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-rwxr-xr-xbin/post-commit.githook2
-rwxr-xr-xbin/write-atomic21
-rw-r--r--out/changelog.html4
-rw-r--r--out/dnd/Psionist2.html482
-rw-r--r--out/dnd/index.html7
-rw-r--r--out/index.atom624
-rw-r--r--out/index.html11
-rw-r--r--out/tags/DM.html2
-rw-r--r--out/tags/FF.html2
-rw-r--r--out/tags/WP.html2
-rw-r--r--out/tags/index.html6
-rw-r--r--out/writing/index.html2
-rw-r--r--src/changelog.md7
-rw-r--r--src/dnd/Psionist2.org566
14 files changed, 1643 insertions, 95 deletions
diff --git a/bin/post-commit.githook b/bin/post-commit.githook
index 3f576e6..997afa3 100755
--- a/bin/post-commit.githook
+++ b/bin/post-commit.githook
@@ -1,6 +1,6 @@
#!/usr/bin/env bash
set -e
-d="$(dirname -- "$0")"
+d="$(dirname -- "$(readlink -f -- "$0")")"
"$d"/auto-changelog
"$d"/pre-generate &>/dev/tty &
diff --git a/bin/write-atomic b/bin/write-atomic
new file mode 100755
index 0000000..efb2551
--- /dev/null
+++ b/bin/write-atomic
@@ -0,0 +1,21 @@
+#!/usr/bin/env bash
+# Copyright (C) 2015-2016 Luke Shumaker
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU Affero General Public License as published by
+# the Free Software Foundation, either version 3 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU Affero General Public License for more details.
+#
+# You should have received a copy of the GNU Affero General Public License
+# along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+outfile=$1
+tmpfile="$(dirname "$outfile")/.tmp${outfile##*/}"
+
+cat > "$tmpfile" || { r=$?; rm -f "$tmpfile"; exit $r; }
+mv -f "$tmpfile" "$outfile"
diff --git a/out/changelog.html b/out/changelog.html
index a1f0992..ad94865 100644
--- a/out/changelog.html
+++ b/out/changelog.html
@@ -25,6 +25,10 @@
<article>
<h1 id="changelog">ChangeLog</h1>
+<h2 id="andrew-murrell-merlneo.andrewdm.me">2017-01-14 Andrew Murrell &lt;merl@neo.andrewdm.me&gt;</h2>
+<p>Added an updated Psionist class with more complete domains, but no mind powers yet.</p>
+<pre><code>src/dnd/Psionist2.org | 566 ++++++++++++++++++++++++++++++++++++++++++++++++++
+1 file changed, 566 insertions(+)</code></pre>
<h2 id="luke-shumaker-lukeshusbcglobal.net">2017-01-04 Luke Shumaker &lt;lukeshu@sbcglobal.net&gt;</h2>
<p>Change the title of &quot;Psionist&quot; -&gt; &quot;Psionist Class [5e]&quot;</p>
<pre><code>src/dnd/Psionist.md | 2 +-
diff --git a/out/dnd/Psionist2.html b/out/dnd/Psionist2.html
new file mode 100644
index 0000000..55543fd
--- /dev/null
+++ b/out/dnd/Psionist2.html
@@ -0,0 +1,482 @@
+<!DOCTYPE html>
+<html lang="en">
+ <head>
+ <meta charset="utf-8">
+ <title>#+HTML_HEAD_EXTRA: <style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style> — AndrewDM</title>
+ <link rel="stylesheet" href="/main.css">
+ <link rel="alternate" type="application/atom+xml" href="/index.atom" />
+ <style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style>
+ </head>
+ <body class="">
+ <header>
+ <h1 class=breadcrumbs><a href="../">AndrewDM</a> » <a href="./">Dungeons & Dragons</a> » <a href="">#+HTML_HEAD_EXTRA: <style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style></a></h1>
+ <nav>
+ <ul>
+ <li><a href="/">Projects</a>
+ <li><a href="/changelog.html"><abbr title="Blog">Blahg</abbr></a>
+ <li><a href="/about.html">Andrew</a>
+ <li>
+ <form method="GET" action="/search.html">
+ <input type=search name="s" placeholder="Search" /><input type=submit value="🔍" />
+ </form>
+ </ul>
+ </nav>
+ </header>
+ <article>
+
+ <h1 id="introduction-to-the-psionist-class-5e">Introduction to the Psionist Class [5e]</h1>
+<h1 id="the-psionist">The Psionist</h1>
+<p>As a Psionist, you gain the following class features.</p>
+<h2 id="hit-points">Hit Points</h2>
+<ul>
+<li><strong>Hit Dice</strong>: 1d6 per psionist level</li>
+<li><strong>Hit Points at 1st Level</strong>: 6 + your Constitution modifier</li>
+<li><strong>Hit Points at Higher Levels</strong>: 1d6 (or 4) + your Constitution modifier per psionist level after 1st</li>
+</ul>
+<h2 id="proficiencies">Proficiencies</h2>
+<ul>
+<li><strong>Armor</strong>: Light armor</li>
+<li><strong>Weapons</strong>: Simple Weapons</li>
+<li><strong>Tools</strong>: None</li>
+<li><strong>Saving Throws</strong>: Intelligence, Wisdom</li>
+<li><strong>Skills</strong>: Choose two skills from Arcana, History, Insight, Investigation, Medicine, Perception, or Religion</li>
+</ul>
+<h2 id="equipment">Equipment</h2>
+<p>You start with the following equipment, in addition to the equipment granted by your background:</p>
+<ul>
+<li>(a) a spear or (b) a mace</li>
+<li>(a) leather armor</li>
+<li>(a) light crossbow and 20 bolts or (b) any simple weapon</li>
+<li>(a) a scholar's pack or (b) an explorer's pack</li>
+</ul>
+<h2 id="psionist-class-progression-table">Psionist Class Progression Table</h2>
+<table>
+<tbody>
+<tr class="odd">
+<td></td>
+<td>Prof.</td>
+<td></td>
+<td></td>
+<td>Max</td>
+<td></td>
+<td></td>
+</tr>
+<tr class="even">
+<td>Level</td>
+<td>Bonus</td>
+<td>Features</td>
+<td>Psi</td>
+<td>Power</td>
+<td>Cantrips</td>
+<td>Powers</td>
+</tr>
+<tr class="odd">
+<td></td>
+<td></td>
+<td></td>
+<td>Points</td>
+<td>Level</td>
+<td>Known</td>
+<td>Known</td>
+</tr>
+<tr class="even">
+<td>1</td>
+<td>+2</td>
+<td><em>Mind Powers</em>, <em>Thought Sensitivity</em></td>
+<td>4</td>
+<td>1st</td>
+<td>3</td>
+<td>2</td>
+</tr>
+<tr class="odd">
+<td>2</td>
+<td>+2</td>
+<td><em>Psionic Focus</em></td>
+<td>6</td>
+<td>1st</td>
+<td>3</td>
+<td>3</td>
+</tr>
+<tr class="even">
+<td>3</td>
+<td>+2</td>
+<td>Psionic Discipline Feature</td>
+<td>14</td>
+<td>2nd</td>
+<td>3</td>
+<td>4</td>
+</tr>
+<tr class="odd">
+<td>4</td>
+<td>+3</td>
+<td>Ability Score Improvement</td>
+<td>17</td>
+<td>2nd</td>
+<td>3</td>
+<td>4</td>
+</tr>
+<tr class="even">
+<td>5</td>
+<td>+3</td>
+<td></td>
+<td>27</td>
+<td>3rd</td>
+<td>4</td>
+<td>5</td>
+</tr>
+<tr class="odd">
+<td>6</td>
+<td>+3</td>
+<td>Psionic Discipline Feature</td>
+<td>32</td>
+<td>3rd</td>
+<td>4</td>
+<td>6</td>
+</tr>
+<tr class="even">
+<td>7</td>
+<td>+3</td>
+<td></td>
+<td>38</td>
+<td>4th</td>
+<td>4</td>
+<td>7</td>
+</tr>
+<tr class="odd">
+<td>8</td>
+<td>+3</td>
+<td>Ability Score Improvement</td>
+<td>44</td>
+<td>4th</td>
+<td>4</td>
+<td>7</td>
+</tr>
+<tr class="even">
+<td>9</td>
+<td>+4</td>
+<td></td>
+<td>57</td>
+<td>5th</td>
+<td>4</td>
+<td>8</td>
+</tr>
+<tr class="odd">
+<td>10</td>
+<td>+4</td>
+<td><em>Psionic Domain</em></td>
+<td>64</td>
+<td>5th</td>
+<td>5</td>
+<td>9</td>
+</tr>
+<tr class="even">
+<td>11</td>
+<td>+4</td>
+<td></td>
+<td>73</td>
+<td>6th</td>
+<td>5</td>
+<td>10</td>
+</tr>
+<tr class="odd">
+<td>12</td>
+<td>+5</td>
+<td>Ability Score Improvement</td>
+<td>73</td>
+<td>6th</td>
+<td>5</td>
+<td>10</td>
+</tr>
+<tr class="even">
+<td>13</td>
+<td>+5</td>
+<td></td>
+<td>83</td>
+<td>7th</td>
+<td>5</td>
+<td>11</td>
+</tr>
+<tr class="odd">
+<td>14</td>
+<td>+5</td>
+<td>Psionic Discipline Feature</td>
+<td>83</td>
+<td>7th</td>
+<td>5</td>
+<td>12</td>
+</tr>
+<tr class="even">
+<td>15</td>
+<td>+5</td>
+<td></td>
+<td>94</td>
+<td>8th</td>
+<td>5</td>
+<td>13</td>
+</tr>
+<tr class="odd">
+<td>16</td>
+<td>+5</td>
+<td>Ability Score Improvement</td>
+<td>94</td>
+<td>8th</td>
+<td>5</td>
+<td>13</td>
+</tr>
+<tr class="even">
+<td>17</td>
+<td>+6</td>
+<td></td>
+<td>107</td>
+<td>9th</td>
+<td>5</td>
+<td>14</td>
+</tr>
+<tr class="odd">
+<td>18</td>
+<td>+6</td>
+<td>Psionic Discipline Feature</td>
+<td>114</td>
+<td>9th</td>
+<td>5</td>
+<td>15</td>
+</tr>
+<tr class="even">
+<td>19</td>
+<td>+6</td>
+<td>Ability Score Improvement</td>
+<td>123</td>
+<td>9th</td>
+<td>5</td>
+<td>16</td>
+</tr>
+<tr class="odd">
+<td>20</td>
+<td>+6</td>
+<td><em>Perfect Mind</em></td>
+<td>133</td>
+<td>9th</td>
+<td>5</td>
+<td>17</td>
+</tr>
+</tbody>
+</table>
+<h2 id="mind-powers">Mind Powers</h2>
+<p>All Psionic abilities except those that cast spells are mind powers. Intelligence is your psionic ability for your mind powers. Your intellect determines the strength of the psionic effects you manifest. In addition, you use your Intelligence modifier when setting the saving throw DC for a mind power or when making an attack roll with one. Manifesting mind powers does not require verbal, somatic, or material components unless those components have an explicit cost associated with them or are consumed.</p>
+<ul>
+<li><strong>Restriction on High Level Powers</strong>: Psionic Powers of sixth level and higher take a drastic mental toll when manifested. You may only manifest one sixth, one seventh, one eighth, and one ninth level power per day.</li>
+</ul>
+<h3 id="psi-points">Psi Points</h3>
+<p>Psi points represent a Psionist's pool of mental energy. It expands as she gains levels in the Psionist class and becomes more powerful. When manifesting powers, she uses a number of psi points according to the table below.</p>
+<table>
+<thead>
+<tr class="header">
+<th>Power Level</th>
+<th>Point Cost</th>
+</tr>
+</thead>
+<tbody>
+<tr class="odd">
+<td>1</td>
+<td>2</td>
+</tr>
+<tr class="even">
+<td>2</td>
+<td>3</td>
+</tr>
+<tr class="odd">
+<td>3</td>
+<td>5</td>
+</tr>
+<tr class="even">
+<td>4</td>
+<td>6</td>
+</tr>
+<tr class="odd">
+<td>5</td>
+<td>7</td>
+</tr>
+<tr class="even">
+<td>6</td>
+<td>9</td>
+</tr>
+<tr class="odd">
+<td>7</td>
+<td>10</td>
+</tr>
+<tr class="even">
+<td>8</td>
+<td>11</td>
+</tr>
+<tr class="odd">
+<td>9</td>
+<td>13</td>
+</tr>
+</tbody>
+</table>
+<p>All spent psi points are recovered after a long rest.</p>
+<h3 id="psionic-ability">Psionic Ability</h3>
+<p><strong>Mind Powers Save DC</strong> = 8 + your proficiency bonus + your Intelligence modifier</p>
+<p><strong>Mind Power Attack Modifier</strong> = your proficiency bonus + your Intelligence modifier</p>
+<h2 id="thought-sensitivity">Thought Sensitivity</h2>
+<p>As a Psionist, you are attuned to the thoughts and feelings of others, as well as the concentration of psionic energy in an area.</p>
+<ul>
+<li>It is more difficult for a group of people to surprise you. If you enter an area with a group of five or more hidden creatures, you feel their presence and cannot be surprised by them. You can not determine their location relative to you or where they are hiding.</li>
+<li>As an action you can examine an object or creature within 10 feet of you to psionically determine whether or not it has a mind. You cannot determine this if it is shielded or immune to having its mind read.</li>
+</ul>
+<h2 id="psionic-focus">Psionic Focus</h2>
+<p>When you reach 2nd level, you may choose to focus your psionic potential in one of two directions: inward or outward.</p>
+<h3 id="internal-focus">Internal Focus</h3>
+<p><strong>Psionic Recovery</strong>: Once per day when you finish a short rest you may regain a number of psi points equal to your Psionist level (up to 9).</p>
+<h3 id="external-focus">External Focus</h3>
+<p><strong>Force of Will</strong>: Once per short rest when manifesting a mind power you may add your proficiency bonus to your Mind Power Attack Modifier or Mind Power Save DC. You must choose to do so before the roll is made.</p>
+<h2 id="psionic-domain">Psionic Domain</h2>
+<p>When you reach 10th level, you may choose to focus your psionic potential towards an aspect of reality: mind, body, time, or space.</p>
+<h3 id="mind-domain">Mind Domain</h3>
+<p><strong>Psionic Restoration</strong>: Once per short rest on your turn you may remove a mind-altering condition from yourself. Alternatively, you may use an action to end a mind-altering condition from a creature you touch. These may be Charmed or Frightened.</p>
+<h3 id="body-domain">Body Domain</h3>
+<p><strong>Psychoportation</strong>: Your movement speed is increased by 10 ft and you gain proficiency in dexterity saving throws.</p>
+<h3 id="time-domain">Time Domain</h3>
+<p><strong>Chronostutter</strong>: Once per short rest on your turn you gain an additional bonus action.</p>
+<h3 id="space-domain">Space Domain</h3>
+<p><strong>Far Manifestation</strong>: The max range of your psionic powers with ranges greater than self is increased by 20 ft.</p>
+<h2 id="perfect-mind">Perfect Mind</h2>
+<p>Over years of study and experience in the Hidden Art, you have mastered the use of your most powerful psionic powers. Upon reaching 20th level, the restriction on manifesting high level powers no longer applies to sixth and seventh level powers.</p>
+<h2 id="psionic-disciplines">Psionic Disciplines</h2>
+<p>Psionic Disciplines represent the ways in which Psionists interact with the Psionic Field and manifest their powers. You select a discipline at 3rd level and it grants abilities at 3rd, 6th, 14th, and 18th levels.</p>
+<table>
+<thead>
+<tr class="header">
+<th></th>
+<th>Internal</th>
+<th>External</th>
+</tr>
+</thead>
+<tbody>
+<tr class="odd">
+<td>Mind</td>
+<td>Cogitation</td>
+<td>Domination</td>
+</tr>
+<tr class="even">
+<td>Body</td>
+<td>Sympathy</td>
+<td>Manifestation</td>
+</tr>
+<tr class="odd">
+<td>Time</td>
+<td>Prescience</td>
+<td>Anticipation</td>
+</tr>
+<tr class="even">
+<td>Space</td>
+<td>Metapsionics</td>
+<td>Apportation</td>
+</tr>
+</tbody>
+</table>
+<h3 id="cogitation-44">Cogitation [4/4]</h3>
+<p>Clarity of thought, memory, action and connection to thinking creatures.</p>
+<p><strong>Mimic Skill</strong>: At 3rd level, you learn to tap into the minds of those around you to temporarily mimic their skills. As an action, you may target a creature within 30 feet of you. An unwilling creature makes an wisdom saving throw or is affected. You may learn a skill, armor, weapon, or tool proficiency from the targeted creature. You may only mimic one proficiency with this ability at a time, but may target a new creature at will. The targeted creature must have the chosen proficiency for you to gain it. You retain the proficiency while in the presence of the mimicked creature, but the proficiency disappears when the creature moves more than 30 feet from you.</p>
+<p><strong>Touch of Tongues</strong>: If a creature speaks at least one language, as an action you may concentrate to translate their intentions, though not their exact wording, into a language you know. This uses your concentration for manifesting mind powers or casting spells and the effect ends when you cease concentrating on it.</p>
+<p><strong>Tactician</strong>: You learn to use sensory information from those around you when aiming your manifestations. When determining if you can see a creature or object for a spell, mind power, or other ability, you may use the senses of any creatures within 60 feet of you instead of your own. An unwilling creature makes a wisdom saving throw or is affected.</p>
+<p><strong>One With All</strong>: You thrive in areas of high density psionic energy. Once per long rest, you may enter a psionic trance which provides a variety of benefits. While in the trance you gain proficiency in all skills, languages, and saving throws, automatically succeed concentration checks, and any psionic abilities that you manifest or spells you cast are considered to be manifested or cast from one level higher (maximum of 9th level). This effect lasts a number of minutes equal to the number of thinking creatures within 60 feet of you when you enter the trance (maximum 10 minutes). Your own senses are considered blinded and deafened for the duration. After the trance ends you gain 1 level of exhaustion.</p>
+<h3 id="sympathy-44">Sympathy [4/4]</h3>
+<p><strong>Psionic Blade Ward</strong>: You learn to ready your body to withstand damaging strikes. As a bonus action, you may spend a psi point to manifest the psionic cantrip Blade Ward (you don't have to be able to manifest that cantrip normally).</p>
+<p><strong>Empower Object</strong>: You learn to imbue objects with psionic energy to produce a minor effect. As a bonus action, you may touch an object of size small or smaller and choose to imbue it with one of the following effects until the beginning of your next turn:</p>
+<ul>
+<li>Light: The object gives off a faint glow which illuminates 30 feet of the surrounding area in dim or bright light (your choice).</li>
+<li>Heat: The object gives off extreme heat. Touching the object deals 2d8 fire damage.</li>
+<li>Silence: All sounds within 5 feet of the object are silenced as with a Silence spell.</li>
+<li>Pain: Touching the object produces an illusory sense of pain which deals 3d4 psychic damage.</li>
+<li>Weight: The object's weight is reduced by 10 pounds. If this would reduce the object's weight to 0, the object floats in the air.</li>
+</ul>
+<p>If a chosen affect applied to an object would deal damage, you and any number of chosen creatures are immune to taking that damage from that effect.</p>
+<p><strong>Reliable Psychometry</strong>: You may manifest the 2nd level mind power Psychometry at will without spending psi points. Additionally, while in the attunement trance you may choose to move to the perspectives of nearby objects within line of sight of the object you hold. The effect ends if your chosen object ever leaves line of sight of the original object.</p>
+<p><strong>Kinetic Avatar</strong>: You extend your sense of self into the world around you, animating and controlling objects and structures in your vicinity, then pulling them around you in a swirling cocoon of armor. The effect lasts for 1 minute. After the effect ends, you gain one level of exhaustion.</p>
+<ul>
+<li>You gain a flying speed equal to your normal speed for the duration.</li>
+<li>Your armor class increases by 10 for the duration, though this bonus decays as parts of your Avatar armor are destroyed.</li>
+<li>You gain a number of temporary hit points equal to your Psionist level for the duration. Whenever you take damage your bonus armor class decreases by 1 as part of the armor is sheared away.</li>
+<li>As an action you may shed 5 points of bonus AC to manifest the 5th level psionic power Animate Objects without spending psi points. The animated objects can fly. Maintaining control of the animated objects requires concentration.</li>
+</ul>
+<h3 id="prescience-44">Prescience [4/4]</h3>
+<p><strong>Detect Strike</strong>: You sense when an opponent decides to strike you and can mentally prepare yourself. When you are attacked by a creature you can see, you may use your reaction to get a +2 bonus to armor class against that creature until your next turn. At 14th level, this increases to a +4 bonus. You may use this feature a number of times equal to your Intelligence modifier (minimum 2) per short rest.</p>
+<p><strong>Predict Disaster</strong>: Once per short rest, when you make a roll at disadvantage, you may choose to roll normally instead.</p>
+<p><strong>Read the Past</strong>: If you would roll less than a 20 on a History check, you roll a 20 instead. If a person you hear makes a statement about a past event, you can tell if they are lying.</p>
+<p><strong>Grand Oracle</strong>: The Myriad possibilities of time: past, present, and future are laid bare before you. Through communing with the remnant collective consciousnesses present within the Psionic Field, you gain the following features:</p>
+<ul>
+<li>You cannot be surprised.</li>
+<li>You may manifest the 2nd level mind power Augury at will without requiring components or spending psi points. The cumulative 25% change of failure does not apply for the first manifestation of this power each day via this feature.</li>
+<li>You may manifest the 5th level mind power Commune once per day without spending any psi points.</li>
+<li>You may manifest the 6th level mind power Truesight once per day without spending any psi points.</li>
+</ul>
+<h3 id="metapsionics-44">Metapsionics [4/4]</h3>
+<p><strong>Extended Focus</strong>: You may choose both options of the Psionic Focus feature (both Internal and External).</p>
+<p><strong>Diminish/Enhance Psionics</strong>: You have learned the deep secrets of the Hidden Art. Once per short rest, when you or a creature you can see manifests a psionic power or you encounter an existing psionic effect, you may choose to apply one of the following effects to modify it as a reaction.</p>
+<ul>
+<li><strong>Fork/Merge</strong>: You may increase or decrease the number of affected creatures by 1 (this may not reduce the number of affected creatures to 0).</li>
+<li><strong>Expand/Contract</strong>: You may enlarge or reduce the area of effect by 5 feet.</li>
+<li><strong>Extend/Curtail</strong>: You may increase or decrease the duration by 1 minute (this doesn't apply to instantaneous effects).</li>
+<li><strong>Shape</strong>: You may change the shape of the area of effect (but not the direction). For example you could change a line to a cone.</li>
+</ul>
+<p>*Advanced Metapsionics*: You gain an additional use of your Diminish/Enhance Psionics feature per short rest and the following additional options.</p>
+<ul>
+<li><strong>Counter</strong>: You may make an Intelligence (Psionics) check against 10 + the power's level to end the effect.</li>
+<li><strong>Splice</strong>: When you manifest a psionic effect or see one being manifested, as a reaction, you may to choose a psionic power of 2nd level or lower that you know and add its effects (choosing targets separately within the area of effect or list of targets if applicable) to the manifestation. Doing so requires spending an appropriate number of psi points as if you were manifesting that power normally. You may not manifest that power at a level higher than its level.</li>
+<li><strong>Reflect</strong>: If a psionic effect would target just you, you may have it target the originator of the effect instead.</li>
+</ul>
+<p>*Unleash Potential*: Once per long rest as an action you plant a seed of psionic ability in a willing creature you touch. For 24 hours they gain the ability to manifest a psionic power of your choice of 2nd level or lower (or a cantrip) and gain 6 psi points. If you manifest this ability on the same target every day for a month (30 days), the change becomes permanent and the creature is considered to be able to innately manifest that ability. You may not grant more than one ability to a creature, nor can you target a creature that already can manifest psionic abilities. It's Mind Power Save DC and Attack Modifier are determined by its Intelligence.</p>
+<h3 id="domination-44">Domination [4/4]</h3>
+<p><strong>Deep Suggestion</strong>: You may manifest the second level mind power Suggestion once per long rest without expending any psi points. When you do, the creature you target has disadvantage on the saving throw.</p>
+<p><strong>Psychic Potency</strong>: When you deal psychic damage to a target that is stunned, you may deal damage as though it were a critical strike.</p>
+<p><strong>Psychic Entity</strong>: When you die, you may attempt to force your way into another creature's body to continue living. To do so, a target creature within 30 feet of you makes a Charisma saving throw. On a success, you die, otherwise, you take control of the target's body and force their consciousness into dormancy. You gain their physical features (Strength, Dexterity, Constitution) but retain all of your other traits. Once every 24 hours, or whenever you take damage greater than 50% of your max hit points, the dormant consciousness may attempt to resume control of the body by making a Charisma saving throw. On a success, you are forced out of the body and must either attempt to use this feature again on a different target or die.</p>
+<p><strong>Enslave</strong>: Once per long rest as an action you may target a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you until you die or are on a different plane of existence from it. The charmed target is under your control and can't take reactions, and you and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, it can repeat its saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least one mile away from you.</p>
+<h3 id="manifestation-44">Manifestation [4/4]</h3>
+<p><strong>Astral Armor</strong>: As an action, you may conjure a coating of astral matter which covers the skin. This coating lasts for 1 hour and radiates dim light. Your AC becomes 13 + your Dexterity modifier for the duration. As a reaction, you may explicitly harden the coating, which temporarily increases your AC to 15 + Dex, but destroys the armor afterwards in a flash of bright light. Creatures within 5 feet of you when the armor is destroyed must make a Constitution saving throw or be blinded until your next turn.</p>
+<p><strong>Astral Weapon</strong>: You learn to emulate the effects of the 2nd level Cleric spell Spiritual Weapon as a 2nd level mind power except the conjured weapon is considered to be made of Astral matter and radiates dim light. Additionally, the first time you manifest your Astral weapon each day, you may do so without spending psi points.</p>
+<p><strong>Durable Manifestation</strong>: When you create or conjure a creature it gains 20 temporary hit points. While you are wearing your Astral Armor, you gain 20 temporary hit points.</p>
+<p><strong>Astral Affinity</strong>: Powers and effects that create creatures or manifestations made of astral matter cost half as much to manifest and last twice as long (this includes those created by your Astral Armor and Astral Weapon features).</p>
+<h3 id="anticipation-44">Anticipation [4/4]</h3>
+<p><strong>Force Repulsion</strong>: As an action you may have target creature within 60 feet of you makes a Strength saving throw. If it fails, it is pushed up to 30 feet away from you and requires spending twice its movement to approach you until your next turn.</p>
+<p><strong>Kinematics</strong>: You learn the Minor Kinematics Cantrip with the slight differences noted below.</p>
+<ul>
+<li>It does not count against the number of Cantrips known.</li>
+<li>The number of objects or creatures that can be levitated is doubled.</li>
+<li>The maximum weight of an object or creature that can be levitated is doubled.</li>
+<li>When lifting objects with the Minor Kinematics psionic cantrip, you may attempt to attack a creature in range that you can see with those objects. This attack can be made as either an action or a bonus action using your Int modifier + your proficiency bonus to hit. You are considered proficient with these attacks and their damage is determined by the statistics of the objects being levitated (e.g. a longsword would deal 1d8 + your Intelligence modifier slashing damage and a levitated metal bucket would deal 1 + Intelligence bludgeoning damage). Floating objects can be attacked or pulled downwards, which causes the cantrip's effect holding them aloft to fail. If you attempt to make a ranged attack with a floating object, it must have the loading property and be loaded and such an attack may not be performed as a bonus action. You cannot load a weapon or activate a magic item using the Minor Kinematics cantrip.</li>
+</ul>
+<p>*Phasing*: Once per short rest, as an action on your turn, you may become intangible until your next turn. You may pass through solid objects and are invulnerable to nonmagical bludgeoning, slashing, and piercing damage, but not structures, boundaries, or weapons created by magical force. Your gear may become intangible with you. If you would end your turn inside an object, you take 6d8 bludgeoning damage and are ejected to the nearest unoccupied space. If you end your turn inside another creature, you both take this damage.</p>
+<p><strong>Time Skip</strong>: Once per long rest you may target a creature within 60 feet of you. That creature makes a Charisma saving throw. If it fails, that creature skips its next round of combat.</p>
+<h3 id="apportation-44">Apportation [4/4]</h3>
+<p><strong>Call Energy</strong>: You feel the cosmic pull of the planes of Positive and Negative Energy. Once per long rest, as an action you may cover an 20-ft radius sphere centered at a point you can see in planar energy. Choose either a) the Positive Energy Plane or b) the Negative Energy Plane. The covered area is either a) bathed in a dull glow or b) shrouded in a misty shadow which a) heals each living creature in range by 1 hp at the end of each creature's turn or b) deals 1 damage per turn to all living things in range and the end of each creature's turn. Maintaining this effect requires concentration and may last no longer than a minute.</p>
+<p><strong>Planar Abjuration</strong>: Once per short rest, as a reaction to a spell or effect within 30 ft of you that would deal fire, cold, lightning, thunder, radiant, or necrotic damage, you channel the powers of the elemental and outer planes to reduce the damage dealt by an amount equal to your Intelligence modifier + your Psionist level. If the spell or effect has an area of effect, the damage each affected creature takes is reduced by this much. Damage reduction is applied before applying resistances.</p>
+<p><strong>Banishing Blasts</strong>: Once per short rest, when a creature native to a different plane of existence than the one it is on takes damage from one of your mind powers, you may have it make a Charisma saving throw. If it fails this saving throw, it is banished to its plane of origin sound for 1 minute with a faint popping sound. While there, the target is incapacitated. When the minute is finished, it returns to the nearest unoccupied space from where it left.</p>
+<p><strong>Whitefire Portal</strong>: You burn a temporary hole through the Astral Plane and into another plane of your choice. Once per long rest, centered on a point within 300 ft of you, you summon raw Astral ectoplasm which burns with hellish, white-hot fury. Any creature standing within 20 feet of the whitefire must make a Dexterity saving throw or take 12d10 fire damage or half on a successful save. Inanimate objects in the area also take the damage and flammable objects may catch on fire. A portal then opens to a plane of your choice as with a Gate spell and remains open for 1 minute as the planes slowly knit themselves back together. Alternatively, instead of a specific location on a plane of your choice, you may choose to have your portal open into a general location in one of the elemental planes or the planes of positive or negative energy. If you do so, creatures who enter or begin their turns within 20 feet of the portal take 6d10 damage of the appropriate elemental or energy type.</p>
+<h1 id="mind-powers-1">MIND POWERS:</h1>
+<p><strong>Mind Blast</strong>: You magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on a Intelligence saving throw or take 5d8 psychic damage and be stunned for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
+<p><strong>Mind Meld</strong>: As an action, you may touch a creature with an Intelligence of 5 or greater and attempt to meld your consciousnesses together. Doing so can be dangerous. If you attempt to meld with an unwilling creature, it makes a Wisdom saving throw to block the mental intrusion, otherwise a link is established. While the link is active, thoughts, emotions, and memories are shared freely between yourself and the creature. During a mind meld, since your minds are linked, it is more difficult to lie or to hide information. To do so requires a Concentration (Intelligence) contest for each lie or omission. Either party may attempt to leave the mind meld by repeating the wisdom saving throw (if you attempt to leave, you must also make a wisdom saving throw against your Mind Power save DC). If the link is broken in this way, or in any other way (such as the death of one of its participants or being physically torn from touching one another) before both parties explicitly agree to do so, both parties take 10d6 psychic damage. You may only use this feature once per long rest.</p>
+<p><strong>Conjure Astral Construct</strong>: Once per long rest, as an action, you may create an Astral construct from Astral matter pulled from the Astral Plane.</p>
+<p>Though you may customize the exact form of the construct to your liking, the statistics for the Astral Construct are the same as that of the Helmed Horror (page 183 in the Monster Manual) with the following exceptions:</p>
+<p>It gains up to three additional options from the list below (you may choose the same option more than once):</p>
+<ul>
+<li>Extra Attack</li>
+<li>See Invisibility</li>
+<li>Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con saves or are blinded and deafened for 1 minute. They may repeat the saving throw at the end of each of their turns. Once a creature succeeds, it cannot be affected again.)</li>
+<li>5d8 (22) Extra Hit Points</li>
+<li>Extra Spell Immunity (Two additional spells)</li>
+<li>+3 Damage on Hit</li>
+<li>+1 AC</li>
+</ul>
+<p>*Imprisonment*: You learn the 9th level Wizard spell Imprisonment as a ninth level mind power. It does not count against the number of powers known, but costs the normal number of psi points to manifest. As a Mind Master, Imprisonment gains an additional option: Mind Prison. You may choose to Imprison the creature directly in your mind. There is no material component needed for this option. If you die or your consciousness leaves your body for a period longer than 8 hours (as with an Astral Projection spell), the prisoner is released. While imprisoned in your mind, the creature may sense what you allow it to sense and you may read the creature's surface thoughts as with a Detect Thoughts spell. No more than one creature may be imprisoned this way at a time.</p>
+<p><strong>Impose Will</strong>: Once per short rest, you may cause a creature making a saving throw against one of your mind powers, abilities, or your psionic blast to have disadvantage on that saving throw. You must do so before the roll is made. Once you've used this feature on a creature, you may not do so again on that same creature until you finish a long rest.</p>
+
+ </article>
+ <footer>
+ <p>The content of this page is Copyright © 2017 <a href="mailto:ImFromNASA@gmail.com">Andrew Murrell</a>.</p>
+<p>This page is licensed under the <a href="">CC BS-SA-3.0</a> license.</p>
+ <p>Page source: <a href="Psionist2.org">Psionist2.org</a></p>
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diff --git a/out/dnd/index.html b/out/dnd/index.html
index 528dd02..bda561d 100644
--- a/out/dnd/index.html
+++ b/out/dnd/index.html
@@ -26,11 +26,14 @@
<h1 class=title>Dungeons & Dragons</h1>
<ul>
-<li><span><a class="external" href="WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-13">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
+<li><span><a class="external" href="WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-14">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
<li><span><a class="" href="psionist-class.html" title="Published on 2016-07-16">Psionist Class [5e]</a></span><span><a class="tag ES" href="/tags/ES.html">Essay</a><a class="tag HB" href="/tags/HB.html">Homebrew</a></span></li>
<li><span><a class="" href="tastavi.html" title="Published on 2016-08-30">Tastavi D'Maelnor of Llolethane</a></span><span><a class="tag SS" href="/tags/SS.html">Short Story</a></span></li>
-<li><span><a class="" href="spell-gauntlet.html" title="Published on 2017-01-09">Spell Gauntlet: Practical Spellcasting</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a><a class="tag SS" href="/tags/SS.html">Short Story</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
<li><span><a class="" href="psionic-schools.html" title="Published on 2017-01-09">Schools of Psionics</a></span><span><a class="tag ES" href="/tags/ES.html">Essay</a><a class="tag HB" href="/tags/HB.html">Homebrew</a></span></li>
+<li><span><a class="" href="spell-gauntlet.html" title="Published on 2017-01-09">Spell Gauntlet: Practical Spellcasting</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a><a class="tag SS" href="/tags/SS.html">Short Story</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
+<li><span><a class="" href="Psionist2.html" title="Published on 2017-01-14">#+HTML_HEAD_EXTRA:
+<style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style>
+</a></span><span></span></li>
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</article>
diff --git a/out/index.atom b/out/index.atom
index 170d817..1a512e6 100644
--- a/out/index.atom
+++ b/out/index.atom
@@ -5,105 +5,491 @@
<link rel="self" type="application/atom+xml" href="./index.atom"/>
<link rel="alternate" type="text/html" href="./"/>
<link rel="alternate" type="text/markdown" href="./index.md"/>
- <updated>2017-01-09T18:17:41-05:00</updated>
+ <updated>2017-01-14T02:30:57+00:00</updated>
<author><name>Andrew Murrell</name><uri>https://andrewdm.me/</uri><email>ImFromNASA@gmail.com</email></author>
<id>https://www.andrewdm.me/</id>
<entry xmlns="http://www.w3.org/2005/Atom">
- <link rel="alternate" type="text/html" href="https://www.andrewdm.me/about.html"/>
- <id>https://www.andrewdm.me/about.html</id>
- <updated>2017-01-09T18:17:41-05:00</updated>
+ <link rel="alternate" type="text/html" href="https://www.andrewdm.me/changelog.html"/>
+ <id>https://www.andrewdm.me/changelog.html</id>
+ <updated>2017-01-14T02:30:57+00:00</updated>
<published>2017-01-09T18:17:41-05:00</published>
- <title>Hello Internet Person!</title>
+ <title>ChangeLog</title>
<author><name>Andrew Murrell</name><uri>https://andrewdm.me/</uri><email>ImFromNASA@gmail.com</email></author>
- <content type="html">&lt;p&gt;Hello Internet Person!&lt;/p&gt;
-&lt;p&gt;I'm Andrew D. Murrell, and I'm a DM.&lt;/p&gt;
-&lt;p&gt;Though I hold a degree in Physics, am currently working as a manager and editor at a small tech firm. I write, mostly to teach my players about the whatever they want to know about the Forgotten Realms, but also because I think stories make the world a better place. I can be contacted at ImFromNASA@gmail.com and would love to hear from you!&lt;/p&gt;
+ <content type="html">&lt;h1 id="changelog"&gt;ChangeLog&lt;/h1&gt;
+&lt;h2 id="andrew-murrell-merlneo.andrewdm.me"&gt;2017-01-14 Andrew Murrell &amp;lt;merl@neo.andrewdm.me&amp;gt;&lt;/h2&gt;
+&lt;p&gt;Added an updated Psionist class with more complete domains, but no mind powers yet.&lt;/p&gt;
+&lt;pre&gt;&lt;code&gt;src/dnd/Psionist2.org | 566 ++++++++++++++++++++++++++++++++++++++++++++++++++
+1 file changed, 566 insertions(+)&lt;/code&gt;&lt;/pre&gt;
+&lt;h2 id="luke-shumaker-lukeshusbcglobal.net"&gt;2017-01-04 Luke Shumaker &amp;lt;lukeshu@sbcglobal.net&amp;gt;&lt;/h2&gt;
+&lt;p&gt;Change the title of &amp;quot;Psionist&amp;quot; -&amp;gt; &amp;quot;Psionist Class [5e]&amp;quot;&lt;/p&gt;
+&lt;pre&gt;&lt;code&gt;src/dnd/Psionist.md | 2 +-
+1 file changed, 1 insertion(+), 1 deletion(-)&lt;/code&gt;&lt;/pre&gt;
+&lt;h2 id="august-2016"&gt;31 August 2016&lt;/h2&gt;
+&lt;p&gt;Decided that the 1/5th of 'Magic is Magic' that was 'finished' was actually trash.&lt;/p&gt;
+&lt;p&gt;Worked on &amp;quot;Harvey's Adventure&amp;quot; for a pair of paragraphs.&lt;/p&gt;
+&lt;h2 id="august-2016-1"&gt;30 August 2016&lt;/h2&gt;
+&lt;p&gt;Updated Tastavi with my introduction and 'Andrew Stamp of Approval'™ rewrite.&lt;/p&gt;
+&lt;p&gt;Decided that there are not enough hours in a day.&lt;/p&gt;
</content>
<rights type="html">&lt;p&gt;The content of this page is Copyright © 2017 &lt;a href="mailto:ImFromNASA@gmail.com"&gt;Andrew Murrell&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This page is licensed under the &lt;a href=""&gt;CC BS-SA-3.0&lt;/a&gt; license.&lt;/p&gt;</rights>
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- <link rel="alternate" type="text/html" href="https://www.andrewdm.me/dnd/psionic-schools.html"/>
- <id>https://www.andrewdm.me/dnd/psionic-schools.html</id>
- <updated>2017-01-09T18:17:41-05:00</updated>
- <published>2017-01-09T18:17:41-05:00</published>
- <title>Schools of Psionics</title>
+ <link rel="alternate" type="text/html" href="https://www.andrewdm.me/dnd/Psionist2.html"/>
+ <id>https://www.andrewdm.me/dnd/Psionist2.html</id>
+ <updated>2017-01-14T02:30:39+00:00</updated>
+ <published>2017-01-14T02:30:39+00:00</published>
+ <title>#+HTML_HEAD_EXTRA: <style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style></title>
<author><name>Andrew Murrell</name><uri>https://andrewdm.me/</uri><email>ImFromNASA@gmail.com</email></author>
- <category term="ES" label="Essay" /><category term="HB" label="Homebrew" />
- <content type="html">&lt;h1 class=title&gt;Schools of Psionics&lt;/h1&gt;
-&lt;p&gt;From what I've seen, the most recent few 5e Unearthed Arcana dealing with &amp;quot;Psionics and the Mystic&amp;quot; have been getting somewhat mixed reviews. I don't think this is because of the mechanics--or rather not COMPLETELY because of the mechanics. Mechanics for psionics have always been weird, and the 5e style is good for D&amp;amp;D, so maintaining that is good and won't get any gripes from me.&lt;/p&gt;
-&lt;p&gt;But I think that no matter what purely mechanical tweaks the UA team has planned for the Mystic, the general lukewarm reception isn't going to change unless we get something else squared away first. Something a little deeper--something that helps us grasp Psionics in the same way we grasp Magic: with a complete and intuitive system.&lt;/p&gt;
-&lt;p&gt;With Weave-based magic there are schools which somewhat delineate magical effects (conjuration, divination, etc), but that's not exactly what I mean. Not to bash the magical schools (any system will have inconsistencies--mine notwithstanding), but few people really understand what it means to be a wizard by what school of magic they specialize in. An enchantment wizard isn't fundamentally different from an evocation one. But a wizard is different than a bard or a warlock. These &amp;quot;Schools of Psionics&amp;quot; are as much about the state of mind of the manifester and the method for manifestation as they are about the outcome of the manifestation (there are several of my Psionic &amp;quot;schools&amp;quot; that may each manifest effects in the transmutation school of magic for instance, but each according to its own particular rules).&lt;/p&gt;
-&lt;p&gt;What I mean is this:&lt;/p&gt;
+
+ <content type="html">&lt;h1 id="introduction-to-the-psionist-class-5e"&gt;Introduction to the Psionist Class [5e]&lt;/h1&gt;
+&lt;h1 id="the-psionist"&gt;The Psionist&lt;/h1&gt;
+&lt;p&gt;As a Psionist, you gain the following class features.&lt;/p&gt;
+&lt;h2 id="hit-points"&gt;Hit Points&lt;/h2&gt;
+&lt;ul&gt;
+&lt;li&gt;&lt;strong&gt;Hit Dice&lt;/strong&gt;: 1d6 per psionist level&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Hit Points at 1st Level&lt;/strong&gt;: 6 + your Constitution modifier&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Hit Points at Higher Levels&lt;/strong&gt;: 1d6 (or 4) + your Constitution modifier per psionist level after 1st&lt;/li&gt;
+&lt;/ul&gt;
+&lt;h2 id="proficiencies"&gt;Proficiencies&lt;/h2&gt;
+&lt;ul&gt;
+&lt;li&gt;&lt;strong&gt;Armor&lt;/strong&gt;: Light armor&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Weapons&lt;/strong&gt;: Simple Weapons&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Tools&lt;/strong&gt;: None&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Saving Throws&lt;/strong&gt;: Intelligence, Wisdom&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Skills&lt;/strong&gt;: Choose two skills from Arcana, History, Insight, Investigation, Medicine, Perception, or Religion&lt;/li&gt;
+&lt;/ul&gt;
+&lt;h2 id="equipment"&gt;Equipment&lt;/h2&gt;
+&lt;p&gt;You start with the following equipment, in addition to the equipment granted by your background:&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;(a) a spear or (b) a mace&lt;/li&gt;
+&lt;li&gt;(a) leather armor&lt;/li&gt;
+&lt;li&gt;(a) light crossbow and 20 bolts or (b) any simple weapon&lt;/li&gt;
+&lt;li&gt;(a) a scholar's pack or (b) an explorer's pack&lt;/li&gt;
+&lt;/ul&gt;
+&lt;h2 id="psionist-class-progression-table"&gt;Psionist Class Progression Table&lt;/h2&gt;
+&lt;table&gt;
+&lt;tbody&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;Prof.&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;Max&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;Level&lt;/td&gt;
+&lt;td&gt;Bonus&lt;/td&gt;
+&lt;td&gt;Features&lt;/td&gt;
+&lt;td&gt;Psi&lt;/td&gt;
+&lt;td&gt;Power&lt;/td&gt;
+&lt;td&gt;Cantrips&lt;/td&gt;
+&lt;td&gt;Powers&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;Points&lt;/td&gt;
+&lt;td&gt;Level&lt;/td&gt;
+&lt;td&gt;Known&lt;/td&gt;
+&lt;td&gt;Known&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;1&lt;/td&gt;
+&lt;td&gt;+2&lt;/td&gt;
+&lt;td&gt;&lt;em&gt;Mind Powers&lt;/em&gt;, &lt;em&gt;Thought Sensitivity&lt;/em&gt;&lt;/td&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;td&gt;1st&lt;/td&gt;
+&lt;td&gt;3&lt;/td&gt;
+&lt;td&gt;2&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;2&lt;/td&gt;
+&lt;td&gt;+2&lt;/td&gt;
+&lt;td&gt;&lt;em&gt;Psionic Focus&lt;/em&gt;&lt;/td&gt;
+&lt;td&gt;6&lt;/td&gt;
+&lt;td&gt;1st&lt;/td&gt;
+&lt;td&gt;3&lt;/td&gt;
+&lt;td&gt;3&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;3&lt;/td&gt;
+&lt;td&gt;+2&lt;/td&gt;
+&lt;td&gt;Psionic Discipline Feature&lt;/td&gt;
+&lt;td&gt;14&lt;/td&gt;
+&lt;td&gt;2nd&lt;/td&gt;
+&lt;td&gt;3&lt;/td&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;td&gt;+3&lt;/td&gt;
+&lt;td&gt;Ability Score Improvement&lt;/td&gt;
+&lt;td&gt;17&lt;/td&gt;
+&lt;td&gt;2nd&lt;/td&gt;
+&lt;td&gt;3&lt;/td&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;+3&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;27&lt;/td&gt;
+&lt;td&gt;3rd&lt;/td&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;6&lt;/td&gt;
+&lt;td&gt;+3&lt;/td&gt;
+&lt;td&gt;Psionic Discipline Feature&lt;/td&gt;
+&lt;td&gt;32&lt;/td&gt;
+&lt;td&gt;3rd&lt;/td&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;td&gt;6&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;7&lt;/td&gt;
+&lt;td&gt;+3&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;38&lt;/td&gt;
+&lt;td&gt;4th&lt;/td&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;td&gt;7&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;8&lt;/td&gt;
+&lt;td&gt;+3&lt;/td&gt;
+&lt;td&gt;Ability Score Improvement&lt;/td&gt;
+&lt;td&gt;44&lt;/td&gt;
+&lt;td&gt;4th&lt;/td&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;td&gt;7&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;9&lt;/td&gt;
+&lt;td&gt;+4&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;57&lt;/td&gt;
+&lt;td&gt;5th&lt;/td&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;td&gt;8&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;10&lt;/td&gt;
+&lt;td&gt;+4&lt;/td&gt;
+&lt;td&gt;&lt;em&gt;Psionic Domain&lt;/em&gt;&lt;/td&gt;
+&lt;td&gt;64&lt;/td&gt;
+&lt;td&gt;5th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;9&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;11&lt;/td&gt;
+&lt;td&gt;+4&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;73&lt;/td&gt;
+&lt;td&gt;6th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;10&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;12&lt;/td&gt;
+&lt;td&gt;+5&lt;/td&gt;
+&lt;td&gt;Ability Score Improvement&lt;/td&gt;
+&lt;td&gt;73&lt;/td&gt;
+&lt;td&gt;6th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;10&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;13&lt;/td&gt;
+&lt;td&gt;+5&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;83&lt;/td&gt;
+&lt;td&gt;7th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;11&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;14&lt;/td&gt;
+&lt;td&gt;+5&lt;/td&gt;
+&lt;td&gt;Psionic Discipline Feature&lt;/td&gt;
+&lt;td&gt;83&lt;/td&gt;
+&lt;td&gt;7th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;12&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;15&lt;/td&gt;
+&lt;td&gt;+5&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;94&lt;/td&gt;
+&lt;td&gt;8th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;13&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;16&lt;/td&gt;
+&lt;td&gt;+5&lt;/td&gt;
+&lt;td&gt;Ability Score Improvement&lt;/td&gt;
+&lt;td&gt;94&lt;/td&gt;
+&lt;td&gt;8th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;13&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;17&lt;/td&gt;
+&lt;td&gt;+6&lt;/td&gt;
+&lt;td&gt;&lt;/td&gt;
+&lt;td&gt;107&lt;/td&gt;
+&lt;td&gt;9th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;14&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;18&lt;/td&gt;
+&lt;td&gt;+6&lt;/td&gt;
+&lt;td&gt;Psionic Discipline Feature&lt;/td&gt;
+&lt;td&gt;114&lt;/td&gt;
+&lt;td&gt;9th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;15&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;19&lt;/td&gt;
+&lt;td&gt;+6&lt;/td&gt;
+&lt;td&gt;Ability Score Improvement&lt;/td&gt;
+&lt;td&gt;123&lt;/td&gt;
+&lt;td&gt;9th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;16&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;20&lt;/td&gt;
+&lt;td&gt;+6&lt;/td&gt;
+&lt;td&gt;&lt;em&gt;Perfect Mind&lt;/em&gt;&lt;/td&gt;
+&lt;td&gt;133&lt;/td&gt;
+&lt;td&gt;9th&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;17&lt;/td&gt;
+&lt;/tr&gt;
+&lt;/tbody&gt;
+&lt;/table&gt;
+&lt;h2 id="mind-powers"&gt;Mind Powers&lt;/h2&gt;
+&lt;p&gt;All Psionic abilities except those that cast spells are mind powers. Intelligence is your psionic ability for your mind powers. Your intellect determines the strength of the psionic effects you manifest. In addition, you use your Intelligence modifier when setting the saving throw DC for a mind power or when making an attack roll with one. Manifesting mind powers does not require verbal, somatic, or material components unless those components have an explicit cost associated with them or are consumed.&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;&lt;strong&gt;Restriction on High Level Powers&lt;/strong&gt;: Psionic Powers of sixth level and higher take a drastic mental toll when manifested. You may only manifest one sixth, one seventh, one eighth, and one ninth level power per day.&lt;/li&gt;
+&lt;/ul&gt;
+&lt;h3 id="psi-points"&gt;Psi Points&lt;/h3&gt;
+&lt;p&gt;Psi points represent a Psionist's pool of mental energy. It expands as she gains levels in the Psionist class and becomes more powerful. When manifesting powers, she uses a number of psi points according to the table below.&lt;/p&gt;
+&lt;table&gt;
+&lt;thead&gt;
+&lt;tr class="header"&gt;
+&lt;th&gt;Power Level&lt;/th&gt;
+&lt;th&gt;Point Cost&lt;/th&gt;
+&lt;/tr&gt;
+&lt;/thead&gt;
+&lt;tbody&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;1&lt;/td&gt;
+&lt;td&gt;2&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;2&lt;/td&gt;
+&lt;td&gt;3&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;3&lt;/td&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;4&lt;/td&gt;
+&lt;td&gt;6&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;5&lt;/td&gt;
+&lt;td&gt;7&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;6&lt;/td&gt;
+&lt;td&gt;9&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;7&lt;/td&gt;
+&lt;td&gt;10&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;8&lt;/td&gt;
+&lt;td&gt;11&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;9&lt;/td&gt;
+&lt;td&gt;13&lt;/td&gt;
+&lt;/tr&gt;
+&lt;/tbody&gt;
+&lt;/table&gt;
+&lt;p&gt;All spent psi points are recovered after a long rest.&lt;/p&gt;
+&lt;h3 id="psionic-ability"&gt;Psionic Ability&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Mind Powers Save DC&lt;/strong&gt; = 8 + your proficiency bonus + your Intelligence modifier&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Mind Power Attack Modifier&lt;/strong&gt; = your proficiency bonus + your Intelligence modifier&lt;/p&gt;
+&lt;h2 id="thought-sensitivity"&gt;Thought Sensitivity&lt;/h2&gt;
+&lt;p&gt;As a Psionist, you are attuned to the thoughts and feelings of others, as well as the concentration of psionic energy in an area.&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;It is more difficult for a group of people to surprise you. If you enter an area with a group of five or more hidden creatures, you feel their presence and cannot be surprised by them. You can not determine their location relative to you or where they are hiding.&lt;/li&gt;
+&lt;li&gt;As an action you can examine an object or creature within 10 feet of you to psionically determine whether or not it has a mind. You cannot determine this if it is shielded or immune to having its mind read.&lt;/li&gt;
+&lt;/ul&gt;
+&lt;h2 id="psionic-focus"&gt;Psionic Focus&lt;/h2&gt;
+&lt;p&gt;When you reach 2nd level, you may choose to focus your psionic potential in one of two directions: inward or outward.&lt;/p&gt;
+&lt;h3 id="internal-focus"&gt;Internal Focus&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Psionic Recovery&lt;/strong&gt;: Once per day when you finish a short rest you may regain a number of psi points equal to your Psionist level (up to 9).&lt;/p&gt;
+&lt;h3 id="external-focus"&gt;External Focus&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Force of Will&lt;/strong&gt;: Once per short rest when manifesting a mind power you may add your proficiency bonus to your Mind Power Attack Modifier or Mind Power Save DC. You must choose to do so before the roll is made.&lt;/p&gt;
+&lt;h2 id="psionic-domain"&gt;Psionic Domain&lt;/h2&gt;
+&lt;p&gt;When you reach 10th level, you may choose to focus your psionic potential towards an aspect of reality: mind, body, time, or space.&lt;/p&gt;
+&lt;h3 id="mind-domain"&gt;Mind Domain&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Psionic Restoration&lt;/strong&gt;: Once per short rest on your turn you may remove a mind-altering condition from yourself. Alternatively, you may use an action to end a mind-altering condition from a creature you touch. These may be Charmed or Frightened.&lt;/p&gt;
+&lt;h3 id="body-domain"&gt;Body Domain&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Psychoportation&lt;/strong&gt;: Your movement speed is increased by 10 ft and you gain proficiency in dexterity saving throws.&lt;/p&gt;
+&lt;h3 id="time-domain"&gt;Time Domain&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Chronostutter&lt;/strong&gt;: Once per short rest on your turn you gain an additional bonus action.&lt;/p&gt;
+&lt;h3 id="space-domain"&gt;Space Domain&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Far Manifestation&lt;/strong&gt;: The max range of your psionic powers with ranges greater than self is increased by 20 ft.&lt;/p&gt;
+&lt;h2 id="perfect-mind"&gt;Perfect Mind&lt;/h2&gt;
+&lt;p&gt;Over years of study and experience in the Hidden Art, you have mastered the use of your most powerful psionic powers. Upon reaching 20th level, the restriction on manifesting high level powers no longer applies to sixth and seventh level powers.&lt;/p&gt;
+&lt;h2 id="psionic-disciplines"&gt;Psionic Disciplines&lt;/h2&gt;
+&lt;p&gt;Psionic Disciplines represent the ways in which Psionists interact with the Psionic Field and manifest their powers. You select a discipline at 3rd level and it grants abilities at 3rd, 6th, 14th, and 18th levels.&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr class="header"&gt;
&lt;th&gt;&lt;/th&gt;
-&lt;th&gt;Introvertion (a)&lt;/th&gt;
-&lt;th&gt;Extroversion (b)&lt;/th&gt;
+&lt;th&gt;Internal&lt;/th&gt;
+&lt;th&gt;External&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr class="odd"&gt;
-&lt;td&gt;Mind (1)&lt;/td&gt;
+&lt;td&gt;Mind&lt;/td&gt;
&lt;td&gt;Cogitation&lt;/td&gt;
&lt;td&gt;Domination&lt;/td&gt;
&lt;/tr&gt;
&lt;tr class="even"&gt;
-&lt;td&gt;Body (2)&lt;/td&gt;
+&lt;td&gt;Body&lt;/td&gt;
&lt;td&gt;Sympathy&lt;/td&gt;
&lt;td&gt;Manifestation&lt;/td&gt;
&lt;/tr&gt;
&lt;tr class="odd"&gt;
-&lt;td&gt;Time (3)&lt;/td&gt;
+&lt;td&gt;Time&lt;/td&gt;
&lt;td&gt;Prescience&lt;/td&gt;
&lt;td&gt;Anticipation&lt;/td&gt;
&lt;/tr&gt;
&lt;tr class="even"&gt;
-&lt;td&gt;Space (4)&lt;/td&gt;
+&lt;td&gt;Space&lt;/td&gt;
&lt;td&gt;Metapsionics&lt;/td&gt;
&lt;td&gt;Apportation&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
-&lt;p&gt;There are eight categories split into two primary focuses and four topical domains, and each of the eight describes HOW a power is manifested. It tells us what our character is DOING to get the blasted power to work. As a D&amp;amp;D culture, we know how wizards do it, careful study and recitation, memorization, etc. We know how Bards do it, they hear the music of creation and wrap their words in it. All these effects are propagated through Mystra's Weave and are bound by it's limitations. But nobody has a clue how Psionics works. Or rather, we all have half-baked ideas that don't jive.&lt;/p&gt;
-&lt;p&gt;In order for this to work, we need to know in canon, what it means to BE A PSIONIST and manifest powers. I'm probably no different than anybody else in my half-baked understanding, but as a Physicist and an editor I feel it is my duty to try to make sense of this mess.&lt;/p&gt;
-&lt;p&gt;First off, since we don't have a Weave, but all magic needs a medium, lets make one. Lets call it the Psionic Field. Created spontaneously from the first thinking being (or Source), the Psionic Field exists on any plane containing thought. Some sources of psionic power are stronger than others, but all thinking things produce some connection to the field (some might wonder if magic and the Weave itself is naught but an echo of Mystra's or Auppenser's mind--and in that light perhaps the Psionic Field is not so foreign after all).&lt;/p&gt;
-&lt;p&gt;With that medium in place, the world of Psionics slowly falls into place as well. Detailed descriptions of the eight schools follow:&lt;/p&gt;
-&lt;p&gt;1a) Cogitation - Clarity of thought, memory, action, and connection to the Psionic Field.&lt;/p&gt;
-&lt;p&gt;Cogitation is often one's first exposure to Psionics. It's a clear-mindedness that opens up your own mind to see itself for the first time, and beyond that, to sense the edges of the minds of others. It includes the stereotypical bloody-nosed mind reading, mimicry, and perfect recall.&lt;/p&gt;
-&lt;p&gt;Examples of Cogitation include &amp;quot;Detect Thoughts&amp;quot; and &amp;quot;Mind Meld&amp;quot; and the ability to learn or borrow skills and proficiencies directly from the minds of others.&lt;/p&gt;
-&lt;p&gt;1b) Domination - Exert dominating willpower over other minds.&lt;/p&gt;
-&lt;p&gt;Once you've encountered sources outside yourself it is only natural to try to influence or even dominate them. Exerting your will into the minds of others isn't the same as reading their thoughts, you might not know what your target is thinking, only that it will succumb.&lt;/p&gt;
-&lt;p&gt;Examples of Domination include &amp;quot;Command&amp;quot;, &amp;quot;Suggestion&amp;quot;, and &amp;quot;Dominate Person&amp;quot;.&lt;/p&gt;
-&lt;p&gt;2a) Sympathy - Exerting influence upon sympathetic objects.&lt;/p&gt;
-&lt;p&gt;The Psionic Field is produced by thinking creatures, but it can leave an imprint on even mundane objects and materials. Objects may be imbued with Psionic energy to produce a variety of effects, and may soak up ambient energy by just sitting within the Psionic Field which can be later be discerned by a Psionist to know about an object's history. This is done by expanding your sense of self outward from your mind and body and into the object.&lt;/p&gt;
-&lt;p&gt;Examples of Sympathy include &amp;quot;Psychometry&amp;quot;, &amp;quot;Animate Objects&amp;quot;, and &amp;quot;Guards and Wards&amp;quot;.&lt;/p&gt;
-&lt;p&gt;2b) Manifestion - Creating both illusory and physically manipulable constructs of pure thought.&lt;/p&gt;
-&lt;p&gt;By focusing and condensing ideas down to their most concrete forms, Psionists can manifest the essence of a thing as either an illusion or as a real physical object made of Astral matter (ectoplasm). Astral matter is most commonly associated with the Astral plane (or plane of thought) where it occurs naturally, but can exist anywhere with a sufficient psionic field for a Psionist to conjure it.&lt;/p&gt;
-&lt;p&gt;Examples of Manifestation include &amp;quot;Mage Hand&amp;quot;, &amp;quot;Conjure Astral Construct&amp;quot;, and &amp;quot;Programmed Illusion&amp;quot;&lt;/p&gt;
-&lt;p&gt;3a) Prescience - See and feel other places and times.&lt;/p&gt;
-&lt;p&gt;Because the actions of thinking things (sources of psionics) are not stagnant, their movements create ripples in the Psionic Field. Births, deaths, and exchanges of knowledge leave their marks. By studying these echos and patterns, Psionists can discern events that occurred in distant parts of the world or even in the past or future.&lt;/p&gt;
-&lt;p&gt;Examples of Prescience include &amp;quot;Detect Poison and Disease&amp;quot;, &amp;quot;Scrying&amp;quot;, and &amp;quot;Foresight&amp;quot;.&lt;/p&gt;
-&lt;p&gt;3b) Anticipation - Solidify expectation and possibility into reality.&lt;/p&gt;
-&lt;p&gt;In many ways the Universe itself is just composed of the interactions of groups of sources of psionism and the objects being pulled in their wake (albeit a rather large number of each). With an awareness of the way ripples propagate in the Psionic Field and by using the techniques of Sympathy but directing them outwards, a Psionist can begin to subtly manipulate expectation and the laws of Physics themselves.&lt;/p&gt;
-&lt;p&gt;Examples of Anticipation include &amp;quot;Heat Metal&amp;quot;, &amp;quot;Telekinesis&amp;quot;, &amp;quot;Reverse Gravity&amp;quot;, and &amp;quot;Time Stop&amp;quot;.&lt;/p&gt;
-&lt;p&gt;4a) Metapsionics - Manipulating sources of Psionism and their direct effects.&lt;/p&gt;
-&lt;p&gt;The way that thinking creatures interact with the Psionic Field is complicated and diverse, just as the creatures which produce it are themselves. By studying how the minds of Psionically-attuned creatures create Psionic and even Magical Weave-based effects, a Psionist can learn to imitate or manipulate psionic effects as they see them (and sometimes use what they've learned to imbue limited psionic potential into others).&lt;/p&gt;
-&lt;p&gt;Examples of Metapsionics include &amp;quot;Detect Magic&amp;quot;, &amp;quot;Counterspell&amp;quot;, and &amp;quot;Awaken&amp;quot;&lt;/p&gt;
-&lt;p&gt;4b) Apportation - Pulling and pushing on planar boundaries with the Psionic Field.&lt;/p&gt;
-&lt;p&gt;Since the material plane is not the only one with thinking creatures, some far-minded Psionists can detect the Psionic Field existing on other planes of existence and pull on these remote fields of power. Doing so can banish alien creatures, abjure harmful elemental effects, or even tear open portals to distant planes and places.&lt;/p&gt;
-&lt;p&gt;Examples of Apportation include &amp;quot;Dimension Door&amp;quot;, &amp;quot;Banishment&amp;quot;, and &amp;quot;Whitefire Portal&amp;quot;&lt;/p&gt;
-&lt;p&gt;== Post Script ==&lt;/p&gt;
-&lt;p&gt;Q: Specifics (where do these fit in?) - A: Answer&lt;/p&gt;
-&lt;p&gt;What about Soul Knives??? - A soul knife is just an adept who uses a combination of Manifestation and Sympathy to conjure a blade and imbue it with different Sympathetic effects. In a similar way, you can use these eight to extend specific domains on to different classes. Psionic warrior? Uses Sympathy to strengthen his body and Prescience to predict the strikes of his enemy. Psionic rogue? Apportation to teleport around or Cogitation to read minds to cheat at cards (or memorize the deck). Once the system is in place, the variations build themselves because you know what's possible and what isn't. Restriction breeds Creativity. You gotta know the rules to use them.&lt;/p&gt;
-&lt;p&gt;What's all this about &amp;quot;Psionist?&amp;quot; Isn't it &amp;quot;Psion&amp;quot; - In my understanding a &amp;quot;Psion&amp;quot; is a mystic who uses metapsionics to manipulate her own mind into casting spells with the Weave. It is also a term that gets some use for a general practitioner of psionics. It is also one of those 4e tattoo addicts... just a really overloaded term really. Psionist sounds the best to me as a general term like &amp;quot;mage.&amp;quot;&lt;/p&gt;
-&lt;p&gt;What's the difference between Sympathy and Anticipation when moving/lifting things? - In Sympathy, you convince the object to move by extending your sense of self into it and lifting it yourself, in Anticipation, it moves because you trick the Universe into thinking the object should already be moving and so the Universe does it for you. Expanding self is all monk-like vs. essentially casting Luck Bending spells.&lt;/p&gt;
-&lt;p&gt;Apportation includes an allusion to &amp;quot;Whitefire Portal&amp;quot;. What's that? - Oh, just this cool thing I made:&lt;/p&gt;
-&lt;p&gt;&lt;strong&gt;Whitefire Portal&lt;/strong&gt;: You burn a temporary hole through the Astral Plane and into another plane of your choice. Once per long rest, centered on a point within 300 ft of you, you summon raw Astral ectoplasm which burns with hellish, white-hot fury. Any creature standing within 20 feet of the whitefire must make a Dexterity saving throw or take 12d10 fire damage or half on a successful save. Inanimate objects in the area also take the damage and flammable objects may catch on fire. A portal then opens to the chosen plane as with a Gate spell and remains open for 1 minute as the planes slowly knit themselves back together. Alternatively, instead of a specific location on a plane of your choice, you may choose to have your portal open into a generally inhospitable location in one of the elemental planes or the planes of positive or negative energy. If you do so, creatures who enter or begin their turns within 20 feet of the portal take 6d10 damage of the appropriate elemental or energy type.&lt;/p&gt;
-&lt;p&gt;I'm actually working on an entire Psionist class for eventual publication on the Dungeon Master's Guild (or as part of my &amp;quot;MagnumOpis-MagicOfTheMultiverse&amp;quot; which covers EVERYTHING magical as I understand it). Of course if somebody #wotcstaff wants to buy it and/or hire me, I'd be totally up for #theorycrafting for a living.&lt;/p&gt;
+&lt;h3 id="cogitation-44"&gt;Cogitation [4/4]&lt;/h3&gt;
+&lt;p&gt;Clarity of thought, memory, action and connection to thinking creatures.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Mimic Skill&lt;/strong&gt;: At 3rd level, you learn to tap into the minds of those around you to temporarily mimic their skills. As an action, you may target a creature within 30 feet of you. An unwilling creature makes an wisdom saving throw or is affected. You may learn a skill, armor, weapon, or tool proficiency from the targeted creature. You may only mimic one proficiency with this ability at a time, but may target a new creature at will. The targeted creature must have the chosen proficiency for you to gain it. You retain the proficiency while in the presence of the mimicked creature, but the proficiency disappears when the creature moves more than 30 feet from you.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Touch of Tongues&lt;/strong&gt;: If a creature speaks at least one language, as an action you may concentrate to translate their intentions, though not their exact wording, into a language you know. This uses your concentration for manifesting mind powers or casting spells and the effect ends when you cease concentrating on it.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Tactician&lt;/strong&gt;: You learn to use sensory information from those around you when aiming your manifestations. When determining if you can see a creature or object for a spell, mind power, or other ability, you may use the senses of any creatures within 60 feet of you instead of your own. An unwilling creature makes a wisdom saving throw or is affected.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;One With All&lt;/strong&gt;: You thrive in areas of high density psionic energy. Once per long rest, you may enter a psionic trance which provides a variety of benefits. While in the trance you gain proficiency in all skills, languages, and saving throws, automatically succeed concentration checks, and any psionic abilities that you manifest or spells you cast are considered to be manifested or cast from one level higher (maximum of 9th level). This effect lasts a number of minutes equal to the number of thinking creatures within 60 feet of you when you enter the trance (maximum 10 minutes). Your own senses are considered blinded and deafened for the duration. After the trance ends you gain 1 level of exhaustion.&lt;/p&gt;
+&lt;h3 id="sympathy-44"&gt;Sympathy [4/4]&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Psionic Blade Ward&lt;/strong&gt;: You learn to ready your body to withstand damaging strikes. As a bonus action, you may spend a psi point to manifest the psionic cantrip Blade Ward (you don't have to be able to manifest that cantrip normally).&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Empower Object&lt;/strong&gt;: You learn to imbue objects with psionic energy to produce a minor effect. As a bonus action, you may touch an object of size small or smaller and choose to imbue it with one of the following effects until the beginning of your next turn:&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;Light: The object gives off a faint glow which illuminates 30 feet of the surrounding area in dim or bright light (your choice).&lt;/li&gt;
+&lt;li&gt;Heat: The object gives off extreme heat. Touching the object deals 2d8 fire damage.&lt;/li&gt;
+&lt;li&gt;Silence: All sounds within 5 feet of the object are silenced as with a Silence spell.&lt;/li&gt;
+&lt;li&gt;Pain: Touching the object produces an illusory sense of pain which deals 3d4 psychic damage.&lt;/li&gt;
+&lt;li&gt;Weight: The object's weight is reduced by 10 pounds. If this would reduce the object's weight to 0, the object floats in the air.&lt;/li&gt;
+&lt;/ul&gt;
+&lt;p&gt;If a chosen affect applied to an object would deal damage, you and any number of chosen creatures are immune to taking that damage from that effect.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Reliable Psychometry&lt;/strong&gt;: You may manifest the 2nd level mind power Psychometry at will without spending psi points. Additionally, while in the attunement trance you may choose to move to the perspectives of nearby objects within line of sight of the object you hold. The effect ends if your chosen object ever leaves line of sight of the original object.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Kinetic Avatar&lt;/strong&gt;: You extend your sense of self into the world around you, animating and controlling objects and structures in your vicinity, then pulling them around you in a swirling cocoon of armor. The effect lasts for 1 minute. After the effect ends, you gain one level of exhaustion.&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;You gain a flying speed equal to your normal speed for the duration.&lt;/li&gt;
+&lt;li&gt;Your armor class increases by 10 for the duration, though this bonus decays as parts of your Avatar armor are destroyed.&lt;/li&gt;
+&lt;li&gt;You gain a number of temporary hit points equal to your Psionist level for the duration. Whenever you take damage your bonus armor class decreases by 1 as part of the armor is sheared away.&lt;/li&gt;
+&lt;li&gt;As an action you may shed 5 points of bonus AC to manifest the 5th level psionic power Animate Objects without spending psi points. The animated objects can fly. Maintaining control of the animated objects requires concentration.&lt;/li&gt;
+&lt;/ul&gt;
+&lt;h3 id="prescience-44"&gt;Prescience [4/4]&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Detect Strike&lt;/strong&gt;: You sense when an opponent decides to strike you and can mentally prepare yourself. When you are attacked by a creature you can see, you may use your reaction to get a +2 bonus to armor class against that creature until your next turn. At 14th level, this increases to a +4 bonus. You may use this feature a number of times equal to your Intelligence modifier (minimum 2) per short rest.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Predict Disaster&lt;/strong&gt;: Once per short rest, when you make a roll at disadvantage, you may choose to roll normally instead.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Read the Past&lt;/strong&gt;: If you would roll less than a 20 on a History check, you roll a 20 instead. If a person you hear makes a statement about a past event, you can tell if they are lying.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Grand Oracle&lt;/strong&gt;: The Myriad possibilities of time: past, present, and future are laid bare before you. Through communing with the remnant collective consciousnesses present within the Psionic Field, you gain the following features:&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;You cannot be surprised.&lt;/li&gt;
+&lt;li&gt;You may manifest the 2nd level mind power Augury at will without requiring components or spending psi points. The cumulative 25% change of failure does not apply for the first manifestation of this power each day via this feature.&lt;/li&gt;
+&lt;li&gt;You may manifest the 5th level mind power Commune once per day without spending any psi points.&lt;/li&gt;
+&lt;li&gt;You may manifest the 6th level mind power Truesight once per day without spending any psi points.&lt;/li&gt;
+&lt;/ul&gt;
+&lt;h3 id="metapsionics-44"&gt;Metapsionics [4/4]&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Extended Focus&lt;/strong&gt;: You may choose both options of the Psionic Focus feature (both Internal and External).&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Diminish/Enhance Psionics&lt;/strong&gt;: You have learned the deep secrets of the Hidden Art. Once per short rest, when you or a creature you can see manifests a psionic power or you encounter an existing psionic effect, you may choose to apply one of the following effects to modify it as a reaction.&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;&lt;strong&gt;Fork/Merge&lt;/strong&gt;: You may increase or decrease the number of affected creatures by 1 (this may not reduce the number of affected creatures to 0).&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Expand/Contract&lt;/strong&gt;: You may enlarge or reduce the area of effect by 5 feet.&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Extend/Curtail&lt;/strong&gt;: You may increase or decrease the duration by 1 minute (this doesn't apply to instantaneous effects).&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Shape&lt;/strong&gt;: You may change the shape of the area of effect (but not the direction). For example you could change a line to a cone.&lt;/li&gt;
+&lt;/ul&gt;
+&lt;p&gt;*Advanced Metapsionics*: You gain an additional use of your Diminish/Enhance Psionics feature per short rest and the following additional options.&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;&lt;strong&gt;Counter&lt;/strong&gt;: You may make an Intelligence (Psionics) check against 10 + the power's level to end the effect.&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Splice&lt;/strong&gt;: When you manifest a psionic effect or see one being manifested, as a reaction, you may to choose a psionic power of 2nd level or lower that you know and add its effects (choosing targets separately within the area of effect or list of targets if applicable) to the manifestation. Doing so requires spending an appropriate number of psi points as if you were manifesting that power normally. You may not manifest that power at a level higher than its level.&lt;/li&gt;
+&lt;li&gt;&lt;strong&gt;Reflect&lt;/strong&gt;: If a psionic effect would target just you, you may have it target the originator of the effect instead.&lt;/li&gt;
+&lt;/ul&gt;
+&lt;p&gt;*Unleash Potential*: Once per long rest as an action you plant a seed of psionic ability in a willing creature you touch. For 24 hours they gain the ability to manifest a psionic power of your choice of 2nd level or lower (or a cantrip) and gain 6 psi points. If you manifest this ability on the same target every day for a month (30 days), the change becomes permanent and the creature is considered to be able to innately manifest that ability. You may not grant more than one ability to a creature, nor can you target a creature that already can manifest psionic abilities. It's Mind Power Save DC and Attack Modifier are determined by its Intelligence.&lt;/p&gt;
+&lt;h3 id="domination-44"&gt;Domination [4/4]&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Deep Suggestion&lt;/strong&gt;: You may manifest the second level mind power Suggestion once per long rest without expending any psi points. When you do, the creature you target has disadvantage on the saving throw.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Psychic Potency&lt;/strong&gt;: When you deal psychic damage to a target that is stunned, you may deal damage as though it were a critical strike.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Psychic Entity&lt;/strong&gt;: When you die, you may attempt to force your way into another creature's body to continue living. To do so, a target creature within 30 feet of you makes a Charisma saving throw. On a success, you die, otherwise, you take control of the target's body and force their consciousness into dormancy. You gain their physical features (Strength, Dexterity, Constitution) but retain all of your other traits. Once every 24 hours, or whenever you take damage greater than 50% of your max hit points, the dormant consciousness may attempt to resume control of the body by making a Charisma saving throw. On a success, you are forced out of the body and must either attempt to use this feature again on a different target or die.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Enslave&lt;/strong&gt;: Once per long rest as an action you may target a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you until you die or are on a different plane of existence from it. The charmed target is under your control and can't take reactions, and you and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, it can repeat its saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least one mile away from you.&lt;/p&gt;
+&lt;h3 id="manifestation-44"&gt;Manifestation [4/4]&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Astral Armor&lt;/strong&gt;: As an action, you may conjure a coating of astral matter which covers the skin. This coating lasts for 1 hour and radiates dim light. Your AC becomes 13 + your Dexterity modifier for the duration. As a reaction, you may explicitly harden the coating, which temporarily increases your AC to 15 + Dex, but destroys the armor afterwards in a flash of bright light. Creatures within 5 feet of you when the armor is destroyed must make a Constitution saving throw or be blinded until your next turn.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Astral Weapon&lt;/strong&gt;: You learn to emulate the effects of the 2nd level Cleric spell Spiritual Weapon as a 2nd level mind power except the conjured weapon is considered to be made of Astral matter and radiates dim light. Additionally, the first time you manifest your Astral weapon each day, you may do so without spending psi points.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Durable Manifestation&lt;/strong&gt;: When you create or conjure a creature it gains 20 temporary hit points. While you are wearing your Astral Armor, you gain 20 temporary hit points.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Astral Affinity&lt;/strong&gt;: Powers and effects that create creatures or manifestations made of astral matter cost half as much to manifest and last twice as long (this includes those created by your Astral Armor and Astral Weapon features).&lt;/p&gt;
+&lt;h3 id="anticipation-44"&gt;Anticipation [4/4]&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Force Repulsion&lt;/strong&gt;: As an action you may have target creature within 60 feet of you makes a Strength saving throw. If it fails, it is pushed up to 30 feet away from you and requires spending twice its movement to approach you until your next turn.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Kinematics&lt;/strong&gt;: You learn the Minor Kinematics Cantrip with the slight differences noted below.&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;It does not count against the number of Cantrips known.&lt;/li&gt;
+&lt;li&gt;The number of objects or creatures that can be levitated is doubled.&lt;/li&gt;
+&lt;li&gt;The maximum weight of an object or creature that can be levitated is doubled.&lt;/li&gt;
+&lt;li&gt;When lifting objects with the Minor Kinematics psionic cantrip, you may attempt to attack a creature in range that you can see with those objects. This attack can be made as either an action or a bonus action using your Int modifier + your proficiency bonus to hit. You are considered proficient with these attacks and their damage is determined by the statistics of the objects being levitated (e.g. a longsword would deal 1d8 + your Intelligence modifier slashing damage and a levitated metal bucket would deal 1 + Intelligence bludgeoning damage). Floating objects can be attacked or pulled downwards, which causes the cantrip's effect holding them aloft to fail. If you attempt to make a ranged attack with a floating object, it must have the loading property and be loaded and such an attack may not be performed as a bonus action. You cannot load a weapon or activate a magic item using the Minor Kinematics cantrip.&lt;/li&gt;
+&lt;/ul&gt;
+&lt;p&gt;*Phasing*: Once per short rest, as an action on your turn, you may become intangible until your next turn. You may pass through solid objects and are invulnerable to nonmagical bludgeoning, slashing, and piercing damage, but not structures, boundaries, or weapons created by magical force. Your gear may become intangible with you. If you would end your turn inside an object, you take 6d8 bludgeoning damage and are ejected to the nearest unoccupied space. If you end your turn inside another creature, you both take this damage.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Time Skip&lt;/strong&gt;: Once per long rest you may target a creature within 60 feet of you. That creature makes a Charisma saving throw. If it fails, that creature skips its next round of combat.&lt;/p&gt;
+&lt;h3 id="apportation-44"&gt;Apportation [4/4]&lt;/h3&gt;
+&lt;p&gt;&lt;strong&gt;Call Energy&lt;/strong&gt;: You feel the cosmic pull of the planes of Positive and Negative Energy. Once per long rest, as an action you may cover an 20-ft radius sphere centered at a point you can see in planar energy. Choose either a) the Positive Energy Plane or b) the Negative Energy Plane. The covered area is either a) bathed in a dull glow or b) shrouded in a misty shadow which a) heals each living creature in range by 1 hp at the end of each creature's turn or b) deals 1 damage per turn to all living things in range and the end of each creature's turn. Maintaining this effect requires concentration and may last no longer than a minute.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Planar Abjuration&lt;/strong&gt;: Once per short rest, as a reaction to a spell or effect within 30 ft of you that would deal fire, cold, lightning, thunder, radiant, or necrotic damage, you channel the powers of the elemental and outer planes to reduce the damage dealt by an amount equal to your Intelligence modifier + your Psionist level. If the spell or effect has an area of effect, the damage each affected creature takes is reduced by this much. Damage reduction is applied before applying resistances.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Banishing Blasts&lt;/strong&gt;: Once per short rest, when a creature native to a different plane of existence than the one it is on takes damage from one of your mind powers, you may have it make a Charisma saving throw. If it fails this saving throw, it is banished to its plane of origin sound for 1 minute with a faint popping sound. While there, the target is incapacitated. When the minute is finished, it returns to the nearest unoccupied space from where it left.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Whitefire Portal&lt;/strong&gt;: You burn a temporary hole through the Astral Plane and into another plane of your choice. Once per long rest, centered on a point within 300 ft of you, you summon raw Astral ectoplasm which burns with hellish, white-hot fury. Any creature standing within 20 feet of the whitefire must make a Dexterity saving throw or take 12d10 fire damage or half on a successful save. Inanimate objects in the area also take the damage and flammable objects may catch on fire. A portal then opens to a plane of your choice as with a Gate spell and remains open for 1 minute as the planes slowly knit themselves back together. Alternatively, instead of a specific location on a plane of your choice, you may choose to have your portal open into a general location in one of the elemental planes or the planes of positive or negative energy. If you do so, creatures who enter or begin their turns within 20 feet of the portal take 6d10 damage of the appropriate elemental or energy type.&lt;/p&gt;
+&lt;h1 id="mind-powers-1"&gt;MIND POWERS:&lt;/h1&gt;
+&lt;p&gt;&lt;strong&gt;Mind Blast&lt;/strong&gt;: You magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on a Intelligence saving throw or take 5d8 psychic damage and be stunned for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Mind Meld&lt;/strong&gt;: As an action, you may touch a creature with an Intelligence of 5 or greater and attempt to meld your consciousnesses together. Doing so can be dangerous. If you attempt to meld with an unwilling creature, it makes a Wisdom saving throw to block the mental intrusion, otherwise a link is established. While the link is active, thoughts, emotions, and memories are shared freely between yourself and the creature. During a mind meld, since your minds are linked, it is more difficult to lie or to hide information. To do so requires a Concentration (Intelligence) contest for each lie or omission. Either party may attempt to leave the mind meld by repeating the wisdom saving throw (if you attempt to leave, you must also make a wisdom saving throw against your Mind Power save DC). If the link is broken in this way, or in any other way (such as the death of one of its participants or being physically torn from touching one another) before both parties explicitly agree to do so, both parties take 10d6 psychic damage. You may only use this feature once per long rest.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Conjure Astral Construct&lt;/strong&gt;: Once per long rest, as an action, you may create an Astral construct from Astral matter pulled from the Astral Plane.&lt;/p&gt;
+&lt;p&gt;Though you may customize the exact form of the construct to your liking, the statistics for the Astral Construct are the same as that of the Helmed Horror (page 183 in the Monster Manual) with the following exceptions:&lt;/p&gt;
+&lt;p&gt;It gains up to three additional options from the list below (you may choose the same option more than once):&lt;/p&gt;
+&lt;ul&gt;
+&lt;li&gt;Extra Attack&lt;/li&gt;
+&lt;li&gt;See Invisibility&lt;/li&gt;
+&lt;li&gt;Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con saves or are blinded and deafened for 1 minute. They may repeat the saving throw at the end of each of their turns. Once a creature succeeds, it cannot be affected again.)&lt;/li&gt;
+&lt;li&gt;5d8 (22) Extra Hit Points&lt;/li&gt;
+&lt;li&gt;Extra Spell Immunity (Two additional spells)&lt;/li&gt;
+&lt;li&gt;+3 Damage on Hit&lt;/li&gt;
+&lt;li&gt;+1 AC&lt;/li&gt;
+&lt;/ul&gt;
+&lt;p&gt;*Imprisonment*: You learn the 9th level Wizard spell Imprisonment as a ninth level mind power. It does not count against the number of powers known, but costs the normal number of psi points to manifest. As a Mind Master, Imprisonment gains an additional option: Mind Prison. You may choose to Imprison the creature directly in your mind. There is no material component needed for this option. If you die or your consciousness leaves your body for a period longer than 8 hours (as with an Astral Projection spell), the prisoner is released. While imprisoned in your mind, the creature may sense what you allow it to sense and you may read the creature's surface thoughts as with a Detect Thoughts spell. No more than one creature may be imprisoned this way at a time.&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Impose Will&lt;/strong&gt;: Once per short rest, you may cause a creature making a saving throw against one of your mind powers, abilities, or your psionic blast to have disadvantage on that saving throw. You must do so before the roll is made. Once you've used this feature on a creature, you may not do so again on that same creature until you finish a long rest.&lt;/p&gt;
</content>
<rights type="html">&lt;p&gt;The content of this page is Copyright © 2017 &lt;a href="mailto:ImFromNASA@gmail.com"&gt;Andrew Murrell&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This page is licensed under the &lt;a href=""&gt;CC BS-SA-3.0&lt;/a&gt; license.&lt;/p&gt;</rights>
@@ -296,24 +682,100 @@
&lt;p&gt;This page is licensed under the &lt;a href=""&gt;CC BS-SA-3.0&lt;/a&gt; license.&lt;/p&gt;</rights>
</entry>
<entry xmlns="http://www.w3.org/2005/Atom">
- <link rel="alternate" type="text/html" href="https://www.andrewdm.me/changelog.html"/>
- <id>https://www.andrewdm.me/changelog.html</id>
+ <link rel="alternate" type="text/html" href="https://www.andrewdm.me/dnd/psionic-schools.html"/>
+ <id>https://www.andrewdm.me/dnd/psionic-schools.html</id>
<updated>2017-01-09T18:17:41-05:00</updated>
<published>2017-01-09T18:17:41-05:00</published>
- <title>ChangeLog</title>
+ <title>Schools of Psionics</title>
+ <author><name>Andrew Murrell</name><uri>https://andrewdm.me/</uri><email>ImFromNASA@gmail.com</email></author>
+ <category term="ES" label="Essay" /><category term="HB" label="Homebrew" />
+ <content type="html">&lt;h1 class=title&gt;Schools of Psionics&lt;/h1&gt;
+&lt;p&gt;From what I've seen, the most recent few 5e Unearthed Arcana dealing with &amp;quot;Psionics and the Mystic&amp;quot; have been getting somewhat mixed reviews. I don't think this is because of the mechanics--or rather not COMPLETELY because of the mechanics. Mechanics for psionics have always been weird, and the 5e style is good for D&amp;amp;D, so maintaining that is good and won't get any gripes from me.&lt;/p&gt;
+&lt;p&gt;But I think that no matter what purely mechanical tweaks the UA team has planned for the Mystic, the general lukewarm reception isn't going to change unless we get something else squared away first. Something a little deeper--something that helps us grasp Psionics in the same way we grasp Magic: with a complete and intuitive system.&lt;/p&gt;
+&lt;p&gt;With Weave-based magic there are schools which somewhat delineate magical effects (conjuration, divination, etc), but that's not exactly what I mean. Not to bash the magical schools (any system will have inconsistencies--mine notwithstanding), but few people really understand what it means to be a wizard by what school of magic they specialize in. An enchantment wizard isn't fundamentally different from an evocation one. But a wizard is different than a bard or a warlock. These &amp;quot;Schools of Psionics&amp;quot; are as much about the state of mind of the manifester and the method for manifestation as they are about the outcome of the manifestation (there are several of my Psionic &amp;quot;schools&amp;quot; that may each manifest effects in the transmutation school of magic for instance, but each according to its own particular rules).&lt;/p&gt;
+&lt;p&gt;What I mean is this:&lt;/p&gt;
+&lt;table&gt;
+&lt;thead&gt;
+&lt;tr class="header"&gt;
+&lt;th&gt;&lt;/th&gt;
+&lt;th&gt;Introvertion (a)&lt;/th&gt;
+&lt;th&gt;Extroversion (b)&lt;/th&gt;
+&lt;/tr&gt;
+&lt;/thead&gt;
+&lt;tbody&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;Mind (1)&lt;/td&gt;
+&lt;td&gt;Cogitation&lt;/td&gt;
+&lt;td&gt;Domination&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;Body (2)&lt;/td&gt;
+&lt;td&gt;Sympathy&lt;/td&gt;
+&lt;td&gt;Manifestation&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="odd"&gt;
+&lt;td&gt;Time (3)&lt;/td&gt;
+&lt;td&gt;Prescience&lt;/td&gt;
+&lt;td&gt;Anticipation&lt;/td&gt;
+&lt;/tr&gt;
+&lt;tr class="even"&gt;
+&lt;td&gt;Space (4)&lt;/td&gt;
+&lt;td&gt;Metapsionics&lt;/td&gt;
+&lt;td&gt;Apportation&lt;/td&gt;
+&lt;/tr&gt;
+&lt;/tbody&gt;
+&lt;/table&gt;
+&lt;p&gt;There are eight categories split into two primary focuses and four topical domains, and each of the eight describes HOW a power is manifested. It tells us what our character is DOING to get the blasted power to work. As a D&amp;amp;D culture, we know how wizards do it, careful study and recitation, memorization, etc. We know how Bards do it, they hear the music of creation and wrap their words in it. All these effects are propagated through Mystra's Weave and are bound by it's limitations. But nobody has a clue how Psionics works. Or rather, we all have half-baked ideas that don't jive.&lt;/p&gt;
+&lt;p&gt;In order for this to work, we need to know in canon, what it means to BE A PSIONIST and manifest powers. I'm probably no different than anybody else in my half-baked understanding, but as a Physicist and an editor I feel it is my duty to try to make sense of this mess.&lt;/p&gt;
+&lt;p&gt;First off, since we don't have a Weave, but all magic needs a medium, lets make one. Lets call it the Psionic Field. Created spontaneously from the first thinking being (or Source), the Psionic Field exists on any plane containing thought. Some sources of psionic power are stronger than others, but all thinking things produce some connection to the field (some might wonder if magic and the Weave itself is naught but an echo of Mystra's or Auppenser's mind--and in that light perhaps the Psionic Field is not so foreign after all).&lt;/p&gt;
+&lt;p&gt;With that medium in place, the world of Psionics slowly falls into place as well. Detailed descriptions of the eight schools follow:&lt;/p&gt;
+&lt;p&gt;1a) Cogitation - Clarity of thought, memory, action, and connection to the Psionic Field.&lt;/p&gt;
+&lt;p&gt;Cogitation is often one's first exposure to Psionics. It's a clear-mindedness that opens up your own mind to see itself for the first time, and beyond that, to sense the edges of the minds of others. It includes the stereotypical bloody-nosed mind reading, mimicry, and perfect recall.&lt;/p&gt;
+&lt;p&gt;Examples of Cogitation include &amp;quot;Detect Thoughts&amp;quot; and &amp;quot;Mind Meld&amp;quot; and the ability to learn or borrow skills and proficiencies directly from the minds of others.&lt;/p&gt;
+&lt;p&gt;1b) Domination - Exert dominating willpower over other minds.&lt;/p&gt;
+&lt;p&gt;Once you've encountered sources outside yourself it is only natural to try to influence or even dominate them. Exerting your will into the minds of others isn't the same as reading their thoughts, you might not know what your target is thinking, only that it will succumb.&lt;/p&gt;
+&lt;p&gt;Examples of Domination include &amp;quot;Command&amp;quot;, &amp;quot;Suggestion&amp;quot;, and &amp;quot;Dominate Person&amp;quot;.&lt;/p&gt;
+&lt;p&gt;2a) Sympathy - Exerting influence upon sympathetic objects.&lt;/p&gt;
+&lt;p&gt;The Psionic Field is produced by thinking creatures, but it can leave an imprint on even mundane objects and materials. Objects may be imbued with Psionic energy to produce a variety of effects, and may soak up ambient energy by just sitting within the Psionic Field which can be later be discerned by a Psionist to know about an object's history. This is done by expanding your sense of self outward from your mind and body and into the object.&lt;/p&gt;
+&lt;p&gt;Examples of Sympathy include &amp;quot;Psychometry&amp;quot;, &amp;quot;Animate Objects&amp;quot;, and &amp;quot;Guards and Wards&amp;quot;.&lt;/p&gt;
+&lt;p&gt;2b) Manifestion - Creating both illusory and physically manipulable constructs of pure thought.&lt;/p&gt;
+&lt;p&gt;By focusing and condensing ideas down to their most concrete forms, Psionists can manifest the essence of a thing as either an illusion or as a real physical object made of Astral matter (ectoplasm). Astral matter is most commonly associated with the Astral plane (or plane of thought) where it occurs naturally, but can exist anywhere with a sufficient psionic field for a Psionist to conjure it.&lt;/p&gt;
+&lt;p&gt;Examples of Manifestation include &amp;quot;Mage Hand&amp;quot;, &amp;quot;Conjure Astral Construct&amp;quot;, and &amp;quot;Programmed Illusion&amp;quot;&lt;/p&gt;
+&lt;p&gt;3a) Prescience - See and feel other places and times.&lt;/p&gt;
+&lt;p&gt;Because the actions of thinking things (sources of psionics) are not stagnant, their movements create ripples in the Psionic Field. Births, deaths, and exchanges of knowledge leave their marks. By studying these echos and patterns, Psionists can discern events that occurred in distant parts of the world or even in the past or future.&lt;/p&gt;
+&lt;p&gt;Examples of Prescience include &amp;quot;Detect Poison and Disease&amp;quot;, &amp;quot;Scrying&amp;quot;, and &amp;quot;Foresight&amp;quot;.&lt;/p&gt;
+&lt;p&gt;3b) Anticipation - Solidify expectation and possibility into reality.&lt;/p&gt;
+&lt;p&gt;In many ways the Universe itself is just composed of the interactions of groups of sources of psionism and the objects being pulled in their wake (albeit a rather large number of each). With an awareness of the way ripples propagate in the Psionic Field and by using the techniques of Sympathy but directing them outwards, a Psionist can begin to subtly manipulate expectation and the laws of Physics themselves.&lt;/p&gt;
+&lt;p&gt;Examples of Anticipation include &amp;quot;Heat Metal&amp;quot;, &amp;quot;Telekinesis&amp;quot;, &amp;quot;Reverse Gravity&amp;quot;, and &amp;quot;Time Stop&amp;quot;.&lt;/p&gt;
+&lt;p&gt;4a) Metapsionics - Manipulating sources of Psionism and their direct effects.&lt;/p&gt;
+&lt;p&gt;The way that thinking creatures interact with the Psionic Field is complicated and diverse, just as the creatures which produce it are themselves. By studying how the minds of Psionically-attuned creatures create Psionic and even Magical Weave-based effects, a Psionist can learn to imitate or manipulate psionic effects as they see them (and sometimes use what they've learned to imbue limited psionic potential into others).&lt;/p&gt;
+&lt;p&gt;Examples of Metapsionics include &amp;quot;Detect Magic&amp;quot;, &amp;quot;Counterspell&amp;quot;, and &amp;quot;Awaken&amp;quot;&lt;/p&gt;
+&lt;p&gt;4b) Apportation - Pulling and pushing on planar boundaries with the Psionic Field.&lt;/p&gt;
+&lt;p&gt;Since the material plane is not the only one with thinking creatures, some far-minded Psionists can detect the Psionic Field existing on other planes of existence and pull on these remote fields of power. Doing so can banish alien creatures, abjure harmful elemental effects, or even tear open portals to distant planes and places.&lt;/p&gt;
+&lt;p&gt;Examples of Apportation include &amp;quot;Dimension Door&amp;quot;, &amp;quot;Banishment&amp;quot;, and &amp;quot;Whitefire Portal&amp;quot;&lt;/p&gt;
+&lt;p&gt;== Post Script ==&lt;/p&gt;
+&lt;p&gt;Q: Specifics (where do these fit in?) - A: Answer&lt;/p&gt;
+&lt;p&gt;What about Soul Knives??? - A soul knife is just an adept who uses a combination of Manifestation and Sympathy to conjure a blade and imbue it with different Sympathetic effects. In a similar way, you can use these eight to extend specific domains on to different classes. Psionic warrior? Uses Sympathy to strengthen his body and Prescience to predict the strikes of his enemy. Psionic rogue? Apportation to teleport around or Cogitation to read minds to cheat at cards (or memorize the deck). Once the system is in place, the variations build themselves because you know what's possible and what isn't. Restriction breeds Creativity. You gotta know the rules to use them.&lt;/p&gt;
+&lt;p&gt;What's all this about &amp;quot;Psionist?&amp;quot; Isn't it &amp;quot;Psion&amp;quot; - In my understanding a &amp;quot;Psion&amp;quot; is a mystic who uses metapsionics to manipulate her own mind into casting spells with the Weave. It is also a term that gets some use for a general practitioner of psionics. It is also one of those 4e tattoo addicts... just a really overloaded term really. Psionist sounds the best to me as a general term like &amp;quot;mage.&amp;quot;&lt;/p&gt;
+&lt;p&gt;What's the difference between Sympathy and Anticipation when moving/lifting things? - In Sympathy, you convince the object to move by extending your sense of self into it and lifting it yourself, in Anticipation, it moves because you trick the Universe into thinking the object should already be moving and so the Universe does it for you. Expanding self is all monk-like vs. essentially casting Luck Bending spells.&lt;/p&gt;
+&lt;p&gt;Apportation includes an allusion to &amp;quot;Whitefire Portal&amp;quot;. What's that? - Oh, just this cool thing I made:&lt;/p&gt;
+&lt;p&gt;&lt;strong&gt;Whitefire Portal&lt;/strong&gt;: You burn a temporary hole through the Astral Plane and into another plane of your choice. Once per long rest, centered on a point within 300 ft of you, you summon raw Astral ectoplasm which burns with hellish, white-hot fury. Any creature standing within 20 feet of the whitefire must make a Dexterity saving throw or take 12d10 fire damage or half on a successful save. Inanimate objects in the area also take the damage and flammable objects may catch on fire. A portal then opens to the chosen plane as with a Gate spell and remains open for 1 minute as the planes slowly knit themselves back together. Alternatively, instead of a specific location on a plane of your choice, you may choose to have your portal open into a generally inhospitable location in one of the elemental planes or the planes of positive or negative energy. If you do so, creatures who enter or begin their turns within 20 feet of the portal take 6d10 damage of the appropriate elemental or energy type.&lt;/p&gt;
+&lt;p&gt;I'm actually working on an entire Psionist class for eventual publication on the Dungeon Master's Guild (or as part of my &amp;quot;MagnumOpis-MagicOfTheMultiverse&amp;quot; which covers EVERYTHING magical as I understand it). Of course if somebody #wotcstaff wants to buy it and/or hire me, I'd be totally up for #theorycrafting for a living.&lt;/p&gt;
+</content>
+ <rights type="html">&lt;p&gt;The content of this page is Copyright © 2017 &lt;a href="mailto:ImFromNASA@gmail.com"&gt;Andrew Murrell&lt;/a&gt;.&lt;/p&gt;
+&lt;p&gt;This page is licensed under the &lt;a href=""&gt;CC BS-SA-3.0&lt;/a&gt; license.&lt;/p&gt;</rights>
+</entry>
+<entry xmlns="http://www.w3.org/2005/Atom">
+ <link rel="alternate" type="text/html" href="https://www.andrewdm.me/about.html"/>
+ <id>https://www.andrewdm.me/about.html</id>
+ <updated>2017-01-09T18:17:41-05:00</updated>
+ <published>2017-01-09T18:17:41-05:00</published>
+ <title>Hello Internet Person!</title>
<author><name>Andrew Murrell</name><uri>https://andrewdm.me/</uri><email>ImFromNASA@gmail.com</email></author>
- <content type="html">&lt;h1 id="changelog"&gt;ChangeLog&lt;/h1&gt;
-&lt;h2 id="luke-shumaker-lukeshusbcglobal.net"&gt;2017-01-04 Luke Shumaker &amp;lt;lukeshu@sbcglobal.net&amp;gt;&lt;/h2&gt;
-&lt;p&gt;Change the title of &amp;quot;Psionist&amp;quot; -&amp;gt; &amp;quot;Psionist Class [5e]&amp;quot;&lt;/p&gt;
-&lt;pre&gt;&lt;code&gt;src/dnd/Psionist.md | 2 +-
-1 file changed, 1 insertion(+), 1 deletion(-)&lt;/code&gt;&lt;/pre&gt;
-&lt;h2 id="august-2016"&gt;31 August 2016&lt;/h2&gt;
-&lt;p&gt;Decided that the 1/5th of 'Magic is Magic' that was 'finished' was actually trash.&lt;/p&gt;
-&lt;p&gt;Worked on &amp;quot;Harvey's Adventure&amp;quot; for a pair of paragraphs.&lt;/p&gt;
-&lt;h2 id="august-2016-1"&gt;30 August 2016&lt;/h2&gt;
-&lt;p&gt;Updated Tastavi with my introduction and 'Andrew Stamp of Approval'™ rewrite.&lt;/p&gt;
-&lt;p&gt;Decided that there are not enough hours in a day.&lt;/p&gt;
+ <content type="html">&lt;p&gt;Hello Internet Person!&lt;/p&gt;
+&lt;p&gt;I'm Andrew D. Murrell, and I'm a DM.&lt;/p&gt;
+&lt;p&gt;Though I hold a degree in Physics, am currently working as a manager and editor at a small tech firm. I write, mostly to teach my players about the whatever they want to know about the Forgotten Realms, but also because I think stories make the world a better place. I can be contacted at ImFromNASA@gmail.com and would love to hear from you!&lt;/p&gt;
</content>
<rights type="html">&lt;p&gt;The content of this page is Copyright © 2017 &lt;a href="mailto:ImFromNASA@gmail.com"&gt;Andrew Murrell&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This page is licensed under the &lt;a href=""&gt;CC BS-SA-3.0&lt;/a&gt; license.&lt;/p&gt;</rights>
@@ -321,8 +783,8 @@
<entry xmlns="http://www.w3.org/2005/Atom">
<link rel="alternate" type="text/html" href="https://www.andrewdm.me/dnd/tastavi.html"/>
<id>https://www.andrewdm.me/dnd/tastavi.html</id>
- <updated>2016-08-30T19:56:00-04:00</updated>
- <published>2016-08-30T19:56:00-04:00</published>
+ <updated>2016-08-30T23:56:00+00:00</updated>
+ <published>2016-08-30T23:56:00+00:00</published>
<title>Tastavi D'Maelnor of Llolethane</title>
<author><name>Andrew Murrell</name><uri>https://andrewdm.me/</uri><email>ImFromNASA@gmail.com</email></author>
<category term="SS" label="Short Story" />
@@ -4199,8 +4661,8 @@ Footnotes:
<entry xmlns="http://www.w3.org/2005/Atom">
<link rel="alternate" type="text/html" href="https://www.andrewdm.me/dnd/WaterdeepBazaar/WaterdeepBazaar.html"/>
<id>https://www.andrewdm.me/dnd/WaterdeepBazaar/WaterdeepBazaar.html</id>
- <updated>2015-12-13T19:00:00-05:00</updated>
- <published>2015-12-13T19:00:00-05:00</published>
+ <updated>2015-12-14T00:00:00+00:00</updated>
+ <published>2015-12-14T00:00:00+00:00</published>
<title>Waterdeep Bazaar: Marketplace Generator</title>
<author><name>Andrew Murrell</name><uri>https://andrewdm.me/</uri><email>ImFromNASA@gmail.com</email></author>
<category term="DM" label="DMing Resource" /><category term="WP" label="WIP" />
@@ -4210,8 +4672,8 @@ Footnotes:
<entry xmlns="http://www.w3.org/2005/Atom">
<link rel="alternate" type="text/html" href="http://365tomorrows.com/12/03/a-simple-lament/"/>
<id>http://365tomorrows.com/12/03/a-simple-lament/</id>
- <updated>2013-12-02T19:00:00-05:00</updated>
- <published>2013-12-02T19:00:00-05:00</published>
+ <updated>2013-12-03T00:00:00+00:00</updated>
+ <published>2013-12-03T00:00:00+00:00</published>
<title>365 Tomorrows: A Simple Lament</title>
<author><name>Andrew Murrell</name><uri>https://andrewdm.me/</uri><email>ImFromNASA@gmail.com</email></author>
<category term="FF" label="Flash Fiction" />
diff --git a/out/index.html b/out/index.html
index 2a7b285..243a0ca 100644
--- a/out/index.html
+++ b/out/index.html
@@ -26,24 +26,27 @@
<h1 class=title>AndrewDM</h1>
<ul>
-<li><span><a class="" href="changelog.html" title="Published on 2017-01-09">ChangeLog</a></span><span></span></li>
<li><span><a class="" href="about.html" title="Published on 2017-01-09">Hello Internet Person!</a></span><span></span></li>
+<li><span><a class="" href="changelog.html" title="Published on 2017-01-09 (updated on 2017-01-14)">ChangeLog</a></span><span></span></li>
</ul>
<h2>
<a href="dnd/">Dungeons &amp; Dragons</a>
</h2>
<ul>
-<li><span><a class="external" href="dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-13">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
+<li><span><a class="external" href="dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-14">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
<li><span><a class="" href="dnd/psionist-class.html" title="Published on 2016-07-16">Psionist Class [5e]</a></span><span><a class="tag ES" href="/tags/ES.html">Essay</a><a class="tag HB" href="/tags/HB.html">Homebrew</a></span></li>
<li><span><a class="" href="dnd/tastavi.html" title="Published on 2016-08-30">Tastavi D'Maelnor of Llolethane</a></span><span><a class="tag SS" href="/tags/SS.html">Short Story</a></span></li>
-<li><span><a class="" href="dnd/spell-gauntlet.html" title="Published on 2017-01-09">Spell Gauntlet: Practical Spellcasting</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a><a class="tag SS" href="/tags/SS.html">Short Story</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
<li><span><a class="" href="dnd/psionic-schools.html" title="Published on 2017-01-09">Schools of Psionics</a></span><span><a class="tag ES" href="/tags/ES.html">Essay</a><a class="tag HB" href="/tags/HB.html">Homebrew</a></span></li>
+<li><span><a class="" href="dnd/spell-gauntlet.html" title="Published on 2017-01-09">Spell Gauntlet: Practical Spellcasting</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a><a class="tag SS" href="/tags/SS.html">Short Story</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
+<li><span><a class="" href="dnd/Psionist2.html" title="Published on 2017-01-14">#+HTML_HEAD_EXTRA:
+<style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style>
+</a></span><span></span></li>
</ul>
<h2>
<a href="writing/">Writing</a>
</h2>
<ul>
-<li><span><a class="external" href="http://365tomorrows.com/12/03/a-simple-lament/" title="Published on 2013-12-02">365 Tomorrows: A Simple Lament</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a></span></li>
+<li><span><a class="external" href="http://365tomorrows.com/12/03/a-simple-lament/" title="Published on 2013-12-03">365 Tomorrows: A Simple Lament</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a></span></li>
</ul>
</article>
diff --git a/out/tags/DM.html b/out/tags/DM.html
index 1a39636..f102edb 100644
--- a/out/tags/DM.html
+++ b/out/tags/DM.html
@@ -26,7 +26,7 @@
<h1 class=title>Tag: DMing Resource</h1>
<ul>
-<li><span><a class="external" href="../dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-13">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
+<li><span><a class="external" href="../dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-14">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
</ul>
</article>
diff --git a/out/tags/FF.html b/out/tags/FF.html
index 7108ac4..649b6e2 100644
--- a/out/tags/FF.html
+++ b/out/tags/FF.html
@@ -26,7 +26,7 @@
<h1 class=title>Tag: Flash Fiction</h1>
<ul>
-<li><span><a class="external" href="http://365tomorrows.com/12/03/a-simple-lament/" title="Published on 2013-12-02">365 Tomorrows: A Simple Lament</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a></span></li>
+<li><span><a class="external" href="http://365tomorrows.com/12/03/a-simple-lament/" title="Published on 2013-12-03">365 Tomorrows: A Simple Lament</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a></span></li>
<li><span><a class="" href="../dnd/spell-gauntlet.html" title="Published on 2017-01-09">Spell Gauntlet: Practical Spellcasting</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a><a class="tag SS" href="/tags/SS.html">Short Story</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
</ul>
diff --git a/out/tags/WP.html b/out/tags/WP.html
index 1f9e171..66a9d0a 100644
--- a/out/tags/WP.html
+++ b/out/tags/WP.html
@@ -26,7 +26,7 @@
<h1 class=title>Tag: WIP</h1>
<ul>
-<li><span><a class="external" href="../dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-13">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
+<li><span><a class="external" href="../dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-14">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
<li><span><a class="" href="../dnd/spell-gauntlet.html" title="Published on 2017-01-09">Spell Gauntlet: Practical Spellcasting</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a><a class="tag SS" href="/tags/SS.html">Short Story</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
</ul>
diff --git a/out/tags/index.html b/out/tags/index.html
index 530493c..643ad5b 100644
--- a/out/tags/index.html
+++ b/out/tags/index.html
@@ -29,7 +29,7 @@
<a href="DM.html">Tag: DMing Resource</a>
</h2>
<ul>
-<li><span><a class="external" href="../dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-13">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
+<li><span><a class="external" href="../dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-14">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
</ul>
<h2>
<a href="ES.html">Tag: Essay</a>
@@ -42,7 +42,7 @@
<a href="FF.html">Tag: Flash Fiction</a>
</h2>
<ul>
-<li><span><a class="external" href="http://365tomorrows.com/12/03/a-simple-lament/" title="Published on 2013-12-02">365 Tomorrows: A Simple Lament</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a></span></li>
+<li><span><a class="external" href="http://365tomorrows.com/12/03/a-simple-lament/" title="Published on 2013-12-03">365 Tomorrows: A Simple Lament</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a></span></li>
<li><span><a class="" href="../dnd/spell-gauntlet.html" title="Published on 2017-01-09">Spell Gauntlet: Practical Spellcasting</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a><a class="tag SS" href="/tags/SS.html">Short Story</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
</ul>
<h2>
@@ -63,7 +63,7 @@
<a href="WP.html">Tag: WIP</a>
</h2>
<ul>
-<li><span><a class="external" href="../dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-13">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
+<li><span><a class="external" href="../dnd/WaterdeepBazaar/WaterdeepBazaar.html" title="Published on 2015-12-14">Waterdeep Bazaar: Marketplace Generator</a></span><span><a class="tag DM" href="/tags/DM.html">DMing Resource</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
<li><span><a class="" href="../dnd/spell-gauntlet.html" title="Published on 2017-01-09">Spell Gauntlet: Practical Spellcasting</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a><a class="tag SS" href="/tags/SS.html">Short Story</a><a class="tag WP" href="/tags/WP.html">WIP</a></span></li>
</ul>
diff --git a/out/writing/index.html b/out/writing/index.html
index ba4bc4f..1876997 100644
--- a/out/writing/index.html
+++ b/out/writing/index.html
@@ -26,7 +26,7 @@
<h1 class=title>Writing</h1>
<ul>
-<li><span><a class="external" href="http://365tomorrows.com/12/03/a-simple-lament/" title="Published on 2013-12-02">365 Tomorrows: A Simple Lament</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a></span></li>
+<li><span><a class="external" href="http://365tomorrows.com/12/03/a-simple-lament/" title="Published on 2013-12-03">365 Tomorrows: A Simple Lament</a></span><span><a class="tag FF" href="/tags/FF.html">Flash Fiction</a></span></li>
</ul>
</article>
diff --git a/src/changelog.md b/src/changelog.md
index 1fb497d..21af91a 100644
--- a/src/changelog.md
+++ b/src/changelog.md
@@ -1,6 +1,13 @@
ChangeLog
=========
+## 2017-01-14 Andrew Murrell &lt;merl@neo.andrewdm.me&gt;
+
+Added an updated Psionist class with more complete domains, but no mind powers yet.
+
+ src/dnd/Psionist2.org | 566 ++++++++++++++++++++++++++++++++++++++++++++++++++
+ 1 file changed, 566 insertions(+)
+
## 2017-01-04 Luke Shumaker &lt;lukeshu@sbcglobal.net&gt;
Change the title of "Psionist" -&gt; "Psionist Class [5e]"
diff --git a/src/dnd/Psionist2.org b/src/dnd/Psionist2.org
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+#+HTML_HEAD_EXTRA: <style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style>
+
+* Introduction to the Psionist Class [5e]
+
+* The Psionist
+
+ As a Psionist, you gain the following class features.
+
+** Hit Points
+ * *Hit Dice*: 1d6 per psionist level
+ * *Hit Points at 1st Level*: 6 + your Constitution modifier
+ * *Hit Points at Higher Levels*: 1d6 (or 4) + your Constitution modifier per psionist level after 1st
+
+** Proficiencies
+ * *Armor*: Light armor
+ * *Weapons*: Simple Weapons
+ * *Tools*: None
+ * *Saving Throws*: Intelligence, Wisdom
+ * *Skills*: Choose two skills from Arcana, History, Insight,
+ Investigation, Medicine, Perception, or Religion
+
+** Equipment
+You start with the following equipment, in addition to the equipment
+granted by your background:
+
+ * (a) a spear or (b) a mace
+ * (a) leather armor
+ * (a) light crossbow and 20 bolts or (b) any simple weapon
+ * (a) a scholar's pack or (b) an explorer's pack
+
+** Psionist Class Progression Table
+
+| | Prof. | | | Max | | |
+| Level | Bonus | Features | Psi | Power | Cantrips | Powers |
+| | | | Points | Level | Known | Known |
+|-------+-------+----------------------------------+--------+-------+----------+--------|
+| 1 | +2 | [[Mind Powers][Mind Powers]], [[Thought Sensitivity][Thought Sensitivity]] | 4 | 1st | 3 | 2 |
+| 2 | +2 | [[Psionic Focus][Psionic Focus]] | 6 | 1st | 3 | 3 |
+| 3 | +2 | Psionic Discipline Feature | 14 | 2nd | 3 | 4 |
+| 4 | +3 | Ability Score Improvement | 17 | 2nd | 3 | 4 |
+| 5 | +3 | | 27 | 3rd | 4 | 5 |
+| 6 | +3 | Psionic Discipline Feature | 32 | 3rd | 4 | 6 |
+| 7 | +3 | | 38 | 4th | 4 | 7 |
+| 8 | +3 | Ability Score Improvement | 44 | 4th | 4 | 7 |
+| 9 | +4 | | 57 | 5th | 4 | 8 |
+| 10 | +4 | [[Psionic Domain][Psionic Domain]] | 64 | 5th | 5 | 9 |
+| 11 | +4 | | 73 | 6th | 5 | 10 |
+| 12 | +5 | Ability Score Improvement | 73 | 6th | 5 | 10 |
+| 13 | +5 | | 83 | 7th | 5 | 11 |
+| 14 | +5 | Psionic Discipline Feature | 83 | 7th | 5 | 12 |
+| 15 | +5 | | 94 | 8th | 5 | 13 |
+| 16 | +5 | Ability Score Improvement | 94 | 8th | 5 | 13 |
+| 17 | +6 | | 107 | 9th | 5 | 14 |
+| 18 | +6 | Psionic Discipline Feature | 114 | 9th | 5 | 15 |
+| 19 | +6 | Ability Score Improvement | 123 | 9th | 5 | 16 |
+| 20 | +6 | [[Perfect Mind][Perfect Mind]] | 133 | 9th | 5 | 17 |
+
+** Mind Powers
+
+All Psionic abilities except those that cast spells are mind
+powers. Intelligence is your psionic ability for your mind
+powers. Your intellect determines the strength of the psionic effects
+you manifest. In addition, you use your Intelligence modifier when
+setting the saving throw DC for a mind power or when making an attack
+roll with one. Manifesting mind powers does not require verbal,
+somatic, or material components unless those components have an
+explicit cost associated with them or are consumed.
+
+ * *Restriction on High Level Powers*: Psionic Powers of sixth level
+ and higher take a drastic mental toll when manifested. You may only
+ manifest one sixth, one seventh, one eighth, and one ninth level
+ power per day.
+
+*** Psi Points
+
+Psi points represent a Psionist's pool of mental energy. It expands as
+she gains levels in the Psionist class and becomes more powerful. When
+manifesting powers, she uses a number of psi points according to the
+table below.
+
+| Power Level | Point Cost |
+|-------------+------------|
+| 1 | 2 |
+| 2 | 3 |
+| 3 | 5 |
+| 4 | 6 |
+| 5 | 7 |
+| 6 | 9 |
+| 7 | 10 |
+| 8 | 11 |
+| 9 | 13 |
+
+All spent psi points are recovered after a long rest.
+
+*** Psionic Ability
+
+*Mind Powers Save DC* = 8 + your proficiency bonus + your Intelligence
+modifier
+
+*Mind Power Attack Modifier* = your proficiency bonus + your
+Intelligence modifier
+
+** Thought Sensitivity
+
+As a Psionist, you are attuned to the thoughts and feelings of
+others, as well as the concentration of psionic energy in an area.
+
+ * It is more difficult for a group of people to surprise you. If
+ you enter an area with a group of five or more hidden creatures,
+ you feel their presence and cannot be surprised by them. You can
+ not determine their location relative to you or where they are
+ hiding.
+ * As an action you can examine an object or creature within 10 feet
+ of you to psionically determine whether or not it has a mind. You
+ cannot determine this if it is shielded or immune to having its
+ mind read.
+
+** Psionic Focus
+
+When you reach 2nd level, you may choose to focus your psionic
+potential in one of two directions: inward or outward.
+
+*** Internal Focus
+
+*Psionic Recovery*: Once per day when you finish a short rest you may
+regain a number of psi points equal to your Psionist level (up to 9).
+
+*** External Focus
+
+*Force of Will*: Once per short rest when manifesting a mind power you
+may add your proficiency bonus to your Mind Power Attack Modifier or
+Mind Power Save DC. You must choose to do so before the roll is made.
+
+** Psionic Domain
+
+When you reach 10th level, you may choose to focus your psionic
+potential towards an aspect of reality: mind, body, time, or space.
+
+*** Mind Domain
+
+*Psionic Restoration*: Once per short rest on your turn you may remove
+a mind-altering condition from yourself. Alternatively, you may use an
+action to end a mind-altering condition from a creature you
+touch. These may be Charmed or Frightened.
+
+*** Body Domain
+
+*Psychoportation*: Your movement speed is increased by 10 ft and you
+gain proficiency in dexterity saving throws.
+
+*** Time Domain
+
+*Chronostutter*: Once per short rest on your turn you gain an
+additional bonus action.
+
+*** Space Domain
+
+*Far Manifestation*: The max range of your psionic powers with ranges
+greater than self is increased by 20 ft.
+
+** Perfect Mind
+
+Over years of study and experience in the Hidden Art, you have
+mastered the use of your most powerful psionic powers. Upon reaching
+20th level, the restriction on manifesting high level powers no longer
+applies to sixth and seventh level powers.
+
+** Psionic Disciplines
+
+Psionic Disciplines represent the ways in which Psionists interact
+with the Psionic Field and manifest their powers. You select a
+discipline at 3rd level and it grants abilities at 3rd, 6th, 14th, and
+18th levels.
+
+| | Internal | External |
+|-------+--------------+---------------|
+| Mind | Cogitation | Domination |
+| Body | Sympathy | Manifestation |
+| Time | Prescience | Anticipation |
+| Space | Metapsionics | Apportation |
+
+*** Cogitation [4/4]
+
+Clarity of thought, memory, action and connection to thinking creatures.
+
+*Mimic Skill*: At 3rd level, you learn to tap into the minds of those
+around you to temporarily mimic their skills. As an action, you may
+target a creature within 30 feet of you. An unwilling creature makes
+an wisdom saving throw or is affected. You may learn a skill, armor,
+weapon, or tool proficiency from the targeted creature. You may only
+mimic one proficiency with this ability at a time, but may target a
+new creature at will. The targeted creature must have the chosen
+proficiency for you to gain it. You retain the proficiency while in
+the presence of the mimicked creature, but the proficiency disappears
+when the creature moves more than 30 feet from you.
+
+*Touch of Tongues*: If a creature speaks at least one language, as an
+action you may concentrate to translate their intentions, though not
+their exact wording, into a language you know. This uses your
+concentration for manifesting mind powers or casting spells and the
+effect ends when you cease concentrating on it.
+
+*Tactician*: You learn to use sensory information from those around
+you when aiming your manifestations. When determining if you can see a
+creature or object for a spell, mind power, or other ability, you may
+use the senses of any creatures within 60 feet of you instead of your
+own. An unwilling creature makes a wisdom saving throw or is
+affected.
+
+*One With All*: You thrive in areas of high density psionic
+energy. Once per long rest, you may enter a psionic trance which
+provides a variety of benefits. While in the trance you gain
+proficiency in all skills, languages, and saving throws, automatically
+succeed concentration checks, and any psionic abilities that you
+manifest or spells you cast are considered to be manifested or cast
+from one level higher (maximum of 9th level). This effect lasts a
+number of minutes equal to the number of thinking creatures within 60
+feet of you when you enter the trance (maximum 10 minutes). Your own
+senses are considered blinded and deafened for the duration. After
+the trance ends you gain 1 level of exhaustion.
+
+*** Sympathy [4/4]
+
+*Psionic Blade Ward*: You learn to ready your body to withstand
+damaging strikes. As a bonus action, you may spend a psi point to
+manifest the psionic cantrip Blade Ward (you don't have to be able to
+manifest that cantrip normally).
+
+*Empower Object*: You learn to imbue objects with psionic energy to
+produce a minor effect. As a bonus action, you may touch an object of
+size small or smaller and choose to imbue it with one of the following
+effects until the beginning of your next turn:
+
+ * Light: The object gives off a faint glow which illuminates 30
+ feet of the surrounding area in dim or bright light (your choice).
+ * Heat: The object gives off extreme heat. Touching the object deals
+ 2d8 fire damage.
+ * Silence: All sounds within 5 feet of the object are silenced as
+ with a Silence spell.
+ * Pain: Touching the object produces an illusory sense of pain which
+ deals 3d4 psychic damage.
+ * Weight: The object's weight is reduced by 10 pounds. If this would
+ reduce the object's weight to 0, the object floats in the air.
+
+If a chosen affect applied to an object would deal damage, you and any
+number of chosen creatures are immune to taking that damage from that
+effect.
+
+*Reliable Psychometry*: You may manifest the 2nd level mind power
+Psychometry at will without spending psi points. Additionally, while
+in the attunement trance you may choose to move to the perspectives of
+nearby objects within line of sight of the object you hold. The effect
+ends if your chosen object ever leaves line of sight of the original
+object.
+
+*Kinetic Avatar*: You extend your sense of self into the world around
+you, animating and controlling objects and structures in your
+vicinity, then pulling them around you in a swirling cocoon of
+armor. The effect lasts for 1 minute. After the effect ends, you gain
+one level of exhaustion.
+
+ * You gain a flying speed equal to your normal speed for the
+ duration.
+ * Your armor class increases by 10 for the duration, though this
+ bonus decays as parts of your Avatar armor are destroyed.
+ * You gain a number of temporary hit points equal to your Psionist
+ level for the duration. Whenever you take damage your bonus armor
+ class decreases by 1 as part of the armor is sheared away.
+ * As an action you may shed 5 points of bonus AC to manifest the 5th
+ level psionic power Animate Objects without spending psi
+ points. The animated objects can fly. Maintaining control of the
+ animated objects requires concentration.
+
+*** Prescience [4/4]
+
+*Detect Strike*: You sense when an opponent decides to strike you and
+can mentally prepare yourself. When you are attacked by a creature you
+can see, you may use your reaction to get a +2 bonus to armor class
+against that creature until your next turn. At 14th level, this
+increases to a +4 bonus. You may use this feature a number of times
+equal to your Intelligence modifier (minimum 2) per short rest.
+
+*Predict Disaster*: Once per short rest, when you make a roll at
+disadvantage, you may choose to roll normally instead.
+
+*Read the Past*: If you would roll less than a 20 on a History check,
+you roll a 20 instead. If a person you hear makes a statement about a
+past event, you can tell if they are lying.
+
+*Grand Oracle*: The Myriad possibilities of time: past, present, and
+future are laid bare before you. Through communing with the remnant
+collective consciousnesses present within the Psionic Field, you gain
+the following features:
+
+ * You cannot be surprised.
+ * You may manifest the 2nd level mind power Augury at will without
+ requiring components or spending psi points. The cumulative 25%
+ change of failure does not apply for the first manifestation of
+ this power each day via this feature.
+ * You may manifest the 5th level mind power Commune once per day
+ without spending any psi points.
+ * You may manifest the 6th level mind power Truesight once per day
+ without spending any psi points.
+
+*** Metapsionics [4/4]
+
+*Extended Focus*: You may choose both options of the Psionic Focus
+feature (both Internal and External).
+
+*Diminish/Enhance Psionics*: You have learned the deep secrets of the
+Hidden Art. Once per short rest, when you or a creature you can see
+manifests a psionic power or you encounter an existing psionic effect,
+you may choose to apply one of the following effects to modify it as a
+reaction.
+
+ * _Fork/Merge_: You may increase or decrease the number of affected
+ creatures by 1 (this may not reduce the number of affected
+ creatures to 0).
+ * _Expand/Contract_: You may enlarge or reduce the area of effect by 5
+ feet.
+ * _Extend/Curtail_: You may increase or decrease the duration by 1
+ minute (this doesn't apply to instantaneous effects).
+ * _Shape_: You may change the shape of the area of effect (but not
+ the direction). For example you could change a line to a cone.
+
+*Advanced Metapsionics*: You gain an additional use of your
+Diminish/Enhance Psionics feature per short rest and the following
+additional options.
+
+ * _Counter_: You may make an Intelligence (Psionics) check against
+ 10 + the power's level to end the effect.
+ * _Splice_: When you manifest a psionic effect or see one being
+ manifested, as a reaction, you may to choose a psionic power of 2nd
+ level or lower that you know and add its effects (choosing targets
+ separately within the area of effect or list of targets if
+ applicable) to the manifestation. Doing so requires spending an
+ appropriate number of psi points as if you were manifesting that
+ power normally. You may not manifest that power at a level higher
+ than its level.
+ * _Reflect_: If a psionic effect would target just you, you may have
+ it target the originator of the effect instead.
+
+*Unleash Potential*: Once per long rest as an action you plant a seed
+of psionic ability in a willing creature you touch. For 24 hours they
+gain the ability to manifest a psionic power of your choice of 2nd
+level or lower (or a cantrip) and gain 6 psi points. If you manifest
+this ability on the same target every day for a month (30 days), the
+change becomes permanent and the creature is considered to be able to
+innately manifest that ability. You may not grant more than one
+ability to a creature, nor can you target a creature that already can
+manifest psionic abilities. It's Mind Power Save DC and Attack
+Modifier are determined by its Intelligence.
+
+*** Domination [4/4]
+
+*Deep Suggestion*: You may manifest the second level mind power
+Suggestion once per long rest without expending any psi points. When
+you do, the creature you target has disadvantage on the saving throw.
+
+*Psychic Potency*: When you deal psychic damage to a target that is
+stunned, you may deal damage as though it were a critical strike.
+
+*Psychic Entity*: When you die, you may attempt to force your way into
+another creature's body to continue living. To do so, a target
+creature within 30 feet of you makes a Charisma saving throw. On a
+success, you die, otherwise, you take control of the target's body and
+force their consciousness into dormancy. You gain their physical
+features (Strength, Dexterity, Constitution) but retain all of your
+other traits. Once every 24 hours, or whenever you take damage greater
+than 50% of your max hit points, the dormant consciousness may attempt
+to resume control of the body by making a Charisma saving throw. On a
+success, you are forced out of the body and must either attempt to use
+this feature again on a different target or die.
+
+*Enslave*: Once per long rest as an action you may target a creature
+you can see within 30 feet of you. The target must succeed on a Wisdom
+saving throw or be charmed by you until you die or are on a different
+plane of existence from it. The charmed target is under your control
+and can't take reactions, and you and the target can communicate
+telepathically with each other over any distance. Whenever the charmed
+target takes damage, it can repeat its saving throw. On a success, the
+effect ends. No more than once every 24 hours, the target can also
+repeat the saving throw when it is at least one mile away from you.
+
+*** Manifestation [4/4]
+
+*Astral Armor*: As an action, you may conjure a coating of astral
+matter which covers the skin. This coating lasts for 1 hour and
+radiates dim light. Your AC becomes 13 + your Dexterity modifier for
+the duration. As a reaction, you may explicitly harden the coating,
+which temporarily increases your AC to 15 + Dex, but destroys the
+armor afterwards in a flash of bright light. Creatures within 5 feet
+of you when the armor is destroyed must make a Constitution saving
+throw or be blinded until your next turn.
+
+*Astral Weapon*: You learn to emulate the effects of the 2nd level
+Cleric spell Spiritual Weapon as a 2nd level mind power except the
+conjured weapon is considered to be made of Astral matter and radiates
+dim light. Additionally, the first time you manifest your Astral
+weapon each day, you may do so without spending psi points.
+
+*Durable Manifestation*: When you create or conjure a creature it
+gains 20 temporary hit points. While you are wearing your Astral
+Armor, you gain 20 temporary hit points.
+
+*Astral Affinity*: Powers and effects that create creatures or
+manifestations made of astral matter cost half as much to manifest and
+last twice as long (this includes those created by your Astral Armor
+and Astral Weapon features).
+
+*** Anticipation [4/4]
+
+*Force Repulsion*: As an action you may have target creature within 60
+feet of you makes a Strength saving throw. If it fails, it is pushed
+up to 30 feet away from you and requires spending twice its movement
+to approach you until your next turn.
+
+*Kinematics*: You learn the Minor Kinematics Cantrip with the slight
+differences noted below.
+
+ * It does not count against the number of Cantrips known.
+ * The number of objects or creatures that can be levitated is doubled.
+ * The maximum weight of an object or creature that can be levitated is doubled.
+ * When lifting objects with the Minor Kinematics psionic cantrip, you
+ may attempt to attack a creature in range that you can see with
+ those objects. This attack can be made as either an action or a
+ bonus action using your Int modifier + your proficiency bonus to
+ hit. You are considered proficient with these attacks and their
+ damage is determined by the statistics of the objects being
+ levitated (e.g. a longsword would deal 1d8 + your Intelligence
+ modifier slashing damage and a levitated metal bucket would deal
+ 1 + Intelligence bludgeoning damage). Floating objects can be
+ attacked or pulled downwards, which causes the cantrip's effect
+ holding them aloft to fail. If you attempt to make a ranged attack
+ with a floating object, it must have the loading property and be
+ loaded and such an attack may not be performed as a bonus
+ action. You cannot load a weapon or activate a magic item using the
+ Minor Kinematics cantrip.
+
+*Phasing*: Once per short rest, as an action on your turn, you may
+become intangible until your next turn. You may pass through solid
+objects and are invulnerable to nonmagical bludgeoning, slashing, and
+piercing damage, but not structures, boundaries, or weapons created by
+magical force. Your gear may become intangible with you. If you would
+end your turn inside an object, you take 6d8 bludgeoning damage and
+are ejected to the nearest unoccupied space. If you end your turn
+inside another creature, you both take this damage.
+
+*Time Skip*: Once per long rest you may target a creature within 60
+feet of you. That creature makes a Charisma saving throw. If it
+fails, that creature skips its next round of combat.
+
+*** Apportation [4/4]
+
+*Call Energy*: You feel the cosmic pull of the planes of Positive and
+Negative Energy. Once per long rest, as an action you may cover an
+20-ft radius sphere centered at a point you can see in planar
+energy. Choose either a) the Positive Energy Plane or b) the Negative
+Energy Plane. The covered area is either a) bathed in a dull glow or
+b) shrouded in a misty shadow which a) heals each living creature in
+range by 1 hp at the end of each creature's turn or b) deals 1 damage
+per turn to all living things in range and the end of each creature's
+turn. Maintaining this effect requires concentration and may last no
+longer than a minute.
+
+*Planar Abjuration*: Once per short rest, as a reaction to a spell or
+effect within 30 ft of you that would deal fire, cold, lightning,
+thunder, radiant, or necrotic damage, you channel the powers of the
+elemental and outer planes to reduce the damage dealt by an amount
+equal to your Intelligence modifier + your Psionist level. If the
+spell or effect has an area of effect, the damage each affected
+creature takes is reduced by this much. Damage reduction is applied
+before applying resistances.
+
+*Banishing Blasts*: Once per short rest, when a creature native to a
+different plane of existence than the one it is on takes damage from
+one of your mind powers, you may have it make a Charisma saving
+throw. If it fails this saving throw, it is banished to its plane of
+origin sound for 1 minute with a faint popping sound. While there, the
+target is incapacitated. When the minute is finished, it returns to
+the nearest unoccupied space from where it left.
+
+*Whitefire Portal*: You burn a temporary hole through the Astral Plane
+and into another plane of your choice. Once per long rest, centered on
+a point within 300 ft of you, you summon raw Astral ectoplasm which
+burns with hellish, white-hot fury. Any creature standing within 20
+feet of the whitefire must make a Dexterity saving throw or take 12d10
+fire damage or half on a successful save. Inanimate objects in the
+area also take the damage and flammable objects may catch on fire. A
+portal then opens to a plane of your choice as with a Gate spell and
+remains open for 1 minute as the planes slowly knit themselves back
+together. Alternatively, instead of a specific location on a plane of
+your choice, you may choose to have your portal open into a general
+location in one of the elemental planes or the planes of positive or
+negative energy. If you do so, creatures who enter or begin their
+turns within 20 feet of the portal take 6d10 damage of the appropriate
+elemental or energy type.
+
+
+* MIND POWERS:
+
+*Mind Blast*: You magically emit psychic energy in a 60-foot cone.
+Each creature in that area must succeed on a Intelligence saving throw
+or take 5d8 psychic damage and be stunned for 1 minute. A creature may
+repeat the saving throw at the end of each of its turns, ending the
+effect on itself on a success.
+
+*Mind Meld*: As an action, you may touch a creature with an
+Intelligence of 5 or greater and attempt to meld your consciousnesses
+together. Doing so can be dangerous. If you attempt to meld with an
+unwilling creature, it makes a Wisdom saving throw to block the mental
+intrusion, otherwise a link is established. While the link is active,
+thoughts, emotions, and memories are shared freely between yourself
+and the creature. During a mind meld, since your minds are linked, it
+is more difficult to lie or to hide information. To do so requires a
+Concentration (Intelligence) contest for each lie or omission. Either
+party may attempt to leave the mind meld by repeating the wisdom
+saving throw (if you attempt to leave, you must also make a wisdom
+saving throw against your Mind Power save DC). If the link is broken
+in this way, or in any other way (such as the death of one of its
+participants or being physically torn from touching one another)
+before both parties explicitly agree to do so, both parties take 10d6
+psychic damage. You may only use this feature once per long rest.
+
+*Conjure Astral Construct*: Once per long rest, as an action, you may
+create an Astral construct from Astral matter pulled from the Astral
+Plane.
+
+Though you may customize the exact form of the construct to your
+liking, the statistics for the Astral Construct are the same as that
+of the Helmed Horror (page 183 in the Monster Manual) with the
+following exceptions:
+
+It gains up to three additional options from the list below (you may
+choose the same option more than once):
+
+ * Extra Attack
+ * See Invisibility
+ * Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con
+ saves or are blinded and deafened for 1 minute. They may repeat the
+ saving throw at the end of each of their turns. Once a creature
+ succeeds, it cannot be affected again.)
+ * 5d8 (22) Extra Hit Points
+ * Extra Spell Immunity (Two additional spells)
+ * +3 Damage on Hit
+ * +1 AC
+
+*Imprisonment*: You learn the 9th level Wizard spell Imprisonment as a
+ninth level mind power. It does not count against the number of powers
+known, but costs the normal number of psi points to manifest. As a
+Mind Master, Imprisonment gains an additional option: Mind Prison. You
+may choose to Imprison the creature directly in your mind. There is no
+material component needed for this option. If you die or your
+consciousness leaves your body for a period longer than 8 hours (as
+with an Astral Projection spell), the prisoner is released. While
+imprisoned in your mind, the creature may sense what you allow it to
+sense and you may read the creature's surface thoughts as with a
+Detect Thoughts spell. No more than one creature may be imprisoned
+this way at a time.
+
+*Impose Will*: Once per short rest, you may cause a creature making a
+saving throw against one of your mind powers, abilities, or your
+psionic blast to have disadvantage on that saving throw. You must do
+so before the roll is made. Once you've used this feature on a
+creature, you may not do so again on that same creature until you
+finish a long rest.