These items are for use with characters using psionic powers. For more information, refer to this PDF about the Mystic, version 3.
This mask grants the wearer the ability to speak, understand, and write five different languages. The wearer proficiency with each as if it were a skill. It draws upon the wearer’s internal reservoir of energy, Psi Points to fuel the power. The mask drains 1 Psi Point every hour of use. As a Bonus Action, the wearer attunes her mind to the knowledge of the five chosen languages.
CITRINE POWER STONE
Mystics and other psions can you can draw vigor from Power Stones. The citrine stone must be attuned to the user as with a Magic Item per the DMG. Once the psion is attuned to the stone, the stone begins to function. The Citrine Stone will begin to function doin g what is called “Flushing.” This flush removes naturally occuring Psi Points from the stone. Once it is fully flushed, the stone must regenerate its power for a full 24 hours.
Each stone has 6d4 Psi Points when it is fully recharged. It possesses a barely detectable interior glow if it holds a low-level of points. A stone charged with more points glows more brightly, but never enough to provide illumination in its own right when fully charged. When a Stone regains its charges (after 24 hours) the user must pick it up and “connect” with it again. At this time, the player must made a roll of 1d20 and a roll of “1” indicates that the stone overloads, exploding in the psion’s grasp. At this time, the psion experiences “Brainburn” as the power stone improperly manifests the stored energy. The resultant psionic surge will knock the Psion off her feet, causing her to become Prone. This surge deals 1d6 points of damage per Psi Point (6d4) in the stone.
Citrine Stones provide access to the following powers:
Avatar of Healing (5 psi)
You project an aura of
resilience. While you aren’t incapacitated, each
ally within 30 feet of you who can see you
regains additional hit points equal to your
Intelligence modifier (minimum of 0.)
Step from Sight (3 psi; conc., 1 min.)
bonus action, cloak yourself from sight. You can
target one additional creature for every
additional psi point you spend on this ability.
The added targets must be visible to you and
within 60 feet of you.
Each target turns invisible and remains so
until your concentration ends or until
immediately after it targets, damages, or
otherwise affects any creature with an attack, a
spell, or another ability
Mend Wounds (1–7 psi)
As an action, you can
spend psi points to restore hit points to one
creature you touch. The creature regains 1d8 hit
points per psi point spent
Truesight (5 psi; conc., 1 min.)
As a bonus
action, you gain truesight with a radius of 30
feet, which lasts until your concentration ends.