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#+TITLE: [5e] Psionist Class - Rewrite [ALPHA]
#+CLASS: dnd
#+CATEGORIES: HB

#+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 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.