Psionics
|
| 1st |
1 |
1 |
2 |
Psionic Talent, Psionic Discipline,
Proficiencies[3]**, Racial Features, Feat |
| 2nd |
1 |
+1d4(2) |
2 |
— |
| 3rd |
1 |
— |
3 |
Racial Feature |
| 4th |
1 |
— |
3 |
+1 Training Point, +1 Proficiency Point |
| 5th |
2 |
+1d4(2) |
3 |
Racial Feature |
| 6th |
2 |
— |
3 |
Select a Psionic Talent |
| 7th |
2 |
— |
4 |
Racial Feature |
| 8th |
2 |
+1d4(2) |
4 |
+1 Training Point, +1 Proficiency Point |
| 9th |
2 |
— |
4 |
Racial Feature |
| 10th |
3 |
+1d6(3) |
4 |
— |
| 11th |
3 |
— |
5 |
Select a Psionic Mastery***, Racial Feature |
| 12th |
3 |
— |
5 |
+1 Training Point, +1 Proficiency Point |
| 13th |
3 |
+1d6(3) |
5 |
Racial Feature |
| 14th |
3 |
— |
6 |
— |
| 15th |
4 |
— |
6 |
Select a Psionic Talent, Racial Feature |
| 16th |
4 |
+1d6(3) |
6 |
+1 Training Point, +1 Proficiency Point |
| 17th |
4 |
— |
6 |
Mastery Improvement, Racial Feature |
| 18th |
4 |
— |
7 |
— |
| 19th |
4 |
+1d8(4) |
7 |
+1 Training Point, +1 Proficiency Point, Racial Feature |
| 20th |
5 |
+1d8(4) |
7 |
Select a Psionic Mastery |
|
* The value in parenthesis is the optional average
value you can select instead of rolling for Psi Points. In addition, always add your
Intelligence modifier to the total Psi Points you gain.
** These
Proficiencies replace tradition 5e Background and give you skill, tool, and language
proficiencies in addition to those granted by your class or race.
*** If
you haven't spent Psi Points this turn, you can bypass your Psi Limit to use a Mastery
Power.
All Orders & Talents
Adaptive BodyImmortal DisciplineYou
can alter your body to withstand punishing or unusual environments and to become a
conduit for energy. With greater psi energy, you can extend protection to
others.
Psychic Focus
- While focused on this discipline, you don’t suffer any penalties for sustaining with
half rations, you can hold your breath for up to 15 minutes, and you need half the
normal sleeping time (you still have to perform only light activity for the rest of
your long rest). This focus must be active until you take a long rest for the
benefits of half rations and sleeping time to take effect.
Weather Adaptation
- Cost: 1* psi point
- Evoking Time: 1 action
- Range: Touch
- Duration: 8 hour
- You or a creature you touch ignores the effects of extreme heat or cold (but not
cold or fire damage) for the next 8 hours. In addition, any saving throws for
weather effects (such as lightning or sand storms) gain a bonus equal to your
Strength or Dexterity modifier (your choice).
The first time you activate this
power, the cost is 1 psi point. Any time you activate again it in the same day, the
cost increases by 1 psi point per additional activation.
Adaptive Shield
- Cost: 2 psi point
- Evoking Time: 1 reaction
- Range: Self
- Duration: Until the end of your next turn
- When you take slashing, piercing, bludgeoning, acid, cold, fire, lightning, or
thunder damage, you can use your reaction to gain resistance to damage of that
type—including the triggering damage—until the end of your next turn.
Convert Energy
- Cost: 3 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: 1 hour
- You convert your own energy and extend it beyond your body. Select one of the
following effects (you can only benefit from one effect at a time):
- Chemical: The corrosive energy you excrete allows you to dissolve
most natural materials over time. Additionally, you can gain sustenance by
consuming natural materials (rock, wood, metal, spoiled meat). Finally, you
can use a bonus action (including the one used to activate this power) and
expend a Hit Die to perform a psionic ranged attack to spit a corrosive
substance on a foe dealing acid damage equal to the Hit Die rolled + your
Constitution modifier (minimum 1).
- Electrical: You can become a light source that generates bright light
as far as 30 feet (and dim light for an equal distance after) from you, and
you are able to dim or deactivate the light as a bonus action. This light is
not bright enough to blind creatures. Additionally, you are limned with
sheet lightning that retaliates against foes that hit you with a melee
attack, dealing lightning damage equal to your Constitution modifier
(minimum 1). You may use a reaction to boost this retaliatory damage by
expending a Hit Die and adding the result.
- Glacial: You exude a frosty energy, enabling you to freeze liquids
(that are able to be frozen) over time with your touch. Also, you ignore the
effects of extreme heat (but not fire damage). Additionally, as a bonus
action (including the one used to activate this power), you can expend a Hit
Die to chill your foes by making a psionic melee attack dealing cold damage
equal to the Hit Die rolled + your Constitution modifier (minimum 1).
- Kinetic: You master the energy used for motion, gaining advantage on
Dexterity saving throws. Additionally, you can use a bonus action (including
the one used to activate this power) and expend a Hit Die to stomp your foot
or clap your hands to create a sonic burst. Creatures within 5 feet of you
take thunder damage equal to your Constitution modifier and creatures up to
one size larger than yourself are pushed back 5 feet.
- Thermal: Heat radiates from your body, enabling you to start small
fires (materials must be flammable) over time with your touch. Also, you
ignore the effects of extreme cold (but not cold damage). Additionally, you
can use a bonus action (including the one used to activate this power) and
expend a Hit Die to blast a 15-foot cone of scalding steam. Any creatures
caught in the cone must make a Constitution saving throw or take fire damage
equal to Hit Die rolled + your Constitution modifier (minimum 1).
Injury Adaptation
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: Touch
- Duration: Up to 10 minutes
- You can touch one creature and give it resistance to slashing, piercing,
bludgeoning, acid, cold, fire, lightning, or thunder damage (your choice). A
creature can have only one resistance granted by this ability, with any new
resistance granted overwriting the previous one.
Perfect Health (Mastery)
- Passive. If you choose this discipline as your mastery, you become
immune to disease and gain proficiency on Constitution saving throws. If you
are already proficient, select another physical saving throw and gain
proficiency in that instead.
You also select one damage type (slashing,
piercing, bludgeoning, acid, cold, fire, lightning, or thunder) and gain
resistance to it so long as you can maintain your focus. After completing a
long rest, you can select a different damage type.
Aura of
CommandAvatar DisciplineYou
exert an aura of trust and authority, enhancing the
coordination among your allies. Your aura is strongly blue.
Psychic Focus
- While focused on this discipline, when you end your turn you can use your reaction
to allow one ally you can see within 20 feet of you to move up to half their speed.
While you can suggest a path, the ally decides how to use this movement. To move in
this way, the ally cannot be incapacitated.
Coordinated Movement
- Cost: 1 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Instantaneous
- Choose up to five allies you can see within 60 feet of you. Each of those allies may
use their reaction to move up to half their speed. While you can suggest a path,
your allies decide how to use this movement. To move in this way, your allies cannot
be incapacitated.
Commander’s Sight
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, until the start of your next turn
- Choose one creature you can see within 60 feet of you. Until the start of your next
turn, your allies have advantage on attack rolls against that target. You can only
target one creature at a time in this way.
Command to Strike
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Instantaneous
- Choose one ally you can see within 60 feet of you. That ally may use their reaction
to immediately take the Attack action.
Strategic Mind
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You exert an aura of trust and command that unites your allies into a cohesive unit.
Until your concentration ends, any ally within 60 feet of you on their turn can use
a bonus action to take the Dash or Disengage action, or roll a d4 and add the number
rolled to each attack roll they make that turn.
Overwhelming Attack
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Choose up to five allies you can see within 60 feet of you. Each of those allies can
use their reaction to take the Attack action.
Tactical Acumen (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You can use the Strategic Mind benefit to up to 5d10 creatures without concentration
required.
Aura of FuryAvatar DisciplineYou
allow the primal fury lurking deep within your mind to burst forth, catching you and
your allies in an implacable bloodthirst.
Psychic Focus
- While focused on this discipline in combat, you and any ally who starts their turn
within 10 feet of you gains a 5-foot increase to their walking speed during that
turn.
Incite Fury
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Instantaneous
- Choose up to three allies you can see within 60 feet of you (you can choose yourself
in place of one of the allies). Until your concentration ends, each target can roll
a d4 when rolling damage for a melee weapon attack and add the number rolled to the
damage roll.
Mindless Charge
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Instantaneous
- Choose up to three creatures you can see within 60 feet of you. Each target may
immediately use its reaction to move up to its speed in a straight line toward its
nearest enemy.
Aura of Bloodletting
- Cost: 3 psi point
- Evoking Time: 1 bonus action
- Range: 20 feet
- Duration: Concentration, up to 1 minute
- You unleash an aura of rage. Until your concentration ends, you and any allies
within 20 feet of you have advantage on melee attack rolls.
Overwhelming Fury
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You flood rage into one creature you can see within 60 feet of you. The target must
succeed on a Charisma saving throw or it can use its actions only to make melee
attacks until your concentration ends. The creature has disadvantage on its melee
attacks, but it can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.
Righteous Fury (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 bonus action
- Range: 15-foot radius
- Duration: Concentration, up to 1 minute
- You emit an aura of disciplined fury in a 15-foot radius around you. For the
duration, all melee attacks made by your allies add 2d8 + their proficiency bonus
damage of the same type than the attack. They also can’t be charmed for the
duration.
Aura SightAwakened DisciplineYou
refocus your sight to see the energy that surrounds all creatures. You perceive auras,
energy signatures that can reveal key elements of a creature’s nature.
Psychic Focus
- While focused on this discipline, you have advantage on Wisdom (Insight) checks. You
may also spend a bonus action to learn a one-word summary of the emotional state of
one creature you can see within 30 feet of you.
Assess Foe
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: 120 feet
- Duration: Instantaneous
- You analyze the aura of one creature you see within 120 feet of you. You learn its
current injury level and whether it has immunities, resistances, and
vulnerabilities. If it does, you can select one category to learn. Additionally,
your next attack against the creature is made with advantage.
View Aura
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 hour
- You study the aura of one creature you can see within 120 feet of you. Until your
concentration ends, while you can see the target, you learn if it’s under the effect
of any psionic effects, an estimate of its health pool, its basic emotional state,
and a one-sentence description of what is foremost on the creature’s mind. While
this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you
make against it.
Perceive the Unseen
- Cost: 5 psi point
- Evoking Time: 1 bonus action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
- You gain the ability to see auras even of invisible or hidden creatures up to 120
feet from you. Until your concentration ends, you can see all creatures, including
hidden and invisible ones, regardless of lighting conditions.
Aura Weave (Mastery)
- Cost: 4* psi point
- Evoking Time: 1 bonus action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
- Not only are you a master of reading auras but also you manipulate them like threads
to a tapestry. Whenever you use Assess Foe, you can spend an additional 4 Psi Points
to temporarily deactivate a resistance or immunity that you have learned of and give
that effect to yourself. This effect lasts for one minute or until your
concentration ends.
Beacon of
CourageAvatar DisciplineYou
focus your mind on courage, radiating confidence and
bravado for your allies.
Psychic Focus
- While focused on this discipline, you gain a bonus to saving throws equal to your
Charisma modifier (minimum 1), and
allies within 10 feet of you who can see you receive half this bonus (minimum 1, rounded
down).
Incite Courage
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Instantaneous
- Choose up to six creatures you can see within 60 feet of you. If any of those
creatures is frightened, that condition ends on that creature. If the creatures are
not frightened, they get advantage on their next attack.
Aura of Victory
- Cost: 1-7 psi point
- Evoking Time: 1 reaction
- Range: 30 feet
- Duration: Concentration, up to 10 minutes
- You project psionic energy that fortifies you and your allies when your enemies are
felled. As a reaction when an enemy you can see within 30 feet of you is reduced to
0 hit points, you and each of your allies within 30 feet of you gain 1d4 temporary
hit points for each Psi Points spent to activate this effect. This effect lasts for
10 minutes or until your concentration ends.
Pillar of Confidence
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Until the end of your next turn
- You and up to five creatures you can see within 60 feet of you each gain one extra
action to use on your individual turns. The action goes away if not used before the
end of your next turn. The action can be used only to make one weapon attack or to
take the Dash or Disengage action.
Talisman of Courage (Mastery)
- Cost: 6 psi point
- Evoking Time: 1 hour
- Range: One trinket
- Duration: Special
- You spend one hour to focus your psionic energy into a trinket in your hand. This
item cannot be used by you and is not considered magical.
The talisman remains charged until all their properties are used or until it is
lost. It does not require attunement slots but requires 1 hour of focus to link a
creature to the talisman. Unless specified, the effects are triggered automatically
when the triggering circumstances occur.
- The talisman has the following powers:
- Fear Not (ongoing). While the talisman is charged, the creature has
advantage on all saving throws against fear.
- Steel Your Mind (1 use). A creature can repeat one failed saving
throw with advantage against an effect that will impose the fear, charmed or
any madness condition.
- No Longer (1 use). A creature can use its action to end a condition
affecting its mind.
- Endure (1 use). A creature can use it to push against its normal
limits. Activate as a free action to ignore one level of exhaustion for 24
hours.
- Undying (1 use). A creature reduced to 0 HP is not dying or
unconscious. Instead, it stands and continues to fight until it dies or
recovers. It still must succeed on Death Saving Throws once per turn to
stabilize.
Bestial FormImmortal DisciplineYou
are inspired by the world around you and use your mind to transform your body, gaining
several new biological traits.
Psychic Focus
- While focused on this discipline, you have advantage on Wisdom (Animal Handling)
checks.
Bestial Claws
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Instantaneous
- You manifest long claws for an instant to make an unarmed attack against one
creature within 5 feet of you. On a hit, this attack deals 1d8 slashing damage per
Psi Point spent.
Bestial Transformation
- Cost: Special
- Evoking Time: 1 bonus action
- Range: Self
- Duration: 1 hour
- You alter your physical form to gain different characteristics. When you use this
ability, you can choose one or more of the following effects. Each effect has its
own Psi Point cost. Add them together to determine the total cost. The
transformation lasts for 1 hour, until you die, or until you decide to end it.
- Amphibious (2 psi). You gain gills, so you can breathe air and water.
- Climbing (2 psi). You grow tiny hooked claws that give you a climbing
speed equal to your walking speed.
- Flight (5 psi). Wings sprout from your back. You gain a flying speed
equal to your walking speed. You cannot fly while wearing heavy armor.
- Keen Senses (2 psi). Your eyes and ears become more sensitive. You
gain advantage on Wisdom (Perception) checks that rely on them.
- Perfect Senses (3 psi). You gain a keen sense of smell, echolocation,
and an instinct to detect prey. You have blindsight of 10 feet, allowing you
to perceive your surroundings and creatures without relying on sight.
- Swimming (2 psi). You gain fins and webbing between your fingers and
toes. You have a swimming speed equal to your walking speed.
- Tough Hide (2 psi). Your skin becomes as tough as leather. Your
natural armor is 12 instead of 10.
Mutation (Mastery)
- Passive. You gain one trait of your choice from the Bestial Transformation as
a permanent effect. This trait leaves a rather obvious stigma on yourself, and
anyone seeing it may treat it as unnatural. If you choose to master this discipline
again, you gain an additional trait, and the stigmas are more prevalent and
potentially grotesque.
Brute ForceImmortal DisciplineYou
augment your natural strength with psionic energy, granting you the ability to achieve
incredible feats of might.
Psychic Focus
- While focused on this discipline, you have advantage on Strength (Athletics) checks.
Brute Strike
- Cost: 1-7 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: 1 turn
- You gain a bonus to your next damage roll against a target you hit with a melee
attack during the current turn. The bonus equals +1d8 per psi point spent, and the
bonus damage is the same type as the attack. If the attack has more than one damage
type, you choose which one to use for the bonus damage.
Knock Back
- Cost: 1-7 psi point
- Evoking Time: 1 bonus action
- Range: One creature
- Duration: Instantaneous
- When you hit a target up to one size category larger than yourself with a melee
attack, you can activate this ability as a bonus action. The target must succeed on
a Strength saving throw or be knocked 10 feet away from you in a straight line per
Psi Point spent. If it hits an object, the movement immediately ends and the target
takes 1d6 bludgeoning damage per psi point spent.
Mighty Leap
- Cost: 1-7 psi point
- Evoking Time: Special
- Range: Self
- Duration: Instantaneous
- As part of your movement action, you jump in any direction up to 20 feet per Psi Point
spent. You can trigger a forceful burst when you land. Any creatures within 5 feet of
you when you land must make a Strength saving throw. On a fail, creatures up to one size
larger than you fall prone
Titan’s Strength (Mastery)
- Cost: 6 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Concentration, up to 10 minutes
- You increase your muscle mass to an incredible degree. Your size increases by one
level, you gain +10 to your movement speed, and you gain +2 to your Strength and
Constitution (temporarily exceeding your maximum cap if necessary). In addition, you
have advantage
on Strength saving throws and advantage on any rolls required to stand from prone.
However, this incredible feat is physically taxing and once this effect’s duration has
ended (10 minutes, even if your concentration ends early), you gain one level of
exhaustion.
CelerityImmortal DisciplineYou
channel psionic power into your body, honing your reflexes and agility to an incredible
degree. The world seems to slow down while you continue to move as normal.
Psychic Focus
- While focused on this discipline, your walking speed increases by 10 feet.
Rapid Step
- Cost: 1-7 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: 1 turn
- You increase your walking speed by 10 feet per psi point spent until the end of the
current turn. If you have a climbing or swimming speed, this increase applies to
that speed as well.
Surge of Speed
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Until the start of your next turn
- You gain two benefits until the start of your next turn:
- You don't provoke opportunity attacks.
- You have a climbing speed equal to your walking speed.
- You gain advantage on a melee attack against a target if you move at least 15
feet towards them.
Blur of Motion
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 minute
- Your body becomes blurred, shifting and wavering to all who can see you. For the
duration, any creature has disadvantage on attack rolls against you. An attacker is
immune to this effect if it does not rely on sight, as with blindsight, or can see
through illusions, as with truesight.
Aura of Alacrity (Mastery)
- Passive. Your mastery over your own body creates an aura that helps your
allies. You have a persistent 15-foot aura around you so long as you are not
incapacitated or unconscious. Allies that start their turn in your aura gain 10 feet
to their walking speed. Additionally, if an ally is in your aura when you activate
any Celerity powers, it benefits from the effects.
Chakra
ManipulationImmortal DisciplineYou channel your psionic energy to affect the alignment of
chakras in the body, allowing you to heal and empower yourself and others.
Psychic Focus
- While focused on this discipline, you can use a bonus action to
help a creature recover from grievous injury. Touch a creature with 0 hit points and
expend one of your own hit dice. That creature immediately heals for the amount
rolled on the dice plus its Constitution modifier.
Mend Chakras
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: Touch
- Duration: Instantaneous
- You touch one creature and mend a specific chakra. You may also mend your own Crown,
Heart, Root, and Sacral chakras.
Choose one of the chakras to effect. You can mend a each chakra for a creature once per
long rest, and only one ongoing
effect can be active on a creature at a time.
- Crown (1-7 psi): The creature regains 1d6 per psi point spent + your
Intelligence modifier (minimum 1) in hit points.
- Heart (1-7 psi): The creature immediately heals 1 per psi point spent +
your Strength modifier (minimum 1) in hit
points. Then at the beginning of its turn for the next minute so long as it is
conscious, it regains 1 hit point. For
each psi point spent beyond the first, the duration of this regeneration
increases by 1 minute.
- Solar Plexus (1 psi): You transfer your vitality to another. You take
damage that cannot be reduced nor taken from
temporary hit points up to your level + your Constitution modifier (minimum 1)
and heal a creature for this amount. If
you have Aligned Chakras with this creature when you activate this ability, the
creature adds your Constitution modifier
to determine the amount it heals without you taking additional damage.
- Root (3 psi): You correct a creature's movement disability and bolster a
its endurance. When you mend this chakra, any
negative effects on a creature's movement speed is removed. In addition,
difficult terrain does not affect the creature
for the duration. Finally, at the end of each turn that creature does not use
its movement, it gains gain temporary hit
points equal to your Dexterity modifier. These effects last for one minute so
long as the creature is conscious.
- Third Eye (1 psi): You transfer one level of fatigue from a creature to
yourself, and you both heal for a number of hit
points equal to twice your Wisdom modifier (minimum 1). You can only use this
ability if there is fatigue to be
transferred.
- Throat (1 psi): You transfer one level of exhaustion from a creature to
yourself, and you both heal for a number of hit
points equal to twice your Charisma modifier (minimum 1). You can only use this
ability if there is exhaustion to be
transferred.
- Sacral (2 psi): You help a creature recover stamina. The creature regains
a spent Hit Die. In addition, if the creature
is under an effect, it may also immediately attempt to roll a saving throw to
cancel it. The creature will recover an
additional spent Hit Die if the saving throw is successful.
Align Chakras
- Cost: 2-5 psi points
- Evoking Time: 1 action
- Range: Touch
- Duration: Up to 1 hour
- You touch one creature and adjust the flow of energy to one chakra by infusing it
with your own, bestowing you both with an enhancement. Choose one of the following
effects that will last until the ability ends. You can only align one chakra at a
time, and a creature can be under the effect of only one alignment. If you align
another, the benefits from the previous alignment immediately end. You can end the
alignment at will.
- Crown (5 psi). A visible violet aura glows around the head like a
halo of the target and yourself. You both have advantage on Intelligence
checks. In addition, you each gain temporary Psi Points equal to your
Intelligence modifier (minimum 1) which dissipate when the ability ends.
- Third Eye (3 psi). A visible indigo aura glows from the center of the
forehead of the target and yourself. You both have advantage on Wisdom
checks. In addition, whenever you or your target deals damage with a psionic
ability, you add 1d4 lightning damage to the attack. This bonus damage is
unaffected by critical rolls.
- Throat (2 psi). A visible blue aura glows like a choker around the
throat of the target and yourself. You both have advantage on Charisma
checks. In addition, you both may target any creature within your line of
sight and be heard by them through speaking, even in as low a voice as a
whisper.
- Heart (3 psi). A visible green aura glows from the chest of the
target and yourself. You both feel your places in the psionic weave shift:
you are accepted, you are one with all. This understanding lightens and
strengthens your spirits. You both gain 2d6 + your proficiency bonus in
temporary hit points which are lost when the ability ends. In addition, you
both can pass through an enemy’s space as though they were difficult
terrain. Doing so may trigger an attack of opportunity, but the attack is
made at disadvantage.
- Solar Plexus (4 psi). A visible golden aura glows from the abdomen of
the target and yourself. Select Strength or Dexterity (you may select
different abilities, but once the choice is made, you cannot alter them
without spending Psi Points to use this ability again). You both gain
advantage on checks made by this ability.
- Sacral (2 psi). A tail-like visible orange aura glows from the sacrum
of the target and yourself. You are both filled with a joyful energy that
grants you both a 1d4 bonus to all saving throws.
- Root (3 psi). A visible red aura glows like a belt around the waist
of the target and yourself. You both feel a deep stability and sense of
awareness. You both gain tremorsense within 15 feet and cannot be physically
forced to move without your consent or knocked prone.
Chakra Channeler (Mastery)
- Passive. If you choose this discipline as your mastery, your power over
chakras improves:
- You add your proficiency bonus any amount that is healed with the Mend Chakras
ability.
- You can Mend Chakras up to 10 feet away so long as you have line of sight on
the creature.
- When you use Align Chakras, you may target one additional creature.
ChameleonNomad DisciplineYou
create a screen of psychic power that distorts your appearance, allowing you to blend
into the background or even turn invisible.
Psychic Focus
- While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Blend
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: 1 turn
- You can blend into your surroundings, allowing you to attempt to hide even if you
fail to meet the requirements needed to do so. At the end of the current turn, you
remain hidden if you then meet the normal requirements for hiding.
Step from Sight
- Cost: 3-7 psi point
- Evoking Time: 1 bonus action
- Range: Special
- Duration: Concentration, up to 1 minute
- You are cloaked from sight by bending reality to camouflage you. You can increase
the area you affect, granting other creatures the same camouflage, by a 5-foot
radius for every additional Psi Point you spend on this ability (for a maximum of a
20-foot radius).
Each creature in this camouflaged area turns invisible in the
eyes of your foes, perfectly melded into the environment. This remains so until your
concentration ends, it leaves your radius, or until immediately after it targets,
damages, or otherwise affects any creature with an attack, a psionic power, or
another ability.
Creatures are granted invisibility so long as they remain
within your camouflage radius. All creatures can see one another within your
protected area.
Enduring Invisibility
- Cost: 6 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 minute
- You are invisible and remain so until your concentration ends.
Sight and Sound (Mastery)
- Passive. Whenever you use your Chameleon abilities, you may gain a zone of
silence in a 5-foot radius around you. Your steps are silent, but you also hear
nothing. You can suspend this zone of silence as a free action and use a bonus
action to reactivate it.
Additionally, this zone of silence allows your mind to
redirect your focus, giving you advantage on Wisdom (Perception) or Intelligence
(Investigation) checks that rely on sight.
Finally, as a bonus action you may
transfer your zone of silence to a willing creature, an object, or an area. Doing so
recovers a number of Psi Points equal to your Intelligence modifier. The affected
radius remains the same and will last for 1 hour. When you transfer this zone of
silence, you cannot regain it until you take a long rest.
ChronoweaverNomad DisciplineYou
understand that time is merely another place that a disciplined mind can wander. As
such, your mind has become the loom with which you weave strands of time to your
liking.
Psychic Focus
- You can nudge time slightly, giving you a valuable edge in mental and physical
acuity that others cannot understand. While focused on this discipline, you can add
1d4 to your Initiative rolls and Dexterity, Wisdom, Intelligence, and Charisma
saving throws.
Fold Time
- Cost: 2 psi point
- Evoking Time: 1 reaction
- Range: Self
- Duration: Instantaneous
- Sometimes, you prefer someone else’s time-space. After you roll Initiative but
before turn order begins, you can exchange scores with a creature of your choice
that you can see. The change is immediate.
Reactive
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
- You take scraps of time and make them useful. While this ability is active, you gain
an extra reaction each turn. Your reactions can be used as usual in addition to the
following options: move 5 feet, reduce damage equal to your Intelligence modifier,
make a Perception check, and turn a critical hit into a basic hit.
Time Step
- Cost: 3 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
- You gather your energy to pack a lot into a single moment. If you have not moved this
turn, you may use your bonus action and gain an action. This action can be used only to
make one weapon attack, use a psionic power or talent (following your Psi limit), or
activate an item or mysterium requiring an action. Your movement speed is 0 until the
start of your next turn.
Déjà Vu
- Cost: 5 psi point
- Evoking Time: 1 reaction
- Range: Self
- Duration: Instantaneous
- You capture that sense of an event repeating itself and hurl it at your foe. You
duplicate the Action you took this turn in its entirety (action surges and bonus
actions are not duplicated). Rolls made are not duplicated. Your movement speed is 0.
You do not pay psi points for
any psionic abilities that are duplicated through this power.
Echo (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
- You can stand in the present and the space one breath takes before the present. To
the naked eye, your multiple selves trail behind you in a blur, mimicking all you
do. While this ability is active, you have the Reactive ability, your movement speed
increases by 10 feet, you gain temporary hit points equal to 2d10 + your level, and
you can use a reaction to have your echoes deal half the damage done by an attack or
an ability you used in the same turn. You gain 1 level of exhaustion at the end of
the duration or when your echoes dissipate.
Continuum
ManipulationNomad DisciplineYou manipulate space and time with the power of your
mind.
Psychic Focus
- While focused on this discipline, you may elect to push any creatures up to one size
category larger than yourself 5 feet away from you after you use a teleportation
ability.
Transposition
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Instantaneous
- If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of
you. As a bonus action, you and that creature teleport, swapping places, and your
speed is reduced to 0 until the end of the turn. This ability fails and is wasted if
either of you can’t fit in the destination space.
Interruption
- Cost: 4 psi point
- Evoking Time: 1 action
- Range: 20 feet
- Duration: Instantaneous
- You send one creature you can see within 20 feet of you to the near future. The
creature and its possessions disappear from reality and reappear at the start of
your next turn. Once you affect a creature in this way, the cost to repeat this
power on it increases by 1 psi point each time you or anyone else with this ability
does so. This cost increase is cumulative.
Baleful Transposition
- Cost: 4 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Choose one creature that is no more than one size category larger than you that you
can see within 60 feet. That creature must make a Wisdom saving throw. On a failed
save, you and that creature teleport, swapping places. This ability fails and is
wasted if either of you can’t fit in the destination space.
Time Loop (Mastery)
- The essences of space and time cling to you, leaving trace elements from the past
that you can bend to your will for the future. When you finish a long rest, roll two
d20s and record the numbers rolled. You can replace any attack roll, saving throw,
or ability check made by you or a creature that you can see within 30 feet of you
one of these foretelling rolls. You must choose to do so before the roll, and you
can replace a roll in this way only once per turn.
Each foretelling roll can be
used only once. When you finish a long rest, you lose any unused foretelling
rolls.
If you choose to take this Mastery again, you may roll three d20s for
Time Loop.
Corrosive
MetabolismImmortal DisciplineYour control over your body allows you channel various
chemicals within you to produce acid attacks.
Psychic Focus
- While focused on this discipline, you have resistance to acid damage.
Acid Spray
- Cost: 2 psi point
- Evoking Time: 1 reaction
- Range: 5-foot radius
- Duration: Instantaneous
- As a reaction when you take piercing or slashing damage, you cause acid to spray
from your wounds. Each creature within 5 feet of you takes 2d6 acid damage.
Corrosive Touch
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: Touch
- Duration: Instantaneous
- You deliver a touch of acid to one creature within your reach. The target must make
a Dexterity saving throw, taking 1d10 acid damage per Psi Point spent on a failed
save, or half as much damage on a successful one.
Blistering Breath
- Cost: 5-7 psi point
- Evoking Time: 1 action
- Range: 60-foot line
- Duration: Instantaneous
- You spew a stream of acid in a 60-foot line that is 5 feet wide. Each creature in
the line must make a Constitution saving throw, taking 6d6 acid damage on a failed
save or half as much on a successful one. You can increase the damage by 1d6 per
additional Psi Point spent.
Corrosive Spit (Mastery)
- Cost: None
- Evoking Time: 1 bonus action
- Range: 30 feet
- Duration: Instantaneous
- When you select this discipline as your mastery, you can use a bonus action to spit
acidic saliva as a ranged weapon attack with a 30-foot reach, dealing 2d10 acid
damage on a hit.
Crown of
DespairAvatar DisciplineYou
have learned to harvest seeds of despair in a creature’s
psyche, wracking it with self-doubt and inaction.
Psychic Focus
- While focused on this discipline, you know the Ego Assault talent. If you already
have this talent, you can treat any 1 on a damage die as a 2.
Crowned in Sorrow
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Select one creature you can see within 60 feet to make a Charisma saving throw. On a
failed save, it takes 1d6 psychic damage per psi point spent, and it can’t take
reactions until the start of its next turn. On a successful save, it takes half as
much damage.
Call to Inaction
- Cost: 2 psi point
- Evoking Time: 1 minute
- Range: Special
- Duration: Concentration, up to 10 minutes
- If you spend at least one minute conversing with a creature, you can attempt to seed
it with overwhelming ennui. At the end of the minute, you can use an action to force
the creature to make a Charisma saving throw. A creature is immune to this ability
if it is immune to being charmed. On a failed save, it sits and is incapacitated
until your concentration ends. This effect immediately ends if the target or any
ally it can see is attacked or takes damage.
On a successful save, the creature
is unaffected and has no inkling of your attempt to bend its will.
Visions of Despair
- Cost: 3-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You force one creature you can see within 60 feet of you to make a Charisma saving
throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0
until the end of its next turn. On a successful save, it takes half as much damage.
You can increase the damage by 1d6 per additional Psi Point spent on it.
Dolorous Mind
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You choose one creature you can see within 60 feet of you. It must succeed on a
Charisma saving throw, or it is incapacitated and has a speed of 0 until your
concentration ends. It can repeat this saving throw at the end of each of its turns,
ending the effect on itself on a success.
Mastery of Despair (Mastery)
- Passive. If you have this discipline as your mastery focus, your mind spreads
out a miasma of anguish around you. Any hostile creature within 10 feet of you has
disadvantage on its first attack.
Crown of RageAvatar DisciplineYou
place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome
its senses and for it to act as you wish it to.
Psychic Focus
- While you are focused on this discipline, any enemy within 5 feet of you that makes
a melee attack roll against creatures other than you does so with disadvantage.
Primal Fury
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Choose one creature you can see within 60 feet of you. The target must succeed on a
Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability
and immediately use its reaction to move its speed in a straight line toward its
nearest enemy. A creature is immune to this ability if it is immune to being
charmed.
Fighting Words
- Cost: 2 psi point
- Evoking Time: 1 minute
- Range: Special
- Duration: Concentration, up to 10 minutes
- If you spend one-minute conversing with a creature, you can attempt to leave a
simmering violence in its mind. At the end of the minute, you can use an action to
force the creature to make a Wisdom saving throw to resist feeling violent urges
against one creature you describe to it or name. On a failed save, the target
attacks the chosen creature if it sees that creature before your concentration ends,
using weapons or abilities against a creature it was already hostile toward or
unarmed strikes against an ally or a creature it was neutral toward. Once the fight
starts, it continues to attack for 5 rounds before this effect ends.
This effect
immediately ends if the target or any ally it can see is attacked or takes damage
from any creature other than the one it has been incited against. On a successful
save, the creature is unaffected and has no inkling of your attempt to bend its
will.
A creature is immune to this ability if it is immune to being charmed.
Mindless Courage
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Instantaneous
- You cause a creature’s bloodlust to overcome its sense of preservation. As a bonus
action, choose one creature you can see within 60 feet of you. The target must
succeed on a Wisdom saving throw or until the end of your next turn, it can’t
willingly move unless its movement brings it closer to its nearest enemy that it can
see. A creature is immune to this ability if it is immune to being charmed.
Punishing Fury
- Cost: 5 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You cause a creature’s rage to grow so hot that it attacks without heeding its own
safety. As a bonus action, choose one creature you can see within 60 feet of you.
The target must succeed on a Wisdom saving throw or whenever the target makes a
melee attack, any creature within 5 feet of it can use a reaction to make a melee
attack against it. A creature is immune to this ability if it is immune to being
charmed.
Blood Fury (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 20-foot radius
- Duration: 1 minute
- You unleash a powerful, aura of fury in a 20-foot radius. You and any allies in your
aura receive temporary hit points equal to three times your Charisma modifier. Any
hostile creature in the area must succeed a Charisma saving throw or be affected by
the aura.
A creature affected by Blood Fury is hostile against every other
creature and attacks without strategy or reason. It will use fists, claws, kicks and
bites. It no longer benefits from its Dexterity modifier and every attack against it
is made with advantage. A creature can repeat the save every round, ending the
effect with a success. Creatures are immune to this effect if they can’t be charmed.
DisgustAvatar DisciplineYou
cause a creature to be flooded with emotions of disgust.
Psychic Focus
- While you are focused on this discipline, the area in a 10-foot radius around you is
difficult terrain for any enemy that isn’t immune to being frightened.
Eye of Horror
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Choose one creature you can see within 60 feet of you. The target must make a
Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point
spent and can’t move closer to you until the end of its next turn. On a successful
save, it takes half as much damage.
If the creature is immune to being
frightened, it only takes damage on a failed save.
Wall of Repulsion
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
- You create an invisible, insubstantial wall of energy within 60 feet of you that is
up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your
concentration ends. Any creature attempting to move through it must make a Wisdom
saving throw. On a failed save, a creature can’t move through the wall until the
start of its next turn. On a successful save, the creature can pass through it. A
creature must make this save whenever it attempts to pass through the wall, whether
willingly or unwillingly.
You can exclude a number of creatures that you can see
equal to your Charisma modifier.
Visions of Disgust
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You cause a creature to regard all other beings as horrid, alien entities. As an
action, choose one creature you can see within 60 feet of you. The target must make
a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your
concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at
the end of each of its turns. On a successful save, the target takes only half the
initial damage and suffers none of the other effects.
World of Horror
- Cost: 6 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- Choose up to six creatures within 60 feet of you. Each target must make a Charisma
saving throw. On a failed save, a target takes 8d4 psychic damage, and it is
frightened until your concentration ends. On a successful save, a target takes half
as much damage. While frightened by this effect, a target’s speed is reduced to 0,
and the target can use its action, and any bonus action it might have, only to make
melee attacks. The frightened target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Scapegoat (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Duration: Concentration, 1 minute
- Choose a creature within 60 feet of you to succeed on a Charisma saving throw or
emit a strong, unsettling aura that makes it the target of all hate and disgust.
Every other creature (excluding yourself and your allies) that can see the target
and is within 60 feet of it must succeed on an Intelligence saving throw or be
filled with hostility. Creatures hostile to the target prioritize attacks towards
it.
On a successful save, the creatures feel disgust and repulsion towards the
target but do not feel compelled to attack it.
Creatures immune to charm
automatically succeed on their Intelligence saving throw and do not have any change
to their regard for the target.
Enhanced
ForceFar Hand DisciplineYou
have the power of manipulate energy in a harmful
way.
Psychic Focus
- While focused on this discipline, you have resistance to force damage.
Force Blast
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: Sight
- Duration: Instantaneous
- You can make a psionic ranged attack against a creature. On a hit, you make 2d10
force damage and push the creature 5 feet back from you in a straight line if it is
medium or smaller.
Force Wave
- Cost: 3-4 psi point
- Evoking Time: 1 action
- Range: 15-foot cone
- Duration: Instantaneous
- You project an invisible, harmful wave of energy. Each creature in a 15-foot cone
must make a Strength saving throw. A creature takes 4d6 force damage on a failed
save and if it is Large or smaller, it is knocked prone. On a successful save,
creatures take half as much damage and no other effect.
You may empower your
Force Wave to attempt to knock prone a Huge creature if you spend 1 additional Psi
Point (for a total of 4 Psi Points). The damage remains the same.
Oppression
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You bring down the weight of the world upon a creature you can see within 60 feet of
you. Your target makes a Constitution save or receives 3d10 force damage and is
reduced to 0 movement speed.
On each of your turns for the duration, you can use
your bonus action to deal 1d10 force damage to the target automatically. The target
can repeat the save at the end of each of its turn, ending the condition on a
success.
On a successful save, the creature only receives half of the initial
force damage and suffers no other effects.
Orbs of Force
- Cost: 6 psi point
- Evoking Time: 1 action
- Range: Special
- Duration: Up to 1 minute
- You create 6 orbs of psionic force that orbit around you. You can then use an attack
action to make a ranged psionic attack against a target that you can see up to 120
feet away, ignoring shields and cover. On a successful hit, a single orb does 1d10
force damage and pushes a target that is Large or smaller 5 feet back in a straight
line.
You can use the force orbs one at a time or group them however you wish,
making separate rolls if you target different subjects but only one attack roll if
you use multiple at the same time against a single creature. If you use multiple
orbs against a single creature, it is pushed back for each orb
used.
Alternatively, whenever a creature makes a successful melee attack against
you, it will be affected by 1d4 orbs at the time, taking 1d10 force damage each. A
creature ending its turn less than 10 feet from you also triggers this
effect.
You do not need to maintain concentration for the orbs to remain with
you, but if you become incapacitated or knocked unconscious, the orbs disintegrate.
Each remaining orb explodes and deals 1d10 force damage to any creature within 5
feet of you.
Psionic Wave (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 reaction
- Range: 15-foot radius
- Duration: Instantaneous
- As a reaction to being surrounded or attacked, you can unleash a powerful detonation
around you. All creatures in a 15-foot radius of you must succeed a Strength saving
throw or suffer 8d10 force damage, are pushed back 10 feet, and if they are Large or
smaller, are knocked prone.
On a successful save, the creatures receive half
damage and are pushed back, but they are not knocked prone. After using this
ability, you gain one level of exhaustion.
Force FieldsFar Hand DisciplineBy
channeling your psychic powers, you can create barriers and fields of energy that can
hinder enemies and protect you and your comrades in combat.
Psychic Focus
- While focused on this discipline, you know the Mystic Armament talent. If you
already have this talent, you can treat any 1 on a damage die as a 2.
Inertial Armor
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Up to 8 hours
- You sheathe yourself in an intangible field of mental force. For 8 hours, your AC
equals 10 + your Intelligence modifier + your Dexterity modifier. This effect ends
if you are incapacitated, unconscious, wearing or don armor, wield a shield, or use
another psionic power or ability that enhances your AC.
Telekinetic Barrier
- Cost: 4 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
- 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 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.
Force Dome (Mastery).
- Passive. The focus for this discipline is enhanced. Any creature within 10
feet of you also has protection against ranged attacks.
Additionally, you can
create a 20-foot-radius immobile, flat-bottomed dome of force. You must spend 1
minute to stabilize the dome, and it falls apart if you exit. In addition to
yourself, up to ten creatures of Large size or smaller can fit inside. Your force
field dome fails if you try to encompass a greater number or larger creatures.
Creatures and objects within the dome when you create it can move through it freely.
All other creatures and objects cannot pass, and psionic effects can’t extend
through the dome.
Within the dome, the atmosphere is comfortable and dry,
regardless of the weather outside. Light passes through the dome freely and you
cannot alter the appearance of the transparent dome. To all others, the dome has a
slightly hazy appearance that intensifies if a creature passes through or touches
its surface.
The surface of the dome can be camouflaged by physical means, and
the dome itself cannot float on water. The dome lasts up to 24 hours or until you
dismiss it. Once you use this ability, you must wait to do so until you complete a
long rest.
GraviturgyFar Hand DisciplineYou
use your psychic powers to manipulate weight and density around you.
Psychic Focus
- While focused on this discipline, your carrying capacity increases by 3 slots. You
also gain one quickdraw slot.
Adjust Density
- Cost: 1 psi point
- Evoking Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
- You manipulate the weight of one object or creature you can see within 30 feet of
you. The object or creature must be Large or smaller. The target’s weight is halved
or doubled for up to 1 minute or until your concentration ends.
While the weight
of a creature is halved by this effect, the creature’s speed increases by 10 feet,
it can jump twice as far as normal, and it has disadvantage on Strength checks and
Strength saving throws. While the weight of a creature is doubled by this effect,
the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks
and Strength saving throws.
Gravity Shift
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: Special
- Duration: Concentration, up to 1 minute
- Your mind allows you to manipulate gravity around a living being. Whenever you use a
psionic discipline or talent on a creature that is Large or smaller, you can move
the target 5 feet to an unoccupied space of your choice if the target is willing to
move, the ability hits it with an attack, or it fails a saving throw against the
ability.
Attraction
- Cost: 3 psi point
- Evoking Time: 1 reaction
- Range: 60 feet
- Duration: Instantaneous
- When another creature that you can see within 60 feet of you hits with a weapon
attack, you can use your reaction to increase the attack’s velocity, causing the
attack’s target to take an extra 1d10 damage of the weapon’s type.
Alternatively,
if a creature within 60 feet of you takes damage from a fall, you can use your
reaction to increase the fall’s damage by 2d10.
Pulse Wave
- Cost: 4 psi point
- Evoking Time: 1 action
- Range: 30-foot cone
- Duration: Instantaneous
- You create intense pressure, unleash it in a 30-foot cone, and decide whether the
pressure pulls or pushes creatures and objects. Each creature in that cone must make
a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or
half as much damage on a successful one. Every creature that is Large or smaller
that fails the save is either pulled 15 feet toward you or pushed 15 feet away from
you, depending on the choice you made for the ability. In addition, any unsecured
objects that are completely within the cone are likewise pulled or pushed 15 feet.
Gravity Fissure (Mastery)
- Cost: 6 psi point
- Evoking Time: 1 action
- Range: 100-foot-line
- Duration: Instantaneous
- You focus your psionic energy and transfer the weight and gravity around you to the
ground. As an action, you stomp your foot onto the ground, manifesting a ravine of
gravitational energy in a line originating from you that is 100 feet long and 5 feet
wide. Each creature in that line must make a Constitution saving throw, taking 8d8
force damage on a failed save, or half as much on a successful one.
Each
creature within 10 feet of the line but not in it must succeed on a Constitution
saving throw or take 8d8 force damage and be pulled toward the line until the
creature is in its area.
Once you use this ability, you cannot do so again unless
you expend a Hit Die or gain one level of exhaustion.
IlluminationFar Hand DisciplineYour
years of study have granted you the power of using psychokinesis on your own body.
Psychic Focus
- While focused on this discipline, your weight is reduced by half. You always take
half damage from a fall, and you cannot be knocked prone.
Levitation
- Cost: 2-3 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Concentration, up to 10 minutes
- You gain the power to levitate yourself up to 60 feet off a solid surface, moving up
or down at a speed of 15 feet. If you lose concentration, you fall promptly and take
any applicable falling damage.
If you spend 3 psi points instead, you can also
use this ability to levitate up to 10 feet above a liquid or semi-solid surface. You
must decide upon activating this ability if you wish to upgrade it.
Rising Over the Filth
- Cost: 5* psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Concentration, up to 30 minutes
- You have learned to think high and elevate over the mundane. As an action, you gain
a flying speed of 30 feet. If you lose concentration, you fall promptly and take any
applicable falling damage.
Once you have spent the initial 5 psi points, you can
extend the initial duration by 10 minutes by expending a reaction and 1 Psi Point.
You may continue to do so until you no longer have Psi Points or wish to end your
flight.
Mastery over Gravity (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 100 feet
- Duration: Concentration, up to 1 minute
- As an action, you create a reverse gravity field in a 50-foot-radius, 100-foot-high
cylinder centered on a point within 100 feet of you. All creatures and objects that
aren’t somehow anchored to the ground in the area fall upward and reach the top of
the area when you cast this spell. A creature can make a Dexterity saving throw to
grab onto a fixed object it can reach, thus avoiding the fall.
If some solid
object (such as a ceiling) is encountered in this fall, falling objects and
creatures strike it just as they would during a normal downward fall. If an object
or creature reaches the top of the area without striking anything, it remains there,
oscillating slightly, for the duration.
At the end of the duration, affected
objects and creatures fall back down. You gain one level of exhaustion.
Intellect
FortressAwakened DisciplineYou forge an indomitable wall of psionic energy around your
mind—one that allows you to launch counterattacks against your opponents.
Psychic Focus
- While focused on this discipline, you gain resistance to psychic damage.
Psychic Backlash
- Cost: 1-7 psi point
- Evoking Time: 1 reaction
- Range: Self
- Duration: Instantaneous
- If you are hit with an attack that targets you and you can see your attacker, you
can use your reaction to inflict 1d4 psychic damage per psi point spent on this
ability.
Psidar
- Cost: 2 psi point
- Evoking Time: 1 reaction
- Range: 30 feet
- Duration: Instantaneous
- When you are targeted by a psionic power, you can use your reaction to seek out your
attacker. You mentally follow the flow of psionic energy to its source. If the your
attacker is beyond the range of this ability, the trail dissipates and leaves you
only with a general sense of direction.
Mental Jammer
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 hour
- You build a net of protective static over your mind and aura. For the next hour,
your thoughts and emotions cannot be detected. In addition, you automatically
succeed in any saving throw if someone attempts to force telepathic communication on
you.
Finally, if someone attempts to analyze your aura (such as through Assess
Foe or View Aura), you are alerted and can use your reaction to perform an
Intelligence (Psionics) check against the creature’s. On a success, you can alter
one element of your choice about your aura: injury level, resistances,
vulnerabilities, health pool, emotional state.
Psychic Redoubt
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 10 minutes
- You create a field of protective psychic energy. Choose any number of creatures
within 30 feet of you. Until your concentration ends, each target has resistance to
psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
Sharp Intellect (Mastery)
- Passive. Your mind is a fortress. You have advantage on all saving throws
against psionic effects and abilities. Also, when a foe harms you with a psionic
ability that deals psychic damage, you bounce some of that harm back. Your attacker
takes psychic damage equal to your Intelligence modifier.
Intellect Labyrinth (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: 1 minute
- You master your mind beyond your normal limits. As a bonus action, you gain immunity
against psychic damage for the duration of the effect, and you are immune to charm,
fear, stun, and being rendered unconscious (if you fall below 0 HP, you still are
incapacitated and your movement becomes 0). After using this ability, you gain one
level of exhaustion at the end of its duration.
Intelligent
ArrowNomad DisciplineYou
imbue a ranged weapon with a strange semblance of
sentience, allowing it to unerringly find its mark.
Psychic Focus
- While you are focused on this discipline, anytime you attack with a ranged weapon you
can use your Intelligence or Wisdom modifier instead of your Dexterity for the attack
and damage rolls.
Speed Dart
- Cost: 1-7 psi point
- Evoking Time: 1 bonus action
- Range: One ranged weapon you wield
- Duration: Until the end of the turn
- You imbue one ranged weapon you wield with psionic power. The next attack you make
with it that hits before the end of the current turn deals an extra 1d10 force
damage per Psi Point spent.
Seeking Missile
- Cost: 2 psi point
- Evoking Time: 1 reaction
- Range: Self
- Duration: Instantaneous
- As a reaction when you miss with a ranged weapon attack, you can repeat the attack
roll against the same target.
Archers of Legend
- Cost: 5 psi point
- Evoking Time: 1 bonus action
- Range: One ranged weapon you wield
- Duration: Concentration, up to 1 minute
- You channel the sentience of an expert marksman from another time and place who imbues
your ranged attacks with their aura. When you make a ranged attack, the channeled archer
makes one of the following enhancements to your shot. This enhancement remains until
your concentration ends, you end the ability, or you evoke this power again to select a
different archer.
- Arjuna. Arjuna’s laser-focused aura keeps your hand steady and
enables a penetrating shot.
- Passive: Your ranged weapon attacks have the
Effective property.
- Ducks in a Row! You make a penetrating shot that cuts
through
enemies. As an action, select a target within your weapon’s range
and any creature in a 60-foot line behind them is also targeted by
this attack. Make one ranged attack roll with your weapon and use
it to determine which of the targets are successfully hit. The first
target in the line to be hit receives full damage from your attack,
and subsequent targets hit receive half the amount in psychic
damage.
- Simetra Simetra’s cleverness is only outshined by her fury. Her
forceful personality enhances your ranged attacks to push back the enemy
and keep them down—permanently, as is her preference.
- Passive: On a successful hit with your ranged weapon, you
can push a target 5 feet back. The target must be able to fit in the space
and must be Huge or smaller to be affected.
- Pin Them Down! As an action, select a point on the ground
within your weapon’s range. You create a hail of force missiles in a 25-foot
diameter, 50-foot-tall cylinder. All creatures in the cylinder must
make a Dexterity saving throw or fall prone and take force damage
equal to your weapon damage + your Wisdom or Intelligence
modifier. Flying creatures immediately fall to the ground prone and
taking appropriate falling damage in addition to the attack. On a
success, creatures take half the damage.
- Locksley This vengeful spirit of justice takes from his enemies to
give to his allies. Locksley bestows your shots with the ability to sap your foes of
strength so the weak are protected.
- Passive: On a successful ranged weapon attack, your target
must make an Intelligence save or be sapped until the start of your next
turn. A sapped creature cannot add its ability modifiers to damage rolls.
- Game Over! As an action, make a ranged weapon attack and on
a hit, you attempt to stun your target. Your target takes the damage
appropriate to the attack and must make an Intelligence saving
throw or is stunned for 1 minute or until you drop your concentration
on this ability. At the end of each of its turns, it can make a
Constitution saving throw to shrug off the stun. Once a creature has
been stunned by you with this ability, it is immune until you take a
long rest.
Psionic Shot (Mastery)
- Passive. Once per turn, you can add 1d6 + your Wisdom or Intelligence
modifier (your choice, minimum 0) psychic damage to a successful ranged weapon
attack.
In addition, your mind will not allow your arrows to simply graze a foe.
You reroll any 1’s on the weapon damage dice. This ability does not extend to
additional damage added on for other psionic powers or effects.
Living KnivesFar Hand DisciplineYou
learn to use psionic energy to sense and manipulate knives, swords and other small
objects with your mind.
Psychic Focus
- While focused on this discipline, you gain a +5 bonus to your Passive Perception,
and you can use Intelligence as your Perception ability as you “feel” the land
around you rather than use your actual senses.
Project Shrapnel
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You levitate and project any small objects around you, such as gravel, nails, or
scraps of metal or ceramic against any enemy in a 5-foot wide line up to 60 feet
from you. All creatures in the area must succeed in a Dexterity saving throw or
receive 1d10 piercing damage for each Psi Point spent, and those that are Large or
smaller are knocked prone. On a success, creatures take half damage and do not fall
prone. Creatures in heavy armor or wielding a shield have advantage on the check.
Disarm
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You can knock a weapon from the hands of a foe that you can see up to 60 feet and
attract it to your hands. The foe must succeed on a Strength saving throw to avoid
it. On a failure, the weapon flies immediately to your hand.
Flying Knives
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You direct a handful of knives, arrows, spears, swords or other pointy objects at
your foe. Select a target that you can see within 60 feet of you. The creature must
succeed on a Dexterity save or take 8d6 piercing damage as these objects impale it
repeatedly. If you drop a target to 0 hit points with this attack, the damage
increases by 1d6. On a success, the target takes half the damage and on the next use
of this ability, the damage is reduced by 1d6.
Each turn for the duration of
this ability, you may redirect your flying knives or continue to target the same
enemy. When you redirect the knives, you lose 1 damage die as some of the sharp
objects are lost in transit. These knives continue to obey for up to 1 minute, until
you lose concentration, or immediately after the damage is reduced to 1d6.
A
creature in heavy armor or wielding a shield has advantage on the saving throw. A
creature that is Huge or bigger has disadvantage on the saving throw.
Poltergeist (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 30-foot radius
- Duration: Concentration, up to 10 minutes
- You gain control of loose objects in a 30-foot radius around you for the duration.
You continue to gather objects each turn, even as you move, so long as you maintain
concentration. The objects individually cannot weigh more than 10 pounds. You can
use this collection of objects in multiple ways. On each of your turns for the
duration or until you lose concentration, you may use a bonus action to switch
abilities.
- Barrier. You send the objects to orbit you up to a maximum radius of
15 feet. Anyone trying to pass the barrier receives 5d6 bludgeoning damage,
and the barrier provides those within it half cover. As a bonus action, you
can adjust the barrier’s radius, but it will otherwise continue to follow
you as you move so long as you maintain concentration and do not teleport.
- Living Knives. You can project the objects to attack your foes.
Select a number of creatures up to your Intelligence modifier (minimum 2)
that you can see within 60 feet of you. The creatures must make a Dexterity
saving throw or take 10d4 slashing damage and have their speed reduced by
half until the end of their next turn as objects are stuck in their bodies.
On a success, creatures take half damage and suffer no other effects. Once
you use this ability, you must use an action to gather more objects.
- Rearrange. You make all the objects, even those that enter the area
for the first time float aloof and harmless. You can move all of them at
your will and arrange them as you please at a speed of 30 feet. After the
duration of 10 minutes, even if you lose concentration on this power
earlier, you gain 1 point of exhaustion.
Mantle of AweAvatar DisciplineYou
learn to use psionic energy to manipulate others with a subtle combination of psi and
your natural charm.
Psychic Focus
- While focused on this discipline, you gain a bonus to Charisma checks. The bonus
equals half your Intelligence modifier (minimum of +1).
Charming Presence
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 10 minutes
- You exert an aura of sympathetic power. Roll 2d8 per Psi Point spent on this
ability; the total is how many hit points worth of creatures this option can affect.
Creatures that are not already friendly with you within 30 feet of you are affected
in ascending order of their hit point maximums, ignoring incapacitated creatures,
creatures immune to being charmed, and creatures engaged in combat.
Starting with
the creature that has the lowest hit point maximum, each creature affected by this
option is charmed by you for up to 10 minutes or until your concentration ends,
regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum
from the total before moving on to the next creature. A creature’s hit point maximum
must be equal to or less than the remaining total for that creature to be affected.
Flattering Aura
- Cost: 1-7 psi point
- Evoking Time: 1 bonus action
- Range: 30 feet
- Duration: Instantaneous
- You grant a boon to your companions as you fill them with awe at your presence. Roll
1d6 per Psi Point spent on this ability and grant that total as temporary hit points
to all creatures you select that can see you within 30 feet of you.
Center of Attention
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You exert an aura of power that grabs a creature's attention. Choose one creature
you can see within 60 feet of you. It must make a Charisma saving throw. On a failed
save, the creature is so thoroughly distracted by you that all other creatures are
invisible to it until your concentration ends. This effect ends if the creature can
no longer see or hear you or if it takes damage.
Invoke Awe
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
- You exert an aura that inspires awe in others. Choose up to 5 creatures you can see
within 60 feet of you. Each target must succeed on an Intelligence saving throw or
be charmed by you until your concentration ends. While charmed, the target obeys all
your verbal commands to the best of its ability and without doing anything obviously
self-destructive. The charmed target will attack only creatures that it has seen
attack you since it was charmed or that it was already hostile toward. At the end of
each of its turns, it can repeat the saving throw, ending the effect on itself on a
success.
Awestruck (Mastery)
- Cost: 7 psi point
- Evoking Time: 10 minutes
- Range: 60 feet
- Duration: 1 hour
- You can subtly alter your speech patterns with psionic power. If you expend at least
10 minutes giving a rousing speech, any non-hostile creature within 20 feet of you
that can hear and see you is awestruck.
Each creature gains 3d10 + your Charisma
modifier in temporary hit points, gains one inspiration die (1d8), and cannot be
frightened for the duration. Creatures that already have an inspiration die do not
gain yours.
In addition, you regain 1 Psi Point whenever an awestruck target you
can see within 120 feet of you rolls a natural 20 for the duration. You cannot
regain Psi Points above your maximum.
Mantle of
FearAvatar DisciplineYou
tap into a well of primal fear and turn yourself into a
beacon of terror to your enemies.
Psychic Focus
- While focused on this discipline, you have advantage on Charisma (Intimidation)
checks.
Incite Fear
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- Choose one creature you can see within 60 feet of you that must succeed on a Wisdom
saving throw or become frightened of you for 1 minute or until your concentration
ends. Whenever the frightened target ends its turn in a location where it can’t see
you, it can repeat the saving throw, ending the effect on itself on a success.
Unsettling Aura
- Cost: 3 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Concentration, up to 1 hour
- You cloak yourself in unsettling psychic energy. Until your concentration ends, any
enemy within 60 feet of you that can see you must spend 1 extra foot of movement for
every foot it moves toward you. A creature ignores this effect if immune to being
frightened.
Incite Panic
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
- Choose up to eight creatures you can see within 90 feet of you that can see you. At
the start of each of a target’s turn before your concentration ends, the target must
make a Wisdom saving throw. On a failed save, the target is frightened until the
start of its next turn, and you roll a die. If you roll an odd number, the
frightened target moves half its speed in a random direction and takes no action on
that turn, other than to scream in terror. If you roll an even number, the
frightened target makes one melee attack against a random target within its reach.
If there is no such target, it moves half its speed in a random direction and takes
no action on that turn.
Absolute Terror (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Special
- You read into a creature’s inner fears, rip away all sense of safety, and make
yourself the center of its worst nightmares. Select a creature you can see within 60
feet of you that must succeed on an Intelligence saving throw or suffer a crippling
blow to its psyche. On a fail, the target takes 10d10 psychic damage, is paralyzed
by fear and incapacitated for a number of turns equal to your Charisma modifier. On
a success, the creature takes half the damage and attempts to flee from you on its
next turn.
Once you use this ability, you must take a short rest to do so again.
Mantle of JoyAvatar DisciplineYou tap
into the joy within you, radiating it outward in soothing, psychic energy that brings
hope and comfort to creatures around you.
Psychic Focus
- While focused on this discipline, you have advantage on Charisma (Persuasion)
checks.
Soothing Presence
- Cost: 1-7 psi point
- Evoking Time: 10 minutes
- Range: 10 feet
- Duration: Instantaneous
- Those around you feel centered as you guide them through breathing, meditation, or song.
For each Psi Point spent on
this ability, you roll 1d4, and add your Charisma modifier (minimum 0) to the total
rolled. This forms a pool of Psi
Points that you can distribute as you like with those that have participated in this
meditative ritual, excluding
yourself. A creature can only benefit from this ability once per long rest.
Comforting Aura
- Cost: 2 psi point
- Evoking Time: 1 reaction
- Range: 30 feet
- Duration: Instantaneous
- Your aura comforts those that struggle and boosts their confidence. You can use your
reaction to give a creature within
range that you can see a reroll on a failed saving throw. The creature cannot have
advantage or disadvantage applied to
this reroll.
Aura of Jubilation
- Cost: 4 psi point
- Evoking Time: 10 minutes
- Range: 30 feet
- Duration: Instantaneous
- You radiate a contagious mirth as you engage in conversation, perform music, tell a
story, or meditate. Creatures that
have participated in this ritual within range all recover 1 Hit Die and a single use of
a class, race, or other special
ability that recovers on a short or long rest. This ability cannot recover resources
like ki points, Psionic Energy
dice, or superiority dice. If a creature does not have a resource available, it can
instead recover an additional Hit
Die. A creature can only benefit from this ability once per long rest.
Beacon of Recovery
- Cost: 5 psi point
- Evoking Time: 1 bonus action
- Range: 60 feet
- Duration: Instantaneous
- You and up to five allies you can see within 60 feet of you can immediately make saving
throws against every effect
they’re suffering that allows a save at the start or end of their turns. If a creature
successfully saves, it gains a
reaction. A creature can only gain one bonus reaction with this ability. If a creature
has no effects on it, it gains an
action that it can immediately take to move, use a psionic ability, or to make one
attack.
Nirvana (Mastery)
- Passive. Joy is something attained when you take yourself beyond worldly
suffering. You exude a calm aura of nirvana, granting yourself an any ally within 15
feet that can see you the ability to ignore a level of pain. This aura allows you
and your allies each to ignore damage equal to your Charisma modifier once per turn.
Mass
ManipulationFar Hand DisciplineYou can finely interact with the world at
distance.
Psychic Focus
- While focused on this discipline, you have advantage on Strength saves.
Increase Density
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: Touch
- Duration: 1 minute
- You can make a creature you touch heavier, making them slow and clumsy. A creature must
make a Constitution saving throw
or have its weight doubled. Its movement speed is reduced by half, and it takes a d4
penalty on all checks, attacks, and
saving throws relying on Dexterity.
Inertial Punch
- Cost: 1-7 psi point
- Evoking Time: 1 reaction
- Range: Self
- Duration: Instantaneous
- You can project kinetic energy in a powerful blow. As a reaction against an attack,
you make a melee psionic attack against your attacker. If the attack is successful,
you deal 1d10 bludgeoning damage for each Psi Point spent.
Density Decrease
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 minute
- Target a creature you can reach with your hands. On a successful melee psionic
attack, you rearrange its molecular density, giving it vulnerability against
bludgeoning and slashing damage. The creature is also considered one size category
smaller.
Molecular Deconstruction (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: Touch
- Duration: Instantaneous
- You can disassemble matter on the molecular level. Make a melee psionic attack. On a
success, the target receives 5d10 necrotic damage and 5d10 force damage, rapidly
decomposing until only a black, noxious ooze remains. If the target isn’t destroyed,
its maximum Hit Points are reduced by the same number. Once you use this power, you
must take a short rest to do so again as it is taxing.
Molecular Reconstruction (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 hour
- Range: Touch
- Duration: Permanent
- You fight entropy itself and molecularly reassemble matter. If you target a
creature, it must expend 1 Hit Die to successfully reattach or regrow lost limbs,
restore decreased maximum hit points, and fully heal a creature from most
injuries.
Alternatively, you can restore up to 5 cubic feet of inanimate matter
such as the bones of a skeleton, a broken statue, or a rusted sword, reassembling it
from almost nothing so long as an imprint of the object can be read. You can also
rearrange matter such as creating a steel sword from an iron bar. Once you use this
power, you gain one level of exhaustion.
Nomadic MindNomad DisciplineYou
dispatch part of your psyche into the collective vista of minds and knowledge possessed
by living things.
Psychic Focus
- Whenever you focus on this discipline, you choose one skill or tool and have
proficiency with it until your focus ends.
Alternatively, you gain the ability to
speak one language of your choice until your focus ends. While using this ability,
you recognize the written form of this language, increasing the efficacy of studying
to become literate in it. Symbols or words may slowly start to make more sense the
longer you focus.
The taxing nature of this ability prevents you from switching
knowledge too quickly. Once you select a proficiency or language, you cannot change
it until you take a full rest and refocus on this discipline.
Wandering Mind
- Cost: 3 psi point
- Evoking Time: 10 minutes
- Range: Self
- Duration: 8 hours
- You enter a deep meditation to seek the guidance of those more learned than
yourself. You must maintain focus for 10 minutes without interruption. Once you do
so, you may select one skill with which you are proficient. You double your
proficiency modifier with that skill, and if you roll a natural 20 for any checks
made with that skill, you regain 1 Psi Point. You can never regain more Psi Points
than your maximum.
Read Imprint
- Cost: 3 psi point
- Evoking Time: 10 minutes
- Range: One object you touch
- Duration: Instantaneous
- You focus your mind to read the aura imprinted on an object. If you hold an object
and concentrate on it for 10 minutes, you gain mental images and sounds from the
object’s point of view telling you one of the following facts of your choice:
- The last creature to hold it.
- Any events that occurred within 20 feet of the object within the past hour.
- The object’s abilities or general purpose, if applicable.
- Once you use this ability, the psionic imprint fades and cannot be read again.
Severing (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 30 feet
- Duration: Special
- You have mapped the network of shared knowledge so well that you can sever its
connection with another creature. As an action, target a creature you can see within
30 feet of you. The creature must succeed on an Intelligence save or its
Intelligence score is reduced to 0 and it is unconscious until it regains at least 1
point of Intelligence or takes a long rest.
If this ability is successful, you
gain two levels of exhaustion and cannot use this ability again until you take a
long rest.
Nomadic StepNomad DisciplineYou exert
your mind on the area around you, twisting the intraplanar pathways you perceive to
allow instantaneous travel.
Psychic Focus
- While focused on this discipline, anytime you use a teleportation ability, you can
bring extra creatures with you. You must touch your companion and a spend one psi
point per willing creature.
In addition, after you teleport on your turn while
focused on this discipline, your walking speed increases by 10 feet until the end of
the turn, as you are propelled by your teleportation. You can receive this increase
only once per turn.
Step of a Dozen Paces
- Cost: 1-7 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
- If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20
feet per psi point spent to an unoccupied space you can see, and your speed is
reduced to 0 until the end of the turn.
Defensive Step
- Cost: 2 psi point
- Evoking Time: 1 reaction
- Range: Self
- Duration: Instantaneous
- When you are hit by an attack, you can use your reaction to gain your proficiency
bonus to AC against that attack, possibly turning it into a miss. You then teleport
up to 10 feet to an unoccupied space you can see.
There and Back Again
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
- You teleport up to 20 feet to an unoccupied space you can see and then move up to
half your speed. At the end of your turn, you can teleport back to the spot you
occupied before teleporting, unless it is now occupied or on a different plane of
existence.
Phantom Caravan
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You and up to six willing creatures of your choice that you can see within 60 feet
of you teleport up to 1 mile to a spot you can see or to a known anchor. If space is
lacking for all the targets to occupy at the arrival point, this ability fails and
is wasted.
Nomad’s Gate
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: Special
- Duration: Concentration, up to 1 hour
- You create a 5-foot cube of dim, gray light within 5 feet of you. You create an
identical cube at any point of your choice within 1 mile that you have viewed within
the past 24 hours. Until your concentration ends, anyone entering one of the cubes
immediately teleports to the other one, appearing in an unoccupied space next to it.
The teleportation fails if there is no space for the creature to appear in.
Heavy Step (Mastery)
- Passive. When you teleport to a space, you can bring a heaviness that can
push back creatures around you. After using a teleport ability, creatures in a
5-foot radius around you that are up to one size category larger than you must make
a Strength saving throw. On a fail, creatures are pushed back 10 feet from you in a
straight line.
PrecognitionAwakened DisciplineBy
analyzing information around you, from subtle hints to seemingly disconnected facts, you
learn to weave a string of probabilities in an instant that gives you extraordinary
insights.
Psychic Focus
- While focused on this discipline, you have advantage on initiative rolls.
Precognitive Hunch
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
- You open yourself to receive momentary insights that improve your odds of success;
until your concentration ends, whenever you make an attack roll, a saving throw, or
an ability check, you roll a d4 and add it to the total.
All-Around Sight
- Cost: 2 psi point
- Evoking Time: 1 reaction
- Range: Self
- Duration: Instantaneous
- In response to an attack hitting you, you use your reaction to to force
the attacker to roll again and keep the lowest of the two rolls, possibly causing it to
miss.
Danger Sense
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: up to 8 hours
- You create a psychic model of reality in your mind and set it to show you a few
seconds into the future. Until this power ends, attack rolls against you can’t have
advantage, and you gain a +10 bonus to
initiative. In addition, you can cancel the first critical hit made against you after
activating this ability.
Victory Before Battle
- Cost: 6 psi point
- Evoking Time: Special
- Range: 60 feet
- Duration: Instantaneous
- When you roll initiative, you can use this ability to grant yourself and up to five
creatures of your choice within 60 feet of you a +10 bonus to initiative.
Foretelling (Mastery)
- When you or another creature you can see within 30 feet of you
makes an ability check, attack roll or a saving throw, you can use
your reaction to add your Intelligence modifier to the roll. You can
apply this bonus after the roll but before you know the results and
you can use this ability number of times equal to your Intelligence
modifier before having to take a long rest.
Psionic
WeaponImmortal DisciplineYou have learned how to channel psionic energy into your
attacks, lending them devastating power.
Psychic Focus
- While focused on this discipline, regain 1 Psi Point whenever you roll a critical
hit with a melee attack. You cannot regain Psi Points beyond your maximum.
Lethal Strike
- Cost: 1-7 psi point
- Evoking Time: 1 bonus action
- Range: One melee weapon you wield or unarmed strike
- Duration: Until the end of your turn
- You imbue a melee weapon you’re wielding or your unarmed strike with psychic energy.
The next time you hit with it before the end of your turn, it deals an extra 1d10
psychic damage per Psi Point spent.
Augmented Weapon
- Cost: 5 psi point
- Evoking Time: 1 bonus action
- Range: One simple or martial weapon
- Duration: Concentration, up to 10 minutes
- You augment one simple or martial weapon. Until your concentration ends, that weapon
adds 1d8 psychic damage whenever you hit with it.
Intelligent Blade (Mastery)
- Passive. If you choose this discipline as your Psychic Mastery, you can add
your Intelligence modifier to any damage you deal with a melee weapon.
Ethereal Lance (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 bonus action
- Range: 20 feet
- Duration: Instantaneous
- Your psionic weapon emits a psychic blade that extends its reach 20 feet and can
attack up to 5 creatures at the same time. You must make a separate weapon attack
roll for each target.
Psychic
AssaultAwakened DisciplineYou wield your mind like a weapon, unleashing salvos of
psionic energy. A creature is immune to this power if it is immune to psychic
damage.
Psychic Focus
- While focused on this discipline, you add your proficiency bonus to damage rolls
with Psionic Talents that deal psychic damage.
Psionic Blast
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Choose one creature you can see within 60 feet of you. The target takes 1d4 psychic
damage per psi point spent on this ability. Undead and constructs are immune to this
feature.
Ego Whip
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Choose one creature you can see within 60 feet of you that must make a Charisma
saving throw. On a failed save, the creature takes 3d8 psychic damage and it is
filled with self-doubt, leaving it able to use its action on its next turn only to
take the Dodge, Disengage, or Hide action. On a successful save, it takes half as
much damage.
Once you affect a creature in this way, the cost to repeat this
power on it increases by 1 psi point each time you or anyone else with this ability
does so. This cost increase is cumulative.
Id Insinuation
- Cost: 4 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Choose one creature you can see within 60 feet of you that must make an Intelligence
saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes
into a fury as its id runs rampant. On its next turn, the creature enters a mindless
rage, leaving its mind wildly unfocused. The creature cannot utilize any psionic
powers outside of the Immortal order, hold a psionic focus, or use an ability
requiring concentration. On a successful save, it takes half as much damage.
Psychic Shriek
- Cost: 5-7 psi point
- Evoking Time: 1 action
- Range: 60-foot cone
- Duration: Instantaneous
- You unleash devastating psychic energy in a 60-foot cone. Each creature in that area
must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save,
or half as much damage on a successful one. You can increase the damage by 1d8 for
each additional psi point you spend when you use this ability.
Psychic Crush
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
- You create a 20-foot cube of psychic energy within 120 feet of you. Each creature in
that area must make an Intelligence saving throw. On a failed save, a target takes
8d8 psychic damage and is stunned until the end of your next turn. On a successful
save, a target takes half as much damage and suffers no other effects.
Pain (Mastery)
- Passive. Whenever you use a psionic ability that deals psychic damage, add
your Intelligence modifier to the damage. In addition, if you roll a critical hit on
a psionic attack, you regain 1 Psi Point. You cannot regain Psi Points beyond your
maximum.
Psychic
DisruptionAwakened DisciplineYou create psychic static that disrupts other creatures’
ability to think clearly. A creature is immune to this power if it is immune to psychic
damage.
Psychic Focus
- While focused on this discipline, you have advantage on Charisma (Deception) checks.
Distracting Haze
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- Choose one creature you can see within 60 feet of you that must make an Intelligence
saving throw. On a failed save, it takes 1d10 psychic damage per Psi Point spent and
can’t see anything more than 10 feet from it until your concentration ends. On a
successful save, it takes half as much damage. At the start of each of its turn, the
target may repeat the save, ending the haze effect on a success.
Daze
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Until the end of your next turn
- Choose one creature you can see within 60 feet of you that must make an Intelligence
saving throw. On a failed save, the target is incapacitated until the end of your
next turn or until it takes any damage.
Mind Storm
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Until the end of your next turn
- Choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius
sphere centered on that point must make a Wisdom saving throw. On a failed save, a
target takes 6d8 psychic damage and suffers disadvantage on all saving throws until
the end of your next turn. On a successful save, a creature takes half as much
damage.
Redirect (Mastery)
- Passive. Whenever a creature fails its initial saving throw against one of
your Psionic abilities, regain 1 Psi Point. You cannot regain Psi Points beyond your
maximum.
PsychokinesisFar Hand DisciplineAs a
student of psionic power, you perceive the potential energy that flows through all
things. You reach out with your mind, transforming the potential into the actual.
Objects and creatures move at your command.
Psychic Focus
- While focused on this discipline, you can have an inanimate object orbit you. This
orbiting object cannot weigh more than 10 pounds and does not float further than 1
foot away from you, but you can interact with or change the object as a free action.
Also, any of your telekinesis abilities can affect creatures one size category
larger.
Push
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Choose one creature you can see within 60 feet of you that must make a Strength
saving throw. On a failed save, it takes 1d8 force damage per psi point spent and if
it is Large or smaller, 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 and isn’t pushed.
Telekinesis
- Cost: 2-7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
- You can choose one object to move that 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, and its maximum weight depends on the Psi Points
spent on this ability, as shown below.
You can move the object up to 60 feet with
an action, and you must keep the object within sight during this movement. You can
maintain control over this object for up to 10 minutes or until your concentration
ends. You must continue to use your action to move the object.
You can decide to
drop the object. If your concentration or the duration of this ability ends with the
object in mid-air, it promptly 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.
| Psi Spent |
Maximum Weight |
Bludgeoning Damage |
| 2 |
25 lbs. |
2d6 |
| 3 |
50 lbs. |
4d6 |
| 5 |
250 lbs. |
6d6 |
| 6 |
500 lbs. |
7d6 |
| 7 |
1,000 lbs |
8d6 |
Grasp
- Cost: 3* psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You attempt to grasp a creature with telekinetic energy and hold it captive. Choose
one creature up to one size category larger than you that you can see within 60 feet
of you. The target must succeed on a Strength saving throw or be grappled by your
telekinetic energy until your concentration ends or until the target leaves your
reach, which is 60 feet for this grapple.
The grappled target can escape by using
its action and succeeding on a Strength (Athletics) check contested by your psionic
ability plus your proficiency bonus. When a target attempts to escape in this way,
you can spend Psi Points to boost your check, abiding by your Psi Limit. You gain a
+1 bonus per Psi Point spent.
While a target is grappled in this manner, you
create one of the following effects as an action:
- Crush (1-7 psi). The target takes 1d6 bludgeoning damage per Psi
Point spent.
- Move (1-7 psi). You move the target up to 5 feet per Psi Point spent.
You can move it in the air and hold it there. It falls if the grapple ends.
Forceful (Mastery)
- Passive. You gain Proficiency on Strength saving throws. In addition,
whenever you deal weapon (including natural weapons) or unarmed strike damage, you
add your proficiency modifier in force damage. This damage benefit is active so long
as you have not lost or deactivated your Psychic Focus.
TelemacheiaFar Hand DisciplineThis
unusual discipline implies a great degree of control over weapons, extending the range
of melee combat with psychic prowess.
Psychic Focus
- While focused on this discipline, you gain reach with a melee weapon with which you
are proficient. If the weapon already has reach, it increases by 5 feet. Natural
weapons and unarmed strikes are excluded.
Psychic Command
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
- You target one melee weapon that is not held by another creature within 60 feet of
you. You make it levitate and use it to make a proficient melee weapon attack.
Far Shield
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: 10 feet
- Duration: Concentration, up to 1 minute
- You use the power of your mind to lift a shield, table, or other plank of wood or
metal to protect yourself. The object must be within 10 feet of you and cannot weigh
more than 10 pounds or be held by another creature. For the duration, the object
hovers around you and provides half cover.
Blade Whirlwind
- Cost: 3 psi point
- Evoking Time: 1 bonus action
- Range: 30 feet
- Duration: Up to 1 minute
- You command a light melee weapon with which you are proficient that isn’t held by
another creature within 30 feet of you. The weapon floats and you can make a melee
weapon attack as a bonus action every round to any creature up to 30 feet from you.
Hoplomacheia
- Cost: 3 psi point
- Evoking Time: 1 action
- Range: 10 feet
- Duration: Concentration, up to 1 minute
- You control a suit of armor within 10 feet of you that is not worn by another
creature. This armor fights within 100 feet of you, following your commands. You
must control its actions with a bonus action or it remains motionless. The animated
armor does not have any reactions, but you can use your own to make Opportunity
Attacks through the armor. See the Animated Armor in the MM for its stats, but the
nature of the armor will establish the AC (for example, an animated leather armor
will have AC 11).
Telemacheia (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 10 feet
- Duration: Concentration, up to 1 minute
- Your psionic power allows you to command several weapons at once. As an action, you
choose 7 melee weapons within 10
feet of you that are not held by another creature and make an attack with advantage with
all of them as if they were
one. For this grouped attack, each weapon deals damage but any effects or bonus damage
from ability modifiers are only
applied once. Alternatively, you may move the weapons independently and make one normal
attack with each one in any
combination against targets within 30 feet of you.
Telepathic
ContactAwakened DisciplineYou control other creatures by substituting your will for
theirs.
Psychic Focus
- While focused on this discipline, you gain the ability to use the Telepathy talent
with up to six creatures at once. If you don’t have the Telepathy talent, you
instead gain it while focused on this discipline.
Occluded Mind
- Cost: 2 psi point
- Evoking Time: 1 action
- Range: Telepathic Range
- Duration: 5 minutes
- You target one creature you can communicate with via telepathy that must make an
Intelligence saving throw. On a failed save, the target believes one 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, 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.
Broken Will
- Cost: 4 psi point
- Evoking Time: 1 action
- Range: Telepathic Range
- Duration: 1 turn
- You target one creature you can communicate with via telepathy that must make an
Intelligence saving throw. On a failed save, you choose the target’s 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.
Psychic Grip
- Cost: 6 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You target one creature you can see within 60 feet of you that must succeed on an
Intelligence saving throw or it is paralyzed until your 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 Domination
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
- You target one creature you can see within 60 feet of you that must succeed on an
Intelligence saving throw, or you choose the 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.
Telepath (Mastery)
- Passive. If you choose this discipline as your Psychic mastery, your range
with the Telepathy talent increases to 120 feet. Also, you have no limit on the
number of creatures you can connect with simultaneously so long as you meet the
other requirements.
Third EyeAwakened DisciplineYou
create a third, psychic eye in your mind, which you cast out into the world. It channels
thoughts and knowledge back to you, greatly enhancing your senses.
Psychic Focus
- While focused on this discipline, you have darkvision with a range of 60 feet. If
you already have darkvision, increase its range by 10 feet.
Tremorsense
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
- You gain tremorsense with a radius of 30 feet which lasts until your concentration
ends.
Unwavering Eye
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: 1 minute
- You gain advantage on Wisdom checks for 1 minute.
Piercing Sight
- Cost: 3 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
- 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 concentration ends.
Truesight
- Cost: 5-7 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 10 minutes
- You gain truesight with a radius of 30 feet which lasts until your concentration ends.
If you spend 6 psi, the duration increases to 5 minutes and the range increases to 60
feet. If you spend 7 psi, the duration increases to 10 minutes and the range increases
to 120 feet.
Far Sight (Mastery)
- Cost: 7 psi point
- Evoking Time: 10 minutes*
- Range: Touch
- Duration: Concentration, up to 1 hour
- You gain are able to see through the eyes of another creature. You must commune,
meditate, or mentally subdue a creature that has a minimum Intelligence score of 4. If
you are able to communicate telepathically with the creature, the evoking time is
reduced to 1 minute. The creature must make an Intelligence save or serve as your eyes
for the duration. You can decide if the creature is aware of your connection or not, but
this connection does not allow you to influence behavior or communicate telepathically.
A willing creature can choose to fail the save and allow the connection. Once a
connection is made, you lose your own vision beyond 5 feet for the duration and instead
see through the creature.
You cannot act through the creature but merely see and experience the world through its
eyes.
At the end of the duration, you can spend another 2 psi to extend your connection for
another hour, but a creature can make an Intelligence saving throw and disconnect on a
success.
Venomous
MetabolismImmortal DisciplineYour control over your body allows you to deliver venomous
attacks.
Psychic Focus
- While focused on this discipline, you have resistance to poison damage.
Venom Jet
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
- You alter the metabolism of your body so that you can create a toxic substance in
your salivary glands. You shoot a high-powered jet of venom from your mouth at one
creature you can see within 30 feet of you. Make a ranged psionic attack and on a
successful hit, the target takes 1d8 poison damage per Psi Point spent on this
attack.
Assassin’s Friend
- Cost: 4 psi point
- Evoking Time: 1 bonus action
- Range: One melee weapon you wield
- Duration: 1 minute
- You exude poisonous sweat and can coat a melee weapon that you wield with poison.
For the duration, all attacks with the weapon deal 1d8 extra poison damage, and your
targets must succeed on a Constitution save or being poisoned for 1 minute. They can
repeat the save each round, ending the effect on a success.
Once a creature
saves, it cannot be under the poisoned condition due to any of your Venomous
Metabolism abilities until you take a long rest.
Venom Spray
- Cost: 5-7 psi point
- Evoking Time: 1 action
- Range: 30-foot cone
- Duration: Instantaneous
- You exhale poison in a 30-foot cone. Each creature in the area must make a
Constitution saving throw, taking 8d6 poison damage on a failed save, or half as
much damage on a successful one. For each Psi Point spent beyond 5, increase the
poison damage by 1d6.
Venomous (Mastery)
- Passive. If you choose this discipline as your Psychic mastery, you become
immune to poison damage. Also, any of your Venomous Metabolism effects ignore poison
resistance.
SonokinesisNomad DisciplineYou alter
vibrations, allowing you to create devastating sounds as well as change the phase of
bodies and objects.
Psychic Focus
- While focused on this discipline, you have advantage on any skill checks that rely
on hearing.
Phasing
- Cost: 2 psi point
- Evoking Time: 1 bonus action
- Range: Self
- Duration: Until the end of your turn
- Duration: Until the end of your turn You oscillate the very matter in your body,
enabling yourself to phase through a physical obstacle such as a wall. When you
first touch or enter an obstacle, you can immediately gauge the obstacle's depth up
to 45 feet from you. If you decide to immediately end phasing without passing
through, you can regain 1 psi point.
Moving through the obstacle is difficult
terrain, and you must exit the obstacle by the end of your turn. If you fail to do
so, you are immediately pushed out to the nearest empty space, take 1d10 force
damage for each 5 feet of material you must move through, and gain one level of
exhaustion.
Psionic Scream
- Cost: 1-7 psi point
- Evoking Time: 1 action
- Range: 30-foot cone
- Duration: Instantaneous
- You scream out in a 30-foot cone, and each creature in the area must make an
Intelligence saving throw, taking 1d6 thunder damage per psi point spent and become
Susceptible (your proficiency modifier) to thunder or psionic damage (your choice)
on a failed save, or half as much on a successful one. The susceptibility lasts
until the start of your next turn.
Resonate
- Cost: 3 psi point
- Evoking Time: 1 minute
- Range: Touch
- Duration: 1 hour
- You synchronise yourself with an ally and are empowered. The ally must have a
minimum Intelligence of 5 and cannot be incapacitated. You gain the benefit of the
other's psychic focus (if applicable). In addition, you select one of the following:
- Shared Senses: you both share heightened senses, gaining darkvision
(60ft). If either of you already have darkvision, increase their range by 30
feet.
- Lifeforce: you share vitality to lessen the brunt of an attack.
Whenever either of you suffers damage, you may split the damage evenly
(before applying any resistances) and the resonating partner takes their
share as Force damage. Also, when either of you are healed, the other
recovers half the amount healed.
Reverberate
- Cost: 5 psi point
- Evoking Time: 1 action
- Range: Self (30-foot radius)
- Duration: Concentration, up to 1 minute
- You throw back psionically-amplified sounds, creating waves of sonic destruction.
Each creature beginning or ending its turn in a 30-foot radius of you must make a
Constitution saving throw. On a failed save, the creature takes 3d8 thunder damage
and is knocked prone if it is up to one size category larger than yourself. A
creature takes half as much damage on a success and is not knocked prone.
In
addition, unsecured objects completely in the area of effect are pushed 10 feet away
from you.
Intangibility (Mastery)
- Cost: 7 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Concentration, up to 10 minute
- You can traverse physical obstacles as if they were difficult terrain, and you can
touch any one creature and share that intangibility while you are touching it. While
traversing an obstacle, you can always gauge the obstacle's depth up to 45 feet from
you, and you can breathe normally.
A creature that ends or begins its turn in a
solid obstacle is restrained by it and suffers 8d10 force damage, but they may use
their reaction to succeed on a Dexterity save and move to the next unoccupied space.
InquisitorPsionThese psions can see
into the minds of other sentient creatures. Their
abilities are feared, for the mind is merely clay to be shaped by the
will of an Inquisitor. Memories can be taken away whole or altered in
ways that can utterly change an individual. And while Inquisitors are
primarily known for their powerful abilities to control, manipulate, and
harm, they are also capable of repairing that which no healer can
ever touch.
Memory Strand
- As an action, you put a finger to your head and copy a memory, an
idea, or a message from your mind and transform it into a thin,
tangible shard of psionic energy called a memory strand, which
persists indefinitely until it used or you destroy it. The memory strand
appears in an unoccupied space within 5 feet of you as a Tiny,
weightless, semisolid object that can be held and carried like a twig.
It is otherwise stationary.
If you use this ability while reading or manipulating the thoughts of
others, you can transform the thoughts or memories you read, rather
than your own, into a memory strand.
A sentient creature with an Intelligence of 8 and above can spend
an action to interact with a memory strand to instantly receive
whatever memory, idea, or message it contains.
Inquisition
- Cost: 2-7 psi point
- Evoking Time: 10 minutes
- Range: 15 feet
- Duration: Instantaneous
- Over a period of 10 minutes, you delve into the mind of one creature
that can see and hear you within 15 feet of you. After this period,
you may ask one question that is phrased so that it can be answered
with a yes or no. Any other question causes this ability to fail unless
you pay to enhance this ability. The target must succeed on a
Charisma saving throw, or it replies with a truthful answer. Creatures
immune to charm have advantage on this saving throw.
When using this ability, you can make the following enhancements
by paying the additional psi points required:
| Effect |
Additional Psi Cost |
| Additional Questioning |
1+ |
| Call Memory |
3 |
| Forceful Query |
2 |
- Additional Questioning: For each additional psi point, you may
ask
another yes-or-no question.
- Call Memory: Instead of a yes-or-no question, you can ask for
the
memory from a specific event. On a successful save, you suffer 1
level of fatigue and learn nothing. On a fail, you instantly receive a
visual and auditory telepathic scene of the memory no longer than
15 minutes from the target’s perspective.
- Forceful Query: You press your target for information. The
target has
disadvantage on the next Charisma saving throw against your
Inquisition.
Heightened: You can use an Inspiration Point to harm the target’s
mind. The effects depend on the results of Charisma saving throw.
Intelligence ability score damage can only be healed by another
Inquisitor:
- Save: No effect, and you suffer 1 level of fatigue.
- Critical Success: No effect, and you suffer 2 levels of
fatigue.
- Fail by 5 or less: The target’s Intelligence score decreases by
2.
- Fail by 6 or more: The target’s Intelligence score decreases by
4.
- Critical fail: The target’s Intelligence score decreases by 6.
Lift the Fog
- Cost: 2-7 psi point
- Evoking Time: 10 minutes
- Range: 15 feet
- Duration: Instantaneous
- You focus on a creature that has suffered damage to their mind
(such as Intelligence ability score damage, long term mind control,
or similar effects) or had their memories altered. When evoking this
ability, you understand the depth of the damage. You must pay the
psi point cost and make an Intelligence (Psionics) check to attempt
to make repairs. You can only repair one aspect per evocation.
| Effect |
DC |
Cost |
| Intelligence ability score
damage |
DC = 15 + the value of
Intelligence decrease |
Inspiration Point +
2 psi points per 1
Intelligence |
| Mind-influencing effect |
DC = the save DC of the
original source of the effect |
3 psi points |
| Memory alteration or loss |
DC = the Psionics DC of the
entity responsible for the
alteration or loss |
Inspiration + 5 psi
points |
On a success, you repair the damage. On a fail, you suffer 1 level of
fatigue.
Sculpt
- Cost: 3-7 psi point
- Evoking Time: 1 hour
- Range: 10 feet
- Duration: Special
- You shape the mind of a creature, forcing it to perform or refrain
from carrying out a certain act or altering its memory in a specific
manner. You can sculpt the mind in a variety of ways by paying the
costs as listed later in this section.
If the target is willing, no saving throw is required, they must know all
the specifics of the sculpt, and the duration can last for as long as
the target agrees to.
If the target is unwilling, the details of the sculpt do not need to be
shared and it must make a Charisma saving throw. On a success,
you suffer 2 levels of fatigue, the sculpt does not take hold, and the
creature is aware of your attempt at manipulation. On a fail, the
sculpt succeeds without their knowing.
| Effect |
Cost |
| Act of Service |
3 psi points |
| Alter |
4 psi points |
| Create |
5 psi points |
Act of Service: This act cannot cause bodily harm or death to the
creature. Acts are usually conditional, such as, “Always offer
hospitality to strangers seeking a place to stay.” Alternatively, the act
can be more generalized or framed in a way that doesn’t require the target to perform
that act exclusively, though it must prioritize the
task above all leisurely pursuits.
On a failed save, the sculpt takes hold and remains in place for 1
day. Each day thereafter, the creature makes a saving throw to free
themselves of the sculpt; this saving throw cannot be enhanced in
any way. Once the creature frees themselves, they are aware of
your influence, but you do not suffer any negative effects.
If the target is unable or fights performing the act, it gains 1 level of
exhaustion, and the exhaustion increases by 1 level for each
consecutive day it is prevented from performing or fights the act, up
to a maximum of 4. These levels of exhaustion are immediately
removed when it follows the sculpt again or the sculpt is lifted; it
cannot remove exhaustion gained from this ability in any other way.
Only an Inquisitor can repair a mind affected in this manner.
Heightened: You can spend 1 Inspiration Point to increase the
duration to 1 month or 3 Inspiration Points to increase the duration to
1 year.
Alter: You can affect the target's memory of an event that it
experienced within the last 24 hours and that lasted no more than 10
minutes. On a failed save, you can permanently eliminate all
memory of the event, allow the target to recall the event with
perfect clarity and exacting detail, or change its memory of the
details of the event.
You must speak to the target to describe how its memories are
affected, and it must be able to understand your language for the
modified memories to take root. Its mind fills in any gaps in the details
of your description. If the evoking time ends before you have finished
describing the modified memories, the creature's memory isn't
altered. Otherwise, the modified memories take hold when the
evoking time ends.
A modified memory doesn't necessarily affect how a creature
behaves, particularly if the memory contradicts the creature's
natural inclinations or beliefs. An illogical modified memory, such as
implanting a memory of how much the creature enjoyed dousing
itself in acid, is dismissed, perhaps as a bad dream. The GM might
deem a modified memory too nonsensical to affect a creature in a
significant manner.
Create: This works similarly to Alter but you are not tied to a
specific
window of time, and you can create a memory rather than adjust
one. You must still obey the memory duration.
SeerPsionThese psions can see
into secrets of the past, present truths, or hints
of the future. Sometimes the visions are uncontrolled foretellings, but
talented Seers can draw out answers to specific inquiries. Often
those with the strongest abilities in seeing are born or go blind, but
the moderate version of seeing only temporarily affects the psion.
The Sight
- You catch glimpses of what is to come and use this knowledge to
your advantage. When you finish a long rest, roll one d20 and record
the number rolled. You can replace any attack roll, saving throw, or
ability check made by you or a creature that you can see with one
of these foretelling rolls. You must choose to do so before the roll,
and a roll can be replaced in this way only once per turn. When you
finish a long rest, you lose any unused foretelling rolls.
In addition, your dreams are busy with visions of different times and
places. The GM can use dreams to grant interesting or important
information a Seer. Also, once per session, you can seek out
guidance or answer to a specific question. To do so, frame your
question and perform a blind Wisdom (Psionics) skill check against a
DC determined by the GM. On a success and depending on the
nature of the question, the GM will provide an answer that may
come in the form of visions, a riddle, or a simple response. On a
failure, you will receive empty mists or the GM may decide to grant
some manner of vision. Critical failures may result in false information.
Wandering Eye
- Cost: 4 psi point
- Evoking Time: 1 action
- Range: 60feet*
- Duration: Concentration, up to 1 hour*
- As an action, you create a psychic sensor within 60 feet of you. The
sensor lasts until your concentration ends. You can spend 1 psi to
increase the duration of this ability by 1 hour for each psi spent
beyond the base cost. This sensor is invisible but has a trace of your
aura and hovers in the air, has 1 hit point, and is immune to all
damage except for psychic and force damage.
You lose your own sight and instead see through this sensor that has
normal and darkvision with a range of 60 feet. While you use this
ability, you can spend an action to switch between seeing through
your own eyes and the sensor. You have no other sensory
information through the sensor, but your body retains its other senses
for your physical location. The sensor can look in all directions and as
an action, you can move the sensor up to 30 feet in any direction.
There is no limit to how far away from you the eye can move, but it
can’t enter another plane of existence or go through a teleportation
gateway. A solid barrier blocks the eye’s movement, but the eye
can pass through an opening as small as 1 inch in diameter. You
cannot use abilities through the sensor.
Heightened: You can use an Inspiration Point to make the sensor
pass through solid objects harmlessly for the duration.
Seeking Eyes
- Cost: 4 psi point
- Evoking Time: 10 minutes
- Range: Self
- Duration: Concentration, up to 10 minutes
- You can see a particular location, creature, or object you choose
that is on the same plane of existence as you. You cannot see your
own surroundings while using Seeking Eyes, but you have your other
senses available.
When you succeed in using this ability, you create an invisible sensor
made of a fragment of your aura in the location or within 10 feet of
the creature or object. You can see through the sensor as if you
were there, using your own vision capabilities. Creatures capable of
seeing auras see the sensor as a luminous tiny orb.
All Seers can use this ability to seek out familiar places, people, and
objects, but each Seer’s technique, method, and focus is unique.
Select a specialization between locations, creatures, or objects and
refer to the end of this section for expanded abilities. You can only
specialize in one and cannot change your selection.
Location. Make an Intelligence (Psionics) skill check against a DC
determined by the GM. The location you choose must be known to
you, and it must be on the same plane of existence as you. Your
familiarity with the destination modifies the difficulty.
| Familiarity |
DC |
| Been to very often |
10 |
| Seen more than once but less familiar |
15 |
| Viewed once or experience shared through telepathy |
20 |
On a success, you create the sensor in the location, and it doesn’t
move. On a failure, you suffer 1 level of Fatigue.
Creature. You must choose a target that you have met or know. A
creature must make a Wisdom saving throw which is modified by
how well you know the target. The difficulty is your Psionics DC. If the
creature knows you are using this ability, it can fail the saving throw
voluntarily if it wants to be observed.
| Knowledge of Target |
Save DC Modifier |
| You have met and interacted with the target briefly |
+0 |
| You know the target well |
+2 |
On a successful save, you suffer 1 level of Fatigue, and the target
isn’t affected. On a failed save, your sensor appears and moves with
the target, remaining within 10 feet of it for the duration.
Object. You must target a specific object that you know well. The DC
is modified by how strong your connection is to the specific object. If
the object is held by a creature, the creature must make a Wisdom
saving throw and on a success, your ability fails and you suffer 1 level
of Fatigue.
| Connection |
DC |
| Once belonged to you for an extended period |
10 |
| Something that you have held in your hands or interacted
with for at least one hour. |
15 |
Seeking Eyes Specialization
- Place: If you have an object from a location, you can attempt to use
Seeking Eyes while touching the object (DC=18).
- Person: You can seek a person if you have been given a telepathic
visual or a piece of the body. The Wisdom save DC to resist this ability
decreases by 2.
- Object: You can seek items similar to something you are holding
within 1 mile of you (DC=18). You gain a sense of how many, how
near, and you know the direction of the nearest object of its kind. If
objects are attended or held by another creature, you will still feel
the presence of the object. You do not gain the ability to see the areas near these
objects, but you do not suffer any ill effects from
failing the check.
TravelerPsionTravelers are one of the
most recently revived psions, and while they
are generally well-loved, they have also created a burgeoning
paranoia. Their ability to attune to anchors and then transport
themselves and others to these anchors make travel that once was
painstakingly long and dangerous fluid and safe. However, with this
luxury came those that sought to exploit and take advantage of the
lack of security against such powers. After a period of chaos and
thievery, a semblance of order was attained after the guilty travelers
had their abilities stunted or controlled by Inquisitors. Now, people
are often barred from entry or seeing inside important locations until
they have been thoroughly vetted or questioned. Thus, few travelers
have since made themselves publicly known, and those exhibiting
any teleportation abilities are watched carefully.
Anchoring
- You use a fragment of your aura to create an invisible, intangible
teleportation anchor. This anchor bears your unique aural signature
and requires 10 minutes of focus while touching a 10x10 solid, flat
surface to take hold. You can create a number of anchors equal to
your proficiency bonus. Once an anchor takes hold, it no longer
requires the original surface to exist. If the surface is destroyed, the
anchor is locked in place and suspended in the air.
Anchors are visible to creatures with the ability to see auras, and
these creatures can attempt to destroy an anchor by spending 10
minutes and performing a Psionics (Intelligence) check. The DC to
destroy an anchor is the Traveler’s Psionic DC. On a failure, the
anchor remains and the creature takes 2 levels of fatigue. On a
success, the anchor is destroyed and the creature takes 1 level of
fatigue. You are always aware of the state of your anchors.
You can convert one anchor into a home anchor by spending a full
rest in the location. A home anchor cannot be destroyed and is
immobile. You can only ever have one home anchor. If you create
another home anchor, the existing one converts to a basic anchor.
A Traveler can see any anchor and knowing an individual and their
aura can help identify the owner. A Traveler can only use their own
anchors.
Additionally, whenever you use any psionic discipline to teleport, you
can instead teleport to an anchor even if you can’t see it, but it must
be within range of the teleportation ability.
Traveler’s Journey
- Cost: 3-7 psi point
- Evoking Time: 1 action
- Range: Self
- Duration: Instantaneous
- If you have not used your movement this turn, you can spend an
action to jump to any of your existing anchors. You and your
equipment instantaneously appear at the anchor, but any objects or
creatures you carry do not make the journey.
For each additional psi point you spend on this ability, you can bring
a number of willing and conscious creatures equal to your
proficiency modifier. These creatures must be Huge or smaller and in
contact with you or in contact with a creature already touching you.
Any items or creatures they carry will not make the journey. The
creatures must be able to fit in the area or they will be left behind.
Heightened: You can use an Inspiration Point to open a gate
between two of your existing anchors. A visible portal appears that is
15 feet wide and 15 feet tall and lasts for 1 hour. The portal reveals
what is on the other side, but elements, powers, psionic abilities, and weather do not
pass through it. Any creature and
objects can go through the portal so long as they fit.
You can close this connection as an action. Any creatures and
objects still passing through are shunted out to one side randomly
before the portal closes
WhispererPsionA Whisperer can perform
long distance communication. They play
an important role in society, so much so that they were responsible
for the first Conclave. Thranes and Seres search for these psions and
reward loyalty handsomely. Unfortunately, where loyalty cannot be
bought, service has often been forced especially upon the Touched
Kin with the ability. Because of this, many non-Pergashans hide
children exhibiting Whisperer abilities to protect them from being
taken away from family. There are some Whisperers who feel a
calling to serve a particular individual or cause, but many are happy
to serve the highest bidder.
Telepathic Master
- A Whisperer has the Telepathy talent, but the range is unlimited (so
long as the target is on the same plane of existence as you) and the
visual requirement is waived. To be able to use telepathy in this
manner, you must be familiar with the target.
Whispers
- Cost: 1-7 psi point
- Evoking Time: Special
- Range: Self
- Duration: Instantaneous
- You can enhance your telepathy with the following benefits:
| Effect |
Cost |
| Increase number of targets by your proficiency bonus.
|
1+ |
| Include a visual and/or auditory aspect up to a minute
in duration. |
1+ |
| Attempt to contact a target you do not know. You must
have seen
their face, been given a telepathic visual, or know their name.* |
3 |
| Receive a telepathic response. This response is limited
to
information that would normally take 1 minute or less to share
verbally. |
2 |
If you are attempting to contact a creature with which you are
unfamiliar, you must make an Intelligence (Psionics) skill check. The
DC is modified by information you have regarding the target.
| Information |
DC |
| Knowing the target’s full name and face |
18 |
| Knowing the target’s full name |
20 |
| Knowing the target’s face |
25 |
Heightened: You can use an Inspiration Point to create an open line
of communication with your target(s) for 1 hour. This link benefits from
all the additional effects purchased.
Aura DrainPsionic Talent
- Evoking Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
- You sap the aura of a creature you can see in range and use this life force for
yourself. It must succeed on a Constitution saving throw or take 1d4 necrotic damage
and you gain temporary hit points equal to this amount.
This talent’s damage and
temporary hit point increases by 1d4 when you reach 5th level (2d4), 11th level
(3d4), and 17th level (4d4).
- Burn - Mass Drain: You use Aura Drain on all creatures adjacent to you. Each
creature must make a separate saving throw, and you gain temporary hit points
collectively from all the creatures affected.
- Burn - Targeted Drain: The target creature has disadvantage on its saving
throw against this talent. On a fail, it takes twice as much damage and you gain
temporary hit points equal to this amount.
BeaconPsionic Talent
- Evoking Time: 1 bonus action
- Range: Self
- Duration: 1 hour
- You cause bright light to radiate from your body in a 20-foot radius and dim light
for an additional 20 feet. The light can be colored as you like. The light lasts for
1 hour, and you can extinguish it earlier as a free action.
- Burn - Light of Day: You burst the equivalent of daylight in a 100-foot
radius from yourself. Motes of your psionic energy cling to surfaces and linger in
the air, creating sustained daylight in that area for 1 hour. Any creatures within
10 feet of you must make a Dexterity saving throw or be blinded until the end of
their next turn. Any creatures sensitive to daylight suffer effects.
- Burn - Searing Light: You focus your beacon through your eyes in a
concentrated beam 30 feet long. Make a psionic attack against a creature you can
see. On a hit, deal 1d8 + your level in radiant damage. The damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Blind SpotPsionic Talent
- Evoking Time: 1 action
- Range: 80 feet
- Duration: 1 round
- You erase your image from the mind of one creature you can see within 80 feet of
you. The target must succeed on a Wisdom saving throw, or you are erased from the
mind of the creature until the end of your next turn (even in the case of
blindsight). Creatures immune to charm automatically save against this ability.
- Burn - Forget: You pierce a hole in a creature’s memory, causing it to forget
a period of time. The target must succeed on a Wisdom saving throw or the hole
removes a memory no longer than 1 hour long. The memory must have occurred over the
past 24 hours or you must know the details of it intimately. You cannot alter
memories in any way except for removing that portion of time. The creature will be
unaware of your influence and simply be unable to recall the time lost.
Once you
have affected a creature in this way, you cannot do so again, and you cannot return
the memory. On a successful save, you expend 2 Hit Die, and the creature is aware of
your attempt and will behave accordingly.
DelusionPsionic Talent
- Evoking Time: 1 action
- Range: 60 feet
- Duration: 1 minute
- You plant a false belief in the mind of one creature that you can see within 60 feet
of you. The target must succeed on an Intelligence saving throw, or it sees or hears
this delusion. Only the target of this talent perceives the sound or image you
create.
If you create a sound, its volume can range from a whisper to a scream.
It can be your voice, someone else's voice, a creature's roar, a musical instrument,
or any other sound you pick. It lasts for 1 minute.
If you create an object, it
must fit within a 5-foot cube and can’t move or be reflective. The image can’t
create any effect that influences a sense other than sight. The image lasts for 1
minute, and it disappears if the creature touches it. Creatures immune to charm
automatically save against this ability.
- Burn - Alter Thought: You craft a permanent thought or belief in the mind of
one creature. The target must succeed on an Intelligence saving throw or it believes
this thought to be its own. This belief must be a single statement about another
creature, a place, or an item, and it cannot dictate an action. It can, however,
make suggestions in a way that may change the creature’s behavior in the future.
Once you have affected a creature in this way, you cannot do so again, and you
cannot retract this belief. On a successful save, you suffer an additional level of
Fatigue, and the creature is aware of your attempt and will behave accordingly.
Ego AssaultPsionic Talent
- Evoking Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
- You send a barrage of insults to a target’s mind within range. You must have line of
sight, but the target does not need to speak the same language as you. It must
succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on
the next attack roll it makes before the end of its next turn.
The talent’s
damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th
level (4d4).
- Burn - Brainfog: You weigh down a creature’s ego such that it feels the
effects in its body. On a failed save, the creature takes the usual damage, has
disadvantage on its next attack roll, and gains 1 level of exhaustion. This effect
lasts for 1 minute.
Far HandPsionic Talent
- Evoking Time: 1 action
- Range: up to 30 feet
- Duration: Concentration, up to 1 minute
- You manipulate or move one object within 30 feet of you. The object can’t weigh
more than 10 pounds, and you can’t affect an object being worn or carried by another
creature. If the object is loose, you can move it up to 30 feet in any direction.
The object falls to the ground at the end of your turn if you leave it suspended in
midair.
When you advance to 5th level, you can lift an object that weights up to
20 pounds and move it 30 extra feet; this increases again in 10 pounds and 30 feet
at levels 11th (up to 30 pounds and move it up to 90 feet) and 17th (40 pounds up to
120 feet); you also can affect one more object per level increase, that counts
against the total weight and distance you can manipulate.
- Burn - A Helping Hand: You project your aura into a humanoid shape that
assists you in simple tasks. The helper is visible to the naked eye and provides
light similar to a torch.
So long as you stay within 60 feet of each other and
maintain concentration, the helper lasts for 1 hour, has 1 hp, shares the same
physical ability scores as you, and has your non-combative skillset. You use a bonus
action to mentally control it, but it cannot attack and has no corporeal form. It
can perform tasks such as carrying objects, pulling a rope, repairing items, or
setting up a tent. If a task is too complex, it will sit in place and wait for a new
command.
Using this helper while camping during a long rest allows you to
perform one additional camp activity. The helper cannot meditate or tell a story,
but it can play a musical instrument that you are proficient with.
This
ability’s duration increases by 1 hour at 5th level (2 hours), 11th level (3 hours)
and 17th level (4 hours).
Light StepPsionic Talent
- Evoking Time: 1 bonus action
- Range: Self
- Duration: 1 turn
- You alter your density and weight to improve your mobility. For the rest of your
turn, your walking speed increases by 10 feet, and the first time you stand up this
turn, you do so without expending any of your movement if your speed is greater than
0.
- Burn - Fleet of Foot: You double your movement speed until the end of your
next turn.
Mind SliverPsionic Talent - Locked
- Evoking Time: 1 action
- Range: 60 feet
- Duration: 1 round
- You drive a disorienting spike of psychic energy into the mind of one creature you
can see within range. The target must make an Intelligence saving throw. Unless the
saving throw is successful, the target takes 1d6 psychic damage, and the first time
it makes a saving throw before the end of your next turn, it must roll a d4 and
subtract the number rolled from the save.
This talent’s damage increases by 1d6
when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level
(4d6).
- Burn - Shower of Slivers: You crystallize your mind and erupt a spray of
slivers to all nearby enemies. Each creature of your choice within 15 feet of you
that you can see must make an Intelligence saving throw or take the usual damage.
All that fail the saving throw take a d4 penalty on any rolls made until the end of
your next turn.
Mind ThrustPsionic Talent
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You target one creature you can see within range. The target must succeed on an
Intelligence saving throw or take 1d10 psychic damage.
The talent’s damage
increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).
- Burn - Get Away: You push yourself to the limit as you force your psionic
energy against a group of enemies. When you burn this talent, all creatures that you
can see within 10 feet of you must make an Intelligence saving throw. Each creature
that fails its save take the usual damage from this talent and none may make an
attack of opportunity against you until the end of your turn. On a success, the
creatures take half damage and suffer no other effects.
Minor
PyrokinesisPsionic Talent [Fire Pergashan]
- Evoking Time: 1 bonus action to 1 minute (see below)
- Range: 30 feet
- Duration: Special
- Your body burns unnaturally hot. You can focus this inner fire for 1
minute to ignite flammable material or an object, light a torch, or
start a small fire. You must touch what you wish to ignite, and your
inner fire cannot melt metal or produce light from your body.
Additionally, you use
your affinity to affect fire in the following ways:
- Grow. You can spend a bonus action to expand flame within range
up to 5 feet in one direction, provided that wood or other fuel is
present in the new location.
- Snuff. You can use a bonus action to extinguish flame within range in
a 5-foot cube. The size of the flame you can extinguish increases
when you reach certain levels: 5th level (10-foot cube), 11th level
(15-foot cube), and 17th level (20-foot cube).
- Extend. You can spend 1 minute to slow a fire to burn fuel more
efficiently. You double the life of a fire in a 5-foot cube. The duration
is based on the fuel.
- Burn - Immolation Armor. You break your control over your
inner fire and allow it to spread over your body like an armor of
flame. When you burn this talent as a bonus action, your flaming
armor bursts in place and all creatures within 15 feet of you must make a Dexterity
saving throw or take 2d6 fire damage (save for half damage). For a number of turns equal
to 1 + your Intelligence modifier (minimum 1), any creature that ends its turn adjacent
to you, touches, or attacks you with a melee or natural weapon takes
2d6 fire damage.
This ability’s burst and persistent damage increases by 1d6 when you
reach certain levels: 5th level (3d6), 11th level (4d6), and 17th level
(5d6).
Mystic
ArmamentPsionic Talent
- Evoking Time: 1 reaction
- Range: Self
- Duration: Instantaneous
- When you take damage from a creature’s attack and can see your assailant, you can
use your reaction to roll a d4 and reduce the amount of damage taken by the number
rolled. This reduction is before any resistances or other reductions.
The
talent’s damage reduction increases by 1d4 when you reach 5th level (2d4), 11th
level (3d4), and 17th level (4d4).
- Burn - Mystic Barricade: You push out a shield to protect you and those
around you. When you or your allies within 15 feet of you take damage from a
creature’s attack and you can see the assailant, you can burn this talent. You
deploy the shield as a dome or a plate with a radius of 15 feet within range.
Physical objects can be partially repelled or redirected. You roll this ability’s d4
appropriate to your level and reduce the incoming damage by this amount for any
creatures under the protection of the shield.
Mystic CharmPsionic Talent
- Evoking Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
- You beguile one humanoid you can see within range. The target must succeed on a
Charisma saving throw or be charmed by you until the end of your next turn. On a
save, the creature is unaware of your attempt to affect its mind. Creatures immune
to charm automatically save.
- Burn - Friendly Suggestion: Sometimes, you have to push a little harder to
get something done. When you burn this talent, expend 2 Hit Die and choose one
humanoid within 30 feet of you that you can see and can understand you. As you speak
with words, you soften their mental defenses with your mind. The target must succeed
on a Charisma saving throw or be charmed by you for the duration (concentration, up
to 1 hour). While the creature is charmed, it can undertake a single service or
activity you ask of it in a friendly manner, to the best of its ability. If the task
is completed before the duration, the charm ends.
If the task might cause harm
to the creature or conflicts with the creature’s normal activities or desires, it
can make another Charisma saving throw to try and end the effect. The save is made
with advantage if you or your companions are fighting the creature. If the task
would result in certain death for the creature, the charm ends.
When the charm
ends, the creature knows it was under your power. It will always have advantage on
saving throws from future mind-influencing effects made by you.
On a failure,
the creature will be unaware of your attempt to influence it.
Psionic GraspPsionic Talent
- Evoking Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
- You try to grab one creature you can see within range with an invisible hand crafted
from telekinetic energy. The target must succeed on a Strength saving throw or take
1d6 force damage. If it takes any of this damage and is Large or smaller, you can
move it up to 10 feet in a straight line in a direction of your choice. You can’t
lift the target off the ground unless it is already airborne or underwater.
The
talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).
- Burn - Sap: You take your foe in hand and squeeze them like overripe fruit.
When you burn this talent and the target fails its saving throw, it takes the usual
damage but is not moved. Instead, you squeeze it tightly, snapping ribs and
potentially damaging internal organs. It gains one level of exhaustion.
Psi-SlamPsionic Talent
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You target one creature you can see within range. The target must succeed on a
Constitution saving throw or take 1d6 force damage. If it takes any of this damage
and is Large or smaller, it is knocked prone.
The talent’s damage increases by
1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Burn - Bury: Your mind punches so much force against a foe that it becomes
partially buried. Burn this talent and if the target fails a Constitution saving
throw, you deal twice the damage. The target is also buried up to its waist (or half
its body) in the ground. Its movement is reduced to zero, and it must spend its
action to make a Strength (Athletics) check (DC=15) to get out of the ground. It is
considered prone for the purposes of attacks.
This ability will not work on
creatures with burrow or if the ground is solid (like stone) or liquid.
SandshapingPsionic Talent [Sand Pergashan]
- Evoking Time: 1 bonus action
- Range: 30 feet
- Duration: Instantaneous to 1 minute (see below)
- You choose a portion of sand that you can see within range and fits
within a 5-foot cube. You manipulate it in one of the following ways:
- Move. If you target an area of loose sand, you can instantaneously
excavate it, move it along the ground, and deposit it up to 5 feet
away. This movement doesn’t have enough force to cause
damage.
- Flurry. You can toss sand into the air and stir up a small flurry in a 5-
foot area within range. Any creature in or that passes through the
area of a flurry suffers disadvantage on their next attack. The flurry
remains for 1 minute, and you can use a bonus action to move the
flurry 5 feet away. If you create another flurry, any existing flurries
dissipate. Sand Pergashans are immune to the effects of these small
flurries.
The area of sand you can manipulate and the distance you can
move sand increases by 5 feet when you reach certain levels: 5th
level (10-foot cube, 10 feet), 11th level (15-foot cube, 15 feet), and
17th level (20-foot cube, 20 feet).
- Burn - Quicksand: You put all your mental efforts into creating
a sandy whirlpool and drawing your enemies into its depths. As an
action, target a desert or sandy space within 60 feet of you that you
can see. All creatures in a 10-foot radius of that space must make a
Strength saving throw or have their feet and bodies dragged into the
quicksand. The area of quicksand is difficult terrain, requires a
Perception check to notice it (DC=14), remains for a number of turns
equal to your level.
Any creature entering or ending their turn in the quicksand must
make a Strength saving throw or be caught. Creatures can be
assisted with rope or other abilities to gain advantage on their saves.
The longer a creature is trapped, the more dire their circumstances.
Creatures caught in the quicksand has their movement speed
reduced to 0. At the start of each of their turns, creatures must make
a Strength saving throw or continue to sink. If a creature falls
unconscious in the quicksand, it automatically begins to sink and
suffocate. After a successful save, a creature regains their
movement speed.
| Turn |
Effect |
| 1 |
Movement speed = 0 |
| 2 |
Disadvantage on Strength and Dexterity checks and saves.
|
| 3 |
Advantage on attacks against it |
| 4 |
Suffocation: at the end of each of its turns, it
takes 2d6
damage that cannot be reduced or resisted. The creature is no
longer able to be targeted as it is under the surface of the
quicksand. |
TelepathyPsionic Talent
- Evoking Time: 1 bonus action
- Range: 30 feet
- Duration: Instantaneous
- You can telepathically speak to any creature you can see within 30 feet of you. You
don’t need to share a language with the creature for it to understand your
telepathic messages, but the creature must be able to understand at least one
language or be telepathic itself. The creature can respond in kind once you
establish contact.
Creatures may choose to close their minds to you by making an
Intelligence saving throw. The DC to this save is 8 + your proficiency modifier +
your Intelligence modifier. Once a creature successfully saves, all your attempts at
telepathic communication can be rejected with ease until the next day.
- Burn - Shattering Scream: You pummel the minds of those around you with a
shattering telepathic scream. When you burn this talent, all creatures in a 30 foot
cone from you must make an Intelligence saving throw or suffer disadvantage on all
Wisdom, Charisma, and Intelligence saving throws until the end of your next turn.
Thought BoltPsionic Talent
- Evoking Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
- You make a psionic attack against a creature you can see. You make 1d8 psychic
damage on a hit, and you don’t reveal yourself if you are hidden.
The talent’s
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
- Burn - Spear: You concentrate this talent into a single point that spears
through the mind of your foe. On a hit, you deal twice the damage and the target
must make an Intelligence saving throw. On a fail, the target gains 1 level of
fatigue.
WindstreamPsionic Talent [Cloud Pergashan]
- Evoking Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You summon forth a stream of wind 60 feet long and 5 feet wide
from your hand. The wind extinguishes small fires, disperses fog or
mist, blows light objects around, and pushes larger objects.
Creatures one size category larger than you and smaller must
succeed on a Strength saving throw to resist the wind.
Failure: The creature is pushed back 5 feet.
Failure by 5: The creature is pushed back 10 feet.
Critical Failure: The creature is pushed back 15 feet and knocked
prone.
This talent improves by adding 2d4 slashing damage when you
reach certain levels: 5th level (2d4), 11th level (4d4), and 17th level
(8d4)
- Burn - Ranseur of Air. You concentrate your wind stream into a
focused blade of devastation. Target a creature within 30 feet of
you that you can see with a ranged psionic attack. On a hit, your
ranseur of air deals 2d8 slashing damage and the target is dazed for
1 minute. A dazed creature has disadvantage on all Perception
checks and ranged attacks. Whether or not you hit, any creatures
within a 20-foot radius must make a Strength saving throw or be
pushed 10 feet back from the source.
This ability improves by adding 1d8 slashing damage when you
reach certain levels: 5th level (3d8), 11th level (4d8), and 17th level
(5d8).