Class - Psion (Alternate)

January 5, 2020 | Author: Anonymous | Category: Natureza
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Description

Level

Proficiency Bonus

Power Points

Talents

Powers

Max Power Level

3

2

1st

Psionic Discipline

3

3

1st

--

3

5

2nd

17

Ability Score Improvement

4

6

2nd

+3

27

--

4

8

3rd

6th

+3

32

Psionic Discipline Feature

4

9

3rd

7th

+3

38

--

4

11

4th

8th

+3

44

Ability Score Improvement

5

12

4th

+2

4

2nd

+2

7

3rd

+2

14

4th

+2

5th

1st

Features Power Manifestation, Augmentation

9th

+4

57

--

5

14

5th

10th

+4

64

Psionic Discipline

5

15

5th

11th

+4

73

--

5

17

6th

12th

+4

78

Ability Score Improvement

5

18

6th

13th

+5

83

--

6

20

7th

14th

+5

89

Psionic Discipline Feature

6

21

7th

15th

+5

94

--

6

23

7th

16th

+5

100

Ability Score Improvement

6

24

8th

17th

+6

107

--

6

26

8th

18th

+6

114

Psionic Control

6

27

8th

19th

+6

123

Ability Score Improvement

6

29

9th

20th

+6

133

Signature Power

6

30

9th

Psion Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream. You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability's first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many.

Power Manifestation As one who has honed their mental strength beyond the perceived limits of the mind, you manifest psionic powers, which are similar to spells, but are quite different. Some spellcasters have managed to create a small bridge between the two in psychic spells, but you, unlike they, use the power of the brain to its true potential.

Psionics Psionics are psionic devices, psychic creatures, and various mysteries of the mind.

Class Features Hit Points Hit Dice: d6 Hit Points at 1st Level: 6 + your Constitution Modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Modifier per Psion level above 1st Proficiencies Armor: None Weapons: All simple weapons Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Investigation, Insight, History, and Perception Equipment (a) a quarterstaff or (b) dagger (a) a scholar’s pack or (b) explorer’s pack Any simple weapon Talents At 1st level, you know three talents of your choice. As you level up, you gain additional talents of your choice as seen in the Psion table. Psionic Power You manifest Psionic Powers much like a Sorcerer or Wizard casts spells, but instead of using spell slots, you use Power Points. The number of Power Points you have at each level is shown in the Psion table. You regain your Power Points at the end of a Long Rest. Power Saving Throw DC = 8 + your Proficiency Bonus + your Intelligence Modifier Power Attack Modifier = your Proficiency Bonus + your Intelligence Modifier Powers Known You have a specific number of Powers Known, and you gain Powers Known as you level up as detailed in the Psion table. Whenever you level up, you can replace one Power with any Power you can learn. Rules of Power Manifestation Psionic Powers manifest in a manner similar to casting spells. Instead of gaining a number of spell slots to cast, you gain a pool of Power Points instead. Each power has a point cost based on its level. You expend a number of Power Points to use a power of a given level. The Power Point Cost table summarizes the cost of Power Points of powers from 1st to 9th level. Talents don’t require points You can't reduce your Power Point total to less than 0, and you regain all spent spell points when you finish a long rest. Powers of 6th level and higher are particularly taxing cast. You can use Powers points to use one power of each level of 6th or higher between long rests. Psionic Powers do not require any spell components, but instead have various harmless displays. Which displays are shown are dependent on the spell, but the default displays of each type are: Visual: The manifester’s eyes glow with psionic fire Auditory: A deep hum that can be heard from 100 feet away is echoed Material: The manifester or area is thinly coated with a translucent, shimmering substance.

Mental: A chime rings in the heads of creatures within 15 feet Olfactory: The manifester emits an odor that can trigger very brief memories

Power Point Cost Power Level Point Cost 1st 2 2nd 3 5 3rd 4th 6

Power Level Point Cost 7 5th 9 6th 7th 10 8th 11 9th 13

• Extrasensory Perception Starting at 1st level, as an action you can spend any number of Power Points. You focus your awareness on the region around you. For 1 minute, you can sense the location and number of creatures that are present within 1000ft per Power Point spent of you, but do not learn any other information about the creatures. • Augmentations Psions gain the ability to augment their powers with the flexibility of their mind. You may use any augments if you meet the requirements. You gain an additional augmentation based on your archetype. You may use your augments a total number of times equal to your Proficiency bonus. You regain all uses when you finish a short or long rest. • Mind Sight When you make an insight check you may gain advantage on that check. • Mind Link You can use your action to touch a willing humanoid, and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn without spending a Power Point. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. • Teleportation Prerequisite: Psychoportation As a bonus action you may spend 2 Power Points to teleport yourself from your current location to any other spot within 30 feet. You can bring along objects as long as their weight doesn’t exceed what you can carry. You cannot arrive in a place already occupied by an object or a creature. • Telepathic Prerequisite: Telepathy You gain the ability to speak to the minds of other creatures. You can communicate telepathically with 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 utterances, but the creature must be able to understand at least one language.

• Fire Mind Prerequisite: Pyrokinesis As an action you may set fire to any flammable object or creature within 60 ft. If the object is being held by a creature or you target a creature, it must make a Dexterity saving throw against your Power save. On a failed save the item catches fire or the creature, and the creature must make a Dexterity save or receive 1d10 fire damage. The damage increases to 2d10 at 5th level, to 3d10 at 11th level, and to 4d10 at 17th level. • Telekinesis Prerequisite: Psychokinesis As an action you may exert your will on one object within 60 feet. You can exert fine control on objects with your telekinetic grip such as a simple tool, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. If the object isn’t being worn or carried, you may move it up to 30 feet in any direction each turn. The object cannot weight more than 5 pounds. • Energy Crystal Prerequisite: Metacreativity As an action you can create a 1 lb. psychic crystal the size of your fist. The crystal is self-aware but bound to you, having a telepathic link with you. It always hovers within 5 feet of you unless you use your action to direct it. When directing it, you can see objects within 30 feet of the crystal as if using standard sight. You can also touch the Energy Crystal while manifesting a touch Power to have it deliver the Power to a creature within 10 feet of it as an action. The Energy Crystal is always destroyed by a single damaging attack. You may only have one crystal at a time. • Meditation Prerequisite: Psychometabolism As a bonus action you can spend any number of Power Points. For every power point spent you can increase your Strength, Dexterity, or Constitution score by 1 to a maximum of 20. This effect lasts for 10 minutes and requires concentration.

• Mind’s Eye Prerequisite: Clairsentience As an action you can spend 1 Power Point to create an invisible sensor within 60 feet in a location familiar to you (a place you have visited or seen before), or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for 10 minutes, it can't be attacked or otherwise interacted with and requires concentration. When you create the sensor you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

• Mind Shield As a reaction, when you are targeted by a spell that forces you to make a spell save. A mental barrier appears and protects you. Until the start of your next turn, add your intelligence modifier to all spell saves you make. • Mind Blade As a bonus action, you create a semisolid blade 1 foot in length composed of psychic energy. As long as you hold the blade, it is identical in all ways (except visually) to a short sword and deals (1d8 + Intelligence modifier) force damage. The moment you relinquish your grip on the blade, it dissipates.

Psionic Discipline • Limit Removal You can manifest a power as if it were one higher level than it actually is. You raise the psionic power one higher level than normal (up to 9th level) and increase the effective level of the power that it modifies. All effects dependent on power level (such as saving throws, damage dealt, duration, range, and the ability to penetrate a globe of invulnerability) are calculated according to the new level. Limit removal is used after spending Power Points to determine the level of the power. Limit removal does not add to the total point cost of a power and ignores maximum power level requirements.

At 2nd level, you choose one of the seven styles of manifestation, Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Pyrokinesis, Psychoportation, and Telepathy. Depending on which one you choose, you gain various benefits at 2nd, 6th, 10th, and 14th levels.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th levels, you can add 2 points to any ability or add 1 point to two abilities with a limit of 20 points in each ability score. Psionic Control At 18th level, you can choose 3rd-level Psionic Power that you know. Whenever you manifest this Power at their given level, you do not expend any Power Points. Signature Power Once you are 20th level, you have gained a mastery over two destructive powers. Choose one 6th-level or lower Power that you can learn or already know. When you manifest that power for the first time after a long rest, it does not expend any Power Points. This Power does not count against your Powers Known, and if you already that Power you chose as your Signature Power, you can exchange it for any spell that you can learn.

Psionic Disciplines

Once you choose your Psionic Discipline, focusing on different aspects of the power of the mind, you gain various benefits. All Psionic Disciplines grant the added effect of reducing the Power Point cost of any Power that is part of the Discipline by 1.

Metacreativity

You are a master of sculpting ectoplasm from the Astral Plane, shaping it into various objects and creatures.

Astral Construct

At 2nd level, you may use the Energy Crystal augment. As an action you can spend 2 power points to transform your Energy crystal into a Small Astral Construct. You control the constructs actions and it acts on the same initiative as you. This shape lasts for 1 hour before disappearing or until it’s hit points drop to 0. When the Astral Construct's hit points drop to 0 it transforms back into an Energy Crystal. The stats of Astral Constructs are given at the end of this document.

World Shaper

At 6th level when you use the Energy Crystal augment, as an action you may instead manifest Psionic Creation without using any Power Points.

Greater Construct

At 10th level, you can spend 3 Power Points to transform your Energy Crystal into four Small Astral Constructs or one Medium Astral Construct when you use the Astral Construct feature.

Construct Mastery

At 14th level, you can spend 4 Power Points to transform your Energy Crystal into one Large Astral Construct.

Pyrokinesis

You have refined your psychic ability allowing you to create and control fire with your mind.

Flare At 2nd level you may use the Fire Mind Augment. You may spend a number of Power Points up to your proficiency bonus, to increase the damage of Fire mind by 1d10 for each point spent when you manifest the augment.

Wild Fire At 6th level your Fire Mind targets an area in a 5ft sphere instead of a single target. You may spend any number of Power Points to increase the radius by 5ft for every additional Power Point you spend.

Nova Heat At 10th level your Fire Mind ignores resistance to fire and deals half damage to targets immune to fire. In addition you may set stone and metal on fire and they burn as easily as wood. You also gain resistance to fire damage.

Eternal Flame At 14th level as a bonus action you may spend 2 Power Points to concentrate on your Fire Mind with your will. The next time you use Fire Mind targets damaged by Fire Mind must make a Dexterity saving throw. On a failed save they are set on ablaze taking half the initial damage dealt at the start of your turn. They will continue to be subjected to this effect as long as you maintain concentration. Objects set afire by your Pyrokinesis do not stop burning under any condition, as long as you are within 60 ft and have line of sight.

Psychokinesis

You have long studied the art of blasting things into the ground with your sheer brainpower, and because of this, you can augment your destructive capabilities even further.

Force Push

At 2nd level you may use Telekinesis augment. When you use Telekinesis as an action you may spend 1 Power Point. Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature both the object and the creature or solid surface take 2d6 bludgeoning damage. The damage increases to 3d6 at 5th level, to 4d6 at 11th level, and to 5d6 at 17th level.

Psionic Crush

At 6th level when you use Telekinesis you may spend any number of Power Points (up to your Intelligence modifier) to concentrate on one creature instead. The target must make a Strength saving throw. On a failed save, the target takes 1d12 force damage for every power point spent and is restrained by psychic forces until the end of your next turn. As an action, you can use your mind to crush the restrained target, who must make a Strength saving throw. It takes 1d12 force damage for every power point spent on a failed save, or half as much damage on a successful one.

Mind Lift

At 10th level when you use Telekinesis you can move a heavy object or creature. You can spend any number of Power Point's and for each point spent increase the size of creature you may attempt to move by one (starting at tiny then small). Make an ability check with your Power saving throw contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of Telekinesis.

Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can spend use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. You can affect only the same creature round after round. If you try to move an object or use Force Push, for each power point spent increase the weight of an object you can lift by 200 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this Power. If the object is worn or carried by a creature, you must make an ability check with your Power saving throw contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You may manipulate only the same object round after round.

Psionic Barrier

At 14th level, when you use Telekinesis you can spend 3 Power Points and concentrate to surround yourself with a barrier of mental energy. The barrier shields you, providing you with half cover against attacks lasting until the start of your next turn. Creatures that attempt to move within 10 feet of you must make a Strength saving throw. On a failed save they cannot move toward you. On a pass they move through the barrier, but that space is difficult terrain for the creature.

Psychoportation Training to move objects through space and time, you can control your surroundings with little to no effort.

Dimension Swap

At 2nd level, you may use the Teleportation Augment. When you use Teleportation you may spend an additional Power Point. If you do, you may target any two creatures or objects that you can see within 30 feet of you instead. If you target a creature, it must make a Dexterity saving throw. On a failed save swap the locations of the targets.

Space Warp

At 6th level, when you use Teleportation or Dimension Swap you may spend any number of additional Power Points. Increase the range by 60 feet for each point spent.

Slow Field

Starting at 10th level, when you use Teleportation you may spend 2 additional power points. If you do, you may instead using both your action and bonus action, slow down time within a sphere 30 feet in diameter in a location you choose within 90 feet of you for 1 minute. Creatures within the sphere move at half speed and have disadvantage on attack rolls and Dexterity Saving Throws, and can't use reactions while within the sphere.

Temporal Shift

By 14th level, when you use Teleportation you may spend 3 additional power points. If you do, you can instead target yourself or a creature within 60 feet of you. If used on a creature it must make an Intelligence saving throw. On a failed save or if targeting yourself, you or the creature vanish from your current plane of existence and appear in the Etheral Plane. At the start of you next turn, if you are on the Etheral Plane, you or the creature return to an unoccupied space of your choice that you can see within 30 feet of the space the target vanished from. If no unoccupied space is available within that range, they appear in the nearest unoccupied space (chosen at random if more that one space is equally near). While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Clairsentience

As a disciple of the art of reading the world around you like a book, you gain glorious insight into many things. A Psion whose primary discipline is Clairsentience is called a seer.

Grand Precognition

At 2nd level, you may use the Mind's Eye Augment. While concentrating on your minds eye, as an action you may spend any number of Power Points. You can move the eye up to 30 feet in any direction for each power point spent. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter

Future Thought

Once you reach 6th level, you passively see into the future at all times. You are constantly aware of what is about to pass. You gain advantage when rolling initiative.

Psychic Sight

At 10th level, when you use Mind's Eye you can spend an additional 2 Power Points. If you do, you can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw. On a successful save, the target isn’t affected, and you cannot observe it again for 24 hours. On a failed save, you use Mind's Eye within 10 feet of the target. The sensor moves with the target, remaining within 10 feet of it for the duration. Instead of targeting a creature, you can choose a location you have seen before as the target. When you do, you use Mind's Eye at that location.

Hypercognition

At 14th level, you gain a powerful sixth sense in relation to yourself. You receive instantaneous warnings of impending danger or harm. Thus, you would be warned in advance if a rogue were about to attempt a sneak attack on you, or if a creature were about to leap out from an unexpected direction, or if an attacker were specifically targeting you with a power, spell, or ranged weapon. You are never surprised and have advantage on Dexterity saving throws against traps and spells.

Psychometabolism You are an expert in changing shapes with your mind. Whether it is for healing or horribly maiming, you can get it done.

Flesh Barrier At 2nd level, you may use the Meditation augment. while you are concentrating on Meditation you manipulate the form of your body, strengthing it with your mind. While you are not wearing any armor and concentrating on Meditation, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

Shape Changer By 6th level as an action, while you are concentrating on Meditation you can spend 1 additional Power point. If you do, you can use your action to assume the shape of a humanoid you have seen before. You can transform into a humanoid with a challenge rating as high as your Psion level divided by 3, rounded down. You cannot use their swim speed. You do not gain any spellcasting feature from your new form. You may still use powers.

Shifting Form At 10th level as an action, while you are concentrating on your Meditation, you may spend 1 Power Point and use Alter Self as a power.

Psychic Vampire Starting at 14th level while you are concentrating on Meditation you can spend 3 Power points. For the duration when you perform a melee spell attack from a power or talent, you deal extra Psychic damage equal to (your Intelligence modifier + Proficiency bonus) and heal for half the damage dealt (rounded down).

Telepathy

Mind Fortress At 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Assume Control At 14th level, you gain the ability force your own psyche onto another humanoid. When you telepathically communicate with a humanoid, you may attempt to assume control of their mind. It must succeed on a Wisdom saving throw or fall under your control. You have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue your action to take total and precise control of the target. You can see through its eyes and hear through its ears as if you were in its space. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect end’s and the humanoid becomes immune to this feature for 24 hours. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. The creature cannot take any actions and remains stationary while you are not assuming direct control. The humanoid regains control of its mind after 1 hour. You cannot use this feature again until you finish a long rest.

You can transmit thoughts through space, alter the thoughts of others, or even invade their mind with your own, since you are the smart one who decided to focus on Telepathy.

Thought Conduit

At 2nd level, you may use the Telepathy augment. You may spend one Power Points when you use Telepathy. If you do, for 1 hour you can use Telepathy through walls and the range is increased to 120 feet.

Consciousness Eraser At 6th level, when you telepathically communicate with a creature you can erase their minds. As an action, you can spend 1 Power Points to force a creature to make a Wisdom Saving Throw against your Power Save DC. On a failed the creature’s memory from the last hour is erased and the creature takes no action until the end of your next turn. This effect is canceled if the creature receives magical healing. Succeeding on the Wisdom Saving Throw renders a target immune to this effect for 24 hours.

Psionic Powers List Talents Catfall Control Light Create Sound Crystal Shard

Dissipating Touch Energy Ray Missive My Light Skate Synesthete Telempathy Touch Aflame

1st-Level Powers Defensive Precognition Detect Psionics Disable Empathy Fire Lash Force Screen Mind Thrust Offensive Precognition OffensivePrescience Psionic Grease Psionic Identify Vigor 2nd-Level Powers Biofeedback Body Equilibrium Bolt of Fire Cloud Mind Concussion Blast Ego Whip Energy Adaptation Energy Push Id Insinuation Inflict Pain Mass Missive Psionic Levitate Sustenance Swarm of Crystals 3rd-Level Powers Body Adjustment Dispel Psionics Energy Burst Energy Wall Eradicate Invisibility Flaming Weapon Psionic Blast Share Pain Telekinetic Force Telekinetic Thrust Time Hop Ubiquitous Vision

4th-Level Powers Aura Sight Correspond Intellect Fortress Mindwipe Personality Parasite Psionic Dimension Door Psionic Divination Wall of Ectoplasm Red Dragon Breath 5th-Level Powers Adapt Body Catapsi Ectoplasmic Shambler Psionic Creation Fire Walk

Psychic Crush Tower of Iron Will 6th-Level Powers Breath of the Black Dragon Fuse Flesh Psionic Disintegrate Psionic True Seeing Retrieve Suspend Life Temporal Acceleration 7th-Level Powers Decerebrate Energy Conversion Energy Wave Insanity Moment of Prescience Phase Door Psionic Phase Shift Sequester 8th-Level Powers Iron Body Mind Blank Shadow Body True Metabolism 9th-Level Powers Apopsi Assimilate Bend Reality Microcosm Heat Death Adapt Body 5th-Level Psychometabolism Manifesting Time: 1 action Range: Personal Display: Visual Duration: 1 hour After you manifest this Power, your body automatically adjusts to hostile environments, allowing you to take no environmental damage, ignore the need to breathe, and can travel through liquid environments with ease. Manifesting this as a 6th Level Power increases the duration to 8 hours, while manifestation as a 7th Level Power increases the duration to 24 hours. Apopsi 9th-Level Telepathy Manifesting Time: 1 action Range: 50 ft

Display: Auditory, Material, and Visual Duration: Instantaneous You target one creature with Psionic or psychic ability. It must perform an Intelligence Saving Throw. On a failure, you remove the creature’s Psionic or psychic ability and any other mystical effects that might come from such ability permanently. On a successful save, the creature’s capabilities are only removed for one hour. Assimilate 9th-Level Psychometabolism Manifesting Time: 1 action Range: Touch Display: Auditory Visual Duration: Instantaneous Your finger becomes dark grey and has a bizarrely alien glow. When you strike a creature they must make a Constitution saving throw. On a failed save your touch deals 20d6 psychic damage. On a success, the creature takes half damage. If the creature is killed by this Power, they are assimilated by your form, healing you for half of the damage dealt and regenerating any lost limbs or extremities. Aura Sight 4th-Level Clairsentience Manifesting Time: 1 action Range: Personal Display: Visual Duration: Up to 10 minutes with Concentration Once this Power is manifested, you are able to see the moro-ethical auras of all creatures within 60 feet of you, showing you what their alignment, with particularly strong ones standing out. Aberration, Celestial, Elemental, Fey, Fiend, or Undead creatures are instantly identified as such. Unaligned creatures have no aura. Bend Reality 9th-Level Clairsentience Manifesting Time: 1 action Range: None Display: Visual Duration: Instantaneous This power functions very similar to Wish when manifested. This can be used to manifest any Psionic Power of 8th level or lower without any other Display. It can also be used to duplicate various other effects listed below: Delete any non-living or non-magical mass no more than 500 feet in any dimension. This can be used to carve out tunnels, buildings, or other structures. Alter the results of any roll within the past hour to your preferred results. Undo the effects of Powers such as Microcosm.

- Any reasonable effect allowed by the DM. Be warned, your DM may turn your Bend Reality against you, so be careful what you use this for. Biofeedback 2nd-Level Psychometabolism Manifesting Time: 1 action Range: Personal Display: Material and Visual Duration: Up to 1 minute with Concentration This Power grants you an incredibly tough body by rearranging your muscles and organs into a more perfect formation. While this Power is active, you gain advantage on Constitution and Strength Saving Throws and a +1 bonus to AC. Manifesting this as a 3rd-Level Power increases the duration to 10 minutes, while manifestation as a 4th-Level Power increases the duration to 1 hour. Any further augmentation of this power has no effect. Body Adjustment 3rd-Level Psychometabolism Manifesting Time: 1 action Range: Touch Display: Auditory and Material Duration: Instantaneous Twisting the insides to clog wounds, patch arteries, and really work out those cramps, you heal a creature for 8d4 + your intelligence modifier. For every Power Level above 3rd you manifest this Power as, you heal another 2d4. Body Equilibrium 2nd-Level Psychometabolism Manifesting Time: 1 action Range: Personal Display: Material and Visual Duration: Up to 10 minutes with Concentration You readjust your center of gravity with you brain, allowing you to walk at normal speed on any liquid, slippery surface, or weak solid without falling or slipping. Fall damage is also halved while using this power. Bolt of Fire 2nd-Level Pyrokinesis Manifesting Time: 1 action Range: 60 feet Display: Auditory Duration: Instantaneous You can launch a bolt of psionically manifested fire at a target. This power is treated as a ranged spell attack and deals 3d6 points of fire damage. For every Power Level above 2nd you manifest this Power as, you deal another 1d6 damage. Breath of the Black Dragon 6th-Level Psychometabolism Manifesting Time: 1 action Range: Self (80 ft line) Display: Visual Duration: Instantaneous By creating a temporary acid-storing organ near your mouth, you spew a cone of acid that deals 10d8 Acid damage to all creatures that fail a Dexterity Saving Throw. A creature who succeeds on the save takes half damage. If you manifest this Power at a level above 6th, then you increase the damage by 1d8 per level.

Catapsi 5th-Level Telepathy Manifesting Time: 1 action Range: Self (30 ft sphere) Display: Mental and Visual Duration: Up to 1 minutes with Concentration You broadcast mental white noise to any creature within range, disrupting the Concentration of any creature who fails a Wisdom Saving Throw, with any creature who makes the save having to repeat it every round that this is still in effect. Any creature other than you that attempts to manifest a Power must also succeed on a Wisdom Saving Throw or fail at manifesting the Power. Catfall Psychoportation Talent Manifesting Time: 1 reaction Range: Personal Display: Auditory Duration: Until Landing You can use this Talent in the air if jumping or falling from a great height. No matter what, you land on your feet when you land and damage that you would have taken from the fall is reduced as if the fall was 20 feet shorter. Cloud Mind 2nd-Level Telepathy Manifesting Time: 1 action Range: 60 feet Display: None Duration: Up to 10 minutes with Concentration Target one creature that you can see within range when you manifest this Power. This creature cannot perceive you in any way. Any actions you make that do not affect it, but any major actions, such as those that create obvious effects like attacking a nearby creature, making a loud sound, or manifesting a power, then the creature may make a Wisdom Saving Throw, and if they succeed, the Power no longer has any effect on the creature. The creature may also make a Wisdom Saving Throw if they detect you before you manifest this Power. Attacking a creature under this effect cancels it immediately. For every level higher than 2nd that you manifest this power as, you can target one more creature. Concussion Blast 2nd-Level Psychokinesis Manifesting Time: 1 action Range: 120 feet Display: Auditory Duration: Instantaneous You target one creature and strike them with a blast of force, dealing 4d8 force damage. The target must succeed

on a Strength Saving Throw or be stunned for 1 round. For each level higher than 2nd that you manifest this power as, you deal an extra 1d8 damage. Control Light Psychokinesis Talent Manifesting Time: 1 action Range: 100 feet Display: Visual Duration: Up to 1 minutes with Concentration By focusing your mind, you can change the amount of light emitted from an object. You can either completely diminish the illumination produced, making a torch or similar object have no effect on the light level, or you can double the light radius of the object. Correspond 4th-Level Telepathy Manifesting Time: 10 minutes Range: Infinite Display: Mental Duration: Up to 10 minutes with Concentration You can target any creature you have met before. You can have a mental conversation with this entity, and both of you instantly recognize each other’s voice. You can send each other messages up to 25 words long, and sending a message takes an action. The creature you contact does not need to share a common language with you for you to communicate.

Decerebrate 7th-Level Psychoportation Manifesting Time: 1 action Range: 60 feet Display: Mental Duration: Instantaneous You target a portion of a creature’s brain or nervous system, teleporting it into another plane of existence unless the target succeeds on a Constitution Saving Throw. If the target fails the Saving Throw, their intelligence drops to 1 and they lose sight and hearing. This can be reversed through spells like Wish or Regenerate. Defensive Precognition 1st-Level Clairsentience Manifesting Time: 1 action Range: Personal Display: Material and Visual Duration: 1 minute You predict the near future, aiding yourself in avoiding dangerous situations. Roll a d4. Add that to the next Saving Throw you make or subtract it from the next Attack Roll targeted at you. This cannot negate automatic hits from natural 20s. If you manifest this Power as 2nd Level, you roll a d6 instead, a d8 as 3rd, d10 as 4th, and a d12 and 5th.

Create Sound Metacreativity Talent Manifesting Time: 1 action Range: 50 feet Duration: Up to 1 minute with Concentration By manifesting this power, you can create a sound as loud as five people. You can use this to mimic many sounds, including mouse squeaks, singing, roaring, crackling of flames, bell chimes, or even something as complex as conversation.

Detect Psionics 1st-Level Clairsentience Manifesting Time: 1 action Range: Self Display: Auditory and Visual Duration: Up to 10 minutes with Concentration For the duration, you sense the presence of Psionics within 30 feet of you. If you sense Psionics in this way, you can use your action to see a thin aura around any visible creature or object that bears Psionics. The Power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Crystal Shard Metacreativity Talent Manifesting Time: 1 action Range: 80 feet Display: Auditory and Material Duration: Instantaneous By carving out hardened ectoplasm, you launch a daggersized shard out of the Astral Plane. A target that you choose takes 1d8 Piercing damage if they fail a Dexterity Saving Throw. A successful throw negates all damage from this Talent. At 5th level, this summons two crystals, three at 11th, and four at 17th. Each extra crystal requires its own attack roll.

Disable 1st-Level Telepathy Manifesting Time: 1 action Range: Self (20 foot cone) Display: Visual Duration: Instantaneous You use your brainpower to stop weaker creatures in their tracks. Roll 5d8; the total is how many hit points of creatures it can affect. Starting with the creature with the lowest Hit Points, all creatures are rendered paralyzed in ascending order of their current hit points, subtracting their current HP from the number you rolled until the number reaches past 0. Once you reach that point, stop paralyzing

creatures, including the one that depleted the number into the negatives. All paralyzed creatures are left paralyzed until they either take damage or a minute passes. Dispel Psionics 3rd-Level Psychokinesis Manifesting Time: 1 action Range: 120 feet Display: Visual Duration: Instantaneous Choose any one creature, object, or Psionic effect in range. Any Power of 3rd level or lower on the target ends. For each Power of 4th level or lower on the target, make an Intelligence check. The DC equals 10 + the Power’s level. On a successful check, the Power ends. If the Power is manifested at higher levels, Dispel Psionics automatically disables any Psionic effect of the same level or lower. Dissipating Touch Psychoportation Talent Manifesting Time: 1 action Range: Touch Display: Auditory and Visual Duration: Instantaneous You rapidly shift the molecules of a substance with your hand, dealing 1d10 Force damage to any target you touch by making a Power attack roll. At 5th, 11th, and 17th level, this deals 2d10, 3d10, and 4d10 damage respectively. Ectoplasmic Shambler 5th-Level Metacreativity Manifesting Time: 1 action Range: 200 feet Display: Auditory, Material, and Olfactory Duration: 1 minute You carve out a predatory fog from the ectoplasm of the Astral Plane which takes up a 30-foot radius sphere centered on a point within range. Any creature that starts its turn within the Ectoplasmic Shambler takes 6d6 force damage unless they succeed on a Constitution Saving Throw. If a creature succeeds, they take half damage. On your turn, you may move the Ectoplasmic Shambler up to 40 feet as a bonus action. Increasing the level of manifestation increases the damage the Ectoplasmic Shambler deals by 2d6 per level above 5th. Ego Whip 2nd-Level Telepathy Manifesting Time: 1 action Range: 60 feet Display: Auditory Duration: Instantaneous You use your Psionic abilities to lash the mind of a single creature, heavily demoralizing it, dealing 6d4 Psychic

damage and forcing disadvantage on the creature’s next save or attack roll unless they succeed on a Charisma Saving Throw. On a successful throw, the creature takes half damage and does not gain forced disadvantage. Empathy 1st-Level Telepathy Manifesting Time: 1 action Range: 30 ft Display: Mental Duration: 10 minutes You branch out to all creatures within range, feeling some of their most prevalent thoughts. You know what surface emotions they are feeling, such as rage, thirst, fear, hunger, pain, joy, infatuation, curiosity, uncertainty, and satisfaction. Energy Adaptation 2nd-Level Psychometabolism Manifesting Time: 1 action Range: Self Display: Visual Duration: Up to 10 minutes with Concentration When you manifest this Power, you choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You gain resistance to this type for the duration. By manifesting this power at a higher level, you can either choose to gain a resistance to another type or become immune to a type that you already chose to be resistant to. You get to make this choice once for every level above 2nd that you manifest it as. Energy Burst 3rd-Level Psychokinesis Manifesting Time: 1 action Range: Self (25 foot sphere) Display: Auditory Duration: Instantaneous When you manifest this Power, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You deal 4d8 damage of that type to all creatures in range who fail a Dexterity Saving Throw. Those who succeed on the throw take half damage. Manifesting this Power at higher levels adds 1d8 to the damage for every level above 3rd. Energy Conversion 7th-Level Psychometabolism/Psychokinesis Manifesting Time: 1 action Range: Self Display: Mental Duration: Up to 10 minutes with Concentration Your body becomes an energy battery for the duration of this Power. You gain resistance to Cold, Fire, Lightning, and Thunder damage. All damage that is negated by this

Power is stored up to be released as a devastating energy beam. As an action, you can perform a Power attack roll to hit a single target within 120 feet with all the damage you have stored with the types kept. Doing this ends the effect of this Power. Energy Push 2nd-Level Psychokinesis Manifesting Time: 1 action Range: 80 feet Display: Auditory and Visual Duration: Instantaneous When you manifest this Power, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You deal 3d10 damage of this type to a creature within range that fails a Dexterity Saving Throw. On a successful save, the creature takes half damage. The creature also rolls a Strength Saving Throw, and on a failure, they are flung back 20 feet. For every level above 2nd that this Power is manifested as, add 1d10 to the damage roll. Energy Ray Psychokinesis Talent Manifesting Time: 1 action Range: 60 feet Display: Auditory Duration: Instantaneous When you manifest this Power, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You deal 1d8 damage of this type to a creature within range after making a successful Power attack roll. At 5th, 11th, and 17th levels, you gain an extra beam, which uses a separate attack roll and can be a different damage type. Energy Wall 3rd-Level Metacreativity/Psychokinesis Manifesting Time: 1 action Range: 100 feet Display: Auditory Duration: 5 rounds When you manifest this Power, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You conjure a 20x20-foot wall of that element that generates waves of energy on one side. Any creature that starts its turn or enters the space within 20 feet of that side takes 2d8 damage of that type. Any creature that attempts to pass through the wall takes 3d8 damage of that type. You can manifest this power at higher levels to increase one of the dimensions of the wall by 20 feet per level above 3rd. This cannot increase the thickness of the wall. Energy Wave 7th-Level Psychokinesis Manifesting Time: 1 action

Range: Self (80 foot cone) Display: Auditory Duration: Instantaneous When you manifest this Power, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You deal 12d8 damage of this type to all creatures in the area of effect who fail a Dexterity Saving Throw. Succeeding on this throw reduces the damage taken by half. Manifesting this Power at higher levels increases the damage by 2d8 per level. Eradicate Invisibility 3rd-Level Psychokinesis Manifesting Time: 1 action Range: Self (50 foot burst) Display: Visual Duration: Instantaneous You emit a burst of energy that destroys the light-bending effects that cause invisibility. You dispel all invisibility effects within range. Natural invisibility is revealed for 3 rounds before activating again. Fire Lash 1st-Level Pyrokinesis Action: 1 bonus action Range: Self Display: Visual Duration: Concentration, up to 10 minutes You fashion a 10-foot-long whip of fire in your free hand. It lasts for the duration and if you let go of the whip, it disappears, but you can evoke the whip again as a bonus action. You can use your action to make a melee spell attack with a range of 10 feet with the fiery whip. On a hit, the target takes 2d6 fire damage. The flaming whip sheds bright light in a 10-foot radius and dim light for an additional 10 feet. For every level above 1st that this Power is manifested as, add 1d6 to the damage roll. Firewalk: 5th-Level Pyrokinesis Action: 1 action Range: Self Display: Material and Auditory Duration: Concentration, up to 10 minutes When you manifest this power, you can literally walk on fire. You leave footprints of flame 10 feet high and 5ft wide that last for the duration. You receive no damage from the flames. Each creature at the start of their turn within the fire must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. For every level above 5th that this Power is manifested as, add 1d8 to the damage roll. Flaming Weapon 3rd-Level Pyrokinesis Action: 1 action Range: Self Display: Visual Duration: 1 minute When you manifest this Power, one weapon you hold (including a stone, bullet, arrow, or bolt) is licked by flames that harm neither her nor the weapon. The weapon deals 1d6 points of fire damage, in addition to its normal damage. The weapon stops flaming at the end of the duration.

Force Screen 1st-Level Psychokinesis Manifesting Time: 1 action Range: Self Display: Auditory Duration: 1 minute with Concentration You create a hovering shield out of Psionic energy in front of you. The shield itself is translucent, but it grants half- cover from the front and always follows you. Manifesting this as a 2nd-Level Power increases the duration to up to 10 minutes, and up to 1 hour at 3rd level. Fuse Flesh 6th-Level Psychometabolism Manifesting Time: 1 action Range: 20 ft Display: Visual Duration: 1 minute Your touch is like a surgeon’s, but much more malicious. Choose a target with flesh within range. That target must then make a Constitution Saving Throw or have its flesh sown over itself. A creature who fails the throw has their movement speed reduced to 0 for the duration, cannot take any actions that are not purely mental while sewn together, and any swimming or flying creatures cease to be swimming or flying. Attack rolls that target the creature also gain advantage, and the creature automatically fails any other saving throws. A successful saving throw causes the target to only gain disadvantage on attack rolls for the duration. Heat Death 9th-Level Pyrokinesis Action: 1 action Range: 30 feet Display: Visual Duration: Instantaneous You raise the internal temperature of one living creature within 30 feet to lethal levels. The target must pass a Constitution saving throw or the target sustains 10d20 + 100 points of fire damage and horrifically its blood (or other internal fluid) boils. On a successful save, the target receives half damage. Id Insinuation 2nd-Level Telepathy Manifesting Time: 1 action Range: 50 feet Display: Auditory Duration: Up to 1 minute with Concentration Choose a target within range and force them to make a Charisma Saving Throw. On a success, this has no effect. On a failure, the creature must roll a d10 at the beginning of its turn as long as you maintain Concentration. The results of the roll effect the creature’s actions, detailed below: On a 1, the creature moves in a random direction, determined by rolling a d8 On a 2-6, the creature is unable to move or act, conflicted with itself On a 7-8, the creature performs a melee attack against the closest other creature -

On a 9-10, the creature acts normally

Inflict Pain 2nd-Level Telepathy Manifesting Time: 1 action Range: 60 feet Display: Mental Duration: 3 rounds You mentally maim a target in range, dealing 3d8 Psychic Damage unless the target succeeds on a Wisdom Saving Throw. On a successful throw, the target takes half damage and suffers no further effect.

On a failure, the target must make another Wisdom Saving Throw whenever it attempts to make an attack roll or skill check or gain disadvantage on that roll or check. This effect lasts for the duration of the Power. You can manifest this power at higher levels, increasing the damage dealt by 1d8 and duration of the effect by 1 round for every level above 2nd. Insanity 7th-Level Telepathy Manifesting Time: 1 action Range: 100 feet Display: Mental Duration: Instantaneous As the Id Insinuation Power, but permanent. Intellect Fortress 4th-Level Psychokinesis Manifesting Time: 1 bonus action Range: Self (20 ft sphere) Display: Auditory Duration: Up to 1 minute with Concentration You conjure a psychic barrier that protects all within it. All creatures within the area of effect take gain resistance against Psychic damage and Psionic Powers. Imitations of said powers are also affected by this Power. You can increase the level that this Power is manifested, and every level above 4th increases the radius of the sphere by 10 feet per level. Iron Body 8th-Level Metacreativity/Psychometabolism Manifesting Time: 1 action Range: Self Display: Auditory Duration: Up to 10 minutes with Concentration Shaping metal from the ectoplasm of the Astral Plane, you coat your body in it, weighing you down but protecting you substantially. While this Power is active, you gain +10 to your AC, but have your movement speed halved. You also gain resistance against Slashing, Piercing, and Bludgeoning damage, and cannot fly or swim. You also automatically break weak solids that you stand on and sink in any liquid. Mass Missive 2nd-Level Telepathy Manifesting Time: 1 action Range: 500 feet Display: Mental Duration: Instantaneous You broadcast a single, one-way, 25 word message to all creatures you choose within range. This requires a common language, and a creature that does not share a common language will hear meaningless syllables. Microcosm 9th-Level Telepathy Manifesting Time: 1 action Range: 60 feet Display: Material Duration: Instantaneous You use your Psionics to circulate a single creature’s neural network to feed into itself. One creature within range that you target must succeed on a Wisdom Saving Throw or be trapped in a realm of fantasy. On a failure, the creature’s mind produces its own landscape which the creature perceives as real. The creature in reality simply slumps over, drooling, where it will eventually die from natural causes if it can. This effect can only be reversed by spells or Powers such as Wish or Bend Reality

Mind Blank 8th-Level Telepathy Manifesting Time: 1 action Range: 30 feet Display: Olfactory Duration: 24 hours By selecting one target within range, including yourself, you can shroud that target in a psychic veil. That target is now immune to the effects of all surveillance, mindreading, behavior-altering, or detection spells and Powers for the duration. Manifesting this Power as a 9th-Level Power increases the duration to 1 week. Mind Thrust 1st-Level Telepathy Manifesting Time: 1 action Range: 40 feet Display: Auditory Duration: Instantaneous With a quick jolt of Psionic energy, you deal 2d10 Psychic damage to one target that you choose within range who fails an Intelligence Saving Throw. A successful throw halves the damage. Manifesting this Power at higher levels increases the damage dealt by 1d10 per level above 1st. Mindwipe 4th-Level Telepathy Manifesting Time: 1 action Range: Touch Display: Auditory, Mental, and Visual Duration: Instantaneous Upon succeeding on a Power attack roll, you cleanse a portion of a target’s memories. This can have superficial effects, but if the target has class levels, you can remove two of them if the target fails a Wisdom Saving Throw. This effect persists for 1 week, but can be removed through various spells and Powers. Missive Telepathy Talent Manifesting Time: 1 bonus action Range: 60 feet Display: Mental Duration: Instantaneous You can send a one-way 25-word message to one creature in range who shares a common language. Moment of Prescience 7th-Level Clairsentience Manifesting Time: 1 action Range: Touch Display: Visual Duration: 5 minutes A target you contact, including yourself, has a revelation of possible future events. For the duration, the target cannot be surprised, forces disadvantage on attackers, and gains advantage on attack rolls and saving throws. Manifested as an 8th-Level Power, the duration is 15 minutes, and as a 9th-Level Power, the duration is 1 hour. My Light Psychokinesis Talent Manifesting Time: 1 action Range: Self (60 ft cone)

Display: Auditory and Visual Duration: 1 minute Your eyes emit a beam of illumination, creating a brightly lit area in a 30 foot cone where you look, and dim light another 30 feet beyond that. Offensive Precognition 1st-Level Clairsentience Manifesting Time: 1 action Range: Personal Display: Material and Visual Duration: 1 minute You predict the near future, aiding yourself in combat. Roll a d4. Add that to the next attack roll you make or subtract it from the next Saving Throw a creature makes against you. This cannot negate automatic hits from natural 20s. If you manifest this Power as 2nd Level, you roll a d6 instead, a d8 as 3rd, d10 as 4th, and a d12 and 5th. Offensive Prescience 1st-Level Clairsentience Manifesting Time: 1 action Range: Touch Display: Material and Visual Duration: 1 minute A creature you touch can see a split-second ahead, giving it advantage on damage rolls it makes for basic attacks for the duration. Personality Parasite 4th-Level Telepathy Manifesting Time: 1 action Range: 100 Display: Auditory and Visual Duration: 1 minute You are able to invert a portion of a target’s psyche unless they succeed on a Charisma Saving Throw. At the start of the subject’s turn when under this effect, they roll a d2. On a 2, the alternate personality takes over, actively working against the original for that turn, such as by attacking allies. Phase Door 7th-Level Psychoportation Manifesting Time: 1 action Range: Touch Display: Material and Visual Duration: See text You can place a door to a small portion of the Astral Plane on any wood or stone surface. This door can be used by you and any other creature that you permit, and no light, spells, or Powers can pass through the door. The space inside the door is a simple 10-foot cube that can be used for storage. Two doors can be placed at the same time, and a third door replaces the first. Both lead to the same room.

Psionic Blast 3rd-Level Telepathy Manifesting Time: 1 action Range: Self (30 ft cone) Display: Auditory Duration: Instantaneous You send forth a way of Psionic energy, dealing 6d6 Psychic damage and stunning all creatures who fail an Intelligence Saving Throw until the beginning of your next turn. A successful save halves the damage. Psionic Creation 5th-Level Metacreativity Manifesting Time: 1 minute Range: 30 feet Display: Material Duration: 1 hour You pull globs of ectoplasm from the Astral Plane to create a fallacy of a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this Power to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a material you have encountered before. When manifested at higher levels, the volume of the object you simulate can be up to a 10-foot cube at 6th-Level, 15 at 7th, 20 at 8th, and 25 at 9th. Psionic Dimension Door 4th-Level Psychoportation Manifesting Time: 1 action Range: 500 feet Display: Visual Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this Power. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Power fails to teleport you. Psionic Disintegration 6th-Level Psychoportation Manifesting Time: 1 action Range: 60 feet

Display: Auditory, Material, and Visual Duration: Instantaneous A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall o f force. A creature targeted by this Power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except psionic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection, bend reality, or wish Power. This Power automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this Power disintegrates a 10-foot-cube portion of it. A psionic item is unaffected by this Power. When you manifest this Power at higher levels, the damage dealt increases by 3d6 per level above 6th. Psionic Divination 4th-Level Clairsentience Manifesting Time: 1 action Range: Self Display: Mental and Visual Duration: Instantaneous Your Psionics and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The Power doesn’t take into account any possible circumstances that might change the outcome, such as the manifestation of additional Powers or the loss or gain of a companion. If you manifest the Power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. Psionic Grease 1st-Level Metacreativity Manifesting Time: 1 action Range: Self Display: Olfactory and Visual Duration: 1 minute Slick, ectoplasmic grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Psionic Identify 1st-Level Clairsentience Manifesting Time: 1 hour Range: Self Display: Material and Mental Duration: Instantaneous You choose one object that you must touch throughout the manifesting of the Power. If it is a Psionic item or some other Psionic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any Powers are affecting the item and what they are. If the item was created by a Power, you learn which Power created it. If you instead touch a creature throughout the manifesting, you learn what Powers, if any, are currently affecting it. Psionic Levitate 3rd-Level Psychoportation Manifesting Time: 1 action Range: 60 feet Display: Olfactory Duration: Up to 10 minutes with Concentration One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The Power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the Power’s range. When the Power ends, the target floats gently to the ground if it is still aloft. Psionic True Seeing 6th-Level Clairsentience Manifesting Time: 1 action Range: Personal or Touch Display: Visual Duration: 1 hour This Power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by Psionics, and can see into the Ethereal Plane, all out to a range of 120 feet. Psychic Crush 5th-Level Telepathy Manifesting Time: 1 action Range: 60 feet Display: Auditory

Duration: Instantaneous You brutally destroy the thoughts and psyche of another creature in range, dealing 8d10 Psychic damage unless the creature succeeds on a Charisma Saving Throw, taking half damage on a pass. A failed save stuns the creature until it succeeds on a Charisma Saving Throw. For each level above 5th that you manifest this power as, add 1d10 to the damage roll. Red Dragon Breath 4th-Level Pyrokinesis Manifesting Time: 1 action Range: 25 feet Display: Visual Duration: Instantaneous You breathe forth raging fire, originating from your mouth and extending outward in a cone. Each creature in a 25foot cone must make a Dexterity saving throw. A creature takes 6d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. For each level above 4th that you manifest this power as, add 1d10 to the damage roll. Retrieve 6th-Level Psychoportation Manifesting Time: 1 bonus action Range: 300 feet Display: Visual Duration: Instantaneous You instantly teleport any object that you can see into your hands. Sequester 7th-Level Clairsentience Manifesting Time: 1 action Range: Touch Display: None Duration: 1 day Using your Psionic abilities, the creature that you touch becomes immune to surveillance spells and Powers and is rendered invisible for the duration. However, the target is also rendered comatose while under this effect, but the target does not age or suffer any ill effects. Manifesting this Power at higher levels increases the duration to 1 week at 8th-Level, or 1 month at 9th-Level. Share Pain 3rd-Level Psychometabolism Manifesting Time: 1 action Range: 80 feet Display: Material and Mental Duration: Up to 1 minute with Concentration You choose a target in range to split your wounds with. The target that you choose must succeed on a Wisdom Saving Throw, or take half the damage that you would take for you while under the effect of this Power.

Shadow Body 8th-Level Psychometabolism Manifesting Time: 1 action Range: Self Display: Auditory Duration: Up to 10 minutes with Concentration Your body shifts into a shadow, becoming one with darkness. You blend in perfectly with dimly lit areas or in total darkness, rendering you effectively invisible. While in bright light, you are still clearly visible as an unattached silhouette. You can move on any surface unhindered, and gain resistance to Piercing, Slashing, and Bludgeoning damage while this Power is active.

Synesthete Psychometabolism Talent Manifesting Time: 1 action Range: Self Display: Material Duration: 10 minutes You can link your senses together, allowing one sense to stimulate the other. You could smell color, hear tastes, see sounds, and so much more. This can be used to better grasp your environment, or detect hidden elements that you would not have noticed before. Choose and link two senses. You gain advantage on any Perception checks that use both of those senses.

Skate Psychoportation Talent Manifesting Time: 1 action Range: Personal or Touch Display: Material and Visual Duration: 1 minute The creature you select has its traction decreased to practically nothing. It isn’t affected by slippery surfaces such as those created by a Grease spell. Travelling uphill counts as difficult terrain, but travelling downhill costs half as much movement.

Telekinetic Force 3rd-Level Psychokinesis Manifesting Time: 1 action Range: 300 feet Display: Visual Duration: 1 minute You move an object no more than 250 lbs up to 20 feet in any direction as an action while this is active, including the turn that you manifest this Power. An unwilling creature that is targeted can make a Strength Saving Throw to avoid this. For every level above 3rd that you manifest this power as, add 250 lbs to the weight limit.

Suspend Life 6th-Level Psychometabolism Manifesting Time: 1 action Range: Self Display: Olfactory Duration: Infinite You suspend yourself in a trance impossibly deep, slowing aging to a halt and eliminating the need for food or water. You might as well be dead, and effects that detect life and thought register you as dead. However, you are fully aware of what happens around you, and can leave the trance whenever you choose. If you are attacked during this state, you awaken 4 rounds later. Sustenance 2nd-Level Psychometabolism Manifesting Time: 1 action Range: Self Display: Material Duration: Instantaneous Your body produces all the required nutrients, hydration, and energy that you would need for a day. This eliminates the need for food or drink. Swarm of Crystals 2nd-Level Metacreativity Manifesting Time: 1 action Range: Self (20 foot cone) Display: Material Duration: Instantaneous Summoning hardened ectoplasmic crystals from the Astral Plane, you deal 4d6 Piercing damage to every creature that fails a Dexterity Saving Throw. On a successful throw, a creature takes half damage. For every level higher than 2nd that this Power is manifested as, add 1d6 to the damage.

Telekinetic Push 3rd-Level Psychokinesis Manifesting Time: 1 action Range: 120 feet Display: Visual Duration: Instantaneous Select any number of creatures or objects whose total weight is no more than 250 lbs. You can hurl these objects up to 50 feet in any direction. A hurled creature who hits a solid surface takes damage equivalent to falling the distance flung. Flinging an object at a creature requires making a successful Power attack roll. Any objects above 20 lbs deals 1d6 bludgeoning when striking a creature. For every level above 3rd that you manifest this power as, increase the distance that you can fling an object or creature by 20 feet. Telempathy Telepathy Talent Manifesting Time: 1 action Range: 40 feet Display: Visual Duration: 1 minute You subtly alter a single target within range’s mood for the duration, allowing for easier attempts at manipulation. The target can resist this effect by succeeding on a Charisma Saving Throw. Temporal Acceleration 6th-Level Psychoportation

Manifesting Time: 1 bonus action Range: Self Display: None Duration: 1 round Once you manifest this Power, time stops all around you. You can act normally, but cannot target a creature with an attack or Power. You also can’t deal damage to other creatures while this Power is in effect. Persistent Powers that you cast while this is active will still persist after the effect ends. Manifesting this as a 7th-Level Power increases the duration to 2 rounds, and manifesting this as an 8th or 9th-Level Power increases the duration to 3 rounds. Time Hop 3rd-Level Psychoportation Manifesting Time: 1 action Range: 50 feet Display: Auditory and Visual Duration: 3 rounds You make a tiny tear in time around a single target within range, sending them forward in for the duration of this Power. This Power can fail if the target succeeds on an Intelligence Saving Throw. You can manifest this Power at higher levels in order to increase the duration by 1 round for every level above 3rd. Touch Aflame Pyrokinesis Talent Manifesting Time: 1 action Range: Touch Display: Visual Duration: Instantaneous Your mere touch sets objects or foes on fire. Make a melee spell attack against the target if it's a creature. The flames deals 1d12 points of fire damage. A flammable object hit by the fire ignites if it isn't being worn or carried. The powers damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Tower of Iron Will 5th-Level Telepathy/Psychokinesis Manifesting Time: 1 reaction or bonus action Range: Self (10 ft sphere) Display: Auditory Duration: 1 round When you are the target of a spell or Power, or within the target area of a spell or Power, you may activate this Power, or, you can activate this as a bonus action during your turn. Either way, you create a barrier out of pure thought, making all creatures within the area of effect immune to damaging spells or Powers for the duration. Manifesting this as a 6th or 7th-Level Power increases the duration to 2 rounds, while manifestation as a 8th or 9th- Level increases the duration of the Power to 3 rounds.

True Metabolism 8th-Level Psychoportation Manifesting Time: 1 action Range: Self Display: Material Duration: 1 minute Your body actively heals itself, sealing wounds and repairing tears. You heal 5d6 damage every round while under the effect of this Power. Manifesting this as a 9th- Level Power increases the healing rate to 6d6. Ubiquitous Vision 3rd-Level Clairsentience Manifesting Time: 1 action Range: Self Display: Visual Duration: Up to 10 minutes with Concentration Your mind allows you to see in all directions, granting you 360-degree vision. You cannot be flanked and have advantage on Perception checks that rely on sight. Vigor 1st-Level Psychometabolism Manifesting Time: 1 action Range: Self Display: Material and Olfactory Duration: 1 hour Your body energizes itself, granting you 2d6 temporary life points. Manifesting this Power at higher levels grants another 1d6 temporary life points per level above 1st. Wall of Ectoplasm 4th-Level Metacreativity Manifesting Time: 1 action Range: 120 feet Display: Visual Duration: Up to 10 minutes with Concentration You fashion a roiling wall of ectoplasm, imbuing it with solidity. The wall cannot move once it is formed. The wall is 4 inches thick and is 10 feet tall and can be up to 80 feet long. The wall can also be stacked, corner, or even made into a circle 25 feet in diameter. A creature that is where the wall would be formed is restrained inside of the wall unless it succeeds on a Strength Saving Throw. The wall can also be breached by attacking it. Each 5 foot section of the wall has an AC of 14 and 20 Hit Points. Alternatively, the wall can be destroyed through Dispel Psionics.

Astral Constructs

Small Astral Construct

Large Astral Construct

Small Construct, unaligned Armor Class 14 (Natural armor) Hit Points 13 (2d6+6) Speed 20ft. STR DEX 14 (+2) 10 (+0)

CON 16 (+3)

INT 3 (-4)

Large Construct, unaligned Armor Class 17 (Natural Armor) Hit Points 92 (8d10 + 48) Speed 35ft. WIS 6 (-2)

CHA 3 (-4)

STR 22 (+6)

DEX 10 (+0)

CON 23 (+6)

INT 3 (-4)

WIS 14 (+2)

CHA 10 (+0)

Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses Darkvision 60 ft. (blind beyond this radius), passive Perception 8 Languages –

Damage Immunities poison, psychic Damage Resistance Slashing, Piercing, Bludgeoning, and Psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses Darkvison 60ft. passive Perception 14 Languages –

Shifting Form: The Construct can come in many shapes, usually either humanoid or quadrupedal.

Shifting Form: The Construct can come in many shapes, usually either humanoid or quadrupedal Power Resistance: This creature has advantage on saving throws against psionic powers

ACTIONS

Slam: +4 to hit, 5 ft reach, one target. Deals 8 (1d10 +2) bludgeoning damage.

Medium Astral Construct

Medium Construct, unaligned Armor Class 15 (Natural armor) Hit Points 57 (6d8 +30) Speed 30ft. STR 18 (+4)

DEX 10 (+0)

CON 21 (+5)

INT 3 (-4)

WIS 10 (+0)

CHA 3 (-4)

Damage Immunities poison, psychic Damage Resistance Slashing, Piercing, Bludgeoning, and Psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses Darkvision 60ft. passive Perception 10 Languages – Power Resistance: This creature has advantage on saving throws against psionic powers.

Shifting Form: The Construct can come in many shapes, usually either humanoid or quadrupedal ACTIONS Slam: +7 to hit, 5 ft reach, one target. Deals 27 (4d10 +5) bludgeoning damage.

ACTIONS

Multiattack. The large astral construct makes two slam attacks. Slam: +10 to hit, 5 ft reach, one target. Deals 29 (4d10 +7) bludgeoning.

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