Also available at GM Binder.

Order of Trance

Savants of the Order of Trance are select agents trained in battle. They are adept in weaving psionic powers when engaged in melee combat, quickly stripping their enemies of the will and ability to fight.

This Esoteric Order requires the Psychic and Spiritual Handbook (available at and GM Binder).

Order of Trance Features
Savant LevelFeature
2ndPhysical Adept, Psi Thrust
6thExtra Attack
10thMind Echo
18thMind Shock

Physical Adept

2nd-level Order of Trance feature

You are trained in the use of arms and armor. You gain proficiency with light and medium armors and two martial weapons of your choice. When you reach 10th level, you score a critical hit with simple weapons and the weapons you chose on a 19 or 20.

When you damage a target with your Psi Blast feature, you have advantage on your melee weapon attack rolls against that target until the end of your next turn.

Psi Thrust

2nd-level Order of Trance feature

During your turn when you hit a target with a melee weapon attack, you can take a bonus action to make an attack with your Psi Blast feature.

When you reach 6th level, you gain a second way to use your Psi Thrust feature. Instead of making a psi blast attack, you can manifest or reactivate one of the following powers as a bonus action, provided it is a power you have imprinted: ego whip, empathic transference, energy blast, id insinuation, mind tap, psionic blast, psychic crush, psychic domination, puppetry, sap vitality, shadow of the grave†, shatter psyche, suspension. Each power is in the Psychic and Spiritual Handbook unless it has a dagger, in which case it is in chapter X. When you augment a power through this feature, you can only spend a number of power points equal to half your level in this class.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest, unless you expend 3 power points to use it again. Starting at 18th level, you regain two expended uses when you finish a short rest.

Extra Attack

6th-level Order of Trance feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Mind Echo

10th-level Order of Trance feature

After you hit a creature with your Psi Thrust feature or a savant power, or if it fails a saving throw against one of your savant powers, you can create an echo within its mind. Whenever a target of your echo makes an ability check or attack roll, you can use your reaction to force the target to make that roll with disadvantage.

In addition, as an action, you can shift your perception to that of your echo target. If it is within 5 miles of you, you know where it is and can observe its surroundings through its senses. While using the echo target’s senses, your own are suppressed and you have disadvantage on Wisdom checks and initiative rolls. You can stop this sensory link as a bonus action.

The echo lasts for 1 hour or until you create another echo in a different creature.

Mind Shock

18th-level Order of Trance feature

When a creature hit by your Psi Thrust feature is reduced to fewer hit points than twice your level in this class after taking damage from your attack or power, you can stun it until the end of its next turn.

Once you use this feature you can’t use it again until you finish a short or long rest.