Because of this abundant affective sense and substance within you, you resist the strikes of foes not only with your physical body, but with your mind in the majority. Your hit points increase by your Wisdom modifier and increases by the same amount again whenever you gain a level in this class. When you spend Ardent hit dice to recover hit points at the end of a short rest, you can roll the die and add either your Constitution or Wisdom modifier to it. You regains hit points equal to the total.

You meld and switch the minds and bodies of yourself and a friend. As a bonus action, you can exchange places with one willing ally within your empathic range, and they are teleported to where you previously were.

You call a creature's basic instincts of survival and recovery to their mind. As a bonus action, you can heal a creature within your empathic range 1d6 hit points.

Some Invoke Mysticisms require saving throws or attack rolls. When you use such an effect from this class, the DC equals 8 + your Proficiency bonus + your Charisma modifier, and the attack your Proficiency bonus + your Charisma modifier, the same as your Psionic Save DC and your Psionic attack modifier, which are detailed later in the class description.

The ability of this empathy grants you certain powers. You start with two powers, Inspiring Grasp and Spacial Affect, and gain an effect determined by your Mantle at level 3. When you use your Invoke Mysticism, you choose which effect to create. You have a number of uses of Invoke Mysticisms equal to your Charisma modifier, and regain all expended uses when you finish a long rest.

At 8th level, you can choose another two skills from the list above to gain this benefit.

At 2nd level, you gain expertise with Insight and one of the following skills of your choice : Animal Handling, Deception, Intimidation, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of these skills.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Psionic Casting

Also at 2nd level, you learn spells that allow you to apply your mental powers onto the world. All spells require that you spend psi points to use them, which is the same as the spell's level. For example, to cast bane, a 1st-level spell, you would need to spend 1 psi point.

You learn four spells of your choice, detailed in the Ardent spell list section at the end of this document. You learn more spells at higher levels, as shown on the Ardent class table. Additionally, when you level up in this class, you can choose one of the spells you know and replace it with another psionic spells, which is also must be of a level you can cast.

Casting Psionic Spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide any components for it. You can provide components if you wish.

Creating Psionic Effects. Other disciplines create their own effects. They will tell you if they require concentration, like some spells do, what action they use, their duration, range, and who or what they can target.