Any warrior must make judgments in battle and focus upon their enemy, but those who make use of Awakened Mind maneuvers turn that focus inward and unleash it to startling effect. They rely not only on might, but the power of their mind to win the day. No class gains immediate access to the Awakened Mind tradition. Instead, one must find a psionic mentor willing to teach the school, or an ancient treatise on psionic combat.
At the Narrator's discretion, a player character may begin play with an Awakened Mind.
Acute Awarenesss (1 point)
1st degree Awakened Mind reaction
Like most people you have a natural awareness of the intentions of people around you. However your blossoming psychic abilities grant you a boon in that awareness, often allowing you to react to danger more swiftly than others. After rolling initiative you may expend your reaction to roll initiative a second time and take your preferred roll.
Precognitive Defense (1 point)
1st degree Awakened Mind bonus action
Looking into the immediate future you predict the attacks you will likely face in the next several moments and prepare yourself accordingly. However the future is ever changing and the vision is hazy at best. Roll 1d4 and add the result to your armor class against a single attack before the start of your next turn.
Psionic Weapon (2 points)
1st degree Awakened Mind bonus action (stance)
By charging your weapon with psionic energy you may gain an expertise die on any Strength or Acrobatics checks in which you use your weapon, and you may add Psychic as a damage type to your weapon attacks.
Telekinetic Leap (2 points)
1st degree Awakened Mind bonus action
By drawing your focus to yourself and directing it upward and outward you are able to throw yourself, telekinetically, to a nearby location. You immediately move as though you had made a running jump from your current space, but the distance moved does not count against your movement for the round.
Celerity (1 point)
2nd degree Awakened Mind bonus action (stance)
While you focus your mind on Celerity and Speed your body follows suit. You gain a +10ft bonus to a movement speed of your choice, you may ignore up 20ft of falling damage, and you gain an expertise die on Reflex saving throws.
Empty Mind (2 points)
2nd degree Awakened Mind reaction
By emptying your mind of all distractions and intrusions you may break mental controls. When you fail a saving throw that would cause you to lose control of your character's actions you may spend your reaction to reroll that saving throw with advantage.
Telekinetic Blow (1 point)
2nd degree Awakened Mind reaction
Lashing out with your psionic power against a foolish foe, you attempt to blast them with the ferocity of your mind. When a creature enters or exits a square within your reach you can use your reaction to force the target to make a Anchor saving throw. On a failure you may move them 10 feet in a direction of your choosing and knock them prone, causing them to take basic melee damage.
Extrasensory Perception (1 point)
3rd degree Awakened Mind bonus action
By trying to hear the whispers of the minds around you, you target an unseen foe with surprising accuracy. Make an Insight check against the passive Deception of a target you cannot currently see within 30ft. On a success, you know the target's location and do not have disadvantage on your attack roll against them before the end of your next turn.
Psy-Strike (3 points)
3rd degree Awakened Mind action (Prerequisite: Extra Attack)
Charging your weapon with telekinetic force you make a powerful and explosive strike against a target within reach. Make a weapon attack roll with advantage against your target and roll damage normally. Then choose a number of creatures no greater than your proficiency bonus within 15ft of your target - which can include your original target - and make a separate attack against each creature.
Whirling Throw (1 point)
3rd degree Awakened Mind action
Telekinetic control of your weapon allows you to hurl it across the battlefield and recover it without issue. Until the end of your current turn you may treat a one- handed or versatile weapon as if it had the throwing property with a range of 30/40. After each attack, the weapon returns to your hand, allowing you to make multiple attacks. You may add your Wisdom modifier to the damage of each of these attacks as psychic damage.
Iron Focus (1 point)
4th degree Awakened Mind bonus action (stance)
Your ability to maintain absolute focus reaches its peak as you move against any who oppose your will. While you maintain the Iron Focus stance you may expend 1 exertion to grant yourself an additional reaction each turn so long as you have exertion to spend. In addition, your concentration on any effect cannot be broken.
Psychoportation (2 points)
4th degree Awakened Mind reaction
By teleporting across the battlefield you avoid enemy attacks, though you still make your own. You may expend your reaction when you move you cause yourself to teleport short distances, either as a single movement or broken up in multiple smaller jumps. Until the start of your next turn any movement you make is treated as a teleportation effect, and does not trigger opportunity attacks or take penalties for difficult terrain, you may choose to appear next to an enemy to attack, then move out of their reach, teleporting again, until you run out of movement. You cannot fall while teleporting, and thus may move across open air until you run out of movement, at which time you fall unless standing on a supportive surface.
Steal Thought (1 point)
4th degree Awakened Mind bonus action
You snatch a thought from your enemy. When a creature is within your reach you may use your bonus action to make an Insight check against their passive Awareness. On a success, you are able to steal one memory from their mind of your choosing. This could be something as simple as the orders they were given or as complex as a memorized spell. Whatever is taken, the target loses and cannot remember until their next short rest.
Mind Lock (3 points)
5th degree Awakened Mind action
By infiltrating your opponent's mind you are able to freeze them in place. Make an Insight check against your target's AC. If you succeed the target becomes paralyzed. At the beginning of each of its turns it can make a Composure saving throw, ending the effect on a success. Opponents who have access to 3rd level or higher spells make this saving throw with disadvantage.
Psionic Blast (3 points)
5th degree Awakened Mind action
Lashing out with the full force of your mind you attempt to overwhelm your enemies with a powerful burst of psionic power. All targets within a 60ft cone must make an Sanity saving throw or take 3d8 psychic damage and become Slowed until the start of your next turn. On a successful roll they instead take half damage and are not Slowed .