3: Mind's Eye Opened, Psychic Combat
6: Force of Will
11: Mirrormind
17: Limitless Mind
At 3rd level you've opened your mind's eye, allowing you to see connections in the world around you that others might not see. You gain a Reservoir of a 1d6 Psi Dice, though you will gain 1 additional dice at levels 5, 10, and 15.
Whenever you use a Maneuver or Focus Feature that allows you to make one or more attacks you may augment that action. Augmenting an action allows you to roll one of your Psi Dice and add the value rolled to any damage dealt. You may also augment a Strength or Insight check by rolling a Psi Dice and adding the value to the total.
On a roll of a 1 or a 2, the die is lost. On a roll of the maximum value of the die you instead recover one, if any, lost die. You recover all of your Psi Dice at the end of a long rest and during a short rest can trade 1 HD for 1 Psi Die. HD used in this way provide no HP recovery.
Also at 3rd level you gain proficiency in the Awakened Mind combat tradition. This is in addition to any combat traditions that you know from other sources.
By dipping into your psionic reservoir at 6th level you can overcome effects which restrain you. When you start your turn under a spell or effect which controls or constrains your actions and movement, such as Hold Person or Slow, you may expend a Psi Dice to immediately end the effect. Psi Dice expended in this way are treated as if you had rolled a 1 and are lost.
At 11th level you gain the ability to use the mindscape to access skills and abilities you might not otherwise possess, or predict attacks with implausible skill. When rolling initiative or at the beginning of your turn, choose a creature within 60ft of you that you can see. If the target is hostile you gain advantage on the saving throw of any maneuver, spell, or power the target uses against you. If the target is an ally, you may instead use any cantrip, power, or combat maneuver your target knows.
This ability lasts for 1 minute, and can be used once per short rest.
At 17th level, your mastery of the mindscape allows your to go beyond your bodily form. When rolling initiative or at the beginning of your turn, you may choose to improve your form. Each turn, choose to replace one of the following with that of a creature you've seen that is of a challenge rating no greater than your Adept level:
HP & Constitution
AC & Dexterity
Attacks & Strength
Movement options & Base Speed
Senses
Special and Supernatural abilities (ie. a dragon's breath weapon)
This ability lasts for 10 minutes, and can be used once per long rest.