The Grandmaster

Font of Magic
At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Metamagic
At 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mystic Arcanum
At 11th level, choose one 6th-level spell from the Mystic's spelllist as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more Mystic spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Immortal Durability
Starting at 1st level, your hit point maximum increases by 1 per Mystic level. In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Willpower modifier.

Mystic Powers
Third Eye: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.

concentration ends.
 * Tremorsense (2 SP; conc., 1 min.): As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
 * Unwavering Eye (2 SP): As a bonus action, you gain advantage on Willpower checks for 1 minute.
 * Piercing Sight (3 SP; conc., 1 min.): As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your

Telekinetic: While focused on this discipline, you have advantage on Strength checks. and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
 * Truesight (5 SP; conc., 1 min.): As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
 * Push (1–7 SP): As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per SP point spent

and its maximum weight depends on the SP points spent on this ability. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
 * Move (2–7 SP): Choose one object you can see within 60 feet of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 20 feet on a side,
 * Inertial Armor (2 SP): As an action, for 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.

long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
 * Telekinetic Barrier (3 SP; conc., 10 min.): As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet

on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your SPonic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend SP points to boost your check, abiding by your SP limit. You gain a +1 bonus per SP point spent. While a target is grappled in this manner, you create one of the following effects as an action:
 * Grasp (3 SP; conc., 1 min.): You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed

Telepathy: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the mystic class, you instead gain it while focused on this discipline. answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
 * Crush (1–7 SP): The target takes 1d6 bludgeoning damage per SP point spent.
 * Move (1–7 SP): You move the target up to 5 feet per SP point spent. You can move it in the air and hold it there. It falls if the grapple ends.
 * Exacting Query (2 SP): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully

statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
 * Occluded Mind (2 SP): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one

movement and action on its next turn. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
 * Broken Will (5 SP): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target's

concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it's paralyzed.
 * Psychic Grip (6 SP; conc., 1 min.): As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your

creature's actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
 * Psychic Domination (7 SP; conc., 1 min.): As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the

Mystical Recovery
Starting at 2nd level, immediately after you spend sorcery points during battle, you can take a bonus action to regain vitality equal to the number of sorcery points you spent.

When you reach 3rd level in this class you learn the Darkness spell which doesn't count against your number of spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Memory of One Thousand Steps
At 6th level, as a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest. You can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.

Consumptive Power
At 10th level, when activating a Psionic discipline, you can pay its sorcery point cost with your vitality, instead of using any sorcery points. Your current vitality and hit point maximum are both reduced by the number of vitality you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

Once you use this feature, you can't use it again until you finish a long rest.

Psionic Mastery
Beginning at 14th level, as an action, you gain 9 special sorcery points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also use normal sorcery points at the same time you use your special psi points. When you finish a long rest, you lose any of these special points that you haven't spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. At 20th level, the pool of sorcery points you gain from this feature increases to 11.

You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.

Umbral Form
Starting at 16th level, you can spend 6 Sorcery Points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Psionic Body
At 20th level, you gain the following benefits:

on the plane of existence where you died, having gained the benefits of one long rest. 1 2 6 10 14 20
 * You gain resistance to bludgeoning, piercing, and slashing damage.
 * You no longer age.
 * You are immune to disease, poison damage, and the poisoned condition.
 * If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later

Equipment

 * Melt Stick
 * Sakaaran Remote
 * Robes