Disembodiment
  Aspect of Disembodiment
  Battlemind Rank 3 • Offensive, Psionic, Transmutation,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must succeed on a Constitution saving throw or suffer
  disadvantage on attack rolls and saving throws for 1 minute.
  The target can repeat the saving throw at the end of each of
  its turns ending the effect on a success. The effect also ends
  if the target ends its turn without having made an attack
  during that turn.
  In addition, you assume the aspect of Disembodiment for 1
  minute. While in this aspect, when you take the attack action
  on your turn, you can move up to half your speed without
  provoking opportunity attacks before or after one of your
  melee attacks using a weapon. You can move through
  enemies’ spaces during this movement. On a hit, your attack
  deals an extra 1d8 damage.
  ”Your attack transforms both your enemy and yourself into
  a partially liquid form.”
  Baleful Teleport
  Baleful Teleport
  Battlemind Rank 3 • Conjuration, Offensive, Psionic,
  Teleportation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, you can teleport the target up to 25 feet to an
  unoccupied space, and the target is then dazed for 1 minute.
  On a successful save, the target is dazed until the end of your
  next turn. The target can repeat the saving throw at the end
  of each of its turns, ending the daze on a success. While
  dazed by this exploit, the target cannot take reactions, and on
  its turn, it must choose whether it gets a move, an action, or a
  bonus action; it gets only one of the three.
  ”A crippling strike shunts your foe across the battlefield,
  then leaves it dazed.”
  Cascade of Rippling Force
  Cascade of Rippling Force
  Battlemind Rank 3 • Enchantment, Force, Offensive, Psionic,
  Stance, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 force damage, and
  you assume the Rippling Force stance. Until the stance ends,
  you can use a bonus action to move up to 15 feet without
  provoking opportunity attacks. During this movement, you
  can move through the spaces of enemies marked by you. If
  you do so, the first time you enter an enemy’s space during
  the movement, that enemy takes 1d8 force damage.
  ”Your weapon and body flare with telekinetic energy as you
  attack. Afterward, waves of force roll off your body.”
  Inexorable Death Strike
  Inexorable Death Strike
  Battlemind Rank 3 • Enchantment, Offensive, Psionic,
  Psychic, Stance, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and for 1
  minute, the target takes 1d8 psychic damage at the start of
  each of its turns. The target can make a Wisdom saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  In addition, you assume the inexorable death stance. Until
  the stance ends, when you hit an adjacent enemy marked by
  you with an opportunity attack, the triggering enemy
  automatically fails the first saving throw it makes at the end
  of its next turn against one effect that a save can end.
  ”You project a vision of your enemy’s death into the foe’s
  mind.”
  Intellect Hammer
  Intellect Hammer
  Battlemind Rank 3 • Enchantment, Offensive, Psionic,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and it can't
  take a reaction until the end of its next turn. Moreover, on its
  next turn, it must choose whether it gets a move, an action, or
  a bonus action; it gets only one of the three.
  In addition, you regain two psi points or two psionic energy
  dice.
  ”You hammer your foe’s intellect, draining power from it.”
  Iron Tomb
  Iron Tomb
  Battlemind Rank 3 • Offensive, Polymorph, Psionic,
  Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, the target is turned into an iron statue for 1 minute. On
  a successful save, the target is turned into an iron statue until
  the end of your next turn. While turned into iron by this
  exploit, the target is stunned and immune to all damage
  except psychic damage, and it can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  ”Psionic energy cascades from your weapon as you strike
  your foe, transforming the enemy into a statue of iron.”
  Lion’s Charge
  Lion’s Charge
  Battlemind Rank 3 • Offensive, Psionic, Transmutation,
  Weapon (Long)
  As an action, you can move up to your speed and make a
  melee attack using a weapon against one or two creatures
  within your reach, with a separate attack roll for each target.
  On a hit, your attack deals an extra 4d6 damage. If either
  attack hits, you can make one additional attack using a melee
  weapon against a third creature, with advantage on the attack
  roll. On a hit, your attack deals an extra 4d6 damage.
  ”You make springing charge attacks against two foes, even
  as you set your sights on a third.”
  41
  
  Shattered Time
  Shattered Time
  Battlemind Rank 3 • Offensive, Psionic, Transmutation,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and you
  create a zone in a 15-foot radius around you that lasts until
  the end of your next turn. While you are within the zone,
  when an enemy in the zone makes an attack roll against a
  creature other than you, that enemy provokes an opportunity
  attack from you. Before you make the opportunity attack, you
  can move without provoking opportunity attacks to any
  unoccupied space within the zone that is adjacent to the
  triggering enemy. On a hit, your opportunity attack deals an
  extra 1d8 damage, and you can mark the triggering enemy
  until the end of your next turn.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”Your weapon attack disrupts the flow of time around you,
  allowing you to harry your foes’ attempts to attack your
  allies.”
  Strength of the Enemy
  Strength of the Enemy
  Battlemind Rank 3 • Enchantment, Offensive, Psionic,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must make a Constitution saving throw. On a failed
  save, the target is weakened for 1 minute. On a successful
  save, the target is weakened until the end of your next turn.
  The target can repeat the saving throw at the end of each of
  its turns, ending the exploit on a success.
  While the target is weakened by this exploit, the target
  deals only half as much damage as normal with weapon
  attacks, and whenever you hit a creature with a melee attack,
  your attack deals an extra 2d6.
  ”When your attack weakens a foe, its fleeting strength
  drives your fury in battle.”
  Whelm
  Whelm
  Battlemind Rank 3 • Enchantment, Offensive, Psionic,
  Psychic, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 psychic damage,
  and you can push the target up to 10 feet.
  ”You unleash a blast of crackling psionic energy as you
  strike, flinging your enemy back.”
  Rank 3 - Psionic, Utility
  Rank 3 - Psionic, Utility
  Battle Aspect
  Battle Aspect
  Battlemind Rank 3 • Polymorph, Psionic, Teleportation,
  Transmutation, Utility (Long)
  As a bonus action, you can teleport up to 15 feet and for 1
  minute, you gain resistance to all damage. Until this effect
  ends, you can teleport up to 15 feet as a bonus action on each
  of your turns.
  ”You let the power of your mind run rampant, transforming
  yourself into a creature of pure psionic energy.”
  Guardian’s Speed
  Guardian’s Speed
  Battlemind Rank 3 • Psionic, Transmutation, Utility (Turn)
  When an adjacent ally takes damage, you can use your
  reaction to move the triggering ally up to 5 feet and until the
  end of the current turn turn, additional attack rolls against
  the triggering ally have disadvantage.
  ”As your ally reels from an attack, you act with the speed of
  thought to shield your friend from further assault.”
  Hand of the Titan
  Hand of the Titan
  Battlemind Rank 3 • Evocation, Psionic, Utility (Short)
  As a bonus action, until the end of your next turn, your
  weapon attacks deal an extra 1d8 cold, fire, lightning, or
  thunder damage (your choice) on a hit.
  ”Your arms bulge with strength, and your weapon ripples
  with elemental energy as your mind draws from a deep font
  of power.”
  Hone Weapon
  Hone Weapon
  Battlemind Rank 3 • Psionic, Transmutation, Utility (Long)
  As a bonus action, you touch one weapon within your
  reach. For 1 minute, critical hits with the target weapon deal
  an extra 2d8 damage, and when a creature rolls a 1 on a
  damage die for an attack made with the target weapon, the
  wielder can reroll the die and must use the new roll, even if
  the new roll is a 1.
  ”You channel psionic energy through your weapon,
  granting it a brutal advantage in battle.”
  Iron Warding
  Iron Warding
  Battlemind Rank 3 • Psionic, Transmutation, Utility (Long)
  When you take damage from an attack, you can use your
  reaction to reduce the triggering damage to 0, but you are
  subject to all other effects of the attack, if any.
  ”For a moment, your flesh becomes as hard as iron, and
  your foe’s attack bounces off you harmlessly.”
  Shadow Ally
  Shadow Ally
  Battlemind Rank 3 • Illusion, Psionic, Utility (Long)
  As a bonus action, you conjure an illusory duplicate of
  yourself in an unoccupied space within 30 feet of you. The
  duplicate lasts for 1 minute. You gain a +4 bonus to AC and
  advantage on saving throws against any attack or effect that
  does not target both you and the duplicate. You can move the
  duplicate up to 30 feet during your turn (no action required).
  The duplicate can be targeted as normal, using your AC
  and saving throws, although it lacks hit points. The duplicate
  disappears if any damage is dealt to it.
  ”Your form shimmers as you send a wave of psionic energy
  washing over your foes. In their minds, you fade away as your
  duplicate appears and threatens them.”
  42
  
  Subjective Gravity
  Subjective Gravity
  Battlemind Rank 3 • Stance, Psionic, Transmutation, Utility
  (Long)
  As a bonus action, you enter the Subjective Gravity stance.
  Until the stance ends, you can move across any horizontal or
  vertical surface without having to climb. You can walk on
  walls and ceilings as if they were floors. You fall if you end the
  stance while on a surface on which you could not normally
  stand.
  ”By altering reality, you ignore the effects of gravity as you
  move.”
  Ubiquitous Vision
  Ubiquitous Vision
  Battlemind Rank 3 • Divination, Psionic, Utility (Long)
  As a bonus action, for 1 minute, enemies cannot gain
  advantage on attack rolls against you, and you gain advantage
  on Wisdom (Perception) checks that rely on sight.
  ”Your entire body becomes an extension of your eyes.”
  Uncanny Senses
  Uncanny Senses
  Battlemind Rank 3 • Divination, Psionic, Utility (Short)
  As a bonus action, until the end of your next turn, you can
  see invisible creatures and objects, and you gain advantage
  on Wisdom (Insight) and (Perception) checks.
  ”Foes try in vain to hide from your heightened senses.”
  Rank 4 - Offensive
  Rank 4 - Offensive
  Aspect of Enlightening Flame
  Aspect of Enlightening Flame
  Battlemind Rank 4 • Fire, Offensive, Polymorph, Psionic,
  Psychic, Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 fire damage and an
  extra 2d10 psychic damage, and the target must succeed on a
  Wisdom saving throw or for 1 minute, the target takes 1d10
  fire damage and 1d10 psychic damage at the start of each of
  its turns. The target can repeat the saving throw at the end of
  each of its turns, ending this effect on a success.
  In addition, you assume the aspect of Enlightening Flame
  for 1 minute. While in this aspect, when you hit a creature
  with a melee attack using a weapon, your attack deals an
  extra 1d10 fire damage and 1d10 psychic damage.
  ”As you attack your foes, you become the embodiment of
  flame in their eyes. With each strike, you inflict blistering
  wounds, which burn your enemies from within.”
  Aspect of the Desert Storm
  Aspect of the Desert Storm
  Battlemind Rank 4 • Conjuration, Offensive, Psionic,
  Teleportation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d6 damage, and you can
  push the target up to 25 feet. In addition, you and the target
  can teleport, swapping positions.
  After the teleport, make a melee attack using a weapon
  against any number of creatures you can see within your
  reach other than the original target, with a separate attack
  roll for each creature. On a hit, your attack deals an extra 4d6
  damage, and that creature can't take a reaction until the end
  of its next turn. Moreover, on its next turn, it must choose
  whether it gets a move, an action, or a bonus action; it gets
  only one of the three.
  ”Your enemy flies back from your attack, and before it
  lands, you exchange positions so you can lash out against
  other foes.”
  Aspect of the Raging Tempest
  Aspect of the Raging Tempest
  Battlemind Rank 4 • Lightning, Offensive, Polymorph,
  Psionic, Thunder, Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 lightning damage,
  and for 1 minute, the target takes 1d10 lightning damage at
  the start of each of its turns. The target can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  In addition, you assume the aspect of the Raging Tempest
  for 1 minute. While in this aspect, when you hit a creature
  with a melee attack using a weapon, you can move one
  enemy marked by you up to 5 feet. That enemy then takes
  1d10 thunder damage.
  ”Lightning flares around the creature you strike, feeding
  back to grant you the power of the raging tempest.”
  Brutal Barrage
  Brutal Barrage
  Battlemind Rank 4 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: As an action, make three melee attacks
  using a weapon against one creature within your reach. If you
  hit the target two or more times, it is also knocked prone.
  Augment 1: As unaugmented, except you make four
  attacks instead of three. If you hit the target two or more
  times, it is also knocked prone.
  Augment 4: As unaugmented, except you make four
  attacks instead of three, and on a hit, your attack deals an
  extra 1d10 damage.
  ”You lash out with your weapons, slamming your foe again
  and again until you drive it into the ground.”
  43
  
  Crushing Wave Strike
  Crushing Wave Strike
  Battlemind Rank 4 • Enchantment, Force, Offensive, Psionic,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, choose any number of creatures in a 30-foot cone
  originating from you that includes the triggering creature as a
  target. Each target must make a Constitution saving throw.
  On a failed save, a target takes 4d6 force damage and is
  pushed up to 10 feet and knocked prone. On a successful
  save, the target takes half as much damage and is not pushed
  or knocked prone.
  ”Your weapon attack is followed up by a blast of psionic
  power that knocks creatures to the ground.”
  Dizzying Strike
  Dizzying Strike
  Battlemind Rank 4 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you can move the target up to 5 feet.
  Augment 1: As unaugmented, except on a hit, until the end
  of your next turn, whenever the target attacks any of your
  allies, you can move the target up to 5 feet after its attack (no
  action required).
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 damage, and it can't take a reaction until
  the end of its next turn. Moreover, on its next turn, it must
  choose whether it gets a move, an action, or a bonus action; it
  gets only one of the three.
  ”You strike your foe with a crackling psionic energy,
  creating an intense vertigo in the foe that throws it off
  balance.”
  Intellect Snap
  Intellect Snap
  Battlemind Rank 4 • Augmentable, Enchantment, Offensive,
  Psionic, Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your weapon deals psychic damage
  instead of its normal damage type, and the target must
  succeed on a Wisdom saving throw or be unable take a
  reaction until the end of its next turn. Moreover on a failed
  save, on its next turn, it must choose whether it gets a move,
  an action, or a bonus action; it gets only one of the three.
  Augment 1: As unaugmented, and you can end one effect
  on you that a save can end.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 psychic damage, and the target can't take
  a reaction until the end of its next turn. Moreover, on its next
  turn, it must choose whether it gets a move, an action, or a
  bonus action; it gets only one of the three.
  ”Your weapon channels your psychic fury to distract and
  hinder your foe.”
  Intellect Sunder
  Intellect Sunder
  Battlemind Rank 4 • Enchantment, Fear, Offensive, Psionic,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must make an Intelligence saving throw. On a failed
  save, the target’s intellect is sundered for 1 minute. On a
  successful save, the target’s intellect is sundered until the end
  of your next turn. While its intellect is sundered by this
  exploit, the target can only use melee weapon attacks and
  must include you as a target whenever it uses an action to
  make one or more attacks. The target can repeat the saving
  throw at the end of each of its turns, ending the exploit on a
  success.
  ”Your attack devastates your foe’s mind, forcing the enemy
  to revert to its based instincts and cous its anger on you.”
  Kinetic Fist
  Kinetic Fist
  Battlemind Rank 4 • Augmentable, Evocation, Force,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one enemy marked by you other than
  the target takes 1d10 force damage.
  Augment 1: As unaugmented, and until the end of your
  next turn, when an enemy adjacent to you damages you, that
  enemy takes 1d10 force damage, and you can push it up to 5
  feet (no action required).
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 force damage, and one enemy marked by
  you other than the target takes 1d10 force damage. In
  addition, until the end of your next turn, when an enemy
  adjacent to you damages you, that enemy takes 2d10 force
  damage, and you can mark it until the end of that enemy’s
  next turn (no action required).
  ”The energy from your attack causes swirling force to
  gather about you, which you can unleash on an attacker.”
  Kinetic Shield
  Kinetic Shield
  Battlemind Rank 4 • Abjuration, Augmentable, Force,
  Offensive, Psionic, Weapon (Turn)
  Unaugmented: When an enemy within your melee reach
  hits you or an ally with an attack, you can use your reaction to
  make an opportunity attack using a weapon against the
  triggering enemy before the triggering attack’s damage is
  dealt. On a hit, your weapon deals force damage instead of its
  normal damage type, and each ally adjacent to you gains a +2
  bonus to AC until the start of your next turn, including
  against the triggering attack, potentially causing it to miss. In
  addition, you don’t get your normal Action on your next turn.
  Augment 1: As unaugmented, but the bonus to AC is +4
  instead of +2.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 force damage, and each ally adjacent to
  you gains a +2 bonus to AC until the start of your next turn,
  including against the triggering attack, potentially causing it
  to miss.
  ”Your attack summons up a psionic shield that protects
  nearby allies.”
  44
  
  Living Shard
  Living Shard
  Battlemind Rank 4 • Conjuration, Offensive, Psionic,
  Radiant, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Wisdom saving throw be dazed for
  1 minute. While dazed by this exploit, the target cannot take
  reactions, and on its turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three. The target can repeat the saving throw at the end of
  each of its turns, ending the exploit on a success.
  In addition, the target suffers a 2d6 susceptibility to
  psychic damage for 1 minute. Until this susceptibility ends,
  the target can make a Constitution saving throw at the end of
  each of its turns, ending the effect on a success.
  Until the exploit ends, the target takes 2d10 radiant
  damage whenever it deals psychic damage.
  ”Your strike embeds a crystalline fragment into your
  enemy’s flesh, overwhelming it with psionic energy channeled
  from the Living Gate.”
  Luring Steel
  Luring Steel
  Battlemind Rank 4 • Abjuration, Augmentable, Offensive,
  Psionic, Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you can also use your Battlemind’s
  Demand exploit against the target (no action required).
  In addition, until the end of your next turn, whenever an
  enemy hits any ally who is adjacent to you with a melee
  attack, that enemy takes 1d10 psychic damage.
  Augment 1: As unaugmented, but the enemy takes the
  psychic damage whenever it hits or misses.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 psychic damage, and you can choose any
  number of creatures within 10 feet of you. Each chosen
  creature is pulled up to 5 feet toward you, and you can use
  your Battlemind’s Demand exploit against each of them (no
  action required).
  ”Your strike delivers a pulse of psionic energy into your
  enemy, compelling it to attack you or suffer. By increasing the
  pulse’s strength, you can affect more enemies.”
  Mind Blade
  Mind Blade
  Battlemind Rank 4 • Enchantment, Offensive, Psionic,
  Psychic, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, the target must make a Wisdom saving throw. On a
  failed save, the target falls unconscious for 1 minute. The
  target wakes up early if it takes damage, or someone uses an
  action to shake or slap the target awake. On a successful
  save, the target is dazed for 1 minute. While suffering either
  effect, the target can repeat the saving throw at the end of
  each of its turns, ending the exploit and taking 2d10 + 5
  psychic damage on a success. While dazed by this exploit, the
  target cannot take reactions, and on its turn, it must choose
  whether it gets a move, an action, or a bonus action; it gets
  only one of the three.
  ”You lash out with your weapon and channel a burst of pain
  into your enemy’s mind, and your foe collapses as it feels the
  weapon strike a vital area.”
  Overwhelming Lunge
  Overwhelming Lunge
  Battlemind Rank 4 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you take the attack action on your
  turn, you can increase the reach of one of your melee attacks
  using a weapon by 5 feet.
  Augment 1: As unaugmented, and your attack ignores half
  cover and three-quarters cover.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 damage, and you can move each creature
  adjacent to the target up to 5 feet and then move the target up
  to 10 feet.
  ”You lunge forward to attack your enemy, your reach
  magically extended.”
  Paralyzing Fear Strike
  Paralyzing Fear Strike
  Battlemind Rank 4 • Enchantment, Fear, Offensive, Psionic,
  Stance, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 damage, and the
  target must succeed on a Wisdom saving throw or be
  restrained for 1 minute. The target can repeat the saving
  throw at the end of each of its turns, ending the condition on
  a success.
  In addition, you enter the Paralyzing Fear stance. Until the
  stance ends, when you hit an adjacent enemy marked by you
  with an opportunity attack, your attack deals an extra 1d10
  damage, and that target is restrained until the end of your
  next turn.
  ”You wave your weapon in an intricate pattern, channeling
  psionic energy into it as you strike. Your foe is paralyzed with
  fear as it perceives a hellish scene of torment engulfing it.”
  Parting Shot
  Parting Shot
  Battlemind Rank 4 • Augmentable, Illusion, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you take the attack action on your
  turn, you can forgo one of your attacks to move up to 10 feet
  without provoking opportunity attacks and make a melee
  attack using a weapon against one creature adjacent to you at
  any point during this movement.
  Augment 1: As unaugmented, except you can make a
  melee attack using a weapon against one or two creatures
  during the movement, with a separate attack roll for each
  target.
  Augment 4: When you take the attack action on your turn,
  you can forgo one of your attacks to move up to your speed
  and make a melee attack using a weapon against one
  creature adjacent to you at any point during this movement.
  This movement does not provoke opportunity attacks and you
  can move through enemies’ spaces. On a hit, your attack
  deals an extra 4d10 damage, and you can mark the target
  until the end of your next turn.
  ”You move through your enemies like a shadow, striking
  hard with your weapon as you split away.”
  45
  
  Precognitive Eye
  Precognitive Eye
  Battlemind Rank 4 • Divination, Offensive, Psionic, Stance,
  Weapon (Long)
  When you take the attack action on your turn, you can
  grant yourself advantage on one of your melee attacks using a
  weapon. On a hit, your attack deals an extra 4d10 damage,
  and you mark the target for 1 minute. No other mark can
  supersede this one unless you permit it.
  In addition, you enter the Precognitive Eye stance. Until
  the stance ends, whenever an enemy marked by you moves,
  you can move up to 5 feet without provoking opportunity
  attacks (no action required). In addition, you gain advantage
  on attack rolls against enemies marked by you.
  ”Your attack inspires an enemy to focus on you in combat,
  and lets you use flashes of the future to distance yourself
  from your foes.”
  Sonic Burst
  Sonic Burst
  Battlemind Rank 4 • Offensive, Psionic, Transmutation,
  Thunder, Weapon (Long)
  As an action, you can move up to twice your speed without
  provoking opportunity attacks. Once, at any point during this
  movement, you can make a melee attack using a weapon
  against each creature within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  4d6 thunder damage, and the target must make a
  Constitution saving throw. On a failed save, a target is pushed
  up to 15 feet and for 1 minute, the target is deafened. On a
  successful save, the target is pushed up to 5 feet and not
  deafened. While deafened by this exploit, a creature can
  repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  ”You move with the speed of thunder, blasting your foes as
  you pass.”
  Unwavering Concentration
  Unwavering Concentration
  Battlemind Rank 4 • Abjuration, Augmentable, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you gain a +2 bonus to AC or
  advantage on one type of saving throw of your choice until the
  start of your next turn.
  Augment 1: As unaugmented, except on a hit, you gain a
  +2 bonus to AC and advantage on saving throws until the end
  of your next turn.
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within your reach,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 4d6 damage, and you gain a +5 bonus to
  AC and advantage on saving throws until the end of your next
  turn.
  ”Your attack focuses your mind and body to shield you from
  counterattacks.”
  Web of Betrayal
  Web of Betrayal
  Battlemind Rank 4 • Augmentable, Charm, Enchantment,
  Offensive, Psionic, Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the end of your next turn, the
  target takes 1d10 psychic damage when any enemy of yours
  makes an attack while adjacent to it.
  Augment 1: As unaugmented, except on a hit, until the end
  of your next turn, any enemy suffers disadvantage on attack
  rolls while adjacent to the target.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 4d10 damage. In addition, until the end of your
  next turn, whenever an enemy attacks any ally of yours who is
  adjacent to the target, that enemy must succeed on a Wisdom
  saving throw or use its reaction, if available, to repeat the
  attack against the original target of this exploit.
  ”You create a web of psionic energy around your foe that
  convinces it of its allies’ betrayal. By strengthening the web,
  you can compel your foe’s allies to meet those expectations.”
  Rank 4 - Utility
  Rank 4 - Utility
  Extend the Mind’s Eye
  Extend the Mind’s Eye
  Battlemind Rank 4 • Divination, Psionic, Utility (Short)
  When you make a Wisdom (Insight) or (Perception) check,
  you grant yourself a +5 bonus on the triggering check (no
  action required).
  ”You zero in your thoughts, snapping previously unseen
  details into focus within your mind’s eye.”
  Inertial Barrier
  Inertial Barrier
  Battlemind Rank 4 • Abjuration, Psionic, Utility (Long)
  When you or an ally adjacent to you is hit by an attack, you
  can use your reaction to create a zone that fills a 20-foot
  radius around you before damage is dealt. The zone lasts
  until the end of your next turn. You and your allies gain
  resistance to all damage while within the zone. Any enemy
  that starts or ends its turn within the zone is pushed 5 feet
  from the center of the zone. The zone is difficult terrain for
  enemies.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”An attack against you triggers a psionic barrier that shields
  you and your allies from harm.”
  Instant Move
  Instant Move
  Battlemind Rank 4 • Psionic, Transmutation, Utility (Short)
  At the start of your turn, or end of your turn, you can move
  up to your speed without provoking opportunity attacks (no
  action required).
  ”You blur across the battlefield to move into position for an
  attack, or to flee an enemy’s retribution.”
  46
  
  Mind of Endurance
  Mind of Endurance
  Battlemind Rank 4 • Healing, Psionic, Transmutation, Utility
  (Long)
  As a bonus action, you can spend up to four hit dice to
  regain hit points. In addition, for 1 minute, you regain 1d10
  hit points at the start of each of your turns while you are
  below half your hit point maximum and have at least 1 hit
  point.
  ”You tap into your body’s natural healing abilities and mend
  your wounds.”
  Resolute Recovery
  Resolute Recovery
  Battlemind Rank 4 • Psionic, Transmutation, Utility (Long)
  As a bonus action, you gain temporary hit points equal to
  2d10 + one-half your level and remove one effect on you that
  a save can end. You can then move up to 5 feet without
  provoking opportunity attacks.
  ”You shrug off a debilitating effect as you revitalize yourself
  in the midst of combat.”
  Savage Intent
  Savage Intent
  Battlemind Rank 4 • Divination, Psionic, Utility (Short)
  As a bonus action, you target each creature marked by you
  within 30 feet of you. Until the end of your next turn, when a
  target moves without teleporting, you can immediately move
  an equal number of feet without provoking opportunity
  attacks (no action required).
  ”You fix your enemies in your mind’s eye, allowing you to
  swiftly react to their movement.”
  Shield of the Iron Mind
  Shield of the Iron Mind
  Battlemind Rank 4 • Abjuration, Psionic, Utility (Long)
  As a bonus action, you gain an aura with a 30-foot radius
  that lasts for 10 minutes or until you dismiss it as a bonus
  action. Until the exploit ends, the aura moves with you,
  centered on you. You and your allies gain advantage on saving
  throws while within the aura.
  ”You create a shield of psionic power that fortifies your
  allies.”
  Sudden Rush
  Sudden Rush
  Battlemind Rank 4 • Conjuration, Psionic, Teleportation,
  Utility (Short)
  As a bonus action, you teleport to a space adjacent to a
  creature marked by you.
  ”With a burst of psionic energy, you appear next to an
  enemy you have called out.”
  Teleport Trigger
  Teleport Trigger
  Battlemind Rank 4 • Conjuration, Psionic, Teleportation,
  Utility (Long)
  As a bonus action, you conjure four shimmering teleport
  triggers in unoccupied spaces within 60 feet of you. Each
  teleport trigger lasts for 1 minute or until expended. When
  you or an ally enters a space containing a teleport trigger, that
  character can expend the trigger to teleport up to 30 feet (no
  action required).
  ”You warp space around you, creating a means of quick
  escape for you and your allies.”
  Rank 5 – Offensive
  Rank 5 – Offensive
  Aspect of Squamous Horror
  Aspect of Squamous Horror
  Battlemind Rank 5 • Fear, Offensive, Polymorph, Psionic,
  Psychic, Transmutation, Weapon (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  5d6 damage, and the target must succeed on a Strength
  saving throw or be pushed up to 15 feet.
  In addition, each target takes 1d12 psychic damage. You
  then assume the aspect of Squamous Horror for 1 minute.
  While in this aspect, when you hit a creature with a melee
  attack using a weapon, the target must succeed on a Wisdom
  saving throw or use its reaction, if available, to move up to its
  speed away from you by the safest route possible.
  ”Your attack pushes your enemies back, wracking them
  with fear as you take on the form of a hideous scaled beast.”
  Aspect of Stolen Identity
  Aspect of Stolen Identity
  Battlemind Rank 5 • Charm, Offensive, Polymorph, Psionic,
  Transmutation, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage.
  In addition, you assume the aspect of Stolen Identity for 1
  minute. While in this aspect, when you hit a creature with a
  melee attack using a weapon, the target must succeed on a
  Wisdom saving throw or use its reaction, if available, to
  attack itself with one if its melee weapon attacks of your
  choice. The target gains advantage on the attack roll against
  itself.
  ”You repeatedly transform yourself into simulacra of your
  enemies. Through these forms, you can cause your enemies
  to harm themselves.”
  Battle Vortex
  Battle Vortex
  Battlemind Rank 5 • Augmentable, Conjuration, Offensive,
  Psionic, Psychic, Teleportation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the end of your next turn, when
  any enemy starts its turn within 10 feet of you but ends its
  turn more than 10 feet away from you, that enemy takes 1d12
  psychic damage.
  Augment 1: As unaugmented, except on a hit, until the end
  of your next turn, while the target is within 10 feet of you, it
  suffers disadvantage on attack rolls against your allies who
  are more than 10 feet away from you.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 psychic damage, and until the end of
  your next turn, when any enemy starts its turn within 10 feet
  of you but ends its turn more than 10 feet away from you, you
  can teleport that enemy up to 15 feet (no action required), and
  it’s speed is reduced to 0 until the end of its next turn.
  ”Your attack creates a vortex that sends waves of psychic
  energy crashing over your enemies. By increasing the vortex’s
  energy, you can move or lock down your foes.”
  47
  
  Cloud of Dancing Blades
  Cloud of Dancing Blades
  Battlemind Rank 5 • Augmentable, Conjuration, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the end of your next turn, your
  Mind Lance exploit deals an extra 1d12 damage.
  Augment 1: As unaugmented, and you mark each enemy
  adjacent to you until the start of your next turn.
  Augment 4: As an action, make a melee attack using a
  weapon against any number of creatures within 10 feet of
  you, with a separate attack roll for each target. You can make
  this attack even if a target is outside your melee attack reach.
  On a hit, your attack deals an extra 5d6 damage.
  In addition, you create a zone filling a 15-foot radius
  around you that lasts until the start of your next turn. When
  an enemy willingly leaves the zone, you can use your reaction
  to immediately move up to 20 feet to an unoccupied space
  adjacent to the triggering enemy and make an opportunity
  attack against that enemy. On a hit, your attack deals an extra
  5d6 damage, and the target’s speed is reduced to 0 until the
  end of your next turn.
  ”A field of spectral blades fills the air around you,
  increasing your retribution against a foe that harms your
  allies.”
  Dancing Strike
  Dancing Strike
  Battlemind Rank 5 • Augmentable, Force, Offensive, Psionic,
  Psychic, Transmutation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, until the start of your next turn, when
  you use your Blurred Step exploit, you can move up to 30
  feet without provoking opportunity attacks instead of 5 feet.
  Augment 1: As unaugmented, and you mark each enemy
  within 5 feet of you until the end of your next turn.
  Augment 4: When you hit a creature with a melee attack
  using a weapon, your attack deals an extra 5d10 damage.
  Until the start of your next turn, when you use your Blurred
  Step exploit, you can move up to 30 feet without provoking
  opportunity attacks instead of 5 feet, and the creature that
  triggers your Blurred Step takes 1d12 force damage and
  1d12 psychic damage.
  ”In the aftermath of your attack, you deftly stay ahead of
  your foes’ attempts to move around you.”
  Dazzling Assault
  Dazzling Assault
  Battlemind Rank 5 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When an adjacent enemy marked by you
  moves, you can use your reaction to make a melee attack
  using a weapon against the triggering enemy. On a hit, the
  target must succeed on a Constitution saving throw or you
  can move it up to 5 feet and until the end of your next turn,
  the target’s speed is reduced to 0. In addition, you don’t get
  your normal action on your next turn.
  Augment 1: As unaugmented, and the target cannot
  teleport and is immune to forced movement while its speed is
  reduced by this exploit. In addition, you don’t get your normal
  action on your next turn.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 damage, and you can move the target up
  to 10 feet, and its speed is reduced to 0 until the end of your
  next turn.
  ”Your foe attempts to split away from you, but you attack in
  a blur of movement, sending your enemy in another direction
  and binding it with psionic energy.”
  Dimensional Ambush
  Dimensional Ambush
  Battlemind Rank 5 • Conjuration, Offensive, Psionic, Psychic,
  Teleportation, Weapon (Long)
  When you take the attack action on your turn, you can
  increase the reach of one of your melee attacks using a
  weapon by 15 feet. On a hit, your attack deals an extra 1d12
  psychic damage, and you can move the target up to 5 feet.
  In addition, you can teleport to the space the target
  occupied before you moved it, then make one additional
  melee attack using a weapon against the target. On a hit, your
  attack deals an extra 5d10 psychic damage, and you mark
  each enemy adjacent to you until the end of your next turn.
  After both attacks are resolved, you can teleport up to 25
  feet.
  ”Your power bends the space around you, letting you strike
  a distant foe, then forcing that foe back as you appear at its
  side to strike again.”
  Entangling Weapon
  Entangling Weapon
  Battlemind Rank 5 • Augmentable, Offensive, Psionic,
  Transmutation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, you can also move the target up to 5
  feet. You can then move up to 5 feet without provoking
  opportunity attacks to the space the target left.
  Augment 1: As unaugmented, except on a hit, whenever
  the target moves before the end of your next turn, you can
  move the target up to 5 feet (no action required) at the end of
  that movement.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 damage, and when you hit any enemy
  before the end of your next turn, you can move that enemy up
  to 10 feet.
  ”You imbue your attack with psionic energy, allowing you to
  strike precisely and forcing your opponent to move as you
  dictate.”
  48
  
  Festering Wound
  Festering Wound
  Battlemind Rank 5 • Augmentable, Enchantment, Offensive,
  Psionic, Psychic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, your next attack against the target
  before the end of your next turn deals an extra 1d12 psychic
  damage on a hit.
  Augment 1: As unaugmented, except on a hit, the target
  loses its psychic resistance until the end of your next turn.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 psychic damage, and your next attack
  against the target before the end of your next turn deals an
  extra 1d12 psychic damage on a hit.
  ”You strike and slash, opening wounds both physical and
  mental, which flare with pain as you press the attack.”
  Focus Bind
  Focus Bind
  Battlemind Rank 5 • Enchantment, Offensive, Psionic,
  Psychic, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 psychic damage,
  and you mark the enemy for 1 minute. No other mark can
  supersede this mark unless you permit it.
  In addition, until the mark imposed by this exploit ends,
  you are treated as if you are marked by the target, and
  whenever you or the target moves, the other can move the
  same distance without provoking opportunity attacks (no
  action required).
  ”You tempt an enemy’s wrath as you focus your rage on it,
  setting up a confrontation that only one of you will survive.”
  Gravity Well
  Gravity Well
  Battlemind Rank 5 • Abjuration, Augmentable, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, and the target must succeed on a
  Wisdom saving throw or its speed is halved until the end of
  your next turn.
  Augment 1: As unaugmented, except on a hit, the target
  cannot move or be pulled, pushed, or moved more than 10
  feet from its current space until the end of your next turn.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 damage, and the target cannot move or
  be pulled, pushed, or moved more than 10 feet from its
  current space until the end of your next turn.
  ”Your attack constrains a foe to its current location,
  hindering its ability to flee from you.”
  Indomitable Presence
  Indomitable Presence
  Battlemind Rank 5 • Evocation, Force, Offensive, Psionic,
  Psychic, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target is burned by your wrath for 1 minute. While under this
  effect, whenever you hit the target with a melee weapon
  attack, your attack deals an extra 1d12 force damage and
  1d12 psychic damage. The target can make a Wisdom saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  In addition, until the end of your next turn, any enemy that
  hits you with an attack takes 1d12 force damage and 1d12
  psychic damage, and you can push that enemy up to 5 feet
  (no action required). As long as this effect persists, you can
  use your bonus action on subsequent turns to maintain the
  effect, extending the duration until the end of your next turn.
  ”Your wrath burns so hot it warps the air around you,
  causing your attackers to recoil in pain.”
  Mind Wrack
  Mind Wrack
  Battlemind Rank 5 • Enchantment, Offensive, Psionic,
  Psychic, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 psychic damage.
  In addition, the target takes 1d12 psychic damage at the
  start of each of its turns for 1 minute. The target can make a
  Wisdom saving throw at the end of each of its turns, ending
  the effect on a success. Whenever you hit the target with an
  attack before this effect ends, the damage it takes at the start
  of each of its turns increases by 1d12, this effect is
  cumulative.
  ”You drive a psionic spike of pain into your enemy’s mind.
  Each time you land a blow thereafter, the spike reverberates,
  causing your foe increased agony.”
  Open the Way
  Open the Way
  Battlemind Rank 5 • Augmentable, Conjuration, Offensive,
  Psionic, Teleportation, Weapon (Turn)
  Unaugmented: When you take the attack action on your
  turn, you can increase the reach of one of your melee attacks
  using a weapon by 10 feet. On a hit, you can teleport to a
  space adjacent to the target.
  Augment 1: As unaugmented, except on a hit, you can
  teleport one ally adjacent to you to a space adjacent to the
  target.
  Augment 4: As unaugmented, except before the attack you
  can also teleport up to 25 feet. On a hit, your attack deals an
  extra 5d10 damage, and you can teleport to an unoccupied
  space adjacent to the target.
  ”Space ripples around you, letting you attack a foe beyond
  your reach, then drawing you to that enemy’s side.”
  49
  
  Relentless Strike
  Relentless Strike
  Battlemind Rank 5 • Abjuration, Necrotic, Offensive, Psionic,
  Stance, Weapon (Long)
  As an action, make a melee attack using a weapon against
  any number of creatures within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  5d6 damage, and the target bleeds for 1d6 necrotic damage.
  In addition, you enter the Perfect Storm stance. Until the
  stance ends, when you hit an adjacent enemy marked by you
  with an opportunity attack, your attack deals an extra 1d12
  damage, and the target must succeed on a Constitution
  saving throw or be dazed until the end of your next turn.
  While dazed by this exploit, the target cannot take reactions,
  and on its turn, it must choose whether it gets a move, an
  action, or a bonus action; it gets only one of the three.
  ”You assume perfect positioning and strike with precision
  to leave a lasting wound. While in this stance, you can deliver
  a staggering blow to any enemy that tries to move away from
  you.”
  Ruinous Grasp
  Ruinous Grasp
  Battlemind Rank 5 • Augmentable, Enchantment, Offensive,
  Psionic, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, one creature marked by you must
  succeed on a Wisdom saving throw or you can move it up to
  15 feet.
  Augment 1: As unaugmented, and after the attack is
  resolved, you can move up to 5 feet without provoking
  opportunity attacks and gain a +2 bonus to AC until the end
  of your next turn.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 damage, and the target must succeed on
  a Strength saving throw or be pushed up to 30 feet. Also on a
  failed save, until the end of your next turn, the target’s speed
  is reduced to 0 and you can move the target up to 5 feet (no
  action required) whenever you take damage.
  ”When your strike connects, you seize the mind of a nearby
  foe and gain limited control over the enemy’s movement.”
  Step of the Pursuer
  Step of the Pursuer
  Battlemind Rank 5 • Augmentable, Conjuration, Offensive,
  Psionic, Teleportation, Weapon (Turn)
  Unaugmented: When you hit a creature with a melee
  attack using a weapon, if the target moves away from you on
  its next turn, you can move up to 15 feet without provoking
  opportunity attacks (no action required) to a space closer to
  the target after its move.
  Augment 1: As unaugmented, except on a hit, you ignore
  effects that reduce your speed until the end of your next turn.
  Augment 4: As unaugmented, except on a hit, your attack
  deals an extra 5d10 damage, if the target moves away from
  you on its next turn, you can teleport (no action required) to a
  space adjacent to the target after its move.
  ”Your attack hammers your foe, allowing you to bind it with
  a psionic link that keeps your enemy close.”
  Temporal Regression
  Temporal Regression
  Battlemind Rank 5 • Conjuration, Offensive, Psionic, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and you
  can make one additional melee attack using a weapon
  against the target.
  In addition, at the start of your next turn, you are removed
  from play. At the start of your following turn, you reappear in
  an unoccupied space within 30 feet of the space you last
  occupied
  ”You slip back through time to escape the fight around you,
  choosing a more advantageous position when you reappear.”
  Vengeful Mind
  Vengeful Mind
  Battlemind Rank 5 • Offensive, Psionic, Transmutation,
  Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage.
  In addition, for 1 minute, whenever the target attacks an
  ally of yours, you gain advantage on attack rolls against the
  target until the end of your next turn. If you already have
  advantage on attack rolls against the target when the target
  attacks an ally, you gain unfair advantage against the target
  until the end of your next turn. When you make an attack
  against the target with unfair advantage, you can reroll one of
  the d20s for your attack roll once.
  ”You shunt aside your wrath at seeing your friends
  attacked, focusing your rage to lend exacting precision to
  your attacks.”
  50
  
  Monk
  Monk
  Rank 1 - Offensive
  Rank 1 - Offensive
  Awaken the Slumbering Hurt
  Awaken the Slumbering Hurt
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed before or after one of your melee
  weapon attacks. This movement does not provoke
  opportunity attacks from creatures below half their hit point
  maximum.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage. If the target was below half its hit
  point maximum when you made the attack, it takes an
  additional 1d4 damage from both this attack and the next
  attack that hits it before the end of your next turn.
  ”Your foes’ wounds allow you to dodge at just the right
  angles to foil the enemies’ attacks. When you attack, you
  focus on a single enemy’s injures and find the perfect place to
  strike.”
  Balance Restored
  Balance Restored
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 5 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks. After you
  use this movement, the next time an adjacent enemy hits you
  with an attack before the start of your next turn, you can
  knock that enemy prone after the attack is resolved.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and the target is pushed up to 5 feet.
  ”Dropping into a wide stance helps you draw on the power
  of earth to deliver the greatest impact, while also ensuring
  that you can deal with any counterattacks that follow.”
  Blistering Flourish
  Blistering Flourish
  Monk Rank 1 • Fire, Ki Focus, Offensive, Psionic (Turn)
  When you take the attack action on your turn, you can
  move up to your speed before or after one of your melee
  weapon attacks. Enemies that hit you with opportunity
  attacks provoked by this movement take 1d4 + 2 fire damage.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d4 fire damage, and until the end of your next turn,
  your melee weapon attacks deal an extra 1d4 fire damage on
  a hit (included in the initial hit).
  The fire damage dealt by this exploit increases when you
  reach 5th level (1d6), 11th level (1d8), and 17th level (1d12).
  ”Executing movements in a complex pattern brings forth
  elemental fire to aid the next attack you make.”
  Bonecrusher
  Bonecrusher
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 5 feet before or after one of your melee weapon
  attacks. Until the end of your next turn, you gain a +2 bonus
  to AC and advantage on Strength and Constitution saving
  throws.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and the target must succeed on a
  Constitution saving throw or until the end of your next turn,
  attack rolls against the target have advantage and the target
  suffers disadvantage on saving throws.
  ”A sickening crunch sounds from your opponent when you
  land your strike. Its pain bolsters your confidence to keep
  fighting.”
  Burning Brand
  Burning Brand
  Monk Rank 1 • Fire, Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. You are lightly obscured and gain a +1
  bonus to AC during this movement.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d6 fire damage, and he first time the target takes
  damage from an attack before the start of your next turn, the
  target and each of your enemies adjacent to it take 1d4 + 2
  fire damage.
  ”Your strike leaves behind a fiery imprint that explodes the
  next time the target is struck. Wielding fire in this way
  wreaths you in concealing smoke.”
  Cacophonous Shout
  Cacophonous Shout
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Thunder (Long)
  As an action, you target each creature in a 15-foot cube
  originating from you. Each target must make a Constitution
  saving throw. On a failed save, a target takes 2d6 thunder
  damage, and you can push the target to the nearest
  unoccupied space outside the cube. The target is then
  deafened for 1 minute. On a successful save, the target takes
  half as much damage, and you can push it up to 5 feet.
  ”You summon a wall of sound that slams into your foes like
  a battering ram.”
  Call up the Savage Wind
  Call up the Savage Wind
  Monk Rank 1 • Elemental, Ki Focus, Offensive, Psionic
  (Short)
  As an action, you can move up to your speed, ignoring
  difficult terrain, before or after you target each creature in a
  15-foot cone originating from you. Each target must succeed
  on a Strength saving throw or take 3d6 damage of the same
  type as your unarmed strike. After the saving throws are
  resolved, you can move each target up to 5 feet.
  ”A stiff gust rises up to scatter your enemies and speed you
  over treacherous terrain.”
  51
  
  Crane’s Wings
  Crane’s Wings
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Turn)
  When you take the attack action on your turn, you can
  jump before or after one of your melee weapon attacks. The
  distance of your long jump increases by 5 feet and the
  distance of your high jump increases by 2 feet. You are
  considered to have a running start, and the distance of the
  jump isn’t limited by your speed.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, you can push the
  target up to 5 feet.
  ”You leap across the battlefield and kick your foe, sending
  it staggering backward.”
  Crashing Wave
  Crashing Wave
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Turn)
  When you take the attack action on your turn, you can
  move up to 10 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks. You can
  move through enemies’ spaces during this movement.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, you can move the
  target up to 5 feet.
  ”Surging forward through your enemies' ranks, you deliver
  a resounding strike to send an enemy reeling.”
  Cyclone Scourge
  Cyclone Scourge
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Long)
  As an action, choose one creature you can see in a in a 15-
  foot cube originating from you. You can fly up to your speed
  to a space adjacent to the target and make an unarmed strike
  gainst it. On a hit, your attack deals an extra 1d10 damage
  and for 1 minute, the target is restrained. On a failed save, the
  target takes half as much damage. While restrained by this
  exploit, the target can repeat the saving throw at the end of
  each of its turns ending the effect on a success.
  In addition, the cube creates a zone that lasts until the end
  of your next turn. You can move the zone up to 15 feet as a
  bonus action. Once per turn, when a creature other than you
  enters the zone or ends its turn there, you can move that
  creature up to 10 feet (no action required).
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”You leap into the air, gathering up winds to help you
  smash your enemy and trap it in a swirling column of
  destruction.”
  Dance of Swords
  Dance of Swords
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. Enemies that miss opportunity
  attacks against you provoked by this movement grant
  advantage on attack rolls against themselves until the end of
  your next turn.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage plus an additional 2 damage for each
  adjacent enemy when you hit.
  ”As your foe swarms around you, you leap among them and
  turn their numbers against them.”
  Dancing Cobra
  Dancing Cobra
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Turn)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, it takes an extra
  1d4 damage if it has made an opportunity attack against you
  during this turn.
  The extra damage this exploit deals increases when you
  reach 5th level (1d6), 11th level (1d8), and 17th level (1d12).
  ”You dodge and weave like a cobra, confounding your
  enemy and turning its attacks back against it.”
  Dragon’s Tail
  Dragon’s Tail
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Turn)
  When you take the attack action on your turn, you can
  choose one ally or one prone enemy before or after one of
  your melee weapon attacks. You swap places with the chosen
  creature.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, the target is also
  knocked prone.
  ”Your hand lashes out like a dragon's tail, and with the
  lightest touch unleashes power that knocks your foe to the
  ground.”
  Drunken Monkey
  Drunken Monkey
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. During this movement, you ignore
  difficult terrain and opportunity attacks against you have
  disadvantage.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and you can move the target up to 5
  feet. The target then must succeed on a Wisdom saving
  throw or use its reaction, if available, to make one melee
  weapon attack against one creature of your choice with
  advantage on the attack roll.
  ”You lurch seemingly out of control. Your enemies are
  bewildered as they try to hit your swaying form, and with a
  cunning jab, you cause one of your foes to attack tis
  companion.”
  Eagle Claw Strike
  Eagle Claw Strike
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can fly
  up to your speed before or after one of your melee weapon
  attacks. If you don’t land at the end of this movement, you fall.
  In addition, the next time you hit a creature or unattended
  object with an unarmed strike before the end of your turn,
  your attack deals an extra 1d10 damage, and the target
  suffers a -2 penalty to AC until the end of your next turn.
  Against an attended object, this attack deals an extra 2d10
  damage.
  ”Your leap is so graceful that you seem to hang in the air
  for a short period. When you land, you deliver a shattering
  strike.”
  52
  
  Enduring Champion
  Enduring Champion
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. Each time you are attacked during
  this movement, your speed increases by 5 feet until the end
  of your next turn.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and you can make a saving throw with
  advantage against one effect that a save can end. If you
  succeed, not only does the effect end, but your target must
  succeed on a Constitution saving throw or be subject to the
  effect you saved from.
  ”You focus your pain into a point at the end of your fist. As
  you strike, you deliver your ills to your enemy.”
  Eternal Mountain
  Eternal Mountain
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  As an action, you gain resistance to all damage until the
  end of your next turn and you can move up to 10 feet without
  provoking opportunity attacks.
  In addition, make an unarmed strike against any number of
  creatures within your reach, with a separate attack roll for
  each target. On a hit, your attack deals an extra 1d6 damage,
  and you knock the target prone.
  ”You focus your mind, calling on your iron discipline to
  walk, fight, and shrug off attacks with a mountain’s enduring
  spirit.”
  Fallen Hammer in Repose
  Fallen Hammer in Repose
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 5 feet without provoking opportunity attacks or
  move up 15 feet before or after one of your melee weapon
  attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and the target must succeed on a
  Strength saving throw or be pushed up to 15 feet.
  ”You collide bodily with your foe, then rebound to safety.
  Though you appear out of control, you land balance and
  ready.”
  Fallen Needle
  Fallen Needle
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Turn)
  When you take the attack action on your turn, you can
  either move up to 5 feet without provoking opportunity
  attacks or move up to 15 feet before or after one of your
  melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, the target must
  succeed on a Dexterity saving throw or until the end of your
  next turn, the target has disadvantage on attack rolls against
  you.
  ”A single, sharp blow readies you to step away at a
  moment's notice.”
  Five Storms
  Five Storms
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Turn)
  As an action, choose any number of creatures you can see
  within 5 feet of you. Each target must succeed on a Dexterity
  saving throw or take 1d10 damage of the same type as your
  unarmed strike.
  In addition, once before the end of your turn, you can move
  up to 10 feet without provoking opportunity attacks.
  The damage of this exploit increases when you reach 5th
  level (2d10), 11th level (3d10), and 17th level (4d10).
  ”You move like a whirlwind, spinning as you unleash an
  array of kicks and punches, which slam into your foes like a
  storm crashing onto the shore.”
  Frozen Moment
  Frozen Moment
  Monk Rank 1 • Cold, Ki Focus, Offensive, Psionic (Short)
  When you hit a creature on your turn with an unarmed
  strike, your attack deals an extra 1d10 cold damage, and the
  target must succeed on a Strength saving throw or be
  restrained until the end of your next turn.
  In addition, your speed is reduced to 0 and you gain
  resistance to all damage until the start of your next turn.
  ”Your strike pins down your enemy, forcing it to face you.”
  Gentle Rainfall
  Gentle Rainfall
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  As an action, you can move up to 5 feet without provoking
  opportunity attacks or up to 15 feet before or after you make
  an unarmed strike against any number of creatures you can
  see within your reach, with a separate attack roll for each
  target. On a hit, your attack deals an extra 1d6 damage. After
  the attacks are resolved, you can move up to 5 feet for each
  creature you hit.
  ”You strike many foes, then evade strikes faster than they
  thought possible.”
  Harmonious Thunder
  Harmonious Thunder
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Thunder (Long)
  As an action, make an unarmed strike against one or two
  creatures within your reach, with a separate attack roll for
  each target. On a hit, your attack deals an extra 1d6 thunder
  damage.
  In addition, the first time either of the targets takes damage
  during a turn, the other target takes 1d4 thunder damage.
  This effect lasts for 1 minute or until one of the targets is
  reduced to 0 hit points.
  ”You punch one foe, then spin and deliver a kick to another.
  Thunder rumbles in the distance, rolls closer, and explodes
  between your two foes.”
  Inner Eye Opened
  Inner Eye Opened
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Psychic (Short)
  When you take the attack action on your turn, you can
  swap spaces with one adjacent creature before or after one of
  your melee weapon attacks. Until the start of your next turn,
  you are blinded and gain 30 feet of blindsight.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 psychic damage.
  ”By blocking out the impermanence of the visual world, you
  shunt the psychic energy of your inner eye into a lethal
  attack.”
  53
  
  Lashing Rain
  Lashing Rain
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Stance (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 1d10 damage, and you can move the
  target up to 10 feet to a space adjacent to you.
  In addition, you enter the Lashing Rain stance. Until the
  stance ends, once per turn, when an enemy you can see
  enters a space adjacent to you while you’re not incapacitated,
  you can deal 1d4 bludgeoning damage to that enemy and can
  move it up to 10 feet to any unoccupied space within 5 feet of
  you (no action required). Your speed is halved while you are
  in this stance.
  ”Your savage strike draws an enemy close, leaving you in
  an aggressive stance that lets you punish any foe that
  approaches you.”
  Laughing Wind
  Laughing Wind
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you gain a +2
  bonus to AC against opportunity attacks until the start of your
  next turn and can move up to your speed before or after one
  of your melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage and until the start of your next turn,
  you can move any enemy that ends its turn adjacent to you up
  to 10 feet (no action required).
  ”Your attack summons a laughing wind that drags your
  foes across the battlefield.”
  Light the Fire
  Light the Fire
  Monk Rank 1 • Fire, Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 10 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 fire damage and you you gain an aura with a 5-
  foot radius that lasts until the start of your next turn. Until the
  exploit ends, the aura moves with you, centered on you. Any
  enemy that starts its turn in the aura takes 1d4 + 2 fire
  damage.
  ”Bright flames dance across your body, scorching enemies
  you strike and swirling around you to immolate foes in your
  reach.”
  Lion’s Den
  Lion’s Den
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Turn)
  When you take the attack action on your turn, you can
  move up to 5 feet without provoking opportunity attacks
  before one of your melee weapon attacks. Once you do so,
  you gain a +1 bonus to AC until the start of your next turn.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, once per turn
  until the start of your next turn, you can deal 1d4 damage of
  the same type as your unarmed strike to any enemy that
  enters a space adjacent to you (no action required).
  The damage of this exploit increases when you reach 5th
  level (1d6), 11th level (1d8), and 17th level (1d12).
  ”You jab, step to the side, then assume an offensive posture
  from which you can sting any foe that draws near.”
  Masterful Spiral
  Masterful Spiral
  Monk Rank 1 • Force, Ki Focus, Offensive, Psionic, Stance
  (Long)
  As an action, make an unarmed strike against any number
  of creatures within 10 feet of you, with a separate attack roll
  for each target. You can make this attack even if a target is
  outside your melee attack reach. On a hit, your attack deals
  an extra 1d6 force damage.
  In addition, you enter the Spiral stance. Until the stance
  ends, your reach with unarmed strikes increases by 5 feet.
  ”With a sudden burst of motion, you deliver crushing kicks
  and punches of psionic force to nearby enemies.”
  Open the Gate of Battle
  Open the Gate of Battle
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. During this movement, you don’t
  provoke opportunity attacks from the first enemy you move
  away from.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage. If the target was at full hit points
  when you hit with this attack, your attack deals an extra 2d10
  damage instead of 1d10.
  ”Your sudden movement catches your foe unprepared, and
  you launch into your attack.”
  Reflection in Water
  Reflection in Water
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Stance (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 1d10 damage.
  In addition, you enter the Reflection in Water stance. Until
  the stance ends, you gain advantage on attack rolls against
  any enemy adjacent to at least one of your allies. Also, when
  an adjacent enemy misses you with an attack, you can
  immediately use your reaction to swap places with it without
  provoking opportunity attacks.
  ”Fixing your attention on a single opponent lets you mirror
  its movements with swift strikes and counterstrikes.”
  Resounding Strike
  Resounding Strike
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Thunder (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 thunder damage, and the next time the target
  takes damage before the start of your next turn, it takes an
  extra 1d4 + 2 thunder damage.
  ”Your strike sets up subtle vibrations in a foe, so that a
  subsequent blow triggers a disruptive burst of thunder.”
  54
  
  Rising Storm
  Rising Storm
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Thunder (Short)
  When you take the attack action on your turn, you can fly
  up to your speed before or after one of your melee weapon
  attacks. If you don’t land at the end of this movement, you fall.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d6 thunder damage, and each enemy within 5 feet
  of the target must succeed on a Constitution saving throw or
  take 2d6 thunder damage.
  ”The air around you hums with power as you focus the
  energy within you into a roar of thunder.”
  Rising Sun
  Rising Sun
  Monk Rank 1 • Fire, Ki Focus, Offensive, Psionic (Long)
  As an action, choose any number of creatures you can see
  in a 15-foot cone originating from you. Each target must
  succeed on a Dexterity saving throw or take 2d6 fire damage
  and for 1 minute, the target catches fire. While on fire, the
  target must repeat the saving throw at the end of each of its
  turns. On a failed save, the target takes 1d6 fire damage and
  you can move it up to 5 feet. On a successful save, the fire
  ends. This magical fire cannot be extinguished by
  nonmagical means.
  In addition, you gain an aura with a 5-foot radius that lasts
  for 10 minutes or until you dismiss it as a bonus action. Until
  the aura ends, it moves with you, centered on you. Any enemy
  that enters the aura or ends its turn there takes 1d4 fire
  damage. A creature can take this damage only once per turn.
  ”Your wrath ignites your thoughts and causes them to
  erupt into liquid flames that rush out and incinerate anything
  near you.”
  Scattering of Leaves
  Scattering of Leaves
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  jump before or after one of your melee weapon attacks. The
  distance of this long jump increases by 5 feet and the
  distance of this high jump increases by 2 feet. You are
  considered to have a running start, and the distance of this
  jump isn’t limited by your speed.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and you can push the target up to 5
  feet. You can then move up to 5 feet without provoking
  opportunity attacks and make one additional unarmed strike
  against a different creature. On a hit, you can also move that
  creature up to 5 feet. You can then push each enemy adjacent
  to that creature up to 5 feet away from it.
  ”You drive two enemies back with quick strikes, then use
  the momentum of your attacks to scatter other foes.”
  Spinning Leopard Maneuver
  Spinning Leopard Maneuver
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Long)
  As an action, you can move up to your speed without
  provoking opportunity attacks and make a melee weapon
  attack against each enemy that you move adjacent to during
  this movement, with a separate attack roll for each target.
  You cannot target the same creature more than once. On a
  hit, your attack deals an extra 1d6 damage. On a miss, your
  attack deals half as much damage as normal.
  ”Maintaining perfect balance, you weave a deadly path
  through the fray, dealing kicks and punches to each foe you
  pass.”
  Springing Drake Assault
  Springing Drake Assault
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  jump without provoking opportunity attacks to any space
  within 5 feet of a creature adjacent to you before or after one
  of your melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and you can move target up to 10 feet.
  ”You can leap over a foe with no fear of reprisal, then
  deliver an attack whose momentum drives an enemy
  wherever you want to go.”
  Steel Avalanche
  Steel Avalanche
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Psychic (Long)
  As an action, choose any number of creatures you can see
  in a 15-foot cube originating from you. Each target must
  make a Dexterity saving throw. On a failed save, a target
  takes 2d6 psychic damage and for 1 minute, it suffers
  disadvantage on attack rolls. On a successful save, the target
  takes half as much damage and until the end of your next
  turn, it suffers disadvantage on attack. While suffering
  disadvantage on attack rolls from this exploit, the target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  In addition, you can move up to 20 feet without provoking
  opportunity attacks to any space adjacent to the cube.
  ”You unleash a wave of psionic power that cuts through
  your foes like steel.”
  Steel Wind
  Steel Wind
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Turn)
  As an action, choose any number of creatures you can see
  within 10 feet of you. Each target must succeed on a
  Dexterity saving throw or take 1d10 damage of the same type
  as your unarmed strike.
  In addition, once before the end of your turn, you can
  remove any marks on you and move up to your speed plus 10
  feet.
  The damage of this exploit increases when you reach 5th
  level (2d10), 11th level (3d10), and 17th level (4d10).
  ”You streak across the battlefield, then channel a multiple
  assault against foes that thought themselves out of your
  reach.”
  55
  
  Stinging Nettles
  Stinging Nettles
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  swap places with one creature within your reach before or
  after one of your melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and until the start of your next turn,
  you can deal 1d4 bludgeoning damage to any adjacent enemy
  that hits you with a melee attack (no action required).
  If you were wielding a light blade or spear when you hit
  with the unarmed strike, the target also cannot make
  opportunity attacks until the end of your next turn.
  ”Your attack sets you into an optimal defensive position,
  allowing you to punish any foes with the temerity to strike at
  you.”
  Stunning Palm
  Stunning Palm
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Stance (Long)
  As a bonus action, you enter the Stunning Palm stance,
  Until the stance ends, you cannot be stunned or prevented
  from taking reactions.
  Once before the stance ends, when you hit a creature with
  an unarmed strike, your attack deals an extra 1d10 damage,
  and the target must succeed on a Constitution saving throw
  or be stunned for 1 minute. The stance then ends. While
  stunned by this exploit, the target can repeat the saving throw
  at the end of each of their turns, ending the effect on a
  success.
  ”Your psionic energy keeps you focused in combat, and can
  be released in a stunning blow that knocks a foe senseless.”
  Swift River Floods
  Swift River Floods
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you move up
  to 10 feet without provoking opportunity attacks before or
  after one of your melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d10 damage, and the target’s speed is halved until
  the end of your next turn.
  If you were wielding a mace or staff when you hit with the
  unarmed strike, the target takes an extra 1d4 damage.
  ”Your crashing attack throws your foe off balance to hinder
  its movement, letting you slip away like fast-flowing water.”
  Twin Thunders
  Twin Thunders
  Monk Rank 1 • Ki Focus, Offensive, Psionic, Thunder (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. This movement doesn’t provoke
  opportunity attacks from one creature of your choice.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 1d6 thunder damage, and a single enemy adjacent to
  the target must succeed on a Constitution saving throw or
  take 2d6 thunder damage.
  ”You move in a blur, tumbling around a foe, and deliver a
  sweeping kick with such ferocity that thunderous energy
  blasts both that foe and its cohort.”
  Undeniable Incitement
  Undeniable Incitement
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed before or after one of your melee
  weapon attacks. You do not provoke opportunity attacks
  when moving away from enemies adjacent to you at the start
  of this movement.
  In addition, you can increase the reach of one of your
  unarmed strikes made before the end of your turn by 5 feet.
  On a hit, your attack deals an extra 1d10 damage, and the
  target must succeed on a Wisdom saving throw or be pulled
  up to 5 feet. If the target ends that pull adjacent to you, it
  takes an additional 2d4 damage of the same type as your
  unarmed strike, is knocked prone, and until the end of your
  next turn, you gain a +2 bonus to AC.
  ”Your psionic summons pulls an enemy to you, then the
  immovable force of your presence sends it hard to the
  ground.”
  Whirling Mantis Step
  Whirling Mantis Step
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Long)
  As an action, move up to your speed without provoking
  opportunity attacks. Whenever you enter a space adjacent to
  an enemy during this movement, you can move that enemy
  up to 5 feet. You can move each creature only once during
  this movement.
  Then, make an unarmed strike against one, two, or three
  creatures within your reach, with a separate attack roll for
  each target. On a hit, your attack deals an extra 2d6 damage
  and for 1 minute, the target’s speed is halved. On a miss, your
  attack deals half as much damage as normal, and the target’s
  speed is halved until the end of your next turn. While the
  target’s speed is reduced by this exploit, it can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  ”With swift steps and overwhelming leverage, you shove
  aside your foes and cripple them with vicious kicks.”
  Wind Through the Willows
  Wind Through the Willows
  Monk Rank 1 • Ki Focus, Offensive, Psionic (Short)
  As an action, you can move yourself and one creature
  within your reach up to 5 feet without provoking opportunity
  attacks. Then, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 2d6 damage of the same type
  as your unarmed strike and until the end of their next turn,
  the target’s speed is halved and they cannot dash.
  After the saving throws are resolved, you can move up to 15
  feet without provoking opportunity attacks to an unoccupied
  space within the cone or adjacent to it.
  ”You move like a furious wind through the line of your
  enemies, hobbling them.”
  56
  
  Rank 1 - Utility
  Rank 1 - Utility
  Careful Stride
  Careful Stride
  Monk Rank 1 • Psionic, Transmutation, Transmutation,
  Utility (Short)
  As a bonus action, until the end of your turn, you can
  ignore difficult terrain and can both move across liquid and
  stand on it as if it were solid ground. In addition, you can
  move up to your speed.
  ”You walk with such precision and control that broken
  ground and even bodies of water cannot impede you.”
  Cat and Mouse
  Cat and Mouse
  Monk Rank 1 • Psionic, Transmutation, Utility (Short)
  When you hit a creatiure with a melee attack, you can move
  up to 15 feet without provoking opportunity attacks to a
  space adjacent to that enemy. Until the start of your next turn
  or until you take damage from an attack, you are heavily
  obscured against the target.
  ”You step into your enemy’s blind spot after a successful
  attack and leave it casting about to find you.”
  Centered Flurry of Blows
  Centered Flurry of Blows
  Monk Rank 1 • Psionic, Transmutation, Utility (Turn)
  When you hit a creature with a your Flurry of Blows class
  feature, choose one creature within 5 feet of you. You can
  move the chosen creature up to 5 feet to a space adjacent to
  you, or up to 5 feet in any direction if the chosen creature
  wasn’t targeted by the triggering attack.
  The number of creatures you can choose with this exploit
  increases when you reach 5th level (up to two), 11th level (up
  to three), and 17th level (any number).
  ”Your fists become a blur as you follow up your initial
  attack with another, shifting your foes' positions to your
  advantage.”
  Deflect Arrow
  Deflect Arrow
  Monk Rank 1 • Psionic, Transmutation, Utility (Short)
  When you are hit by a ranged weapon attack, you can use
  your reaction to gain three-quarters cover against all ranged
  weapon attacks until the start of your next turn, including the
  triggering attack, potentially causing it to miss. Until this
  exploit ends, you can move up to 5 feet without provoking
  opportunity attacks each time a ranged weapon attack misses
  you (no action required).
  ”Your foe manages to strike you from afar, so you focus
  your energy and spin away from further attacks.”
  Desert Flurry of Blows
  Desert Flurry of Blows
  Monk Rank 1 • Evocation, Fire, Psionic, Utility (Turn)
  When you hit a creature with a your Flurry of Blows class
  feature, choose one creature within 5 feet of you. The chosen
  creature takes 1d4 + 2 fire damage. If the chosen creature
  wasn’t the target of the triggering attack, it also suffers
  disadvantage on attack rolls against you until the end of your
  next turn.
  You can then move up to 5 feet without provoking
  opportunity attacks.
  The number of creatures you can choose with this exploit
  and the fire damage it deals increases when you reach 5th
  level (up to two and 1d6), 11th level (up to three and 1d8), and
  17th level (any number and 1d12).
  ”A successful attack ignites your mind's power, causing
  lambent flames to dance across your body and sear your
  enemies.”
  Eye in the Sky
  Eye in the Sky
  Monk Rank 1 • Divination, Psionic, Stance, Utility (Long)
  When an enemy enters a space within 5 feet of you, you
  can use your reaction to immediately move up to 5 feet
  without provoking opportunity attacks to a space adjacent to
  the triggering enemy. You also gain a +2 bonus AC and
  advantage on saving throws against the triggering enemy’s
  attacks, spells, and abilities until the end of this turn.
  In addition, you enter the Eye in the Sky stance. Until the
  stance ends, you gain advantage on Wisdom (Perception)
  checks.
  ”You attune your mind to the dangers at hand, and when an
  enemy closes, you step away from its assault.”
  Fall of Wind
  Fall of Wind
  Monk Rank 1 • Psionic, Transmutation, Utility (Turn)
  When you fall, you can reduce the damage you take from
  falling by an amount equal to 5 + one-half your level (no
  action required).
  ”You have meditated on the nature of the air around you
  and can control it to cushion your fall.”
  Fighting Fury
  Fighting Fury
  Monk Rank 1 • Psionic, Stance, Transmutation, Utility (Long)
  As a bonus action, you enter the Fighting Fury stance. Until
  the stance ends, your unarmed strikes deal extra damage on
  a hit equal to your proficiency bonus.
  ”Your discipline and control let you channel your anger into
  each blow.”
  Grasp the Wind
  Grasp the Wind
  Monk Rank 1 • Psionic, Transmutation, Utility (Short)
  When you are pushed, pull, or forcefully moved, instead of
  being affected by the forced movement, you can use your
  reaction to move the same distance the effect would have
  moved you without provoking opportunity attacks.
  ”Before your enemy can force you back, you whirl around,
  using the power of its attack to propel you where you want to
  go.”
  57
  
  Harmonious Discipline
  Harmonious Discipline
  Monk Rank 1 • Psionic, Transmutation, Utility (Short)
  As a bonus action, you gain 1d4 + 4 temporary hit points.
  When you have no temporary hit points remaining, the next
  time you hit with a melee attack before the end of your next
  turn, your attack deals an extra 1d10 damage.
  ”A specific sequence of disciplined breathing enhances
  both your defense and your offense.”
  Iron Soul Flurry of Blows
  Iron Soul Flurry of Blows
  Monk Rank 1 • Abjuration, Psionic, Transmutation, Utility
  (Turn)
  When you hit a creature with a your Flurry of Blows class
  feature, choose one creature within 5 feet of you. The chosen
  creature cannot benefit from the Disengage action until the
  start of your next turn. If the chosen creature wasn’t the
  target of the triggering attack, it also can’t make opportunity
  attacks until the end of your turn.
  The number of creatures you can choose with this exploit
  increases when you reach 5th level (up to two and 1d6), 11th
  level (up to three and 1d8), and 17th level (any number and
  1d12).
  ”You follow up an initial assault with a quick strike that
  disorients your enemy, curtailing its combat options.”
  Reed in the Wind
  Reed in the Wind
  Monk Rank 1 • Psionic, Transmutation, Utility (Short)
  When an enemy targets you with an attack, you can use
  your reaction to gain 1d4 + 4 temporary hit points, and you
  gain advantage on attack rolls against the triggering enemy
  until the end of your next turn.
  ”You spin away from the attack, only to snap back with a
  quick threat of your own.”
  Stone Fist Flurry of Blows
  Stone Fist Flurry of Blows
  Monk Rank 1 • Psionic, Transmutation, Transmutation,
  Utility (Turn)
  When you hit a creature with a your Flurry of Blows class
  feature, choose one creature within 5 feet of you. The chosen
  creature takes 1d4 + 2 damage of the same type as your
  unarmed strike. If the chosen creature wasn’t the target of the
  triggering attack, the damage increases to 1d4 + 4, instead of
  1d4 + 2.
  The number of creatures you can choose with this exploit
  and the damage increases when you reach 5th level (up to
  two and 1d6), 11th level (up to three and 1d8), and 17th level
  (any number and 1d12).
  The additional damage dealt to a creature who was not the
  target of the triggering attack increases when you reach 5th
  level (1d6 + 6), 11th level (1d8 + 8), and 17th level (1d12 +
  10).
  ”You lash out at another enemy after your first attack, a
  casual reminder of your great strength.”
  Supreme Flurry
  Supreme Flurry
  Monk Rank 1 • Psionic, Transmutation, Utility (Long)
  When you use your Flurry of Blows class feature and
  resolve its effects, you can safely move up to half your speed
  and use your Flurry of Blows class feature again (no ki
  points or action required).
  ”Your speed is a blur. Where does one strike end and
  another begin? It doesn’t matter as long as the blow lands.”
  Swift Flight
  Swift Flight
  Monk Rank 1 • Psionic, Transmutation, Utility (Short)
  As a bonus action, you fly a number of feet equal to your
  walking speed plus 10 feet. If you don’t land at the end of this
  movement, you fall.
  ”Channeling psionic energy through palms pointed at the
  ground, your simple leap becomes a smooth glide across the
  battlefield.”
  Rank 2 – Offensive
  Rank 2 – Offensive
  Arc of the Flashing Storm
  Arc of the Flashing Storm
  Monk Rank 2 • Ki Focus, Lightning, Offensive, Psionic,
  Teleportation (Short)
  When you take the attack action on your turn, you can
  teleport up to your speed before or after one of your melee
  weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 lightning damage, and the target must succeed
  on a Dexterity saving throw or be pushed up to 10 feet and
  until the end of your next turn, the target suffers disadvantage
  on attack rolls.
  ”You can flash across the battlefield, lightning wrapping
  around you as you slam your foe back and disrupt its
  counterattacks.”
  Brilliant Counterstrike
  Brilliant Counterstrike
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  choose either to escape from a grapple automatically or to
  end one mark on yourself before or after one of your melee
  weapon attacks. Once you make your choice, you can then
  move up to 10 feet without provoking opportunity attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d6 damage, and whenever an enemy within your
  unarmed reach targets you with an attack you before the start
  of your next turn, you can deal 1d6 damage of the same type
  as your unarmed strike to that target (no action required).
  ”You ready yourself for the blows of your enemies and
  prepare a sudden counterattack.”
  Calm Before the Storm
  Calm Before the Storm
  Monk Rank 2 • Ki Focus, Offensive, Psionic, Stance (Long)
  When you hit a creature with an unarmed strike on your
  turn, your attack deals an extra 2d10 damage, and you enter
  the Calm Before the Storm stance. Until the stance ends,
  when an enemy within your unarmed reach makes an attack,
  it provokes an opportunity attack from you. If your
  opportunity attack hits, the target is also knocked prone. If
  your opportunity attack misses, the target gains advantage on
  attack rolls against you until the start of your next turn.
  ”You fell calm settle over you, and you see your situation
  with new eyes. Reading your enemies’ thoughts helps you
  strike before their own attacks can land.”
  58
  
  Deadly Cobra Strike
  Deadly Cobra Strike
  Monk Rank 2 • Ki Focus, Offensive, Psionic, Poison (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 2d10 poison damage, and the target
  must succeed on a Constitution saving throw or be poisoned
  for 1 minute. While poisoned by this exploit, the target takes
  1d6 poison damage at the start of each of its turns. The target
  must repeat the save at the end of each of its turns, ending
  the effect on a success.
  ”You weave from side to side and lash your hand forth like
  a striking cobra, leaving behind psionically poisoned
  wounds.”
  Deafening Howl
  Deafening Howl
  Monk Rank 2 • Ki Focus, Offensive, Psionic, Thunder (Short)
  When you take the attack action on your turn, you can fly
  up to your speed before or after one of your melee weapon
  attacks. If you don’t land on a solid surface at the end of this
  movement, you fall.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 thunder damage, and each creature adjacent to
  you becomes deafened until the end of your next turn.
  ”You vault into the air, soaring over your enemies to land in
  their midst and roar in defiance.”
  Disrupting Fist
  Disrupting Fist
  Monk Rank 2 • Ki Focus, Offensive, Psionic, Stance (Long)
  As a bonus action, you enter the Disrupting Fist stance.
  Until the stance ends, you gain a +1d6 bonus to damage rolls
  with unarmed strikes.
  In addition, when you hit a creature with an unarmed
  strike while this stance is active, you can trigger a dazing
  strike and end the stance. If you do so, your attack deals an
  extra 2d10 damage, and the target must make a Constitution
  saving throw. On a failed save, the target is dazed for 1
  minute. On a successful save, the target is dazed until the end
  of your next turn. While dazed by this exploit, the target
  cannot take reactions, and on its turn, it must choose
  whether it gets a move, an action, or a bonus action; it gets
  only one of the three. The target can repeat the saving throw
  at the end of each of its turns, ending the effect on a success.
  ”You channel psionic energy to empower your attacks, and
  you can discharge this energy through a blow that disorients
  your foe.”
  Feeding the Doves
  Feeding the Doves
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  As an action, you can move up to your speed plus 10 feet,
  ignoring difficult terrain. At the end of this movement, make
  an unarmed strike against any number of creatures within 5
  feet of you, with a separate attack roll for each target. On a
  hit, your attack deals an extra 2d6 damage.
  After your attacks are resolved, choose any number of
  creatures you can see within 10 feet of you. Each chosen
  creature must succeed on a Dexterity saving throw or be
  pushed up to 10 feet.
  ”You can race into combat unhindered before using a
  series of quick strikes to punish and scatter your foes like a
  flock of birds.”
  Fiery Serpent
  Fiery Serpent
  Monk Rank 2 • Fire, Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to half your speed without provoking opportunity
  attacks before or after one of your attacks. After this
  movement, you gain a +1d6 bonus damage rolls with attacks
  that deal fire damage until the end of your next turn.
  In addition, you can forgo one of your attacks to choose one
  creature you can see within 30 feet of you. Make a melee
  spell attack against the target. On a hit, the target takes 3d10
  fire damage. On a miss, a different enemy you can see within
  30 feet of you takes 1d10 fire damage.
  ”A snaking flame extends from your hand and snaps
  through the air to strike a distant opponent. The flames you
  call forth linger, adding their power to your next fire attack.”
  Fist of One Hundred Strikes
  Fist of One Hundred Strikes
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 10 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 damage, and you can move up to 5 feet without
  provoking opportunity attacks . You can then make one
  additional unarmed strike against a different creature. On a
  hit, you can also move up to 5 feet without provoking
  opportunity attacks.
  ”You move so quickly that you become a blur, as if a
  hundred copies of yourself suddenly sprang among your
  foes.”
  Freeze the Life Blood
  Freeze the Life Blood
  Monk Rank 2 • Cold, Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 2d10 cold damage, and the target must
  make a Constitution saving throw. On a failed save, the target
  is restrained for 1 minute. On a successful save, the target’s
  speed is halved for 1 minute. While the target is suffering an
  ongoing effect from this exploit, any enemy that ends its turn
  adjacent to the target takes 1d6 cold damage. Additionally,
  the target can repeat the saving throw at the end of each of its
  turns, ending the exploit on a success.
  ”Ice rimes your hands and feet, so that your next attack
  binds the foe in a freezing embrace.”
  Giant’s Grasp
  Giant’s Grasp
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed before or after one of your melee
  weapon attacks. If you are grappling a creature during this
  movement, the creature moves with you. This movement
  doesn’t provoke opportunity attacks from creatures you have
  grappled.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn while you have a
  free hand, your attack deals an extra 2d10 damage, and the
  target must succeed on a Dexterity saving throw or be
  grappled by you. While grappled by this exploit, the target
  suffers disadvantage on ability checks to escape.
  ”You snap your hand out to grab your foe, as you tighten
  your grip, the enemy howls in pain.”
  59
  
  Grasping Tide
  Grasping Tide
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 10 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks. During the
  movement, if you leave a space within 5 feet of an enemy that
  you have hit on this turn, you can move that enemy up to 5
  feet to the space you vacated.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 damage, and the target must make a Dexterity
  saving throw. On a failed save, the target can't take a reaction
  until the end of your next turn. Moreover, on its next turn, it
  must choose whether it gets a move, an action, or a bonus
  action; it gets only one of the three.
  ”You fall upon your foe like a tidal wave, delivering a series
  of punches and kicks that catch it within your grasp and drag
  it along with you.”
  Mountainfall Stomp
  Mountainfall Stomp
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 5 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks. After this
  movement, each space adjacent to you becomes difficult
  terrain until the start of your next turn.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 damage, and the target must succeed on a
  Strength saving throw or be knocked prone. If the target is
  knocked prone by this exploit and stands up before the end of
  your next turn, it provokes an opportunity attack from you.
  ”The earth buckles around you as you drive into your
  enemy, a vicious kick sending it to the ground and keeping it
  there.”
  One Hundred Leaves
  One Hundred Leaves
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Long)
  As an action, make an unarmed strike against any number
  of creatures in a 15-foot cone originating from you, with a
  separate attack roll for each target. You can make this attack
  even if a target is outside your melee attack reach. On a hit,
  your attack deals an extra 2d6 damage, and you can push the
  target up to 10 feet. On a miss, your attack deals half as much
  damage as normal, and you can push the target up to 5 feet.
  In addition, until the end of your next turn, you can make
  one unarmed strike as a bonus action. If you already have a
  feature that allows you to make an unarmed strike as a bonus
  action, you can instead make one additional unarmed strike
  in addition to those normally granted by the feature.
  ”You launch a flurry of attacks, striking with such speed
  and might that creatures scatter before you like leaves in a
  hurricane.”
  Overwhelming Mountain Strike
  Overwhelming Mountain Strike
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 2d10 damage, and the target must make
  a Constitution saving throw. On a failed save, the target is
  dazed for 1 minute. While dazed by this exploit, the target’s
  speed is halved, it cannot take reactions, and on its turn, it
  must choose whether it gets a move, an action, or a bonus
  action; it gets only one of the three. The target can repeat the
  saving throw at the end of each of its turns, ending the daze
  on a success. When the target succeeds on any saving throw
  against this exploit, the target’s speed is halved until the end
  of its next turn.
  ”Your strike against a pressure point robs your enemy of its
  ability to maneuver effectively. Until it recovers, you keep it
  pinned down.”
  Resonating Fist
  Resonating Fist
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 2d10 damage, and the target must
  succeed on a Constitution saving throw or suffer a 1d6
  susceptibility to all damage for 1 minute. The target can
  repeat the saving throw at the end of each of its turns ending
  the effect on a success. Whenever you hit the target with an
  attack, it suffers disadvantage on its next saving throw
  against this exploit’s effect.
  ”Your strike reverberates through the enemy, so that each
  time it faces a new attack, it recalls the pain you wrought.”
  Salamander Charge
  Salamander Charge
  Monk Rank 2 • Fire, Ki Focus, Offensive, Psionic (Long)
  As an action, you can move up to your speed. Each space
  you leave becomes a zone of fire that lasts until the end of
  your next turn. Any creature that enters the zone or starts its
  turn there takes 1d6 fire damage. A creature can only take
  this damage once per turn. At the end of your movement,
  make an unarmed strike against one creature within your
  reach. On a hit, your attack deals an extra 3d10 fire damage.
  ”Your motions gather elemental fire, and you leave a fiery
  trail behind you as you close in to destroy your opponent.”
  Steel Warrior Technique
  Steel Warrior Technique
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 2d10 damage, and the target must
  succeed on a Dexterity saving throw or be marked by you for
  1 minute. Until this exploit’s mark ends on the target, it takes
  1d6 magical bludgeoning damage whenever it hits you with
  an attack.
  ”You focus your mind, drawing on psionic energy to make
  your skin as hard as steel. When your fist strikes, it hits with
  the force of a giant’s axe.”
  60
  
  Strike the Avalanche
  Strike the Avalanche
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. During the movement, you don’t
  provoke opportunity attacks from prone enemies.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 damage, and the target must succeed on a
  Strength saving throw or you can move it up to 15 feet. After
  you move the target, each creature adjacent to it must
  succeed on a Strength saving throw or be knocked prone.
  ”As your blow falls, you send your enemy flying across the
  battlefield to slam into your enemies like an avalanche.”
  Supreme Avalanche Combination
  Supreme Avalanche Combination
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 2d10 damage, and for 1 minute, you
  gain a +1d6 bonus to damage rolls against the target, and you
  can move it up to 5 feet whenever you hit it with an attack. If
  that attack already includes forced movement, you can
  instead increase the distance of that forced movement by 5
  feet.
  ”A cascade of punches creates deep wounds that your
  future attacks can exploit.”
  Thunderbolt Surge
  Thunderbolt Surge
  Monk Rank 2 • Ki Focus, Offensive, Psionic, Thunder (Long)
  As an action, choose one creature you can see within 30
  feet of you. The target must make a Dexterity saving throw.
  On a failed save, the target takes 3d10 thunder damage, and
  each creature adjacent to it is knocked prone. On a
  successful save, the target takes half as much damage and
  other creatures are not knocked prone.
  ”You hurl a ball of rolling thunder into the thick of combat,
  blasting one foe and knocking nearby creatures to the
  ground.”
  Titan’s Step
  Titan’s Step
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  jump before or after one of your melee weapon attacks. The
  distance of your long jump increases by 5 feet and the
  distance of your high jump increases by 2 feet. You are
  considered to have a running start. Where you land, each
  space adjacent to you becomes difficult terrain until the end
  of your next turn.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 damage, and the target must succeed on a
  Dexterity saving throw or be pushed up to 15 feet.
  ”You drop into a deep fighting stance. Each step you take
  carves chunks from the ground below you, and each kick you
  deliver crushes bone and metal.”
  Two Falling Feathers
  Two Falling Feathers
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 15 feet or move up to 5 feet without provoking
  opportunity attacks before or after one of your melee weapon
  attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 damage, and you can move the target to a
  different space within 5 feet of you.
  ”Your strikes bemuse your opponent, allowing you to move
  it with the lightest touch.”
  Unity of Steel
  Unity of Steel
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  swap places with one adjacent ally before or after one of your
  melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 2d10 damage plus an additional 3 damage for each
  of your allies adjacent to the target.
  ”Allies who press in against a foe grant you some of their
  strength, increasing the effectiveness of your own attack.”
  Water Gives Way
  Water Gives Way
  Monk Rank 2 • Ki Focus, Offensive, Psionic (Long)
  When an adjacent enemy hits you with a melee attack, you
  can use your reaction to force the triggering enemy to make a
  Constitution saving throw with disadvantage before damage
  is dealt. On a failed save, the target takes 3d10 damage of the
  same type as your unarmed strike, and you can move it up to
  10 feet and knock it prone. On a successful save, this exploit
  is not expended, but you cannot attempt to use it again until
  you finish a short rest.
  ”Like a stone passing harmlessly through water, so do your
  enemies’ attacks pass by you.”
  Rank 2 – Utility
  Rank 2 – Utility
  Abundant Step
  Abundant Step
  Monk Rank 2 • Conjuration, Psionic, Teleportation, Utility
  (Short)
  When an adjacent creature misses you with an attack, you
  can use your reaction to teleport to any space within 5 feet of
  the triggering creature. You gain advantage on your next
  attack roll against the triggering creature made before the
  end of your next turn.
  ”Tapping into the momentum of an enemy’s errant strike,
  you slip through space to appear where your foe least
  expects.”
  61
  
  Airborne Form
  Airborne Form
  Monk Rank 2 • Psionic, Stance, Transmutation, Utility (Long)
  As a bonus action, you enter the Airborne Form stance.
  Until the stance ends, your speed increases by 10 feet, you
  are insubstantial while moving. While insubstantial, you gain
  the following effects:
  You have resistance to bludgeoning, piercing, and slashing
  damage from nonmagical attacks.
  You can't be grappled or restrained.
  You can move through creatures and solid objects as if
  they were difficult terrain. If you end your turn in a solid
  object, you take 1d10 force damage.
  If the effect ends while you are inside a solid object, you
  instead are shunted to the nearest unoccupied space, and
  you take 1d10 force damage for every 5 feet traveled.
  ”You meditate on the wind, assuming a measure of its free-
  flowing formlessness.”
  Break the Dam
  Break the Dam
  Monk Rank 2 • Psionic, Transmutation, Utility (Short)
  When an enemy hits you with an attack, you can use your
  reaction to move up to half your speed without provoking
  opportunity attacks.
  ”You use the pain of an enemy’s blow to draw more deeply
  from your psionic reservoir and quit your position for a safer
  one.”
  Centered Defense
  Centered Defense
  Monk Rank 2 • Psionic, Stance, Transmutation, Utility (Long)
  As a bonus action, you enter the Centered Defense stance.
  Until the stance ends, you gain a +2 bonus to AC and
  advantage on Dexterity and saving throws.
  ”You breathe deeply. With your center strong, you calmly
  avoid enemy attacks.”
  Echoing Thunder
  Echoing Thunder
  Monk Rank 2 • Psionic, Transmutation, Utility (Short)
  When you use your Flurry of Blows class feature, each
  enemy within 10 feet of you that was not damaged by your
  Flurry of Blows is pushed up to 5 feet (no action required).
  ”As your blurring fists wreak havoc around you, the
  thunderous echo of your flurries slams into other foes.”
  Fresh Start
  Fresh Start
  Monk Rank 2 • Healing, Psionic, Transmutation, Utility
  (Long)
  As a bonus action, you can spend up to two hit dice to
  regain hit points, and then move up to 10 feet without
  provoking opportunity attacks.
  ”All in a whisper of time, you call upon your mental
  reserves to invigorate you while willing yourself to dart to a
  better location.”
  Iron Heart Endurance
  Iron Heart Endurance
  Monk Rank 2 • Abjuration, Psionic, Utility (Short)
  As a bonus action, if you are below half your hit point
  maximum, you gain 2d6 + 6 temporary hit points.
  ”The pain of your injuries lets you clear your mind of all
  distractions, fortifying your fighting spirit.”
  Leap of the Heavens
  Leap of the Heavens
  Monk Rank 2 • Psionic, Transmutation, Utility (Short)
  When you jump as part of your movement, you can activate
  this exploit (no action required). You are considered to have a
  running start, and you gain a +10 bonus to any Strength
  (Athletic) checks related to the jump.
  ”You leap into the air, reaching incredible heights.”
  Purifying Meditation
  Purifying Meditation
  Monk Rank 2 • Abjuration, Psionic, Utility (Short)
  As a bonus action, make a saving throw with advantage
  against one effect that a save can end.
  You can use this bonus action even if you are incapacitated.
  ”You focus your mind inward, finding the source of what
  ails you and driving it away.”
  Quicksilver Motion
  Quicksilver Motion
  Monk Rank 2 • Psionic, Transmutation, Utility (Short)
  When you start your turn or end your turn, you can move
  up to your speed.
  ”You surge through combat in the blink of an eye.”
  Roll the Boulder
  Roll the Boulder
  Monk Rank 2 • Psionic, Stance, Transmutation, Utility (Long)
  As a bonus action, you enter the Roll the Boulder stance.
  Until the stance ends, you increase the distance of your
  effects that cause forced movement by up to 10 feet, and you
  gain advantage on Strength checks and Strength saving
  throws.
  ”To your enemies, you seem to swell in size and stature,
  your body made more formidable be your mind’s strength.”
  Rank 3 – Offensive
  Rank 3 – Offensive
  Crane Dance
  Crane Dance
  Monk Rank 3 • Ki Focus, Offensive, Psionic (Long)
  As an action, make an unarmed strike against one, two,
  three, or four creatures within your reach, with a separate
  attack roll for each target. You can move up to 10 feet without
  provoking opportunity attacks after each attack. On a hit,
  your attack deals an extra 3d6 damage, and you knock the
  target prone. On a miss, your attack deals half as much
  damage as normal and the target is not knocked prone.
  ”You step carefully to reach your foes, measuring their
  posture and fighting stance to deliver just the right amount of
  power to send them toppling over.”
  62
  
  Finishing Move
  Finishing Move
  Monk Rank 3 • Fear, Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 3d10 damage, and the target must
  succeed on a Constitution saving throw or suffer
  disadvantage on attack rolls for 1 minute. If the target has 15
  hit points or fewer after this attack is resolved, you reduce it
  to 0 hit points. While suffering disadvantage from this exploit,
  the target can repeat the saving throw at the end of each of its
  turns, ending the effect on a success.
  If this attack reduced the target to 0 hit points, each enemy
  within 30 feet of you must succeed on a Wisdom saving
  throw or be frightened of you for 1 minute. Each target
  frightened by this exploit can repeat the saving throw at the
  end of each of its turns, ending the condition on itself on a
  success.
  ”Your crippling attack can drop a badly injured foe with a
  devastating finishing move. If the foe falls, other enemies lose
  their resolve.”
  Flying Tiger Assault
  Flying Tiger Assault
  Monk Rank 3 • Ki Focus, Offensive, Psionic (Long)
  When you take the attack action on your turn, you can fly
  up to your speed before or after one of your melee weapon
  attacks. If you don’t land at the end of this movement, you fall.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 3d10 damage, and the target must make a Dexterity
  saving throw. The target is pushed up to 25 feet on a failed
  save, or up to 10 feet on a success.
  After the attack action is resolved, you can move up to 5
  feet without provoking opportunity attacks.
  ”Your flying kick batters your enemy, driving it back as the
  recoil of your strike lets you dance away.”
  Immolating Fist
  Immolating Fist
  Monk Rank 3 • Fire, Ki Focus, Offensive, Psionic, Stance
  (Long)
  When you hit a creature with an unarmed strike on your
  turn, your attack deals an extra 3d10 fire damage, and each
  enemy adjacent to the target takes 1d8 fire damage.
  In addition, you enter the Immolating Fist stance. Until the
  stance ends, you gain resistance to fire damage, and
  whenever you hit an enemy with an unarmed strike, your
  attack deals an extra 1d8 fire damage.
  ”You fell calm settle over you, and you see your situation
  with new eyes. Reading your enemies’ thoughts helps you
  strike before their own attacks can land.”
  Lightning Leap
  Lightning Leap
  Monk Rank 3 • Ki Focus, Lightning, Offensive, Psionic,
  Thunder (Long)
  As an action, make an unarmed strike against any number
  of creatures within 5 feet of you, with a separate attack roll
  for each target. On a hit, your attack deals an extra 3d6
  lightning damage, or half as much damage as normal on a
  miss.
  After the attacks are resolved, you can jump up to 25 feet
  without provoking opportunity attacks. At the end of this
  movement, each creature adjacent to you must make a
  Constitution saving throw. A target takes 6d6 thunder
  damage on a failed save, or half as much damage on a
  success.
  ”The lightning that scorches your enemies also speeds you
  away, and thunder offers a cacophonous accompaniment.”
  Relentless Hound Technique
  Relentless Hound Technique
  Monk Rank 3 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike on your
  turn, your attack deals an extra 3d10 damage, and until the
  start of your next turn, whenever the target makes an attack,
  you can make a melee weapon attack against it (no action
  required). On a hit, your attack deals an extra 1d8 damage.
  In addition, until the end of your next turn, whenever the
  target willingly leaves a space adjacent to you, you can move
  to a space within 5 feet of it at the end of that movement (no
  action required).
  ”You make a quick attack against your foe, marking it with
  a psionic tag. Where it goes, you can follow.”
  Stone Juggernaut
  Stone Juggernaut
  Monk Rank 3 • Ki Focus, Offensive, Polymorph, Psionic
  (Long)
  As a bonus action, you assume the form of the Stone
  Juggernaut for 1 minute. While in this form, you gain a +2
  bonus to AC, and can attempt to escape grapples or restraints
  at the start of each of your turns (no action required). The
  form also enables you to ignore difficult terrain and when you
  hit a target with an unarmed strike, your attack deals an extra
  1d8 damage, and if the target is a creature, it is knocked
  prone.
  ”Attuning your mind to elemental earth triggers your
  transformation into a stone juggernaut. Your every strike
  causes the earth to fracture and enemies it fall.”
  Strength to Weakness
  Strength to Weakness
  Monk Rank 3 • Ki Focus, Offensive, Psionic (Long)
  When you take the attack action on your turn, you can
  forgo one of your attacks and choose one creature within
  your unarmed reach. The target must make a Dexterity or
  Constitution saving throw (your choice). On a failed save, the
  target bleeds for 4d6 necrotic damage. On a successful save,
  the target bleeds for 2d6 necrotic damage.
  ”You psionically perceive what your eyes cannot see: your
  foe’s inner weakness. You lightly touch that foe. A moment
  later, the agony of your attack falls upon it.”
  63
  
  Tsunami Throw
  Tsunami Throw
  Monk Rank 3 • Ki Focus, Offensive, Psionic (Long)
  When an adjacent enemy hits you with an attack, you can
  use your reaction to make one unarmed strike against the
  triggering enemy. On a hit, your attack deals an extra 3d6
  damage, and you can push the triggering enemy up to 25 feet
  and knock it prone. If you do so, each creature adjacent to the
  triggering enemy must succeed on a Constitution saving
  throw or take 6d6 bludgeoning damage and be knocked
  prone.
  ”You catch one opponent and hurl it away from you with a
  wave of mental force, sending it crashing into your other
  enemies.”
  Twilight Touch
  Twilight Touch
  Monk Rank 3 • Ki Focus, Offensive, Psionic, Psychic (Long)
  As an action, choose up to three creatures within your
  unarmed reach. Each target must make a Dexterity saving
  throw. On a failed save, a target takes 6d6 psychic damage
  and is blinded until the end of your next turn. On a success,
  the target takes half as much damage and is not blinded.
  ”You tap your fingers against your enemies’ heads,
  disrupting the flow of energy through them and clouding their
  vision.”
  Uncommon Clarity
  Uncommon Clarity
  Monk Rank 3 • Ki Focus, Offensive, Psionic (Long)
  When you take the attack action on your turn, you can
  forgo one of your attacks and make an unarmed strike with
  advantage against one creature within your reach. You can
  score a critical hit with this attack on a roll of 19—20. On a
  hit, your attack deals an extra 3d10 damage. On a miss, you
  can use your reaction to repeat the attack with Disadvantage.
  Do not repeat the attack again if it misses a second time.
  ”You attune yourself to your foe’s thoughts, granting you
  increased accuracy with your attack.”
  Rank 3 – Utility
  Rank 3 – Utility
  Adamant Soul
  Adamant Soul
  Monk Rank 3 • Psionic, Transmutation, Utility (Short)
  When you take damage, you can use your reaction to gain
  resistance to that damage type until the end of your next turn,
  including the triggering damage.
  ”You coordinate body, mind, and soul to protect you from
  the energy of your foes’ attacks.”
  Adamantine Bones
  Adamantine Bones
  Monk Rank 3 • Psionic, Transmutation, Utility (Short)
  As a bonus action, you gain resistance to all damage until
  the end of your next turn.
  ”Your ki energy strengthens you from the inside out,
  reducing the effectiveness of your enemies’ attacks.”
  Confirmation of Spirit
  Confirmation of Spirit
  Monk Rank 3 • Healing, Psionic, Transmutation, Utility
  (Short)
  When you hit an enemy with a melee attack, you regain
  1d8 + 8 hit points.
  ”The aftermath of a successful attack confirms your
  discipline and focus, granting you the strength to fight on.”
  Elemental Resilience
  Elemental Resilience
  Monk Rank 3 • Elemental, Psionic, Transmutation, Utility
  (Long)
  When you take acid, cold, fire, lightning, or thunder
  damage, you can use your reaction to gain immunity to the
  triggering damage. Additionally, you gain resistance to the
  triggering damage type for 10 minutes.
  ”Your reactions are faster than the energy being brought to
  bear against you. You instantly adjust your body to minimize
  the effect of all such attacks that target you.”
  Flame’s Blessing
  Flame’s Blessing
  Monk Rank 3 • Evocation, Psionic, Stance, Utility (Long)
  As a bonus action, you enter the Flame’s Blessing stance.
  Until the stance ends, your speed increases by 10 feet and
  you gain advantage on attacks that deal fire damage.
  ”The pale flames dancing across your body do not harm
  you, but instead turn you into a faster and more accurate
  attacker.”
  Internal Power
  Internal Power
  Monk Rank 3 • Healing, Psionic, Transmutation, Utility
  (Long)
  As a bonus action, you can spend up to three hit dice to
  regain hit points. If you spend at least one hit die, you regain
  an extra 2d8 hit points.
  ”You draw on the psionic power that flows within you to
  knit your wounds.”
  Iron Dragon Defense
  Iron Dragon Defense
  Monk Rank 3 • Psionic, Transmutation, Utility (Short)
  When you take damage, you can use your reaction to
  reduce the triggering damage by 2d8 + 4. You still suffer any
  other effects of the attack as normal.
  ”You quiet your mind and shrug off the pain inflicted upon
  you.”
  Iron Heart Resilience
  Iron Heart Resilience
  Monk Rank 3 • Abjuration, Psionic, Stance, Utility (Long)
  As a bonus action, you enter the Iron Heart Resilience
  stance. Until the stance ends, you gain advantage on saving
  throws.
  ”You visualize the essence of determination, anchoring
  yourself against the worst of what your enemies impose upon
  you.”
  Mirrored Pursuit
  Mirrored Pursuit
  Monk Rank 3 • Psionic, Transmutation, Utility (Long)
  When you hit an creature with a melee attack, you also
  mark the target until it is reduced to 0 hit points, 10 minutes
  have passed, or you willing move away from the target during
  your turn.
  Until the mark ends, whenever the target ends its turn in a
  space not adjacent to you, you can use your reaction to move
  up to your speed without provoking opportunity attacks to a
  space adjacent to the target. In addition, you don’t get your
  normal movement on your next turn, though you can still
  benefit from the Dash action.
  ”You match your enemy’s movements as if you were a
  reflective in a still pool.”
  64
  
  Spider Technique
  Spider Technique
  Monk Rank 3 • Psionic, Transmutation, Utility (Turn)
  As a bonus action, you gain a climb speed equal to your
  walking speed until the end of your turn. You can use this
  speed to move across horizontal surfaces, like ceilings, but
  you fall if you end your turn on a such a surface without
  secure hand holds.
  ”The power of your mind turns walls and ceilings into
  floors for you.”
  Spring Up
  Spring Up
  Monk Rank 3 • Psionic, Transmutation, Utility (Short)
  When you are prone at the start of your turn, you can stand
  up (no action or movement required).
  ”You leap to your feet.”
  Stone Warrior Training
  Stone Warrior Training
  Monk Rank 3 • Psionic, Utility (Long)
  When you finish a short or long rest, choose one ally who
  can see or hear you. Until the start of the target’s next short
  or long rest, whenever you hit an enemy with an attack, the
  target’s next attack against that enemy deals an extra 1d8
  damage.
  ”In a peaceful moment, you give your ally a brief lesson in
  the ways of your style so that they can draw upon your
  strength by imitating your actions.”
  Rank 4 – Offensive
  Rank 4 – Offensive
  As the Arrow Flies
  As the Arrow Flies
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can fly
  up to your speed before or after one of your melee weapon
  attacks. If you don’t land at the end of this movement, you fall.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 4d10 damage, and the target must succeed on a
  Dexterity saving throw or have its speed be reduced to 0 until
  the end of your next turn.
  ”You can fly like an arrow over other combatants, ready to
  deliver an attack that pins an enemy where it stands.”
  Booming Shout
  Booming Shout
  Monk Rank 4 • Ki Focus, Offensive, Psionic, Thunder (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 4d10 damage, and the target must make
  a Constitution saving throw. On a failed save, for 1 minute,
  the target is deafened and at the start of each of its turns, it
  takes 2d10 thunder damage. On a successful save, the target
  is pushed up to 5 feet and at the start of its next turn, it takes
  1d10 thunder damage. While suffering an effect from this
  exploit, the target can repeat the saving throw at the end of
  each of its turns, ending the effect on a success.
  ”Amplified by psionic power, your voice booms across the
  battlefield, scattering and disorienting creatures before you.”
  Break the Stone
  Break the Stone
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 10 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks. After this
  movement, you gain resistance to all damage and you cannot
  be subjected to forced movement unless you choose to be,
  until the start of your next turn.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 4d10 damage, and the target must succeed on a
  Strength saving throw or be slowed until the end of your next
  turn. While slowed by this exploit, the target’s speed is halved
  and it suffers a 2d6 susceptibility to all damage.
  ”The ground trembles as you step forward to smash your
  foe. So great is the concussion that your opponent finds itself
  disoriented and susceptible.”
  Breath of the Storm Lord
  Breath of the Storm Lord
  Monk Rank 4 • Ki Focus, Offensive, Psionic, Thunder (Long)
  As an action, choose any number of creatures you can see
  in a 15-foot cube originating from you. Each target must
  make a Dexterity saving throw. On a failed save, a target
  takes 7d6 thunder damage and for 1 minute its speed is
  halved. On a successful save, the target takes half as much
  damage and its speed is not reduced.
  In addition, you can move up to 20 feet without provoking
  opportunity attacks to a space adjacent to the cube. The cube
  then creates a zone that lasts until the end of your next turn.
  The zone is difficult terrain for creatures other than you, and
  any creature other than you that ends its turn in the zone is
  knocked prone. Once on each of your turns, you can move the
  zone up to 15 feet.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”You execute a series of kicks and thrusts that calls forth a
  column of storm clouds to hamper and brutalize your foe.”
  Dance of the Stinging Hornet
  Dance of the Stinging Hornet
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, whenever
  you jump this turn, the distance of your long jump increases
  by 5 feet and the distance of your high jump increases by 2
  feet, and you are considered to have a running start.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 4d10 damage, and the target must succeed on a
  Strength saving throw or grappled by you. Until the grapple
  ends, the target grants you half cover against attacks made by
  other creatures, and if it’s larger than you, you can end your
  movement in its space. If you do so, the target’s speed isn’t
  reduced to 0 by this grapple, and you remain in its space
  when it moves (you don’t provoke opportunity attacks as you
  move with it). Until you leave the target’s space, its movement
  doesn’t provoke opportunity attacks from you.
  ”You leap into the air and land on your foe's back. From
  there, you rain blows on it.”
  65
  
  Dancer on the Sea of Battle
  Dancer on the Sea of Battle
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Long)
  As an action, you can safely move up to your speed and can
  make a melee weapon attack against each enemy you move
  adjacent to during this movement, with a separate attack roll
  for each target. Each creature can only be attacked once
  during this movement. On a hit, your attack deals an extra
  4d6 damage, and the target must succeed on a Strength
  saving throw or be knocked prone. On a miss, your attack
  deals half as much damage as normal.
  ”You weave between enemy lines, dashing among your foes
  and leaving fallen warriors in your wake.”
  Dragon’s Flame
  Dragon’s Flame
  Monk Rank 4 • Fire, Ki Focus, Offensive, Psionic, Psychic
  (Long)
  As an action, choose any number of creatures you can see
  in a 30-foot cone originating from you. Each target must
  make a Wisdom saving throw. On a failed save, a target takes
  3d6 fire damage and 3d6 psychic damage, and its soul is set
  aflame for 1 minute. On a successful save, the target takes
  half as much damage. While a target’s soul is aflame from
  this exploit, it takes 1d10 fire damage and 1d10 psychic
  damage at the start of each of its turns. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success. Each time the target fails a
  saving throw against this ongoing effect, it is pushed or
  pulled up to 10 feet (your choice). These magical flames
  cannot be extinguished by nonmagical means.
  In addition, you gain an aura with a 5-foot radius that lasts
  for 1 minute or until you dismiss it as a bonus action. Until
  the exploit ends, the aura moves with you, centered on you.
  Any enemy that enters the aura or ends its turn there takes
  1d10 fire damage and 1d10 psychic damage. An enemy can
  take this damage only once per turn.
  ”You surge through your enemies’ ranks with a flurry of
  blazing attacks and as your strikes fall, fire radiates out from
  you.”
  Falcon’s Rent
  Falcon’s Rent
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Long)
  As an action, make an unarmed strike against any number
  of creatures within your reach, with a separate attack roll for
  each target. On a hit, your attack deals an extra 4d6 damage,
  and the target must make a Dexterity saving throw. On a
  failed save, the target bleeds for 2d6 necrotic damage and
  until this bleeding ends, attack rolls against the target have
  advantage. On a successful save, the target bleeds for 1d6
  necrotic damage.
  As part of the same action, you can fly up to your speed. If
  you don’t land at the end of this movement, you fall.
  ”You lash out with a psionic strike at foes around you,
  leaving those enemies reeling and unable to properly defend
  themselves.”
  Furious Bull
  Furious Bull
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Short)
  As an action, you can move up to your speed plus 10 feet.
  During this movement, you can move through enemies’
  spaces.
  After the movement, you can make an unarmed strike
  against any number of creatures within 10 feet of you, with a
  separate attack roll for each target. You can make this attack
  even if a target is outside your melee attack reach. On a hit,
  your attack deals an extra 4d6 damage, and you can move the
  target up to 5 feet and until the end of your next turn, the
  target can't take a reaction. Moreover, on its next turn, it must
  choose whether it gets a move, an action, or a bonus action; it
  gets only one of the three.
  ”You move like an enraged bull, drawing your psionic
  power to shove aside your foes and deliver vicious punches
  that leave them senseless.”
  Mithril Tornado
  Mithril Tornado
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Long)
  As an action, you gain a +2 bonus to AC and advantage on
  saving throws until the end of your next turn and can make
  an unarmed strike against any number of creatures within
  your reach, with a separate attack roll for each target. On a
  hit, your attack deals an extra 4d6 damage, and the target
  must succeed on a Dexterity saving throw or be dazed for 1
  minute.
  You can then move up to your speed. Any enemy that
  misses you with an opportunity attack provoked by this
  movement takes 1d10 damage of the same type as your
  unarmed strike. When you end this movement, you can make
  an unarmed strike against any number of creatures within
  your reach, with a separate attack roll for each target. On a
  hit, your attack deals an extra 4d6 damage, and the target
  must succeed on a Dexterity saving throw or be dazed for 1
  minute.
  While dazed by this exploit, the creature cannot take
  reactions, and on its turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three. Moreover, it can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  ”Twinned attacks send you hurtling across the battlefield,
  your enemies reeling from a whirlwind of blows.”
  Overpowering Strike
  Overpowering Strike
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 15 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 4d10 damage, and the target must succeed on a
  Wisdom saving throw or suffer disadvantage on attack rolls
  until the start of your next turn.
  ”You focus psionic energy into a single strike so powerful
  that your foe has trouble striking back.”
  66
  
  Quickening Assault
  Quickening Assault
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 6d10 damage.
  In addition, your next attack against the target before the
  end of your next turn deals an extra 1d10 damage on a hit, or
  half as much damage as normal on a miss.
  ”With a careful aim and precise movement, you use one
  devastating attack to set up another.”
  Resounding Fist
  Resounding Fist
  Monk Rank 4 • Force, Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to 10 feet without provoking opportunity attacks
  before or after one of your melee weapon attacks. After this
  movement, you gain resistance to all damage until the start of
  your next turn.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 4d10 force damage, and the target must succeed on
  a Constitution saving throw or until the end of your next turn,
  your allies’ attacks against the target deal an extra 2d10
  damage on a hit. Against an object, your unarmed strike deals
  an extra 8d10 damage on a hit instead of 4d10.
  ”Resounding energy from your powerful strike disrupts
  your foe and grants your allies an opening.”
  Ring the Golden Bell
  Ring the Golden Bell
  Monk Rank 4 • Force, Ki Focus, Offensive, Psionic (Long)
  As an action, you can jump up to 50 feet without provoking
  opportunity attacks.
  After the jump, you can make an unarmed strike against
  any number of creatures within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  4d6 damage, and the target must succeed on a Dexterity
  saving throw or be dazed for 1 minute. On a miss, your attack
  deals half as much damage as normal, and the target is dazed
  until the end of your next turn. While dazed by this exploit,
  the target cannot take reactions, and on its turn, it must
  choose whether it gets a move, an action, or a bonus action; it
  gets only one of the three.
  ”You leap up and punch at the air, causing a shimmering
  bolt of force to arc across the battlefield. You follow the bolt,
  landing at its point of impact.”
  Skirling Grasp
  Skirling Grasp
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Short)
  As an action, you can move up to your speed plus 10 feet,
  ignoring difficult terrain, before or after you make an
  unarmed strike against any number of creatures in a 15-foot
  cone originating from you, with a separate attack roll for each
  target. You can make this attack even if a target is outside
  your melee attack reach. On a hit, your attack deals an extra
  4d6 damage, and the target must succeed on a Strength
  saving throw or its speed is reduced to 0 until the end of your
  next turn.
  ”A mighty wind howls around you, punishing your foes and
  giving you incredible mobility.”
  Step Between the Worlds
  Step Between the Worlds
  Monk Rank 4 • Ki Focus, Offensive, Psionic, Teleportation
  (Short)
  When you take the attack action on your turn, you can
  teleport up to 35 feet before or after one of your melee
  weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 4d10 damage, and the target must make a Wisdom
  saving throw. On a failed save, you can teleport the target up
  to 25 feet.
  ”You slip underneath the fabric of the world, emerging to
  fall upon your enemy with a kick, sending it through the
  passage you emerged from.”
  Still Waters Strike
  Still Waters Strike
  Monk Rank 4 • Ki Focus, Offensive, Psionic, Psychic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 4d10 psychic damage, and you can push
  the target up to 10 feet.
  In addition, attack rolls against you have advantage until
  the start of your next turn. Until this effect ends, when an
  adjacent enemy hits you with a melee attack, you can make
  one unarmed strike with advantage against the triggering
  enemy (no action required). On a hit, your attack deals an
  extra 1d10 damage, and you knock the triggering enemy
  prone.
  ”The physical and mental pain of your strike knocks a foe
  back, then places you into a waiting posture that invites
  enemies to attack you at their peril.”
  Stoking the Flames
  Stoking the Flames
  Monk Rank 4 • Fire, Ki Focus, Offensive, Psionic (Short)
  As an action, you can move up to 15 feet without provoking
  opportunity attacks before or after you target each creature
  within 5 feet of you. Each target must succeed on a Dexterity
  saving throw or take 7d6 fire damage. After the saving throws
  are resolved, you gain an aura with a 5-foot radius that lasts
  until the end of your next turn. Until the exploit ends, the
  aura moves with you, centered on you. Any creature that
  enters the aura or ends its turn there takes 2d10 fire damage.
  A creature can take this damage only once per turn.
  ”Calling on a great quantity of elemental fire to aid your
  attacks causes you to emanate hungry flames that scorch
  anything in their path.”
  Storm’s Wake
  Storm’s Wake
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. During this movement, attack rolls
  against you have disadvantage and your saving throws gain
  advantage.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 4d10 damage, and the target and each enemy
  adjacent to you must make a Dexterity saving throw. On a
  failed save, you can push the target up to 25 feet.
  ”You read the flow of combat to better anticipate attacks as
  you move, then buttress your own strike with a ki shout that
  jolts your enemies back.”
  67
  
  Sundered Mountain
  Sundered Mountain
  Monk Rank 4 • Ki Focus, Necrotic, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 4d10 damage, and the target is
  subjected to sundering for 1 minute. While sundered by this
  exploit, the target takes 1d10 necrotic damage for every 5
  feet of movement it willingly uses. If the target uses more
  than half its speed willingly, it falls prone at the end of that
  movement. When the target ends its turn more than 5 feet
  away from you, it can make a Constitution saving throw,
  ending the exploit on a success.
  ”A cracking noise sounds when you strike your foe, and the
  creature’s staggering, pain-wracked steps are evidence of the
  extend of its injuries.”
  Thundering Waterfall
  Thundering Waterfall
  Monk Rank 4 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed before or after one of your melee
  weapon attacks. Each time any enemy misses you with an
  opportunity attack provoked by this movement, you can a
  cumulative +1 bonus to AC and saving throws until the start
  of your next turn.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 4d10 damage, and the target must succeed on a
  Dexterity saving throw or be pushed up to 15 feet. After the
  saving throw is resolved, you can move up to 15 feet without
  provoking opportunity attacks and choose any number of
  creatures within 5 feet of you. Each chosen creature must
  make a Constitution saving throw. On a failed save, a chosen
  creature takes 1d10 magical bludgeoning damage, and it
  can't take a reaction until the start of your next turn.
  Moreover, on its next turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three.
  ”You undertake a devastating rush through the thick of
  combat that makes you harder to hit.”
  Torrent of Falling Knives
  Torrent of Falling Knives
  Monk Rank 4 • Fire, Ki Focus, Offensive, Psionic (Short)
  As an action, you can move up to your speed without
  provoking opportunity attacks, then make an unarmed strike
  against one, two, or three enemies adjacent to you during
  your movement, with a separate attack roll for each target.
  On a hit, your attack deals an extra 4d6 damage.
  As part of the same action, you can move up to 5 feet
  without provoking opportunity attacks or move up to 15 feet.
  ”Your fingertips pierce steel and flesh effortlessly but come
  away clean, as you dance among your foes.”
  Way of the Autumn Wind
  Way of the Autumn Wind
  Monk Rank 4 • Cold, Ki Focus, Offensive, Psionic, Stance
  (Long)
  As an action, make an unarmed strike against any number
  of creatures within 10 feet of you, with a separate attack roll
  for each target. You can make this attack even if a target is
  outside your melee attack reach. On a hit, your attack deals
  an extra 4d6 damage, and the target must make a
  Constitution saving throw. The target is weekend for 1
  minute on a failed save, or until the end of your next turn on a
  success. While weakened, the target deals only half as much
  damage as normal with weapon attacks. The target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  In addition, you enter the Autumn Wind stance. Until the
  stance ends, you can move up to 10 feet without provoking
  opportunity attacks as a reaction whenever you are hit by an
  attack.
  ”You spring into the air and preform a roundhouse kick,
  creating a bitter draft. You dance on the wind as it washes
  over your foes, draining their strength.”
  Rank 4 – Utility
  Rank 4 – Utility
  Altered Awareness
  Altered Awareness
  Monk Rank 4 • Illusion, Psionic, Utility (Short)
  When you hit a creature with a melee attack, you become
  invisible to the target until the end of your next turn.
  ”Your successful attack lets you touch a foe’s mind, then
  fade from its sight.”
  Catch the Wind
  Catch the Wind
  Monk Rank 4 • Psionic, Transmutation, Utility (Long)
  When an enemy within 60 feet of you deals damage to you,
  you can use your reaction to take only half damage from the
  triggering effect. After the damage is resolved, you can fly up
  to 60 feet to a space adjacent to the triggering enemy.
  ”Spinning away from an enemy’s missile sends you on a
  giant leap through the air that brings you close to your
  attacker.”
  Disciplined Mind
  Disciplined Mind
  Monk Rank 4 • Abjuration, Psionic, Utility (Short)
  When you fail a Wisdom saving throw, you can use your
  reaction to reroll the save with advantage.
  ”Your disciplined mind repels an attack.”
  Master of Winds Stance
  Master of Winds Stance
  Monk Rank 4 • Psionic, Stance, Transmutation, Utility (Long)
  As a bonus action, you enter the Master of Winds stance.
  Until the stance ends, after you are subject to forced
  movement, you can move without provoking opportunity
  attacks the same number of feet you were forcibly moved (no
  action required).
  ”Wind whips around you, taking you where you need to go,
  not where anyone else would send you.”
  Meditative Solace
  Meditative Solace
  Monk Rank 4 • Abjuration, Psionic, Stance, Utility (Long)
  As a bonus action, you enter the Meditative Solace stance.
  Until the stance ends, you can use a bonus action to make a
  saving throw against one effect that a save can end.
  ”By focusing your mind, you banish your ills.”
  68
  
  One Hundred Steps
  One Hundred Steps
  Monk Rank 4 • Conjuration, Psionic, Stance, Teleportation,
  Utility (Long)
  As a bonus action, you enter the One Hundred Steps
  stance. Until the stance ends, you are lightly obscured, and
  when an enemy hits or misses you with an attack, you can
  use your reaction to teleport up to 10 feet.
  ”You attune your mind to concentrate on keeping yourself
  safe, and you can effortlessly flit away from any attack
  mounted against you.”
  Pearl of Black Doubt
  Pearl of Black Doubt
  Monk Rank 4 • Psionic, Stance, Transmutation, Utility (Long)
  When an enemy misses you with an attack, you can use
  your reaction to enter the Pearl of Black Doubt stance. Until
  the stance ends, you gain a +2 bonus to AC and advantage on
  saving throws against the triggering enemy’s attacks, spells,
  and abilities. In addition, whenever the triggering enemy
  misses you with an attack, you gain advantage on attack rolls
  against the triggering enemy until the end of your next turn.
  ”As the enemy’s attack goes wide, you plant doubt’s bitter
  seed in its mind to hamper its fight against you.”
  Roots of the Mountain
  Roots of the Mountain
  Monk Rank 4 • Psionic, Transmutation, Utility (Short)
  When an enemy within 5 feet of you hits you with an
  attack, you can use your reaction to gain a +4 bonus to AC
  and advantage on saving throws until the start of your next
  turn, including the triggering attack. If this causes the
  triggering attack to miss, you can push the triggering enemy
  up to 10 feet.
  ”Rooting yourself in place helps you deflect an enemy’s
  attack and knock the foe out of your way.”
  Stance of the Still Sword
  Stance of the Still Sword
  Monk Rank 4 • Enchantment, Psionic, Stance, Utility (Long)
  As a bonus action, you enter the Still Sword stance. Until
  the stance ends, attack rolls against you have disadvantage.
  ”You cast aside thoughts of battle, and your foes are
  compelled to do the same.”
  Sundered Chains
  Sundered Chains
  Monk Rank 4 • Psionic, Transmutation, Utility (Short)
  When you start your turn grappled, restrained, or suffering
  a reduction to your speed, you can activate this exploit to end
  the triggering condition effect (no action required).
  ”With the power of your mind, you free your body from
  constraint.”
  Unfailing Resolve
  Unfailing Resolve
  Monk Rank 4 • Psionic, Stance, Transmutation, Utility (Long)
  When you are reduced to 0 hit points, you enter the
  Unfailing Resolve stance. Until the stance ends, while you are
  dying but not dead, your speed is halved and you deal only
  half as much damage as normal instead of being
  unconscious, though you make death saving throws as
  normal.
  ”Your focus and discipline lets you stay on your feet even
  though you are death’s door.”
  Rank 5 – Offensive
  Rank 5 – Offensive
  A Feather’s Weight
  A Feather’s Weight
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. You can make one additional
  unarmed strike at any point during this movement. On a hit,
  your attack deals an extra 5d10 damage, and the target must
  make a Strength saving throw. On a failed save, you can move
  the target up to 10 feet, and it can't take a reaction until the
  end of its next turn. Moreover, on its next turn, it must choose
  whether it gets a move, an action, or a bonus action; it gets
  only one of the three. Also, on a failed save, the next time the
  target takes damage before the start of your next turn, it takes
  an additional 1d12 damage.
  ”A powerful strike leaves your enemy off balance, so that
  any attack will send it to the ground.”
  Angelic Legion Technique
  Angelic Legion Technique
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 5d10 damage, and the target must make
  a Dexterity saving throw. The target is marked by you for 1
  minute on a failed save, or until the end of your next turn on a
  success. While marked by this exploit, the target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on a success.
  In addition, until this exploit’s mark ends, you can force the
  marked target to target you with its melee and ranged attacks
  as long as you are within those attacks’ ranges. Each time the
  target attacks you, you gain advantage on attack rolls against
  it until the end of your next turn.
  ”You launch yourself at your enemy, forcing it to duel with
  an overwhelming array of kicks and punches. By compelling
  the enemy to attack, you lure it into your trap.”
  Bitter Stasis
  Bitter Stasis
  Monk Rank 5 • Cold, Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can use
  a bonus action to set your feet before or after one of your
  melee weapon attacks. If you do so, until the end of your next
  turn, your speed is reduced to 0 and you gain resistance to all
  damage.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 5d10 cold damage, and the target must succeed on a
  Strength saving throw or be restrained until the end of your
  next turn.
  ”The elemental cold released through your attack traps you
  and an enemy on ice. The cold is more than your enemy can
  bear, but it offers you protection from outside interference.”
  69
  
  Crushing Reprisal
  Crushing Reprisal
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Long)
  When an enemy misses you with a melee attack, you can
  use your reaction to move up to 10 feet without provoking
  opportunity attacks and make an unarmed strike against the
  triggering enemy. On a hit, your attack deals an extra 5d10
  damage, and the target must succeed on a Constitution
  saving throw or be stunned for 1 minute. On a miss, you deal
  half as much damage and the target is not stunned. While
  stunned by this exploit, the target can repeat the saving throw
  at the end of each of its turns, ending the effect on a success.
  ”Your enemy’s failed attack lets you slip in quickly to deliver
  a crushing counterstrike.”
  Death’s Chilled Embrace
  Death’s Chilled Embrace
  Monk Rank 5 • Ki Focus, Necrotic, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. You can make one additional
  unarmed strike at any point during this movement. On a hit,
  your attack deals an extra 5d10 necrotic damage, and the
  target must succeed on a Strength saving throw or until the
  end of your next turn, its speed is reduced to 0. Until this
  speed reduction ends, the target takes 2d12 necrotic damage
  for every 5 feet of forced movement it is subjected to.
  ”Your touch roots your foe in place, so when it is forced to
  move, its flesh cracks like breaking ice.”
  Duel in the Heavens
  Duel in the Heavens
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 5d10 damage, and you can move the
  target up to 25 feet. If you do so, you can move up to 25 feet
  without provoking opportunity attacks to a space adjacent to
  the target. The target must then make a Strength saving
  throw. On a failed save, the target takes 2d12 damage of the
  same type as your unarmed strike, is knocked prone, and it
  can't take a reaction until the end of its next turn. Moreover,
  on its next turn, it must choose whether it gets a move, an
  action, or a bonus action; it gets only one of the three. On a
  success, the target takes half as much damage, and is
  knocked prone.
  Once the exploit is resolved, you can fly up to your speed
  without provoking opportunity attacks. If you do not end this
  movement on a solid surface, you fall.
  ”Your draw on your inner reserves to unleash a deadly kick.
  Your foe soars through the air, and in a flash, you leap after it.
  For a brief moment, the two of you float in midair until you
  unleash a second attack that sends it crashing to the ground.”
  Duel of Fates
  Duel of Fates
  Monk Rank 5 • Ki Focus, Offensive, Psionic Psychic (Long)
  When you hit a creature within 15 feet of you with an
  unarmed strike, your attack deals an extra 5d10 damage and
  for 1 minute, you gain advantage on attack rolls against the
  target. The target can make a Wisdom saving throw at the
  end of each of its turns, ending the effect on a success.
  In addition, you create a zone that fills a 15-foot radius
  centered on you that lasts until the target is reduced to 0 hit
  points or until you leave the zone. Nothing can teleport into
  or out of the zone. The target treats the edges of the zone as
  blocking terrain, and any creature other than the target that
  enters the zone or starts its turn there takes 2d12 psychic
  damage. A creature can take this damage only once per turn.
  ”You zero in on an enemy and commit yourself to its defeat
  by creating a field to keep it close and hedge out
  interference.”
  Fall of the Anvil’s Master
  Fall of the Anvil’s Master
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to move up to 5 feet without provoking opportunity
  attacks or up to 15 feet before or after one of your melee
  weapon attacks.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 5d10 damage, and the target must succeed on a
  Strength saving throw or be pushed up to 15 feet and
  knocked prone.
  ”You strike an enemy with all four limbs, and each blow
  lands with the weight of an anvil. Once done, you land lightly.”
  Feigned Opening
  Feigned Opening
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 10 feet before or after one of your
  melee weapon attacks. You do not provoke opportunity
  attacks when moving away from enemies who are adjacent to
  you at the start of this movement.
  In addition, you can forgo one of your attacks granted by
  the attack action to choose one creature you can see within
  15 feet. The target must succeed on a Wisdom saving throw
  or be pulled up to 10 feet. If you pull the target to a space
  within 5 feet of you, it takes 8d10 damage of the same type as
  your unarmed strike and until the end of your next turn,
  attack rolls against the target have advantage.
  ”You give your enemy a false opening to lure it close, then
  lash out with brutal force that leaves it reeling.”
  70
  
  Fire-Snake Dance
  Fire-Snake Dance
  Monk Rank 5 • Fire, Ki Focus, Offensive, Psionic (Long)
  As an action, you can move up to your speed plus 20 feet
  without provoking opportunity attacks and make an unarmed
  strike against each enemy you are adjacent to during this
  movement, with a separate attack roll for each target. You
  can only attack a creature once with each use of this exploit.
  On a hit, your attack deals an extra 5d6 fire damage, and until
  the end of your next turn, the target’s speed is reduced to 0.
  On a miss, your attack deals half as much damage as normal,
  and until the end of your next turn, the target’s speed is
  halved.
  ”The fires erupting from your body burn so brightly that
  none dare stop you. As you move across the battlefield, you
  deliver strikes that constrict your enemies with coils of
  flame.”
  Fist of the Whirling Tempest
  Fist of the Whirling Tempest
  Monk Rank 5 • Ki Focus, Lightning, Offensive, Psionic,
  Thunder (Short)
  When you take the attack action on your turn, you can
  move up to your speed without provoking opportunity attacks
  before or after one of your melee weapon attacks.
  In addition, you can forgo one of your attacks to choose one
  creature within 30 feet. The target must make a Dexterity
  saving throw. On a failed save, the target takes 8d10 lightning
  damage and it can't take a reaction until the end of its next
  turn. Moreover, on its next turn, it must choose whether it
  gets a move, an action, or a bonus action; it gets only one of
  the three.
  Also, you gain an aura with a 5-foot radius that lasts until
  the start of your next turn. Until the aura ends, the it moves
  with you, centered on you. Any creature that enters the aura
  or ends its turn there takes 1d12 thunder damage. A creature
  can take this damage only once per turn.
  ”You reach out with your thoughts to the sky and call down
  a thunderbolt to destroy your enemies. Echoing thunder
  follows you as you maneuver into position.”
  Glare of the Inner Eye
  Glare of the Inner Eye
  Monk Rank 5 • Ki Focus, Offensive, Psionic, Psychic (Short)
  When you take the attack action on your turn, you can
  choose one creature adjacent to you before or after one of
  your melee weapon attacks. If you do so, you can move up to
  5 feet without provoking opportunity attacks and swap places
  with the chosen creature, or swap places with the chosen
  creature and then move up to 5 feet without provoking
  opportunity attacks.
  In addition, you can forgo one of your attacks granted by
  the attack action to choose one creature you can see within
  30 feet. You become blinded and gain 60 feet of blindsight
  until the start of your next turn. Then the target must succeed
  on a Wisdom saving throw or take 8d10 psychic damage.
  ”Your senses expand beyond sight as the power of your
  inner eye lets you project a mental assault against a distant
  foe.”
  Hare’s Panicked Retreat
  Hare’s Panicked Retreat
  Monk Rank 5 • Fear, Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 5d10 damage, and the target must make
  a Strength saving throw. On a failed save, the target’s speed is
  halved for 1 minute. On a successful save, you can push the
  target up to its speed. While the target’s speed is reduced by
  this exploit, whenever it starts its turn, you can push it up to
  10 feet (no action required). Each enemy within 5 feet of the
  target at the end of the push is knocked prone.
  ”The power of your forceful strike fills your foe with dread,
  causing it to knock down other enemies as you control its
  feeble attempts to escape from you.”
  Inevitable Fist
  Inevitable Fist
  Monk Rank 5 • Ki Focus, Offensive, Psionic, Stance (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 5d10 damage.
  In addition, you enter the Inevitable Fist stance. Until the
  stance ends, when you miss a creature with an unarmed
  strike granted by a bonus action, your attack still deals half as
  much damage as normal.
  ”You strike at your foe. No matter how it tries to dodge your
  attack, it cannot escape.”
  Leaping Dragon Strike
  Leaping Dragon Strike
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  choose an adjacent creature before or after one of your melee
  weapon attacks. If you do so, you can jump without provoking
  opportunity attacks to any space adjacent to it.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 5d10 damage, and you can use the jump from this
  exploit an additional time, then the target must succeed on a
  Dexterity saving throw or be pushed up to 10 feet.
  ”You leap into the air to jump over your enemy. When you
  land, you follow up with a vicious strike that drives the foe
  back.”
  Living Torch
  Living Torch
  Monk Rank 5 • Fire, Ki Focus, Offensive, Psionic (Short)
  When you take the attack action on your turn, you can
  move up to your speed plus 15 feet before or after one of your
  melee weapon attacks. During this movement, you are
  heavily obscured.
  In addition, the next time you hit a creature with an
  unarmed strike before the end of your turn, your attack deals
  an extra 5d10 fire damage. Also, until the end of your next
  turn, whenever the target takes damage from an attack, each
  of your enemies adjacent to it take 2d12 fire damage. An
  enemy can take this damage only once per turn.
  ”Black smoke roils around you, obscuring you from sight.
  When you strike a foe, heat shimmers appear and explode
  with renewed flames each time your target sustains further
  injury.”
  71
  
  Loud Fist Strike
  Loud Fist Strike
  Monk Rank 5 • Ki Focus, Offensive, Psionic, Thunder (Long)
  When you take the attack action on your turn, you can
  move up to your speed without provoking opportunity attacks
  before one of your melee attacks using an unarmed strike. On
  a hit, your attack deals an extra 5d6 damage, and you can
  push the target up to 25 feet. On a miss, your attack deals
  half as much damage, and you can push the target up to 25
  feet.
  After the attack, choose any number of creatures you can
  see within 10 feet of the target. Each chosen creature must
  make a Constitution saving throw. On a failed save, the
  chosen creature takes 8d6 thunder damage and is pushed up
  to 15 feet from the target. On a success, the chosen creature
  takes half as much damage and is not pushed.
  ”Your fast attack sends a foe careening into other enemies,
  which are blasted back by an explosive clap of thunder.”
  Neutralizing Strike
  Neutralizing Strike
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Long)
  When you hit a creature with an unarmed strike, your
  attack deals an extra 5d10 damage, and the target must make
  a Constitution saving throw. On a failed save, the target is
  stunned until the end of your next turn. On a success, the
  target deals only half as much damage as normal with
  weapon attacks until the end of your next turn.
  ”The disruptive force of your mentally enhanced strike
  renders your target virtually helpless and ready to be finished
  off.”
  Rising Dragon Fire
  Rising Dragon Fire
  Monk Rank 5 • Fire, Ki Focus, Offensive, Psionic (Long)
  As an action, you target each creature within 10 feet of you.
  Each target must make a Dexterity saving throw. A target
  takes 8d6 fire damage on a failed save, or half as much
  damage on a success.
  In addition, the you create a zone that fills a 10-foot radius
  centered on you and lasts until the end of your next turn.
  When you hit any creature that is within the zone, your attack
  deals an extra 2d12 fire damage.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”You exhale an inferno to burn your enemies.”
  Steps pf Grasping Fire
  Steps pf Grasping Fire
  Monk Rank 5 • Fire, Ki Focus, Offensive, Psionic (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 8d6 fire damage.
  As part of the same action, you can move up to your speed.
  During this movement, any enemy that hits you takes 2d12
  fire damage, and each space you leave is filled with fire until
  the end of your next turn. Any creature that enters a fire
  space or starts its turn there takes 2d12 fire damage.
  ”You become sheathed in flames and leave a trail of fire
  behind you with each step.”
  Three Winds Kick
  Three Winds Kick
  Monk Rank 5 • Ki Focus, Offensive, Psionic, Teleportation
  (Short)
  As an action, you can choose one enemy within 30 feet of
  you before or after one of your melee weapon attacks. If you
  do so, you can teleport to a space adjacent to that enemy.
  As part of the same action, make an unarmed strike
  against one, two, or three creatures within your reach, with a
  separate attack roll for each target. On a hit, your attack deals
  an extra 8d6 damage. Each time you hit you can move up to
  10 feet without provoking opportunity attacks before making
  the next attack.
  ”You move like a hurricane, dashing amid your enemies as
  you deliver a flurry of kicks.”
  Twin Fountain Strike
  Twin Fountain Strike
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Long)
  As an action, you can move up to your speed plus 10 feet
  without provoking opportunity attacks and make an unarmed
  strike against one or two creatures within your reach at any
  point during this movement, with a separate attack roll for
  each target. On a hit, your attack deals an extra 5d6 damage,
  and the target bleeds for 4d6 necrotic damage. Until this
  bleeding ends, the target’s space and each space within 5 feet
  of it are lightly obscured. Any enemy not immune to being
  frightened suffers disadvantage on attack rolls while it can
  see a space lightly obscured by this exploit.
  ”As you tumble past your enemies, your attack draws forth
  a blood-red mist that shrouds them and fills other foes with
  fear.”
  Whirlwind Kick
  Whirlwind Kick
  Monk Rank 5 • Ki Focus, Offensive, Psionic (Short)
  As an action, you can fly up to your speed without
  provoking opportunity attacks.
  As part of the same action, choose any number of creatures
  within 15 feet of you. Each target must succeed on a Strength
  saving throw or be pulled up to 10 feet closer to you. After the
  saving throws are resolved, make an unarmed strike against
  any number of creatures within your reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  8d6 damage.
  ”You spin at incredible speeds, creating a vortex of wind
  that draws your foes near. As they sprawl around you, you
  leap into the air and make your escape.”
  72
  
  Psion
  Psion
  Rank 1 - Offensive
  Rank 1 - Offensive
  Betrayal
  Betrayal
  Psion Rank 1 • Augmentable, Charm, Enchantment, Focus,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or you can move it up to 5 feet to a space adjacent to an
  enemy and then must make a melee weapon attack with
  advantage against that enemy (no action required).
  Augment 1: As unaugmented, and on a hit, the target’s
  attack deals an extra 1d10 damage.
  Augment 2: As unaugmented, except on a failed save, you
  can move the target up to 10 feet to a space adjacent to an
  enemy. The target then makes a melee weapon attack against
  that enemy (no action required), with advantage on the attack
  roll and on a hit, the target’s attack deals an extra 1d10
  damage, and it can't take reactions until the end of its next
  turn. Moreover, on its next turn, it must choose whether it
  gets a move, an action, or a bonus action; it gets only one of
  the three.
  ”You weaken your foe's sense of self and force it to betray a
  comrade.”
  Bursting Flux
  Bursting Flux
  Psion Rank 1 • Augmentable, Evocation, Fire, Focus,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Dexterity saving throw
  or take 1d6 fire damage.
  In addition, choose a 5-foot cube within the target’s space.
  The cube becomes a zone that lasts until the end of your next
  turn. Any creature that enters the zone, starts its turn there,
  or starts its turn adjacent to the zone takes 1d6 fire damage.
  A creature can take this damage only once per turn.
  Augment 1: As unaugmented, and the zone is heavily
  obscured
  Augment 2: As an action, you target each creature in a 10-
  foot radius sphere centered on a point within 60 feet of you.
  Each target must succeed on a Dexterity saving throw or take
  2d6 fire damage.
  In addition, the sphere creates a zone that lasts until the
  end of your next turn. The zone is heavily obscured, and any
  creature that enters the zone or starts its turn there takes
  2d6 fire damage.
  ”You telekinetically grasp empty space and shape it into a
  whirlwind of burning, grasping filaments that sears nearby
  enemies.”
  Crushing Turmoil
  Crushing Turmoil
  Psion Rank 1 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or take 1d10 psychic damage and suffers disadvantage on the
  next saving throw it makes before the end of your next turn.
  Augment 1: As unaugmented, and also on a failed save, the
  target suffers disadvantage on attack rolls until the end of
  your next turn.
  Augment 2: As unaugmented, except on a failed save, the
  target takes 2d10 psychic damage, and until the end of your
  next turn, the target suffers disadvantage on attack rolls and
  saving throws.
  ”Your attack crushes your enemy's confidence and resolve,
  hindering its ability to shrug off debilitating effects.”
  Dimensional Scramble
  Dimensional Scramble
  Psion Rank 1 • Augmentable, Conjuration, Focus, Force,
  Offensive, Psionic, Teleportation (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius sphere centered on a point within 60 feet of
  you. Each target must succeed on a Constitution saving
  throw or take 1d6 force damage and you can teleport the
  target to a space adjacent to the sphere.
  Augment 1: As unaugmented, but you can choose which
  creatures are targeted in the sphere instead of all of them.
  Augment 2: As an action, choose any number of creatures
  in a 10-foot radius sphere centered on a point within 60 feet
  of you. Each target must succeed on a Constitution saving
  throw or take 2d6 force damage and you can teleport the
  target to another unoccupied space within the sphere or
  adjacent to it.
  ”Your attack causes space to jumble and fragment,
  scattering creatures into different positions.”
  Dishearten
  Dishearten
  Psion Rank 1 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius sphere centered on a point within 60 feet of
  you. Each target must succeed on a Wisdom saving throw or
  take 1d6 psychic damage and until the end of your next turn,
  the target suffers disadvantage on attack rolls.
  Augment 1: As unaugmented, and also on a failed save, the
  target cannot make opportunity attacks until the end of your
  next turn.
  Augment 2: As an action, you target each creature in a 10-
  foot radius sphere centered on a point within 60 feet of you.
  Each target must succeed on a Wisdom saving throw or take
  2d6 psychic damage and until the end of your next turn, the
  target suffers disadvantage on attack rolls.
  ”You insert thoughts of defeat into your foes’ minds,
  sapping their will to fight.”
  73
  
  Force Hammer
  Force Hammer
  Psion Rank 1 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius centered on a point within 60 feet of you. Each
  target must succeed on a Constitution saving throw or take
  1d6 force damage and until the end of your next turn, the
  target’s speed is halved.
  Augment 1: As unaugmented, and also on a failed save, the
  target can’t benefit from the Disengage action until the end of
  your next turn.
  Augment 2: As unaugmented, except on a failed save, a
  target takes 2d6 force damage, and is knocked prone.
  ”You fashion a hammer of force to smash your enemies
  and either slow them or knock them to the ground.”
  Force Punch
  Force Punch
  Psion Rank 1 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, make a melee spell attack
  against one creature within 5 feet of you. On a hit, the target
  takes 1d8 force damage, and you can push it and each enemy
  adjacent to you up to 5 feet.
  Augment 1: As unaugmented, but you can push the target
  up to 10 feet on a hit.
  Augment 2: As an action, make a melee spell attack
  against one creature within 5 feet of you. On a hit, the target
  takes 2d10 force damage and is knocked prone, and you can
  push it and each enemy adjacent to you up to 5 feet.
  ”You punch your foe telekinetically, pushing it and its allies
  away from you.”
  Force Shard
  Force Shard
  Psion Rank 1 • Augmentable, Conjuration, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, you conjure a force shard in
  an unoccupied space within 30 feet of you. The shard lasts
  until the end of your next turn or until expended. Any enemy
  that enters the shard’s space or ends its turn there takes 1d4
  force damage. An enemy can take this damage only once per
  turn. In addition, you can use a bonus action to force one
  creature within 30 feet of you to succeed on a Dexterity
  saving throw or take 1d10 force damage. After this saving
  throw, the force shard is expended.
  Augment 1: As unaugmented, and you can move the force
  shard up to 25 feet at the end of your turn (no action
  required).
  Augment 2: As unaugmented, but the target takes 2d10
  force damage on a failed save instead of 1d10.
  ”A shard of pure force appears in the air at your mental
  command, creating a hazard for your foes.”
  Fuse Form
  Fuse Form
  Psion Rank 1 • Augmentable, Evocation, Focus, Offensive,
  Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Constitution saving
  throw or take 1d10 magical bludgeoning damage and if the
  target moves more than 10 feet on its next turn, it takes an
  additional 1d4 magical bludgeoning damage.
  Augment 1: As unaugmented, and also on a failed save,
  enemies suffer disadvantage on attack rolls while adjacent to
  the target until the end of your next turn.
  Augment 2: As an action choose one creature within 60
  feet. The target must succeed on a Constitution saving throw
  or take 2d6 magical bludgeoning damage and if the target
  moves more than 10 feet on its next turn, it takes an
  additional 1d4 magical bludgeoning damage.
  Also on a failed save, choose any number of creatures
  within 5 feet of the target. Each chosen creature must
  succeed on a Dexterity saving throw or take 2d6 magical
  bludgeoning damage and until the end of your next turn, the
  chosen creature cannot move to a space that is not adjacent
  to the original target, and the original target cannot move to a
  space that is not adjacent to one or more of the chosen
  creatures.
  ”The energy of your mind scours your foe to hinder its
  movement, and it can bind multiple enemies together with
  unbreakable psychic bonds.”
  Hand of Caution
  Hand of Caution
  Psion Rank 1 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, choose one creature within 60 feet. The
  target must make a Dexterity saving throw. The target takes
  2d10 force damage on a failed save, or half as much damage
  on a success.
  In addition, for 1 minute, you can use a bonus action to
  push the target 5 feet away from you when it is within 25 feet
  of you. The effect ends if you end your turn within 5 feet of
  the target.
  ”You forge a barrier of hand-shaped force. When your foe
  moves too close to you, the barrier repels it.”
  74
  
  Id Insinuation
  Id Insinuation
  Psion Rank 1 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius centered on a point within 60 feet of you. Each
  target must succeed on a Wisdom saving throw or take 1d6
  psychic damage and until the end of your next turn, the target
  suffers disadvantage on Strength and Constitution saving
  throws.
  Augment 1: As unaugmented, and also on a failed save, the
  target suffers disadvantage on attack rolls until the end of
  your next turn.
  Augment 2: As unaugmented, except on a failed save, a
  target takes 2d6 psychic damage, and if the target fails a
  Strength or Constituition saving throw against an effect that
  deals damage before the end of your next turn, that effect
  deals an extra 1d4 damage.
  ”You send tendrils of thought burrowing into your foes'
  minds, compromising their resilience. By increasing the size
  of the tendrils, you can make your foes more susceptible to
  harm.”
  Kinetic Trap
  Kinetic Trap
  Psion Rank 1 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose a creature within 60
  feet. The target must succeed on a Dexterity saving throw or
  take 1d10 force damage and on its next turn, if the target
  moves more than half its speed, it falls prone.
  Augment 1: As unaugmented, except on a failed save, the
  target takes 1d10 force damage, and if it moves without first
  using the Disengage action, it falls prone.
  Augment 2: As unaugmented, except you can target one,
  two, or three creatures within 60 feet of you. Each target
  must succeed on a Dexterity saving throw or take 2d6 force
  damage and on its next turn, if the target moves more than
  half its speed, it falls prone.
  ”Your attack constrains your enemy, bowling it over unless
  it stands its ground.”
  Kinetic Trawl
  Kinetic Trawl
  Psion Rank 1 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet of you. The target must succeed on a Dexterity saving
  throw or take 1d8 force damage and you can pull the target
  up to 5 feet.
  Augment 1: As unaugmented, except on a failed save, the
  target takes 1d10 force damage and you can pull the target
  up to 10 feet.
  Augment 2: As unaugmented, except on a failed save, the
  target takes 2d10 force damage and you can pull the target
  up to 10 feet.
  ”You catch your foe in a net of constricting force and draw
  the foe toward you.”
  Living Missile
  Living Missile
  Psion Rank 1 • Abjuration, Focus, Offensive, Psionic (Long)
  As an action, choose one creature within 60 feet. The
  target must make a Strength saving throw. On a failed save,
  the target’s speed is reduced to 0 for 1 minute. On a
  successful save, the target’s speed is halved for 1 minute.
  While suffering a speed reduction from this exploit, the target
  becomes a living missile and can repeat the saving throw at
  the end of each of its turns, ending the exploit on a success.
  Until the exploit ends, you can use a bonus action on each
  of your turns to move the living missile up to 60 feet. You can
  move the living missile through one creature’s space during
  this movement. If you do, that creature must make a
  Dexterity saving throw. On a failed save, the creature takes
  2d6 bludgeoning damage and the living missile takes half as
  much, and both creatures are knocked prone. On a
  successful save, the creature takes half as much damage and
  is not knocked prone, and the living missile takes no damage,
  but is knocked prone.
  ”You bind an enemy with a thought, then hurl it into
  another foe.”
  Memory Hole
  Memory Hole
  Psion Rank 1 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet of you. The target must succeed on a Wisdom saving
  throw or take 1d10 psychic damage and until the start of your
  next turn, you become invisible to the target.
  Augment 1: As unaugmented, but the invisibility lasts until
  the end of your next turn.
  Augment 2: As an action, you target each creature in a 10-
  foot radius sphere centered on a point within 60 feet of you.
  Each target must succeed on a Wisdom saving throw or take
  2d6 psychic damage, and until the start of your next turn, you
  become invisible to the target.
  ”You sift through your foe’s mind for the mental
  representation of yourself within it and brutally rip it out.”
  Mental Trauma
  Mental Trauma
  Psion Rank 1 • Enchantment, Focus, Offensive, Psionic,
  Psychic (Long)
  As an action, choose one creature within 120 feet. The
  target must make a Wisdom saving throw. The target takes
  2d10 damage on a failed save, or half as much damage on a
  success.
  In addition, the target suffers a 1d6 susceptibility to
  psychic damage for 1 minute. The target can make a Wisdom
  saving throw at the end of each of its turns, ending the exploit
  on a success.
  ”You assault your enemy with a psychic bolt, impairing its
  ability to withstand further assaults on its mind.”
  75
  
  Mind Lock
  Mind Lock
  Psion Rank 1 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet of you. The target must succeed on a Wisdom saving
  throw or take 1d8 psychic damage and until the end of your
  next turn, the target’s speed is halved.
  Augment 1: As unaugmented, and also on a failed save, the
  target cannot benefit from the Disengage action until the end
  of your next turn.
  Augment 2: As an action, you target each creature in a 10-
  foot radius centered on a point within 60 feet of you. Each
  target must succeed on a Wisdom saving throw or take 2d6
  psychic damage, and until the end of your next turn, the
  target’s speed is halved.
  ”Your attack locks down an enemy’s ability to focus,
  hindering its movement.”
  Mind Thrust
  Mind Thrust
  Psion Rank 1 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet of you. The target must succeed on a Wisdom saving
  throw or take 1d12 psychic damage.
  Augment 1: As unaugmented, and also on a failed save, the
  target suffers disadvantage on Wisdom saving throws until
  the end of your next turn.
  Augment 2: As unaugmented, except on a failed save, the
  target takes 2d10 psychic damage, and until the end of your
  next turn, the target suffers disadvantage on all saving
  throws.
  ”You unleash a psychic assault on your foe’s mental
  pathways. You can increase the assault’s intensity to weaken
  your foe’s defenses.”
  Psychic Anomaly
  Psychic Anomaly
  Psion Rank 1 • Augmentable, Conjuration, Focus, Offensive,
  Psionic, Psychic (Turn)
  As an action, you conjure a Medium psychic anomaly in an
  unoccupied space within 60 feet. The anomaly lasts until the
  end of your next turn. When an enemy starts its turn in a
  space adjacent to the anomaly, you can use your reaction to
  do the following based on how much you augmented this
  exploit:
  Unaugmented: The triggering enemy must succeed on a
  Wisdom saving throw or take 1d6 psychic damage and you
  can move the target up to 15 feet to a space adjacent to the
  anomaly.
  Augment 1: As unaugmented, and the anomaly counts as
  ally to you and your allies, who is not incapacitated, for the
  purposes of effects that rely on such things.
  Augment 2: The triggering enemy must succeed on a
  Wisdom saving throw or take 2d6 psychic damage and until
  the end of your next turn the target can't take a reaction until
  the end of its next turn. Moreover, on its next turn, it must
  choose whether it gets a move, an action, or a bonus action; it
  gets only one of the three.
  ”You conjure a shimmering anomaly of pure psionic energy,
  which disrupts the minds of nearby foes.”
  Psychic Dissolution
  Psychic Dissolution
  Psion Rank 1 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, choose one creature within 60 feet. The
  target must make a Constitution saving throw. The target
  takes 2d10 psychic damage on a failed save, or half as much
  damage on a success. The target is then affected by your
  psychic dissolution for 1 minute.
  While affected by your psychic dissolution, the target make
  a Wisdom saving throw at the end of each of its turns. On a
  failed save, the target takes 1d4 force damage and each space
  adjacent to the target becomes lightly obscured until the end
  of your next turn. On a successful save, the exploit ends.
  ”A psychic wind scours your foe, shredding it to a dark
  haze.”
  Ravening Thought
  Ravening Thought
  Psion Rank 1 • Enchantment, Focus, Offensive, Psionic,
  Psychic (Long)
  As an action, choose one creature within 60 feet. The
  target must make a Wisdom saving throw. The target takes
  2d6 psychic damage on a failed save, or half as much damage
  on a success. The target is then affected by your ravening
  thought for 1 minute.
  In addition, choose any number of creatures adjacent to the
  target. Each chosen creature must succeed on a Wisdom
  saving throw or take 2d6 psychic damage and for 1 minute,
  be affected by your ravening thought.
  While affected by your ravening thought, a creature takes
  1d4 psychic damage at the start of each of its turns. The
  creature can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  ”You craft an insidious idea barbed with contradictions and
  horrors and project it into the mind of your foe. The thought
  then tries to invade other foes’ minds.”
  76
  
  Summon Thought Servant
  Summon Thought Servant
  Psion Rank 1 • Augmentable, Focus, Offensive, Psionic,
  Psychic, Summoning (Long)
  Unaugmented: As a bonus action, you create a Small
  thought servant in an unoccupied space within 60 feet that
  lasts for 1 hour. The servant is a construct with a walking
  speed of 40 feet, and hit points equal to 5 + (5 times your
  level). You can give the servant the following special
  command.
  Action or Opportunity Attack. Melee Spell Attack: your
  spell attack modifier to hit, reach 5 ft., one creature. Hit:
  (1d10 + your spellcasting ability modifier) psychic damage.
  The damage of the Action or Opportunity Attack increases
  by 1d10 when you reach 5th level (2d10), 11th level (3d10),
  and 17th level (4d10).
  Augment 1: As unaugmented, and you can give the thought
  servant the following additional command.
  Reaction. When an ally adjacent to the thought servant
  starts its turn with 0 hit points, you can use your reaction to
  make a DC 15 Wisdom (Medicine) check on the triggering
  ally. On a success, the target can spend one hit die to regain
  hit points. If it does not, the target is instead stabilized.
  The number of hit dice the ally can spend increases when
  you reach 5th level (two), 11th level (three), and 17th level
  (four).
  ”The power of your mind summons a thought servant that
  can fight with you or come to an ally's aid.”
  Telekinetic Anchor
  Telekinetic Anchor
  Psion Rank 1 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, you target each creature in a 10-foot radius
  centered on a point within 60 feet of you. Each target must
  make a Constitution saving throw. A target takes 2d6 force
  damage on a failed save, or half as much damage on a
  success.
  In addition, each target takes 2d6 force damage the first
  time it moves on its next turn.
  ”You drive an unseen spike of force into space itself,
  anchoring creatures in place and causing them harm if they
  struggle.”
  Telepathic Projection
  Telepathic Projection
  Psion Rank 1 • Charm, Enchantment, Focus, Offensive,
  Psionic, Psychic (Long)
  As an action, choose one creature within 60 feet. The
  target must make a Wisdom saving throw. On a failed save,
  the target takes 2d10 psychic damage, and it is subject to
  your telepathic projection for 1 minute. On a successful save,
  the target takes half as much damage, and must make a
  melee weapon attack against a random creature within its
  reach. If this attack targets one of your allies the attack is
  made with disadvantage.
  While subjected to your telepathic projection, when you
  start your turn, you can force the target to make a melee
  weapon attack against one creature of your choice within its
  reach (no action required by you or the target). The target can
  make a Wisdom saving throw at the end of each of its turns,
  ending the exploit on a success.
  ”You force your own will into an enemy's mind,
  manipulating the foe like a puppet under your control.”
  Rank 1 - Utility
  Rank 1 - Utility
  Borrow Training
  Borrow Training
  Psion Rank 1 • Divination, Psionic, Utility (Short)
  As a bonus action, choose one ally within 60 feet and one
  skill or tool in which the target is proficient in and you are
  not. Until the end of your next turn, you are considered
  proficient in the skill or tool.
  ”You reach into an ally's mind to borrow the knowledge you
  need.”
  Buoyancy of Thought
  Buoyancy of Thought
  Psion Rank 1 • Evocation, Psionic, Utility (Short)
  When you fall or an effect knocks you prone, you can use
  your reaction to reduce any falling damage by a number of
  points equal to 5 times your level, and you are not knocked
  prone by the triggering effect or the triggering fall.
  ”Your mind catches you whenever you might fall.”
  Dimensional Stowaway
  Dimensional Stowaway
  Psion Rank 1 • Conjuration, Psionic, Teleportation, Utility
  (Short)
  When you teleport or a creature teleports you, you can
  choose one ally you can see within 5 feet of you before the
  teleport (no action required). You teleport the chosen ally to a
  space adjacent to your destination.
  ”You establish a psychic connection to an ally, bringing it
  with you when you teleport.”
  Distract
  Distract
  Psion Rank 1 • Enchantment, Psionic, Utility (Short)
  As a bonus action, choose one creature within 60 feet. The
  target grants advantage on the next attack roll against itself
  before the end of your next turn.
  The number of creatures you can target with this exploit
  increases when you reach 5th level (two creatures), 11th level
  (three creatures), and 17th level (four creatures).
  ”Your mental barrage momentarily confuses an enemy.”
  Far Hand
  Far Hand
  Psion Rank 1 • Psionic, Transmutation, Utility (Short)
  As a bonus action, choose one unattended object within 30
  feet that weighs 20 pounds or less. You either move the target
  to a space within 30 feet of you or manipulate it. When you
  move the target with this exploit, you can cause the target to
  remain aloft until the end of your next turn. If you are holding
  the target when you use this exploit, you can put it into a
  container that’s on your person and simultaneously move a
  second object that you’re carrying to your hand. The second
  object then becomes the target if it weights 20 pounds or
  less.
  Until the exploit ends, you can use your bonus action on
  subsequent turns to maintain the effect, extending the
  duration until the end of your next turn.
  ”You lift an object into the air with the power of your mind.”
  77
  
  Forceful Push
  Forceful Push
  Psion Rank 1 • Abjuration, Psionic, Utility (Short)
  Choose one creature you can see within 60 feet (no action
  required). You can move the target up to 5 feet, but not into
  difficult terrain.
  The distance you can move the target increases when you
  reach 5th level (10 feet), 11th level (15 feet), and 17th level
  (20 feet).
  ”You lift an object into the air with the power of your mind.”
  Intellect Fortress
  Intellect Fortress
  Psion Rank 1 • Evocation, Psionic, Utility (Short)
  When you are targeted by an attack or effect that forces a
  saving throw, you can use your reaction to cause the attacker
  to make the triggering attack with disadvantage or you can
  make the triggering saving throw with advantage.
  ”A shimmering fortress of mind-generated force springs
  into being, deflecting certain attacks.”
  Mind Shroud
  Mind Shroud
  Psion Rank 1 • Illusion, Psionic, Utility (Short)
  As a bonus action, your speed is halved and you are heavily
  obscured until the end of your next turn.
  ”You slow your movement to shroud yourself in a
  shimmering haze, clouding all creatures' minds against your
  presence.”
  Minor Creation
  Minor Creation
  Psion Rank 1 • Conjuration, Psionic, Utility (Short)
  As an action, you conjure a nonliving, nonmagical object
  that appears within 30 feet of you, either in an unoccupied
  space, in your hand, or in an ally’s hand. The object lasts for
  10 minutes or until you dismiss it (no action required). The
  object you conjure i a single weapon or an item listed under
  “Adventuring Gear,” page 148 of the Player’s Handbook. At
  the Dungeon Master’s discretion, you can create some other
  nonmagical object no larger than one that a Medium creature
  can carry.
  ”You create something from nothing.”
  Send Thoughts
  Send Thoughts
  Psion Rank 1 • Enchantment, Psionic, Utility (Short)
  Choose one creature within 120 feet of you that shares a
  language with you (no action required). You send a mental
  message of 25 words or fewer to the target. The target can
  respond in kind (no action required).
  ”You communicate telepathically with a creature.”
  Shaped Consciousness
  Shaped Consciousness
  Psion Rank 1 • Conjuration, Psionic, Utility (Short)
  As a bonus action, you conjure a Medium fragment of your
  consciousness in an unoccupied space within 30 feet of you.
  The fragment lasts for 10 minutes or until you dismiss it as a
  bonus action. The fragment occupies its space, and you and
  your allies can move through it without it counting as difficult
  terrain. Once on each of your turns, you can move the
  fragment up to your walking speed. You can see, hear, and
  use spells and magical abilities that don’t rely on your
  physical self as if you were in your fragment’s space.
  Your fragment can be attacked and uses your AC and
  saving throws. If it takes any damage, it disappears. It is
  immune to damage dealt by you.
  ”You shape a fragment of your consciousness, bringing it
  into existence to extend your scope on the battlefield.”
  Skill Empowerment
  Skill Empowerment
  Psion Rank 1 • Psionic, Transmutation, Utility (Long)
  As a bonus action, choose one ally within 60 feet of you
  and a skill or tool. The target gains advantage on ability
  checks using the chosen skill or tool for 10 minutes.
  ”You send currents of energy into your ally's mind and
  body, empowering your comrade to achieve exceptional
  deeds.”
  Telekinetic Lift
  Telekinetic Lift
  Psion Rank 1 • Psionic, Transmutation, Utility (Long)
  As an action, choose one ally, incapacitated enemy, or
  object that weighs 400 pounds or less and isn’t carried by
  another creature that you can see within 60 feet of you. You
  can move the target up to 15 feet in any direction. The target
  remains aloft and its speed is reduced to 0 until the end of
  your next turn. You can end this effect (no action required),
  and it ends if you end your turn out more than 60 feet away
  from the target. If the target is a creature, it can end this
  effect as a bonus action.
  You can use your bonus action on subsequent turns, to
  maintain the effect. The target remains aloft and its speed is
  reduced to 0 until the end of your next turn, and you can
  move the target up to 15 feet in any direction. alternatively,
  you can drop the target and use the effect on a new target.
  You can keep this exploit maintained for a maximum of 1
  hour.
  ”You lift a creature or an object into the air with the power
  of your mind and can hold it there or move it as you wish.”
  Transport Self
  Transport Self
  Psion Rank 1 • Conjuration, Psionic, Teleportation, Utility
  (Short)
  As a bonus action, you can teleport up to your speed plus
  15 feet.
  ”With a thought, you transport yourself to a position that
  better suits your desires.”
  78
  
  Rank 2 - Offensive
  Rank 2 - Offensive
  Cranial Disturbance
  Cranial Disturbance
  Psion Rank 2 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Constitution saving
  throw or take 2d10 force damage and be knocked prone.
  Augment 1: As unaugmented, and also on a failed save,
  each creature adjacent to the target takes 1d6 force damage.
  Augment 2: As an action, choose one creature within 60
  feet. The target must make a Constitution saving throw. On a
  failed save, the target takes 3d10 force damage, each
  creature within 5 feet of the target takes 2d6 force damage,
  and until the end of its next turn, the target is dazed. While
  dazed by this exploit, the target cannot take reactions, and on
  its turn, it must choose whether it gets a move, an action, or a
  bonus action; it gets only one of the three.
  ”You generate a spike of expanding force within your
  enemy, disorienting that foe and knocking it off balance. You
  can expand the spike to have it explode, affecting more foes.”
  Crisis of Identity
  Crisis of Identity
  Psion Rank 2 • Charm, Evocation, Enchantment, Focus,
  Offensive, Psionic, Psychic (Long)
  As an action, choose one creature within 60 feet. The
  target must make a Wisdom saving throw. On a failed save,
  the target takes 3d10 psychic damage, and the target must
  make a melee weapon attack with advantage against a
  creature of your choice (no action required), and on a hit, the
  target’s attack deals an extra 1d6 damage. On a successful
  save, the target takes half as much damage and does not
  make an attack.
  ”You pull on the invisible threads of your foe's self-
  knowledge, scrambling the creature's mind.”
  Dread Spiral
  Dread Spiral
  Psion Rank 2 • Augmentable, Focus, Force, Offensive,
  Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must make a Constitution saving throw or
  take 2d10 force damage and you can move the target up to 5
  feet.
  Augment 1: As unaugmented, but you can pull the target
  up to 15 feet, instead of moving it 5 feet.
  Augment 2: As an action, choose one creature within 60
  feet. The target must make a Constitution saving throw or
  take 2d10 force damage and you can move the target up to
  15 feet.
  ”You focus your thoughts on your foe, binding it with
  unbreakable force that lets you move it as you wish. By
  exerting more willpower, you can move your enemy farther.”
  Ectoplasmic Servant
  Ectoplasmic Servant
  Psion Rank 2 • Augmentable, Conjuration, Focus, Offensive,
  Psionic (Turn)
  Unaugmented: As an action, you conjure an ectoplasmic
  servant in an unoccupied space within range. The servant
  lasts until the end of your next turn or until expended. Any
  enemy that enters the servant's space or ends its turn there
  takes 1d6 acid damage (an enemy can take this damage only
  once per turn).
  In addition, you can use your bonus action to expend the
  servant. Choose any number of creatures within 5 feet of the
  ectoplasmic servant. Each target must succeed on a Dexterity
  saving throw or take 2d6 acid damage.
  Augment 1: As unaugmented, and the speed of any enemy
  that starts its turn in or adjacent to the servant's space, is
  halved until the end of your next turn.
  Augment 2: As unaugmented, but when you use your
  bonus action to expend the servant, you can choose any
  number of creatures within 5 feet of the ectoplasmic servant.
  Each target must succeed on a Dexterity saving throw or take
  4d6 acid damage and until the end of your next turn, the
  target’s speed is halved.
  ”A conjured shower of glistening slime takes humanoid
  shape at your command, spraying your foes with caustic acid.”
  Ego Whip
  Ego Whip
  Psion Rank 2 • Augmentable, Enchantment, Fear, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or take 2d10 psychic damage and until the end of your next
  turn, the target suffers disadvantage on attack rolls.
  Augment 1: As unaugmented, and also on a failed save, the
  target suffers disadvantage on saving throws until the end of
  your next turn.
  Augment 2: As unaugmented, but on a failed save, the
  target takes 3d10 psychic damage, and until the end of your
  next turn, the target suffers disadvantage on attack rolls and
  saving throws, and attack rolls against it have advantage.
  ”Your psychic attack hits like the crack of a whip, flooding
  your foe with feelings of crushing worthlessness.”
  79
  
  Force Grasp
  Force Grasp
  Psion Rank 2 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Strength saving throw
  or take 2d10 force damage and until the end of your next
  turn, the target’s speed is halved.
  Augment 1: As an action, choose one or two creatures
  within 10 feet of each other within 60 feet of you. Each target
  must succeed on a Strength saving throw or take 2d6 force
  damage and until the end of your next turn, the target’s speed
  is halved.
  Augment 2: As unaugmented, but on a failed save, the
  target takes 3d10 force damage, and its speed is reduced to 0
  until the end of your next turn.
  ”You grasp your foe with a hand of shimmering force,
  slowing it. You can hold the foe in place if you infuse the hand
  with enough power.”
  Force Spheres
  Force Spheres
  Psion Rank 2 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, you set four force spheres spinning around
  you in your space for 10 minutes or until you expend them.
  While you have at least one force sphere, you gain a +2 bonus
  to AC and advantage on saving throws. You can use your
  bonus action to expend one sphere to target one creature
  within 120 feet of you. Make a ranged spell attack against the
  target. On a hit, the target takes force damage equal to 1d10
  + your spellcasting ability modifier, and the target is knocked
  prone.
  ”Your power focuses into protective spheres of shimmering
  force that can be hurled at your enemies with a thought.”
  Hypnotic Pulse
  Hypnotic Pulse
  Psion Rank 2 • Charm, Enchantment, Focus, Offensive,
  Psionic (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 60 feet of you. Each
  target must make a Wisdom saving throw. On a failed save, a
  target takes 4d6 psychic damage, and it is dazed for 1 minute.
  On a successful save, the target takes no damage, and is
  dazed until the end of your next turn. While dazed by this
  exploit, the target cannot take reactions, and on its turn, it
  must choose whether it gets a move, an action, or a bonus
  action; it gets only one of the three. At the end of each of its
  turns, the target can repeat the saving throw, ending the
  effect on itself on a success.
  ”You emanate a hypnotic ripple of psychic influence among
  your foes.”
  Inflicted Mindscape
  Inflicted Mindscape
  Psion Rank 2 • Enchantment, Focus, Offensive, Psionic,
  Psychic (Long)
  As an action, choose any number of creatures in a 10-foot
  radius centered on a point on the ground within 60 feet of
  you. Each target must make a Dexterity saving throw. On a
  failed save, a target takes 4d6 psychic damage, and its speed
  is reduced to 0 for 1 minute. On a successful save, the target
  takes half as much damage, and its speed is halved for 1
  minute. While suffering a speed reduction from this exploit,
  the target can repeat the saving throw at the end of each of
  their turns, ending the effect on themselves on a success.
  In addition, the radius creates a zone that lasts until the
  end of your next turn. The speed of any enemy that ends its
  turn within the zone is halved until the end of your next turn.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”As you reach into your enemies' minds, the ground
  beneath their feet becomes a clutching mire of madness.”
  Insidious Doubt
  Insidious Doubt
  Psion Rank 2 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or take 2d10 psychic damage and until the end of your next
  turn, the target takes 1d6 psychic damage the first time it
  uses a reaction.
  Augment 1: As unaugmented, and the target also takes
  1d6 psychic damage the first time it moves during its turn.
  ”You fan doubt's fire in your enemy's mind until indecision
  blocks every action it would take.”
  Kinetic Buffer
  Kinetic Buffer
  Psion Rank 2 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, you target each creature
  within 5 feet of you. Each target must make a Strength saving
  throw or take 2d6 force damage and be pushed up to 5 feet.
  In addition, you gain a +2 bonus to AC until the start of
  your next turn.
  Augment 1: As unaugmented, but you can choose which
  creatures are targeted in the sphere instead of all of them.
  In addition, you gain a +2 bonus to AC until the start of
  your next turn.
  Augment 2: As an action, choose any number of creatures
  within 10 feet of you. Each target must make a Strength
  saving throw or take 4d6 force damage and be pushed up to
  15 feet.
  In addition, you gain a +2 bonus to AC and advantage on
  saving throws until the end of your next turn.
  ”A burst of force protects you even as it slams into your
  enemies and knocks them back.”
  80
  
  Matter Dissipation
  Matter Dissipation
  Psion Rank 2 • Augmentable, Focus, Force, Offensive,
  Psionic, Transmutation (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius sphere centered on a point within 60 feet of
  you. Each target must succeed on a Constitution saving
  throw or take 2d6 force damage.
  In addition, the sphere creates a zone that lasts until the
  end of your next turn. Any creature that ends its turn within
  the zone takes 1d6 force damage.
  Augment 1: As unaugmented, but only enemies take
  damage by ending their turn within the zone.
  Augment 2: As an action, you target each creature in a 10-
  foot radius sphere centered on a point within 60 feet of you.
  Each target must succeed on a Constitution saving throw or
  take 4d6 force damage.
  In addition, the sphere creates a zone that lasts until the
  end of your next turn. Any creature that ends its turn within
  the zone takes 2d6 force damage.
  ”Your attack leaves an area of ghostly translucence that
  tears at creatures lingering within it.”
  Mind Break
  Mind Break
  Psion Rank 2 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or take 2d10 psychic damage and until the end of your next
  turn, the target suffers a 1d6 susceptibility to psychic
  damage.
  Augment 1: As unaugmented, except the susceptibility
  increases to 2d6, and also on a failed save, the target loses
  resistance to psychic damage.
  Augment 2: As unaugmented, except on a failed save, the
  target takes 3d10 psychic damage, and suffers a 3d6
  susceptibility to psychic damage until the end of your next
  turn.
  ”You lance your foe's mind with mental trauma, which
  makes it vulnerable to psychic damage. If you choose, you
  can strip away its psychic resistances.”
  Shredding Ribbons
  Shredding Ribbons
  Psion Rank 2 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 60 feet of you. Each target
  must make a Dexterity saving throw. A target takes 4d6 force
  damage on a failed save, or half as much damage on a
  success.
  In addition, the sphere creates a zone that lasts until the
  end of your next turn. Any creature that enters the zone or
  starts its turn there takes 1d6 force damage. A creature can
  take this damage only once per turn.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”A mass of whirling, shredding, translucent ribbons of force
  erupts into existence at your behest. The razor-sharp tendrils
  repeatedly slice into your foes.”
  Summon Ebony Stinger
  Summon Ebony Stinger
  Psion Rank 2 • Augmentable, Conjuration, Focus, Offensive,
  Poison, Psionic, Summoning (Long)
  Unaugmented: As a bonus action, you summon a Medium
  ebony stinger in an unoccupied space within 60 feet that lasts
  for 1 hour. The servant is a monstrosity with a walking speed
  and climb speed of 35 feet, and hit points equal to 10 + (5
  times your level). The stinger has a +4 bonus to AC and
  advantage on Dexterity saving throws. You can give the
  stinger the following special commands.
  Action. Melee Spell Attack: your spell attack modifier to
  hit, reach 5 ft., one creature. Hit: (2d10 + your spellcasting
  ability modifier) bludgeoning damage, and the target is
  grappled by the ebony stinger (escape DC = your spellcasting
  save DC).
  The damage of the Action increases by 1d10 when you
  reach 11th level (3d10), and 17th level (4d10).
  Opportunity Attack. When a creature you can see within 5
  feet of the ebony stinger provokes an opportunity attack from
  it, you can use your reaction to force the triggering creature
  to succeed on a Constitution saving throw or be poisoned for
  1 minute. While poisoned by the stinger, the target takes 2d6
  poison damage at the start of each of its turns. The target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  The damage of the poisoned effect increases by 1d6 when
  you reach 11th level (3d6), and 17th level (4d6).
  Augment 1: As unaugmented, and any creature grappled
  by the ebony stinger has disadvantage on ability checks to
  escape the grapple.
  ”Wisps of black shadow coalesce to form a, monstrous
  scorpion under your control.”
  Telekinetic Maul
  Telekinetic Maul
  Psion Rank 2 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, choose one creature within 60 feet. Make a
  melee spell attack against the target. On a hit, the target takes
  force damage equal to 2d10 + your spellcasting ability
  modifier, and you can push the target up to 15 feet. If you
  push the target into difficult terrain, it falls prone. On a miss,
  the target takes half as much damage, you can push it up to 5
  feet, and it does not fall prone if pushed into difficult terrain.
  ”You form a maul of telekinetic force and slam it into your
  foe, knocking that enemy backward.”
  Thunderous Exile
  Thunderous Exile
  Psion Rank 2 • Conjuration, Focus, Offensive, Psionic,
  Teleportation (Long)
  As an action, you target each creature within 15 feet of you.
  Each target must make a Constitution saving throw. A target
  takes 4d6 thunder damage on a failed save, or half as much
  on a success.
  In addition, you can teleport up to 25 feet.
  ”A blast of thunder rocks your enemies, allowing you to
  escape in its booming wake.”
  81
  
  Rank 2 - Utility
  Rank 2 - Utility
  Explosive Force
  Explosive Force
  Psion Rank 2 • Psionic, Transmutation, Utility (Short)
  When you deal force damage to a creature within 60 feet of
  you, each creature adjacent to the triggering creature grants
  advantage on attack rolls against themselves until the end of
  your next turn.
  ”Your force damage releases a pulse of energy that leaves
  nearby creatures open to follow-up attacks.”
  Intellect Prism
  Intellect Prism
  Psion Rank 2 • Conjuration, Psionic, Utility (Long)
  As a bonus action, you conjure an intellect prism in an
  unoccupied space within 30 feet. The prism lasts for 10
  minutes or until you dismiss it as a bonus action. You can
  cast spells and use Psionic exploits and effects as if you were
  in the prism’s space. Once on each of your turns, you can
  move the prism up to 15 feet. While the prism is within 5 feet
  of you, you gain advantage on Wisdom (Perception) checks.
  The prism can be targeted by attacks, spells, and effects. It
  uses your AC and saving throws, but gains a +4 bonus to
  both. It has hit points equal to 5 times your level. If the prism
  is reduced to 0 hit points, it is destroyed and you cannot take
  a reaction until the end of your next turn. Moreover, on your
  next turn after it’s destroyed, you must choose whether you
  get a move, an action, or a bonus action; you get only one of
  the three.
  ”Motes of light swirl to form a crystalline prism in the air,
  sharpening your senses and extending your presence on the
  battlefield.”
  Mental Void
  Mental Void
  Psion Rank 2 • Abjuration, Psionic, Utility (Short)
  When an enemy forces you to make a Wisdom saving
  throw, you can use your reaction to gain advantage on the
  triggering save and all Wisdom saving throws until the end of
  your next turn. If you succeed on the triggering save, the
  target grants advantage on attack rolls against itself until the
  end of your next turn.
  ”When an enemy strikes at your mind, the attack only
  boosts your resilience.”
  Mind Shadow
  Mind Shadow
  Psion Rank 2 • Illusion, Psionic, Utility (Long)
  As a bonus action, for 10 minutes, you become invisible to
  your enemies if you are not their nearest enemy. This
  invisibility ends early if you make an attack or target a hostile
  creature with a spell or effect.
  ”Your enemies' ability to pay attention to you fades. You
  recede to the edge of their vision as nothing but a blurred
  shadow.”
  Shared Recovery
  Shared Recovery
  Psion Rank 2 • Psionic, Transmutation, Utility (Short)
  When an ally within 30 feet of you regains hit points or
  succeeds on a saving throw, you also gain 2d6 + 6 temporary
  hit points.
  ”You tap into the mind of an ally, letting his or her recovery
  grant a temporary boost to your own vitality.”
  Steadfast Stanchion
  Steadfast Stanchion
  Psion Rank 2 • Abjuration, Psionic, Utility (Long)
  As an action, you become immune to forced movement
  until the end of your next turn. In addition, your allies are
  immune to forced movement while within 30 feet of you. If
  you move, the effect ends.
  As long as the effect persists, you can use your bonus
  action on subsequent turns to maintain the effect, extending
  the duration until the end of your next turn.
  ”You clamp invisible wedges of force onto space itself,
  tethering yourself and your allies against forced movement.”
  Telekinetic Screen
  Telekinetic Screen
  Psion Rank 2 • Evocation, Psionic, Utility (Short)
  When an enemy scores a critical hit against you, you can
  use your reaction to reduce the damage of the triggering
  attack by 2d6 + 6.
  ”You mentally project a thin layer of force around yourself
  to ward off a deadly attack.”
  Rank 3 - Offensive
  Rank 3 - Offensive
  Clear the Slate
  Clear the Slate
  Psion Rank 3 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, you target each creature in a 15-foot radius
  sphere centered on a point within 60 feet of you. Each target
  must make a Strength saving throw. On a failed save, a target
  takes 6d6 force damage, and you can move the target up to
  30 feet. On a successful save, a target takes half as much
  damage, and you can move it up to 5 feet.
  ”You create huge gauntlets of mental force that snatch
  creatures and move them into positions that you desire.”
  Echoing Boom
  Echoing Boom
  Psion Rank 3 • Evocation, Focus, Offensive, Psionic, Thunder
  (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 60 feet of you. Each target
  must make a Constitution saving throw. A target takes 6d6
  thunder damage on a failed save, or half as much damage on
  a success.
  In addition, until the end of your next turn, when an enemy
  within 60 feet of you that you can see is hit by an attack, you
  can use your reaction to deal an additional 1d8 thunder
  damage to the triggering enemy, and move it up to 5 feet.
  As long as the effect persists, you can use your bonus
  action on subsequent turns to maintain the effect, extending
  the duration until the end of your next turn.
  ”You unleash a burst of devastating thunder whose
  booming echo lets you scatter foes across the battlefield.”
  82
  
  Inflict Pain
  Inflict Pain
  Psion Rank 3 • Enchantment, Focus, Offensive, Psionic,
  Psychic (Long)
  As an action, choose any number of creatures in a 15-foot
  radius sphere centered on a point within 60 feet of you. Each
  target must make a Wisdom saving throw. On a failed save, a
  target takes 6d6 psychic damage, and for 1 minute, the
  target’s speed is halved and it takes 1d8 psychic damage at
  the start of each of its turns. On a successful save, the target
  takes half as much damage and until the end of its next turn,
  the target’s speed is halved and it doesn’t suffer ongoing
  damage at the start of each of its turns. While suffering a
  effect from this exploit, the target can repeat the saving throw
  at the end of each of its turns, ending the effect on itself on a
  success.
  ”Your thoughts work their way into a foe's mind like razor-
  sharp needles, crippling it with excruciating pain.”
  Malicious Lightning
  Malicious Lightning
  Psion Rank 3 • Conjuration, Focus, Lightning, Offensive,
  Psionic (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 60 feet of you. Each
  target must make a Dexterity saving throw. A target takes 6d6
  lightning damage on a failed save, or half as much damage on
  a success.
  In addition, you conjure four lightning motes in unoccupied
  spaces with the sphere. Each mote lasts for 1 minute or until
  expended. Any creature that starts its turn in or adjacent to a
  mote takes 1d8 lightning damage. Starting on your turn next
  turn, you can use your bonus action to expend one mote and
  target each creature within 5 feet of the expended mote. Each
  target must succeed on a Dexterity saving throw or take 2d8
  lightning damage and be pushed 5 feet. A creature who fails
  the save while in the mote’s space is knocked prone instead
  of being pushed 5 feet.
  ”A burst of lightning lingers as four sizzling motes, each of
  which erupts at your command.”
  Mind Blast
  Mind Blast
  Psion Rank 3 • Enchantment, Focus, Offensive, Psionic
  (Long)
  As an action, choose a creature within 30 feet. The target
  must make a Wisdom saving throw. On a failed save, the
  target is stunned for 1 minute. On a successful save, the
  target cannot take reactions, and on its turn, it must choose
  whether it gets a move, an action, or a bonus action; it gets
  only one of the three. While stunned by this exploit, the target
  can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  ”You blast your foes with a torrent of psychic energy, which
  sends shock waves through the air like heat waves off desert
  sand.”
  Mind Cannon
  Mind Cannon
  Psion Rank 3 • Evocation, Focus, Offensive, Psionic, Thunder
  (Long)
  As an action, choose a creature you can see within 60 feet.
  The target must succeed on a Constitution saving throw or
  take 5d10 thunder damage, be pushed up to 5 feet, and for 1
  minute, the target is deafened. While deafened by this exploit,
  the target can repeat the saving throw at the end of each of its
  turns, ending the condition on a success.
  In addition, each creature within 5 feet of the initial target
  becomes a secondary target. Each secondary target must
  make a Constitution saving throw. A secondary target takes
  6d6 thunder damage on a failed save, or half as much
  damage on a success.
  ”You rend your foe with a thunderous explosion of force,
  which sends a shock wave into nearby creatures.”
  Sensory Onslaught
  Sensory Onslaught
  Psion Rank 3 • Enchantment, Focus, Offensive, Psionic,
  Psychic (Long)
  As an action, choose a creature you can see within 60 feet.
  The target must make a Wisdom saving throw. On a failed
  save, a target takes 5d10 psychic damage, and for 1 minute,
  the target takes 1d8 psychic damage at the start of each of its
  turns. On a successful save, the target takes half as much
  damage, and does not take psychic damage at the start of
  each of its turns. While suffering the ongoing psychic damage
  from this exploit, the target can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  In addition, until the end of your next turn, the target
  suffers disadvantage on attack rolls and saving throws, and
  attack rolls against it have advantage.
  ”You overload your foe's senses with a blaring, flashing,
  odorous mental onslaught that only it can perceive.”
  83
  
  Summon Psionic Killer
  Summon Psionic Killer
  Psion Rank 3 • Augmentable, Focus, Illusion, Offensive,
  Psionic, Psychic, Summoning (Long)
  Unaugmented: As a bonus action, you summon a Medium
  psionic killer in an unoccupied space within 60 feet. Choose
  one enemy adjacent to the killer to become its prey. The killer
  is a construct with a walking speed of 40 feet and hit points
  equal to 15 + (5 times your level). The killer has a +4 bonus to
  AC and advantage on Dexterity saving throws against
  opportunity attacks. The killer can move through solid
  objects and other creature’s spaces but not end its movement
  there, and it has resistance to all damage from creatures
  other than its prey. When its prey is reduced to 0 hit points or
  after 10 minutes have passed, the killer disappears. You can
  give the killer the following special commands.
  Action. Melee Spell Attack: your spell attack modifier to
  hit, reach 5 ft., one creature that is the killer's prey. Hit: (3d10
  + your spellcasting ability modifier) psychic damage, and the
  target suffers disadvantage on attack rolls for 1 minute. The
  target can make a Wisdom saving throw at the end of each of
  its turns, ending the effect on itself on a success.
  The damage of the Action increases by 1d10 when you
  reach 11th level (4d10), and 17th level (5d10).
  Opportunity Attack. Melee Spell Attack: your spell attack
  modifier to hit, reach 5 ft., one creature. Hit: (3d10 + your
  spellcasting ability modifier) psychic damage, and psionic
  killer pushes the target up to 5 feet. If the target is the killer’s
  prey, it takes an extra 2d10 damage and is not pushed.
  The damage of the Opportunity Attack increases by 1d10
  when you reach 11th level (4d10), and 17th level (5d10).
  Augment 1: As unaugmented, but you choose two enemies
  adjacent to the psionic killer as its prey instead of just one.
  When both creatures chosen as the killer's prey drop to 0 hit
  points, the killer disappears.
  ”Your foe's worst fears are manifested as a nightmarish
  monster that it cannot shake off.”
  Rank 3 - Utility
  Rank 3 - Utility
  Dimensional Shortcut
  Dimensional Shortcut
  Psion Rank 3 • Conjuration, Psionic, Teleportation, Utility
  (Long)
  As a bonus action, you can choose yourself and any
  number of allies within 15 feet of you, then choose a space
  within 120 feet of you. Each target can teleport to a space
  within 15 feet of the chosen space (no action required).
  ”Your psionic power connects two points in space, allowing
  you and your allies to slip from one location to the other.”
  Energy Mitigation
  Energy Mitigation
  Psion Rank 3 • Abjuration, Psionic, Utility (Short)
  When you take damage, you can use your reaction to only
  take half damage from the triggering effect.
  ”You summon all your mental strength to diminish the
  effect of a foe's attack.”
  Force Barricade
  Force Barricade
  Psion Rank 3 • Conjuration, Force, Psionic, Utility (Long)
  As an action, you conjure a 5-foot thick, 25-foot long
  transparent wall of psionic force within 60 feet of you. The
  wall can be up to 15 feet high, and lasts until the end of your
  next turn. The wall counts as blocking terrain. No creature
  can enter a wall space, and insubstantial or phasing
  creatures cannot move through it.
  The wall can be attacked, and attacks against it hit
  automatically. wall has 50 hit points, and an attack on any
  space deals damage to the entire wall. If the wall drops to 0
  hit points, the effect ends and each creature within 10 feet of
  the wall takes 6d6 force damage and is knocked prone.
  As long as the wall persists, you can use your bonus action
  on subsequent turns to maintain the wall, extending the
  duration until the end of your next turn.
  ”A shimmering wall of force blocks attacks and movement.”
  Force Bubble
  Force Bubble
  Psion Rank 3 • Evocation, Psionic, Utility (Short)
  As an action, you can choose yourself and any number of
  allies within 5 feet of you, then choose cold, fire, force,
  lightning, radiant, or thunder. Until the end of your next turn,
  each target gains resistance to the chosen damage type, but
  only when the damage is from an effect that originates more
  than 5 feet away from the target.
  ”You create invisible spheres of force around yourself and
  your nearby allies. The spheres mute or even stop dangerous
  energy that rages beyond them.”
  Intellect Leech
  Intellect Leech
  Psion Rank 3 • Enchantment, Psionic, Utility (Long)
  As a bonus action, choose one creature within 120 feet. For
  1 minute, whenever the target takes psychic damage while
  within 60 feet of you, you gain 2d8 + 8 temporary hit points.
  ”You force a short-range telepathic connection on your foe.
  Every time your enemy's mind is damaged, you draw
  invigorating energy from it.”
  Mind over Flesh
  Mind over Flesh
  Psion Rank 3 • Psionic, Transmutation, Utility (Short)
  When an effect prevents you from taking reactions,
  charms, or stuns you, you can use your reaction to roll a d20.
  If the die roll is 10 or higher, the triggering effect doesn’t
  affect you.
  ”You draw on your reservoir of psionic power to bolster
  yourself against a debilitating effect.”
  Sky Hook
  Sky Hook
  Psion Rank 3 • Psionic, Transmutation, Utility (Long)
  As a bonus action, for 10 minutes, you gain a fly (hover)
  speed equal to your walking speed.
  ”You direct your telekinetic focus on yourself and raise
  yourself into the air.”
  84
  
  Trace Teleport
  Trace Teleport
  Psion Rank 3 • Conjuration, Psionic, Teleportation, Utility
  (Short)
  When a creature within 60 feet of you teleports, you can
  use your reaction to teleport the same number of feet as the
  triggering creature.
  ”You teleport by stealing the residual traces of another
  creature's power.”
  Rank 4 - Offensive
  Rank 4 - Offensive
  Brilliant Thought
  Brilliant Thought
  Psion Rank 4 • Augmentable, Evocation, Focus, Offensive,
  Psionic, Radiant (Turn)
  Unaugmented: As an action, choose one creature you can
  see within 60 feet. The target must succeed on a Constitution
  saving throw or take 3d10 radiant damage and until the end
  of your next turn, creatures more than 10 feet away from the
  target are heavily obscured against it.
  Augment 1: As unaugmented, and also on a failed save,
  until the end of your next turn, all creatures are heavily
  obscured against any enemy adjacent to the target.
  Augment 4: As an action, you target each creature in a 10-
  foot radius sphere centered on a point within 60 feet of you.
  Each target must succeed on a Constitution saving throw
  with disadvantage or take 7d6 radiant damage, and until the
  end of your next turn, the target is blinded.
  ”The power of your mind flares brilliant white, blasting an
  enemy and clouding its vision.”
  Concussion Burst
  Concussion Burst
  Psion Rank 4 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius sphere centered on a point within 60 feet of
  you. Each target must succeed on a Dexterity saving throw or
  take 1d10 force damage and be knocked prone.
  Augment 1: As unaugmented, and also on a failed save,
  until the start of your next turn, if the target is fails a Strength
  or Constitution saving throw, it is also knocked prone.
  Augment 4: As unaugmented, except on a failed save, a
  target takes 7d6 force damage, and it is knocked prone.
  ”The air ripples as you knock your foes down with a wave
  of pummeling force.”
  Crushing Bludgeon
  Crushing Bludgeon
  Psion Rank 4 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, choose one creature you can see within 60
  feet. Make a ranged spell attack against the target. On a hit,
  the target takes 6d10 force damage, and the target’s speed is
  halved for 1 minute. On a miss, the target takes half as much
  damage, and its speed is halved until the end of your next
  turn. While suffering a speed reduction from this exploit, the
  target can make a Constitution saving throw at the end of
  each of its turns, ending the effect on a success.
  ”You manifest a massive fist of unstoppable force and
  bludgeon your foe with it, slowing that enemy's movements.”
  Dominate
  Dominate
  Psion Rank 4 • Charm, Enchantment, Focus, Offensive,
  Psionic, Psychic (Long)
  As an action, choose one creature you can see within 60
  feet. The target must make a Wisdom saving throw. On a
  failed save, the target it charmed for 1 minute. On a
  successful save, the target is not charmed, but it takes an
  ongoing 2d10 psychic damage at the start of each of its turns.
  While the target is charmed, you have a telepathic link with
  it as long as the two of you are on the same plane of
  existence. You can use this telepathic link to issue commands
  to the creature while you are conscious (no action required),
  which it does its best to obey. You can specify a simple and
  general course of action, such as "Attack that creature," "Run
  over there," or "Fetch that object." If the creature completes
  the order and doesn't receive further direction from you, it
  defends and preserves itself to the best of its ability.
  Additionally, the target can make a Wisdom saving throw at
  the end of each of its turns ending the charm on a success
  and taking an ongoing 2d10 psychic damage at the start of
  each of its turns for 1 minute.
  While taking ongoing psychic damage from this exploit, the
  target can make a Wisdom saving throw at the end of each of
  its turns, ending the exploit on a success.
  ”A silvery ray of psychic compulsion lances into your foe's
  innermost thoughts, dazing it long enough for you to assume
  control of its actions.”
  Dual Hallucination
  Dual Hallucination
  Psion Rank 4 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one or two creatures
  within 120 feet of you. Each target must succeed on a
  Wisdom saving throw or take 3d6 psychic damage and the
  next attack roll against the target before the end of your next
  turn has advantage.
  Augment 1: As unaugmented, and also on a failed save, the
  target suffers disadvantage on Dexterity and Intelligence
  saving throws until the end of your next turn.
  Augment 4: As unaugmented, except on a failed save, a
  target takes 7d6 psychic damage, and it can't take a reaction
  until the end of your next turn. Moreover, on its next turn, it
  must choose whether it gets a move, an action, or a bonus
  action; it gets only one of the three.
  ”You pull disquieting images from your foes' minds and
  combine the images into horrific hallucinations, which you
  use to disorient those foes.”
  85
  
  Forced Serenity
  Forced Serenity
  Psion Rank 4 • Charm, Enchantment, Focus, Offensive,
  Psionic, Psychic (Long)
  As an action, choose any number of creatures in a 15-foot
  radius sphere centered on a point within 60 feet of you. Each
  target must make a Wisdom saving throw. On a failed save, a
  target takes 7d6 psychic damage, and for 1 minute, the target
  takes 2d10 psychic damage whenever it hits with an attack or
  uses a spell or ability on a creature other than itself. On a
  successful save, the target takes half as much damage, and
  for 1 minute, the target takes 1d10 psychic damage whenever
  it hits with an attack or uses a spell or ability on a creature
  other than itself. While suffering an effect from this exploit,
  the target can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  ”Your attack imbues your foe with lingering psychic energy,
  crippling it with pain at any sign of aggression.”
  Imprison
  Imprison
  Psion Rank 4 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 60 feet of you. Each target
  must make a Dexterity saving throw. On a failed save, a target
  takes 7d6 force damage, you can move it up to 35 feet, and
  for 1 minute, the target is restrained. On a successful save,
  the target takes half as much damage, you can move it up to 5
  feet, and it is not restrained. While restrained by this exploit,
  the target can make a Strength saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  ”You release an explosion of force that sends your foes
  spinning away. You then reshape that force into shackles to
  bind your enemies in place.”
  Inexplicable Attraction
  Inexplicable Attraction
  Psion Rank 4 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or take 3d6 psychic damage and you can move the target up
  to 15 feet to a space within 5 feet of any creature.
  Augment 1: As unaugmented, but on a failed save the
  target takes 3d6 psychic damage, and you can move the
  target and one creature adjacent to it up to 15 feet to a space
  within 5 feet of any creature.
  Augment 4: As an action, choose one or two creatures
  within 60 feet of you. Each target must succeed on a Wisdom
  saving throw or take 7d6 psychic damage and you can slide
  the target up to 25 feet. If the target doesn’t end this
  movement within 5 feet of a creature, it takes an additional
  1d10 psychic damage.
  ”Against its will, an enemy is drawn close to another
  creature in the aftermath of your attack.”
  Kinetic Wave
  Kinetic Wave
  Psion Rank 4 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, you target each creature in a
  15-foot cube originating from you. Each target must succeed
  on a Strength saving throw or take 3d6 force damage and you
  can push the target up to 20 feet.
  Augment 1: As unaugmented, and the cube creates a zone
  of difficult terrain that lasts until the start of your next turn.
  Augment 4: As an action, you target each creature in a 30-
  foot cube originating from you. Each target must succeed on
  a Strength saving throw or take 7d6 force damage, and you
  can push the target up to 20 feet.
  In addition, the cube creates a zone of difficult terrain that
  lasts until the start of your next turn. Any creature that ends
  its turn within the zone takes 1d10 force damage.
  ”A wave of psionic force pulses out to drive nearby
  creatures away from you.”
  Living Barrage
  Living Barrage
  Psion Rank 4 • Evocation, Focus, Force, Offensive, Psionic
  (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 60 feet of you. Each target
  must make a Strength saving throw. On a failed save, a target
  takes 7d6 force damage, and it’s restrained for 1 minute. On
  a successful save, the target takes half as much damage, and
  its speed is halved for 1 minute. While suffering an effect
  from this exploit, the target can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  In addition, while at least one initial target is suffering an
  effect from this exploit, you can use your bonus action on
  subsequent turns to choose one or two of the initial targets
  still suffering an effect from this exploit as a secondary target.
  You can move each secondary target up to 25 feet and choose
  one tertiary adjacent to the target at any point during this
  movement. Each tertiary target must succeed on a Dexterity
  saving throw or take 3d6 bludgeoning damage and be
  knocked prone. Also on a failed save, the secondary target
  takes 1d10 bludgeoning damage and is knocked prone.
  ”You ensnare your enemies with a thought, then hurl them
  about like living weapons.”
  86
  
  Mind Wipe
  Mind Wipe
  Psion Rank 4 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius centered on a point within 60 feet of you. Each
  target must succeed on a Wisdom saving throw or take 3d6
  psychic damage and until the end of your next turn, the target
  suffers disadvantage on attack rolls.
  Augment 1: As unaugmented, and also on a failed save,
  until the end of your next turn, creatures have advantage on
  saving throws against the target’s spells and effects.
  Augment 4: As an action, you target each creature in a 10-
  foot radius centered on a point within 60 feet of you. Each
  target must succeed on a Wisdom saving throw or take 7d6
  psychic damage and until the end of your next turn, the target
  suffers disadvantage on attack rolls and creature have
  advantage on saving throws against the target’s spells and
  effects.
  ”You fray your foe's offensive abilities with a psychic lance
  of disruption.”
  Psychofeedback
  Psychofeedback
  Psion Rank 4 • Focus, Offensive, Psionic, Psychic,
  Transmutation (Long)
  As an action, choose one or two creature within 60 feet of
  you. Each target must make a Constitution saving throw. On
  a failed save, a target takes 7d6 psychic damage, and it’s
  dazed for 1 minute. On a successful save, the target takes half
  as much damage and is not dazed. The target can repeat the
  saving throw at the end of each of its turns, ending the dazed
  effect on a success.
  While dazed by this exploit, the target cannot take
  reactions, and on its turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three. Until this effect ends, whenever the target deals
  damage to another creature, you gain 1d10 + 5 temporary hit
  points.
  ”You sever one of your foe's mental pathways, causing
  searing pain. You can exploit that mental wound whenever
  the foe harms your friends, renewing your own vitality.”
  Summon Thought Warrior
  Summon Thought Warrior
  Psion Rank 4 • Augmentable, Conjuration, Focus, Offensive,
  Psionic, Psychic, Summoning (Long)
  Unaugmented: As a bonus action, you summon a Medium
  thought warrior in an unoccupied space within 60 feet. The
  warrior is a construct with a walking speed of 35 feet and hit
  points equal to 20 + (5 times your level). The warrior has a +4
  bonus to AC and advantage on Dexterity saving throws. The
  warrior lasts for 1 hour. You can give the warrior the
  following special commands.
  Action. Before the attack, the warrior can move up to 5
  feet without provoking opportunity attacks. Melee Spell
  Attack: your spell attack modifier + 2 to hit, reach 5 ft., one
  creature. Hit: (4d10 + your spellcasting ability modifier)
  psychic damage, the target’s speed is halved until the end of
  your next turn, and the warrior marks the target until the end
  of your next turn.
  The damage of the Action increases by 1d10 when you
  reach 17th level (5d10).
  Opportunity Attack. Melee Spell Attack: your spell attack
  modifier + 2 to hit, reach 5 ft., one creature. Hit: (4d10 + your
  spellcasting ability modifier) psychic damage. The damage of
  the Opportunity Attack increases by 1d10 when you reach
  17th level (5d10).
  In addition, creatures provoke opportunity attacks from the
  thought warrior when they leave a space within 5 feet of it,
  even if they take the Disengage action.
  Augment 1: As unaugmented, and the warrior gains
  advantage on opportunity attacks.
  ”An idealized warrior formed of thought energy fights
  alongside you.”
  Telepathic Wail
  Telepathic Wail
  Psion Rank 4 • Augmentable, Enchantment, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, you target each creature
  within 10 feet of you. Each target must succeed on a Wisdom
  saving throw or take 3d6 psychic damage and until the end of
  your next turn, the target is deafened.
  Augment 1: As unaugmented, and also on a failed save, the
  target loses resistance and immunity to psychic damage until
  the end of your next turn.
  Augment 4: As an action, you target each creature within
  10 feet of you. Each target must succeed on a Wisdom saving
  throw or take 7d6 psychic damage and until the end of your
  next turn, the target is deafened and dazed. While dazed by
  this exploit, the target cannot take reactions, and on its turn,
  it must choose whether it gets a move, an action, or a bonus
  action; it gets only one of the three. If the target deals any
  psychic damage before the end of your next turn, it becomes
  stunned until the end of your next turn instead of dazed.
  ”You project a keening psychic scream into the minds
  around you and rob nearby creatures of hearing.”
  87
  
  Thought of Unmaking
  Thought of Unmaking
  Psion Rank 4 • Offensive, Psionic, Psychic, Transmutation
  (Long)
  As an action, choose one creature within 60 feet of you.
  The target must make a Wisdom saving throw or for 1
  minute, it takes an ongoing 5d10 psychic damage at the start
  of each of its turns. If the target is below half hit points or
  reduced to below half hit points while taking this damage, the
  damage increases from 5d10 to 7d10 psychic damage. On a
  successful save, the target takes 3d10 psychic damage at the
  start of each of its turns for 1 minute.
  While suffering ongoing damage from this exploit, the
  target can repeat the Wisdom saving throw at the end of each
  of its turns. On a success, the ongoing damage ends, and it
  can't take a reaction until the end of its next turn. Moreover,
  on its next turn, it must choose whether it gets a move, an
  action, or a bonus action; it gets only one of the three.
  ”You reach deep into an enemy's mind and past to undo its
  existence.”
  Thunder Tether
  Thunder Tether
  Psion Rank 4 • Augmentable, Evocation, Focus, Offensive,
  Psionic, Thunder (Turn)
  Unaugmented: As an action, you target each creature in a
  15-foot radius sphere centered on a point within 60 feet of
  you. Each target must succeed on a Dexterity saving throw or
  take 3d6 thunder damage and the first time the target using
  any movement on its next turn, it takes an additional 1d10
  thunder damage.
  Augment 1: As unaugmented, and in addition, the sphere
  creates a zone that lasts until the end of your next turn. The
  target can’t leave the zone during its turn.
  Augment 4: As an action, you target each creature in a 15-
  foot radius sphere centered on a point within 60 feet of you.
  Each target must succeed on a Dexterity saving throw or take
  3d6 thunder damage and if the target moves on its next turn,
  it and each creature adjacent to it at the start of that move
  take 1d10 thunder damage.
  ”You focus your will and wrench space around your foes,
  tethering them in place. Any of them that try to move pay a
  thunderous price.”
  Void Shard
  Void Shard
  Psion Rank 4 • Augmentable, Conjuration, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, you conjure a void shard in
  an unoccupied space within 60 feet. The speed of any
  creature that starts its turn within 5 feet of the shard is
  halved until the end of its turn. At the start of your next turn,
  the shard disappears, and each creature within 15 feet of
  where the shard was must succeed on a Constitution saving
  throw or take 3d6 force damage and be knocked prone.
  Augment 1: As unaugmented, except when the shard
  appears, each creature within 15 feet of the shard must
  succeed on a Dexterity saving throw or take 3d6 force
  damage and be knocked prone.
  In addition, at the start of your next turn, the shard
  disappears, and each creature within 15 feet of where the
  shard was must succeed on a Constitution saving throw or
  take 3d6 force damage and be knocked prone.
  Augment 4: As unaugmented, except when the shard
  disappears, each target within 15 feet of where the shard was
  must succeed on a Constitution saving throw or take 7d6
  force damage, and until the end of its next turn, the target’s
  speed is halved and it can't take a reaction. Moreover on a
  failed save, on its next turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three.
  ”A shard of nothingness holds fast any creature that slips
  too close.”
  Rank 4 - Utility
  Rank 4 - Utility
  Dream Traveler
  Dream Traveler
  Psion Rank 4 • Polymorph, Psionic, Transmutation, Utility
  (Long)
  As a bonus action, you assume the form of the dream
  traveler for 10 minutes or until you resume your normal form
  as a bonus action. While you are in this form, you gain the
  following:
  You have resistance to bludgeoning, piercing, and slashing
  damage from nonmagical attacks.
  You can't be grappled or restrained.
  You can move through creatures and solid objects as if
  they were difficult terrain. If you end your turn in a solid
  object, you take 1d10 force damage.
  If the effect ends while you are inside a solid object, you
  instead are shunted to the nearest unoccupied space, and
  you take 1d10 force damage for every 5 feet traveled.
  You gain a +5 bonus on Dexterity (Stealth) checks.
  You deal half as much damage as normal with weapon
  attacks.
  ”By taking on the form of a creature of dreams, you bypass
  the barriers of the material world.”
  88
  
  Kinetic Grasp
  Kinetic Grasp
  Psion Rank 4 • Abjuration, Psionic, Utility (Short)
  When a creature within 60 feet of you is subjected to
  forced movement or knocked prone, you can immediately use
  your reaction to prevent the forced movement and prevent
  the target from being knocked prone.
  ”You quickly create a psychic connection to another
  creature that allows it to hold fast where it stands.”
  Mental Shroud
  Mental Shroud
  Psion Rank 4 • Illusion, Psionic, Utility, Zone (Long)
  As an action, you create a zone that fills a 15-foot radius
  sphere centered on you. The zone moves with you and lasts
  until the end of your next turn. While within the zone you and
  your allies are invisible to enemies within the zone.
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn.
  ”Swirling psychic energy surrounds you and your allies,
  wiping your presence from your enemies' minds.”
  Precognitive Step
  Precognitive Step
  Psion Rank 4 • Divination, Psionic, Utility (Long)
  As a bonus action, roll a d20. Once within the next 10
  minutes, you can use that roll's result in place of one of your
  d20 rolls or one of your enemy’s d20 rolls (no action
  required).
  ”You can see the shades of things to come a heartbeat
  before they occur, granting you a sliver of time in which to
  alter events.”
  Psychic Chirurgery
  Psychic Chirurgery
  Psion Rank 4 • Psionic, Transmutation, Utility (Short)
  When you or an ally within your reach is subjected to an
  effect that a save can end, you can use your reaction to
  prevent the triggering creature from being subjected to the
  effect until the end of their next turn and they can't start
  making additional saving throws against the effect until after
  that turn.
  ”You send a charge of psionic energy into yourself or an
  ally, delaying an adverse effects.”
  Slip Free
  Slip Free
  Psion Rank 4 • Evocation, Psionic, Utility (Long)
  As a bonus action, choose any number of allied creatures in
  a 15-foot radius sphere centered on a point within 60 feet of
  you. You can move each target up to 30 feet. In addition, any
  effect reducing the movement speed of a target ends, along
  with any grappled or restrained conditions.
  ”You generate a field of slippery force that aids your allies
  who are entangled in difficult situations.”
  Subjective Reality
  Subjective Reality
  Psion Rank 4 • Psionic, Transmutation, Utility (Short)
  As a bonus action, you ignore the effects of blocking
  terrain, difficult terrain, hazardous terrain, obscured terrain,
  and cover until the end of your next turn.
  ”You reshape the reality around you as you move freely
  through it.”
  Telekinetic Boost
  Telekinetic Boost
  Psion Rank 4 • Psionic, Transmutation, Utility, Zone (Long)
  As a bonus action, you create a zone in an unoccupied
  space within 30 feet. The zone lasts until the end of your next
  turn. When any ally enters the zone, you can move that ally
  up to 25 feet (no action required).
  As long as the zone persists, you can use your bonus action
  on subsequent turns to maintain the zone, extending the
  duration until the end of your next turn. As part of the same
  bonus action, you can move the zone to a different
  unoccupied space within 30 feet of you.
  ”You focus your mental energy on creating a conduit for
  your allies' movement.”
  Rank 5 - Offensive
  Rank 5 - Offensive
  Cerebral Phantasm
  Cerebral Phantasm
  Psion Rank 5 • Enchantment, Focus, Offensive, Psionic,
  Psychic (Long)
  As an action, choose one creature within 60 feet. The
  target must succeed on a Wisdom saving throw or take 8d10
  psychic damage.
  In addition, the target is affected by your cerebral
  phantasm for 1 minute. While the target is affected by the
  phantasm and it takes damage from an ally’s attack while
  within 60 feet of you, you can use your reaction to force the
  target to make a Wisdom saving throw. On a failed save, the
  target takes 3d12 psychic damage, each enemy adjacent to it
  takes 1d12 psychic damage, and you can then move the
  target up to 30 feet.
  While affected by the phantasm, the target can make a
  Wisdom saving throw at the end of each of its turns, ending
  the exploit on a success.
  ”A horrid apparition fills your enemy's mind, letting you
  follow up on your allies' attacks against that foe with a
  psychic barrage.”
  Cerulean Cage
  Cerulean Cage
  Psion Rank 5 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Dexterity saving throw
  or take 4d10 force damage and if the target leaves its space
  before the end of your next turn, it takes 1d12 force damage.
  Augment 1: As an action, choose one or two creatures
  adjacent to one of your allies within 60 feet of you. Each
  target must succeed on a Dexterity saving throw or take 4d6
  force damage and if the target leaves its space before the end
  of your next turn, it takes 1d12 force damage.
  Augment 4: As an action, you target each creature in a 10-
  foot radius sphere centered on a point within 60 feet of you.
  Each target must succeed on a Dexterity saving throw or take
  8d6 force damage.
  In addition, the sphere creates a zone that lasts until the
  end of your next turn. Any creature that leaves the zone takes
  1d12 force damage.
  ”Ghostly shards of glowing blue surround your foe,
  threatening it if it attempts to move.”
  89
  
  Crisis of Breath
  Crisis of Breath
  Psion Rank 5 • Focus, Necrotic, Offensive, Psionic,
  Transmutation (Long)
  As an action, choose one creature within 120 feet. The
  target must make a Constitution saving throw with
  disadvantage. On a failed save, the target takes 8d10 necrotic
  damage, and for 1 minute, the target takes 2d12 necrotic
  damage at the start of each of its turns. On a successful save,
  the target takes no damage and this exploit is not expended.
  While suffering ongoing damage from this exploit, the
  target can make a Constitution saving throw at the end of
  each of its turns, ending the effect on a success. The fist
  saving throw the target makes against this ongoing damage is
  made with disadvantage.
  As long as the target is taking the ongoing damage from
  this exploit, you can use your bonus action on subsequent
  turns to cause the target to suffer disadvantage on its next
  saving throw against the ongoing damage.
  ”You telekinetically plug your foe's airways, causing the
  creature to suffocate, and interfering with its other vital
  functions.”
  Crystalline Bonds
  Crystalline Bonds
  Psion Rank 5 • Augmentable, Evocation, Focus, Force,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, you target each creature in a
  15-foot cone originating from you. Each target must succeed
  on a Strength saving throw or be restrained until the end of
  your next turn.
  Augment 1: As unaugmented, and also on a failed save, a
  target takes 1d12 force damage.
  Augment 4: As unaugmented, except on a failed save, a
  target takes 8d6 force damage, and is restrained until the end
  of your next turn.
  ”You construct a lattice of binding crystalline force. By
  increasing the lattice's strength, you can induce pain in the
  foes inside the lattice.”
  Flowing Terrain
  Flowing Terrain
  Psion Rank 5 • Focus, Offensive, Psionic, Transmutation
  (Long)
  As an action, choose any number of creatures within 30
  feet of you. Each target must make a Dexterity saving throw.
  On a failed save, a target takes 8d6 bludgeoning damage, is
  knocked prone, and for 1 minute, The target is restrained. On
  a successful save, the target takes half as much damage, isn’t
  knocked prone or restrained, and you can push the target to
  the nearest unoccupied space outside the radius. While
  restrained by this exploit, the target can make a Strength
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  ”The surface beneath your feet flows at your command,
  crashing into your foes like a lethal wave.”
  Force Cube
  Force Cube
  Psion Rank 5 • Conjuration, Focus, Force, Offensive, Psionic
  (Long)
  As an action, choose one creature you can see within 60
  feet of you. The target must succeed on a Dexterity saving
  throw or take 8d10 force damage.
  In addition, you conjure a cube of force that surrounds and
  restrains the primary target in its space until the end of your
  next turn. The primary target and any other creature in its
  space cannot leave that space by any means, including
  teleportation or planar travel. The cube also extends into the
  Ethereal Plane, blocking ethereal travel. Other creatures
  cannot enter the primary target's space. The cube is a solid
  barrier that prevents any matter from passing through it and
  blocking any spells cast into or out from the area. This exploit
  can't be dispelled by dispel magic.
  The cube can be attacked, and attacks against it hit
  automatically. The cube has 100 hit points. If the cube drops
  to 0 hit points, it explodes and is destroyed, dealing 3d12
  force damage to any creature inside or adjacent to the cube.
  Until the exploit ends, while the cube is within 60 feet of
  you, you can use your action to move the cube and all
  creatures trapped in the cube up to 25 feet. Any creature in
  the cube takes 1d12 force damage and is knocked prone. The
  cube takes 2d12 force damage. Then, each creature adjacent
  to the cube at the end of the movement must succeed on a
  Dexterity saving throw or take 3d12 force damage and be
  knocked prone.
  ”You trap your foe within six impenetrable walls, then hurl
  this force cube across the battlefield as a weapon.”
  Forced Opportunity
  Forced Opportunity
  Psion Rank 5 • Augmentable, Enchantment, Focus,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or one ally adjacent to the target can make an opportunity
  attack against it (no action required), with advantage on the
  attack roll. On a hit, your ally’s opportunity attack deals an
  extra 1d12 damage.
  Augment 1: As unaugmented, except on a hit, your allies
  opportunity attack deals an extra 3d12 damage on a hit.
  Augment 4: As unaugmented, except on a failed save, each
  ally adjacent to the target can make an opportunity attack
  against it (no action required), with advantage on the attack
  roll. On a hit, your ally’s opportunity attack deals an extra
  1d12 damage.
  ”You jolt your foe's psyche, disrupting its concentration and
  allowing an ally to strike the foe during the lapse. By
  channeling more psionic energy, you can create an opening
  for several allies to exploit.”
  90
  
  Manifested Horror
  Manifested Horror
  Psion Rank 5 • Augmentable, Enchantment, Fear, Focus,
  Offensive, Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  60 feet. The target must succeed on a Wisdom saving throw
  or take 4d10 psychic damage and if the target ends its turn
  within 15 feet of you, it takes 1d12 psychic damage.
  Augment 1: As unaugmented, except on a failed save, the
  target takes 4d10 psychic damage, and choose one ally. If the
  target ends its next turn within 15 feet of you or the chosen
  ally, it takes 1d12 psychic damage.
  Augment 4: As an action, choose any number of creatures
  in a 10-foot radius centered on a point within 60 feet of you.
  Each target must succeed on a Wisdom saving throw or take
  8d6 psychic damage and if the target ends its next turn within
  15 feet of you, it takes 2d12 psychic damage and you can
  move the target up to 15 feet (no action required).
  ”Your enemy looks on you and sees its own worst
  nightmare, compelling it to flee or be crippled by fear.”
  Psychic Brand
  Psychic Brand
  Psion Rank 5 • Augmentable, Divination, Focus, Offensive,
  Psionic, Psychic (Turn)
  Unaugmented: As an action, choose one creature within
  120 feet. The target must succeed on a Wisdom saving throw
  or take 4d10 psychic damage and until the end of your next
  turn, the target cannot become obscured.
  Augment 1: As unaugmented, and also on a failed save,
  attack rolls have advantage against the target until the end of
  your next turn.
  Augment 4: As unaugmented, except on a failed save, the
  target takes 8d10 psychic damage, and until the end of your
  next turn, the target cannot become obscured and it suffers a
  3d6 susceptibility to all damage.
  ”You manifest a glowing symbol over your enemy's head.
  The symbol moves with your foe, helping reveal its location.
  At your choosing, the symbol can intensify your foe's pain.”
  Psychic Crush
  Psychic Crush
  Psion Rank 5 • Focus, Offensive, Psionic, Psychic,
  Transmutation (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 60 feet of you. Each
  target must make a Wisdom saving throw. On a failed save, a
  target takes 8d6 psychic damage, and if the target is below
  half hit points after taking this damage, it is dazed for 1
  minute. On a successful save, the target takes half as much
  damage, and if the target is below half hit points after taking
  this damage, it is dazed until the end of your next turn.
  While dazed by this exploit, the target takes 1d12 psychic
  damage at the start of each of its turns, it cannot take
  reactions, and on its turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three. The target can make a Wisdom saving throw at the end
  of each of its turns, ending the exploit on a success.
  ”You crush some of your enemies' mental processes. The
  enemies' bodies spasm with the pain that lingers.”
  Psychic Leech
  Psychic Leech
  Psion Rank 5 • Charm, Enchantment, Focus, Offensive,
  Psionic, Psychic (Long)
  As an action, choose one creature within 60 feet of you.
  The target must make a Wisdom saving throw. On a failed
  save, the target takes 8d10 psychic damage, and it must make
  an opportunity attack against a creature of your choice (no
  action required). If that attack hits, you gain temporary hit
  points equal to the damage it deals. On a successful save, the
  target takes no damage, and it must make a weapon attack
  against a creature of your choice (no action required). If that
  attack hits, you gain 1d12 temporary hit points.
  In addition, you regain 1 Psi Point.
  ”You plunge a thread of command into your foe's mind,
  forcing the foe to turn on its ally. You draw psionic power
  from your foe, and you gain vitality if the foe hits its
  companion.”
  Shield Crack
  Shield Crack
  Psion Rank 5 • Augmentable, Evocation, Focus, Lightning,
  Offensive, Psionic (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius sphere centered on a point within 60 feet of
  you. Each target must succeed on a Dexterity saving throw or
  take 4d6 lightning damage and until the end of your next
  turn, attack rolls against the target have advantage.
  Augment 1: As unaugmented, but you can choose which
  creatures are targeted in the sphere instead of all of them.
  Augment 4: As unaugmented, except on a failed save, a
  target takes 8d6 lightning damage, and until the end of your
  next turn, attack rolls against the target have advantage and
  the target has disadvantage on Dexterity and Intelligence
  saving throws.
  ”Lightning erupts from your brow in all directions,
  battering the defenses of all in its path. By refining the shape
  of the arc, you can have it strike only those you choose.”
  Shred Reality
  Shred Reality
  Psion Rank 5 • Conjuration, Focus, Force, Offensive, Psionic,
  Teleportation (Long)
  As an action, you target each creature in a 20-foot radius
  sphere centered on a point within 60 feet of you. Each target
  must succeed on a Dexterity saving throw or take 8d6 force
  damage, and you can teleport the target up to 15 feet.
  In addition, choose one creature who failed the initial
  saving throw to be the secondary target. The secondary
  target must make a Wisdom saving throw. On a failed save,
  the target is removed from play. At the end of your next turn,
  the target reappears in an unoccupied space of your choice
  within 25 feet of you, and is dazed until end of its next turn.
  On a successful save, the target is dazed until the end of your
  next turn.
  While dazed by this exploit, the target cannot take
  reactions, and on its turn, it must choose whether it gets a
  move, an action, or a bonus action; it gets only one of the
  three.
  ”With an explosion of telekinetic force, you rip a temporary
  hole in reality that pulls at friend and foe alike. One of them is
  briefly sucked into that void.”
  91
  
  Summon Mind Weirds
  Summon Mind Weirds
  Psion Rank 5 • Augmentable, Conjuration, Focus, Offensive,
  Psionic, Psychic, Summoning, Teleportation (Long)
  Unaugmented: As a bonus action, you summon three
  Medium mind weirds in unoccupied space within 60 feet of
  you. Choose one enemy adjacent to each weird to become the
  weird's prey for 10 minutes. Each weird must have a different
  creature as its prey. A weird is a construct with a walking
  speed of 40 feet and hit points equal to 25 + (5 times your
  level). A weird can move through solid objects and other
  creature’s spaces but not end its movement there, and it has
  resistance to all damage from creatures other than its prey.
  When its prey is reduced to 0 hit points or after 10 minutes
  have passed, the weird disappears. Until all the weirds
  summoned by this exploit are reduced to 0 hit points, you do
  not lose the hit die lost when a creature you summon drops
  to 0 hit points. When you use an action or a bonus action to
  issue a command to a weird, all summoned weirds can take
  that action. You can give the weird the following special
  commands.
  Action. Before the attack, the warrior can move up to 5
  feet without provoking opportunity attacks. Melee Spell
  Attack: your spell attack modifier to hit, reach 5 ft., one
  creature that is the weird’s prey. Hit: (5d10 + your
  spellcasting ability modifier) psychic damage, and the target
  suffers disadvantage on attack rolls for 1 minute. The target
  can make a Wisdom saving throw at the end of each of its
  turns, ending the disadvantage on a success.
  Opportunity Attack. Melee Spell Attack: your spell attack
  modifier to hit, reach 5 ft., one creature. Hit: (5d10 + your
  spellcasting ability modifier) psychic damage, and the weird
  pushes the target up to 5 feet. If the target is the weird's prey,
  it takes 2d10 extra damage and is not pushed.
  Augment 1: As unaugmented, and once on each of your
  turns, you can teleport any two weirds, swapping their
  positions, as a bonus action. In addition, you can teleport
  yourself and one weird as a bonus action, swapping positions.
  ”You call forth shadowy creatures that attack your foes with
  their own worst fears.”
  Telekinetic Haze
  Telekinetic Haze
  Psion Rank 5 • Augmentable, Evocation, Focus, Offensive,
  Psionic, Psychic (Turn)
  Unaugmented: As an action, choose any number of
  creatures within 5 feet of you. Each target must succeed on a
  Dexterity saving throw or take 4d6 psychic damage.
  In addition, you are heavily obscured until the start of your
  next turn.
  Augment 1: As unaugmented, and also on a failed save,
  you can move the target up to 5 feet.
  Augment 4: As unaugmented, except on a failed save, a
  target takes 8d6 psychic damage, and you are invisible until
  the end of your next turn.
  ”A haze of psionic energy shrouds you from your enemies'
  sight.”
  Thought Guardian
  Thought Guardian
  Psion Rank 5 • Augmentable, Conjuration, Focus, Offensive,
  Psionic, Psychic (Turn)
  Unaugmented: As an action, you target each creature in a
  10-foot radius sphere centered on a point within 60 feet of
  you. Each target must succeed on a Wisdom saving throw or
  take 4d6 psychic damage and until the end of your next turn,
  the target suffers disadvantage on attack rolls.
  Augment 1: As unaugmented, and also on a failed save,
  whenever the target attacks you or forces you to make a
  saving throw before the end of your next turn, it takes 1d12
  psychic damage.
  Augment 4: As unaugmented, and in addition, you conjure
  a thought guardian in an unoccupied space within the sphere.
  The guardian lasts until the end of your next turn. While the
  guardian persists, when any creature within 15 feet of the
  guardian attacks you, forces you to make a saving throw, or
  willingly moves away from the guardian, you can use your
  reaction to force the triggering creature to succeed on a
  Wisdom saving throw or take 2d12 psychic damage and until
  the end of your next turn, the target is dazed. While dazed by
  this exploit, the target cannot take reactions, and on its turn,
  it must choose whether it gets a move, an action, or a bonus
  action; it gets only one of the three.
  ”You scour your enemies' thoughts to hinder their tactics,
  and can conjure a guardian in their midst to threaten them.”
  92
  
  New Items
  New Items
  Ki Focuses
  Ki Focuses
  A ki focus is an implement that certain characters use as a
  focus for their inner magical energy, known as ki. A ki focus
  might take the form of a training manual, a scroll of ancient
  secrets, a blunt training weapon, or a cherished memento.
  Attunement: Before you can use a ki focus, you must
  attune yourself to it. To attune yourself to a ki focus, you
  must have the item on your person during a short or an
  extended rest and must have proficiency with ki focuses.
  Some characters study their ki focus to attune themselves
  to it. Others meditate with it or wield it as they practice
  fighting techniques. The ki focus that you are attuned to
  occupies your ki focus item slot. Whenever you take a
  short or long rest, you can attune yourself to a ki focus in
  your possession, but you can be attuned to only one ki
  focus at a time. Also, only one creature at a time can be
  attuned to a particular ki focus. Once you attune yourself
  to a ki focus, no one else can be attuned to it until you are
  no longer attuned to it or you are dead.
  Using a Ki Focus: Once you have attuned yourself to a ki
  focus, you must either wear it or hold it in order to use it
  as an implement.
  Ki Focuses and Weapon Attacks: If you use a magic ki
  focus that grants a bonus to attack rolls and damage rolls,
  you can add that bonus to the attack rolls and the damage
  rolls of weapon attacks you make using a weapon with
  which you have proficiency. If you have both a magic ki
  focus and a magic weapon, you choose before you use an
  attack power whether to draw on the magic of the ki focus
  or that of the weapon. Your choice determines which
  bonuses, critical hit effects, and magic item properties, if
  any, you can apply to your attack. You can't, for example,
  use the attack and damage bonus of your ki focus and the
  on hit effect of your magic weapon on the same attack.
  Abduction Chains
  Abduction Chains
  Ki focus, rare (+1), very rare (+2), or legendary (+3) (requires
  attunement by a monk)
  This ki focus is a pair of adamantine chains that loop within
  each other. By untangling the loop, you focus your ki upon
  paths of space and time. You have a bonus to attack and
  damage rolls made with this ki focus. The bonus is
  determined by the ki focus’ rarity. In addition, whenever you
  hit a creature with a melee weapon attack using this ki focus,
  you can move the target up to 5 feet (no action required).
  Bend Space and Time (1/day). When you hit a creature
  with a melee weapon attack using this ki focus, you can
  teleport up to 25 feet, and you also teleport the target up to
  25 feet to an unoccupied space within 5 feet of you (no action
  required).
  Blazing Arc Stone
  Blazing Arc Stone
  Ki focus, common (requires attunement by a monk)
  When you grasp this white rock and focus on its power by
  enduring the charring heat within it, you mold your ki into a
  thing of fire. Whenever you hit a creature with a melee
  weapon attack using this ki focus, your attack deals fire
  damage instead of any other damage type.
  Bloodthirsty Stone Star
  Bloodthirsty Stone Star
  Ki focus, uncommon (+1d6), rare (+2d6), and very rare (+3d6)
  (requires attunement by a monk)
  This stone in the shape of a five-pointed star has been
  sharpened down to a razor's edge at each point. Lines upon
  lines of shadow magic teachings have been painted upon the
  stone surface in a dark brown ink that looks like dried blood.
  When you hit a creature that is below half its hit point
  maximum with a melee weapon attack using this ki focus,
  your attack deals additional necrotic damage determined by
  the ki focus’ rarity.
  Blurred Strike Mechanical Fly
  Blurred Strike Mechanical Fly
  Ki focus, very rare (requires attunement by a monk)
  You can master the secret of speed by catching this small
  mechanical fly in your hands. When you hit a creature with a
  melee weapon attack by your flurry of blows class feature
  using this ki focus, you can make one additional unarmed
  strike as part of your flurry of blows.
  Like the Wind (1/day). When you move at least half your
  speed during your turn, you can activate this ability to gain a
  +4 bonus to AC until the end of your next turn (no action
  required).
  Body of Fire Oil Flask
  Body of Fire Oil Flask
  Ki focus, uncommon (1d10), rare (2d10), or very rare (3d10)
  (requires attunement by a monk)
  This oil fuels a fire within you that might smolder or might
  blaze forth, but will never be extinguished. All bludgeoning,
  piercing, and slashing damage dealt by attacks using this ki
  focus is fire damage instead.
  Body of Fire (1/day). As a bonus action, you ignite the oils
  with the power of your ki and gain the following effects for 10
  minutes or until you extinguish the flames as an action:
  You gain resistance to fire damage.
  You gain a vulnerability to cold damage.
  If a creature is grappling you or you have a creature
  grappled at the start of your turn, it takes fire damage
  determined by the rarity of the ki focus.
  93
  
  Cascading Strikes Idol
  Cascading Strikes Idol
  Ki focus, rare (requires attunement by a monk)
  Your wide strike triggers your stout stone idol to release its
  power, helping you land a blow that would otherwise go
  astray. Whenever you make attack roll with advantage using
  an unarmed strike, you can reroll one of the dice once.
  Unerring Strike (1/day). When you miss an attack roll
  using this ki focus, you can reroll the attack, but must use the
  new result.
  Cobra Strike Statue
  Cobra Strike Statue
  Ki focus, uncommon (1d6), rare (1d10), or very rare (2d10)
  (requires attunement by a monk)
  This clay serpent drips with a strange venom. By pressing
  your finger into its fangs, you unlock the serpent's mysteries.
  When you hit a creature with a melee weapon attack using
  this key focus,
  Venomous Strike (1/day). When you hit a creature with a
  melee weapon attack using this ki focus, the target must
  succeed on a Constitution saving throw against your Ki save
  DC or become poisoned for 1 minute. While poisoned by this
  ability, the target also takes poison damage at the start of
  each of its turns. The poison damage is determined by the
  rarity, but also adds your Strength or Wisdom modifier (your
  choice). The target can repeat the saving throw at the end of
  each of its turns, ending the condition on a success.
  Cold Fury Medallion
  Cold Fury Medallion
  Ki focus, rare (requires attunement by a monk)
  The angrier you get, the colder this blue steel medallion
  becomes. All bludgeoning, piercing, and slashing damage
  dealt by attacks using this ki focus is cold damage instead.
  Cold Fury (1/day). When you hit a creature with a melee
  weapon attack using this ki focus, the target must succeed on
  a Strength saving throw against your Ki save DC or become
  restrained until it takes damage, until it uses an Action to end
  this effect, or until 1 minute passes. If it is damaged before
  the end of your next turn, it takes an extra 3d10 cold damage.
  Crimson Wick
  Crimson Wick
  Ki focus, rare (requires attunement by a monk)
  This braided wick burns brightly when placed within an oil
  lamp and ignited, yet is unconsumed by the flame. It inspires
  you to use your own inner resources to best effect.
  Crimson Sacrifice (1/short rest). As a bonus action, you
  spend 1 hit die, and until the end of your next turn, each time
  you deal damage with a melee weapon attack using this ki
  focus, roll your spent hit die and add the result to the
  damage.
  Devastating Tablet
  Devastating Tablet
  Ki focus, very rare (requires attunement by a monk)
  This small triangular slab appears to be made of some deep
  green stone, mottled with flecks of black and covered in
  runed etchings. The slab fits in one hand but seems far
  heavier than it should. When you deal damage with a weapon
  attack using this ki focus, any weapon damage die that shows
  a 1 or a 2 instead deals 3 damage.
  Elusive Action Practice Sword
  Elusive Action Practice Sword
  Ki focus, rare (requires attunement by a monk)
  As you practice with this blunt short sword, you mystically
  learn new defensive techniques. While you are attuned to this
  ki focus and it is on your person, the attack rolls of
  opportunity attacks made against you have disadvantage.
  Elusive Flurry (1/day). When an enemy hits you with an
  opportunity attack, you can use your reaction to activate your
  Flurry of Blows class feature immediately, without spending
  ki.
  Forked Lightning Flask
  Forked Lightning Flask
  Ki focus, rare (requires attunement by a monk)
  Crackling lightning illuminates you as it bounces around in
  this crystal flask before forking toward your enemy.
  Whenever you hit a creature with a melee weapon attack
  using this ki focus, your attack deals lightning damage
  instead of any other damage type.
  Lightning Fork (1/day). When you hit a creature with an
  attack that deals lightning damage using this ki focus, you
  can choose one enemy within 30 feet of the target of the
  triggering attack. You teleport to an unoccupied space
  adjacent to that enemy and make a melee weapon attack
  against it. The attack deals lightning damage instead of any
  other damage type.
  Ghost Strike Orb
  Ghost Strike Orb
  Ki focus, uncommon (requires attunement by a monk)
  This white orb seems little more than a worthless bauble, but
  when you focus on it, you see paths where the dead walk.
  Whenever you use this ki focus to make an attack roll with
  advantage against a creature with the Incorporeal
  Movement trait, the creature loses that trait and any damage
  resistances until the end of your next turn.
  Iron Body Weights
  Iron Body Weights
  Ki focus, very rare (requires attunement by a monk)
  This set of weights consists of rune-scribed chunks of lead
  laced together with leather straps. When tied to your feet and
  hands, you can perform the exercises needed to master the
  iron body technique. If you hit a creature with an attack using
  this ki focus, you gain resistance to all damage dealt by that
  target until the end of your next turn.
  94
  
  Magic Ki Focus
  Magic Ki Focus
  Ki focus, uncommon (+1), rare (+2), or very rare (+3) (requires
  attunement by a monk)
  A minor ki focus, enchanted to help channel mystical power.
  You have a bonus to attack and damage rolls made with this
  ki focus. The bonus is determined by the ki focus’ rarity.
  Mighty Strike Tablet
  Mighty Strike Tablet
  Ki focus, rare (requires attunement by a monk)
  This leather bag contains a metal plate inscribed with runes.
  You focus your ki and strike at the plate, shattering it to
  pieces that turn to smoke. The plate then reappears in the
  bag. When you deal damage with an unarmed strike using
  this ki focus as part of your Flurry of Blows class feature,
  your attack deals extra damage equal to your martial arts die.
  Mighty Strike (1/day). When you hit a creature with a
  melee attack using this ki focus, until the end of your next
  turn, you ignore the target’s damage immunities and
  resistances.
  Rain of Hammers Box
  Rain of Hammers Box
  Ki focus, rare (requires attunement by a monk)
  This small, wooden box holds a pair of leaden hammers and
  a tiny drum. By beating the hammers against the drum, you
  sharpen your ki, accustoming your arms to deliver a steady
  stream of powerful attacks. Whenever you reduce an enemy
  to 0 hit points, one enemy adjacent to you takes damage
  equal to your martial arts die + your Strength or Dexterity
  modifier (your choice).
  Rain of Hammers (1/day). As a bonus action, you can
  make one additional melee weapon attack using this ki focus
  against one enemy that you already hit with an attack this
  turn.
  Soul Siphon Tablet
  Soul Siphon Tablet
  Ki focus, rare (requires attunement by a monk)
  This small onyx tablet is no larger than your hand, its surface
  engraved with lines of text. It describes how to heed the signs
  that presage the death of your prey. You gain a +1 bonus to
  death saving throws.
  Soul Siphon (1/day). When you kill an adjacent creature
  with a CR of at least 1/8 using this ki focus, you regain up to
  two spent hit dice.
  Steadfast Stone
  Steadfast Stone
  Ki focus, very rare (requires attunement by a monk)
  This plain, round stone reveals the secrets of strength and
  tenacity, allowing you to mimic its impervious nature. Attacks
  made with this ki focus ignore damage resistance.
  Thunderfist Rod
  Thunderfist Rod
  Ki focus, rare (requires attunement by a monk)
  Roiling thunder booms with each strike you make, the metal
  of this focus vibrating as you assail your enemies with a
  cacophonous din. Whenever you hit a creature with a melee
  weapon attack using this ki focus, your attack deals thunder
  damage instead of any other damage type.
  Thunderfist Strike (1/day). When you make a melee
  attack using this ki focus, each enemy adjacent to the target
  must make a Constitution saving throw against your Ki save
  DC. On a failed save, a creature takes thunder damage equal
  to your highest ability score and for 1 minute, it is deafened.
  On a successful save, a creature takes half as much damage
  and is not deafened.
  95
  
  Power
  Power
  Power
  Power
  Power
  Conversion
  Conversion
  Conversion
  Conversion
  Conversion
  Homebrew
  Homebrew
  Homebrew
  Homebrew
  Homebrew
  This is part of a larger collection of Power
  Conversions available on the DM's Guild:
  Arcane Incantations
  Divine Prayers
  Martial Exploits
  Primal Rites
  Psionic Exploits
  For more updates on the conversions and other
  houserules, homebrews, rulehacks of DM_Steel,
  follow me on: https://ko-fi.com/dm_steel
  Cover: Third Eye Spiritual Intuition by
  [darksouls1](
  https://pixabay.com/users/darksouls1-
  2189876/" darksouls1")
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Conversion from 4e to 5e/Psionic Exploits v1.0.pdf