**Source:** [Pretty pictures, but can't copy the text](https://www.dropbox.com/scl/fi/5rmgvogzurdzw7rll9z8x/adept-MindsEyeNoCopy.pdf?rlkey=2ejzvrq0lyoufqlhsnnvcul9j&st=qzuwsjll&dl=0) Many adepts seek to use the power of their mind and spirit in unity with their physical form. But the path of the Mind’s Eye is one that focuses on the mind-body duality, often discarding the spiritual side of the question. This focus can give one incredible power and clarity. ## Mind’s Eye Opened (3rd level) 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 an Exertion Focus or Focus Feature that allows you to make one or more attacks you may augment that action. Augmenting a focus allows you to roll one of your Psi Dice and add the value rolled to any damage dealt. You may also augment an Athletics 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.. ## Psychic Combat (3rd level) 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. ## Force of Will (6th level) By dipping into your psionic reservoir at 6th level you can overcome effects which restrain you. When 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. ## Mirrormind (11th level) 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. 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. ## Oneness (17th level) At 17th level your awareness expands beyond mortal concerns, and you become one with reality itself. You gain the Planeswalking power. When you fail your final death saving throw, you immediately enter the Astral Plane with1 hit point as if you had used your action to do so. This special use of the Planeswalking power causes your physical form to disappear, rather than be left behind. Returning to the Material Plane causes your body to reappear with however many hit points you have on returning from the Astral Plane.